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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    ... So if I've been watching Vechs' basically nothing new. Except for the movement to the "Ultimate CTM Community" thread. That was news to me.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    So... Hi guys!

    Can anyone quickly fill me in on what I missed? Last time I was here, Vechs had just updated Inferno Mines to be made of the new smooth sandstone double slabs. Did I miss anything good?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    On the topic of survival/adventure/CTM maps:

    It seems that most of you have forgotten a very important point in this discussion. Namely, that the map's type is determined by the goal of the map. Survival maps create a environment which is interesting to survive in. Adventure maps tell a story. And CTM maps, by their name, have you complete the friggin' monument. That's it. As long as the goal of the map is to finish some collection it is a CTM map.The whole map can be in Adventure mode and it can still be a CTM map. Just have the goal item be mob eggs and the player can place them in item frames at the monumnet.

    You guys are just talking about the norm, not the rule.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from Xeophite_5642

    These are my favorite survival maps! Just a question though, is inferno mines going to come out fully released or in open beta testing? If anyone could answer that'd be great! Keep on the good work Vechs!

    Come on guys, he's not beeing as bad as some people. Inferno Mines will be released as a finished product (I think).
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Hey Hybran, can't you record now?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from T0z

    So a while ago a posted here about creating a tool that can create randomized dungeons from MCEdit schematics (all the way back on page 1817). And now I have actually released that tool! It's called Dungeon Blender and you can find it here.

    Can I love you in a manly way?

    Seriously though, this might make my map much easier to make.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from Kyric

    50,000+ Replies. I think this is the most popular thread in the maps forum. Anyways, I'm ALMOST done with Spellbound Caves. It's mind-blowingly hard.. for me.

    I doudt this is the most popular thread on the forums... although it might be the most popular in the maps group.
    The mods threads get very long.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from dragonsrule9

    Hey Vechs, someone just posted this in the CTM Community thread, and I thought you might be interested.

    http://www.minecraft...enerating-tool/

    It involves random generation of dungeons based on MCedit schematics, something I remember you were interested in when you were working on the SH Roguelike map. Anyway, just dropping this off here. :P

    Well, this could make my map much easier to make.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series

    As the consistent voice of reason in a din of chaos of the thread, it is only fitting that I, Kevstar Spillmaster, claim the 50,002nd post with the question that remains on everyone's lips:

    How much slower can the beta testing possibly be?

    It took Zisteau a few months to finish Legendary. Does that answer your question?

    Quote from Corpeh

    Anyone kind enough to give me some tips on my first CTM? I would like to get it out on beta pretty soon.
    Title: Inhuman -Blinded by Fear
    http://www.minecraft...ed-by-fear-wip/

    Samples:









    Thanks in advance!

    Well... I was going to say that I didn't know how well this would go as a CTM map due to how it looked, but after looking at your thread it looks like it will be pretty good. From what I can see you've avoided Lethmyr Syndrome, so you're good to go.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    I've got to ask: What exactly are Boomers, Chars... and the other named mob?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from yelkca_

    Are my posts invisible, too?

    Not to me.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from I_am_Jens

    128x128 :P I can't stand the low default resolution. This texture pack is kinda the same as default but with a way better resolution. I can play fine with animated fire off and short render distance, though, so I don't really care.

    Well, there's your problem!

    You can't just use a 32x32 texture pack? I mean, really, the 128x128 pack has 16 time more pixels per block! Just imagine how much that taxes your computer!
    Quote from Apollo9898

    PLEASE stop responding to that troll. There's this little gear in the top right corner of the forum page, its called settings. And under settings, there's an ignore preference. Ignore him and stop responding to him, i don't want to see his crap on my forum page.

    Although some times (Ok, at least this time) he isn't being a troll.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from I_am_Jens

    ==Nightmare Realm Progress==



    Alright, I finished my permanent house. This is the temporary one (yes, I was not exaggarating when I said it is a pile of random materials thrown together:


    Next, my permanent house.


    The inside of my house. Never have I made a good-looking building using so many different materials, that is so well-organized.


    A picture showing the canal system I made to distribute one water source to both my cobblestone generator and my carrot farm:


    And last but not least, a picture of my tree farm:


    (God, made the pics with tiny render distance and animated fire on, my PC almost died. I have to play without animated fire, even with optifine :( )

    Now, what area to conquer next.... The Forestmen, I think.

    ... What's the size of your texture pack?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Oh, great, I get the page ending post.

    I better make it one of my specials.

    Quote from TheCakeisAlive

    In Vechs related news - He may soon be a Hero in Towns :) I mentioned it and the head Dev liked the idea, said he would add Vetches if Vetches asked. I just hope it happens, because it would be terribly amusing :D

    Quote from Apollo9898

    In other Vetches related news, Paulsoresjr threw a shoutout to him in his newest Man Vs. Minecraft video. :D

    In other Towns related news - Did Vechs get that Sir Punchwood was a reference to Paulsoaresjr?
    And I honestly think the Vetches sounds more of like an enemy than a hero.

    Quote from Vechs

    A spawner that has 3 possible spawns:

    1) feesh block
    2) feesh
    3) a copy of the spawner itself

    So it slowly spreads a feesh stone / feesh spawner nest across the map, like a Minecraft version of Terraria corruption.

    Just remember to use a large area and/or a long delay.
    Put a spawner in bedrock with a large radius just to be sure that the Corruption can never be completely removed.

    Quote from haon7272w

    Understanding inception is easier than trying to make a decryption of that.

    IMHO I disagree. Of course, I did take a class on film, so my understanding of it might be better than the average person's understanding of the film.

    Quote from wrightforce

    Note to self:
    Ways to bug Cameron

    I've been doing some more speedruns of Spellbound Caves. I've managed to get down to about 21 minutes using Psycho's path, and I think I might be able to break the 20 minute mark with it, but I'm unsure how to get past that. For those super-speedy people, do you use a different route, or are there little shortcuts, or...? It's a very intents and run. Don't hate me cameron :D .

    *Intensive run
    And really, since this is Minecraft, it's all about getting lucky with the spawns, drops, route, and reactions. For most games it is just the route and reaction time.


    Awww, I wish Vechs granted us with Inferno Mines open beta for valentines day. I guess I can only dream... :(

    The Vetches is immune to reverse psychology.

    Quote from Elmach

    Unless I'm missing something, isn't (3) impossible because you would have to have an infinite* number of nbt tags?

    *Yes, I realize that you could just use a large number, but that just doesn't feel the same. I'm a mathematician, sue me. If this is your answer, I'm not going to argue, I just hope that dinnerbone added some way to make the recursion indefinite.

    If you were a mathematican, you wouldn't say infinite. And, as someone with a limited knowledge of coding: Would it be possible to set the... whatever to a bit of code that causes a recursive loop which allows the spawners to infinitely spawner theirselves? Would that cause too much lag? Does Java have preventions against this in the code? Does the game?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from wrightforce

    Achievement Get: Make a post Combak style.

    Op, op, oppa Combak style! :D

    On the topic of recursive spawners: Can they be spawners for something other than pigs, or has that been changed as well?
    Quote from ShufflinCreepur

    I would have to choose random loot chests because chests can't kill you

    Tell that to a trapped chest plus turret combo.
    Posted in: Maps
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