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    posted a message on The Aether Collab - King, Kodaichi, Shockah! Discussion Thread
    Quote from Jbott

    Will the new blocks be available in creative mode? Or is that unpossible?

    Huh, I was just wondering that. I also wonder how Ambrosium will work. I hope it still works the same way as before, because eating it would look weird, and Bosses will be tough if it doesn't restore health.

    On a side note, today's Halloween, so let's hope for that Halloween release soon!
    Posted in: Mods Discussion
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    posted a message on [1.7.3] Un-Nerfed Fire
    How's the update coming? I do miss the old fire spread... :VV:
    Posted in: Minecraft Mods
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Huh. I've found some strange secret water filled cave too...there was some underwater lava, and then I found what looked like a abandoned mineshaft underwater behind some coal at the end...I think vechs is behind this, lava never generates IN water...I'll try and get some pics up later.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Wait...but what's so bad about getting pig spawners? Don't they still need grass to spawn? Or am I missing something?
    Also, we already get infinite food from zombies. Is infinite pork really such a bad thing?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Random001us

    i love your maps Vechs but i can't play them on anything but peaceful because of the spawners.
    Too many mobs at one time is killing my cpu

    I humbly request a Vechs Super Hostile Map that don't use spawners.

    Hmmmm...there was that one dungeon in Sea of Flame II...(okay, it had one Ghast spawner, big deal.)
    I doubt it will ever happen, though. They wouldn't be super hostile without spawners. This map series probably isn't for you, then.
    I do remember hearing about a map Vechs was working on that was supposed to be more like a harder version of regular Minecraft, but I don't really know what exactly that means. We haven't heard much about it.
    Posted in: Maps
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    posted a message on Thread O' Links
    I know this creeper-statue building thread is really old and all, but like most building threads, it doesn't matter! I learned how to build awesome giant creepers with this, and I think others would find it useful as well.

    :SSSS: Ardy's Creepers of Every Flavor :SSSS:
    Posted in: Survival Mode
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    posted a message on Stronghold + Mineshaft + NPC Village + Dungeon (The new 404 Challenge 1.8)
    Is this in the seed bank? It should be!
    Posted in: Seeds
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    posted a message on Jaw Dropping Seeds NEW 9TH VIDEO UPLOADED CRAZY SEEDS
    Is there a seed bank for pre-1.8 seeds? Because these seeds deserve it!
    Posted in: Seeds
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from dann494

    There is one way to control (almost) excactly what spawns in any location: by setting the whole map in the Nether! The only mobs you can't control are zombie pigmen (harmless and probably all over the place) and ghasts (but they can only spawn in huge wide open areas, so the tunnels are safe). And best of all: endermen and slimes can't spawn in the Nether and ruin your traps! Currently, it seems blazes and magma cubes require spawners, but if they can spawn everywhere in a future update: We have a problem.

    To change spawn point, players would need to make a portal to the real world (you should place some portals in the toughest areas, and (if it's a linear-branching map) at each intersection, just to be a tiny little bit nice). The normal world would be all bedrock except the spawn (this has to have a portal), and maybe the Victory Monument, unless you put it in the Nether.

    It would be fun to start the map in a small room encased in bedrock within the Nether, the only breakable blocks: sand (triggers a TNT trap) and a bed (which explodes if you try using it, destroying the sand, triggering the TNT trap) either way: BOOM! -> Spawn.

    A map like this would be very challenging, and require players to think in a very different way (Just think about water! Give them a little so they can have farms, if they are stupid enough to pick it up and turning it useless, let them do that). You might want to have some new Nether sections in map 00 to teach them the basics of what you can and cannot do in the Nether (to properly teach them, put these sections in the Nether).

    I hope you've gotten some demonic ideas from this, looking forward to future maps either way!


    This is something I've been thinking about for quite a while; a map taking place almost completely in the Nether does sound pretty interesting. I was thinking Vechs could use MCedit to make the Nether look just like the real world, except the sky would look quite omninous...

    It would be funny if you didn't notice it right away, and you tried to sleep in some bed near spawn only to have it explode...maybe even set off some extra TNT... :dry.gif:
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Time to play my first ever Rom-hack hard map. I am going to die many times; and I am going to enjoy it.

    I was actually still playing on 1.7.3...looks like it's time to backup and update!
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Really? Gold nuggets!?
    Now we have even more reason to farm zombie pigmen(sorry Zisteau), as they can be crafted into gold bars for picks, clocks, or even the gold block! Sure, it takes a lot of nuggets, but farming zombie pigmen is easy if spawners are available; suffocation is a good method, and cacti or fall damage can work too.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Hey Vechs, when you update your maps, could you still keep the 1.7.3 versions up as well? I see myself playing your maps on 1.7, as there are a lot of things about 1.8 that...just don't mesh well with your maps, and that I'm not a big fan of, even if you do redesign them.
    Maybe you just need an "archive" section in the OP for all the old downloads.
    Posted in: Maps
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    posted a message on Stronghold + Mineshaft + NPC Village + Dungeon (The new 404 Challenge 1.8)
    Quote from Leet

    NEW! the -341414797482072298 challenge!

    Yeah, lets call it that. I can't wait to call all my friends and tell them about the -341414797482072298 challenge.

    But really, what should we call it? Hmmm....
    Posted in: Seeds
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    posted a message on Seed (Stronghold)
    Nice! I always wondered if a real island spawn was possible. People love islands, hence the survival island series was really popular. I'm glad you found this.
    Posted in: Seeds
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    posted a message on [myth busted] Enderman can pick up ANY block
    Quote from IronWill1991

    Can endermen pick up bedrock?

    Posted in: 1.8 Update Discussion
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