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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from skinny121

    There is a new command /testfor you can use with command blocks and if there is a comparator pointing out of it, it produces a signal if the parameters are true. For example /testfor @p[r=5] produces a signal only if a player is within 5 blocks, this means we can now create spawner free player detectors.

    Quick question: Does it do this always, or only when prompted with a redstone signal?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So... I just found out that when MCEdit updates it removes all your schemetics...

    Dang it...
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from cameron274

    Although, to be fair, they're asking him to show his face, not use facecam in his videos.

    IMO, though, I don't need to connect a face to a voice. My mental image of, say, Zisteau, remains different from that picture of him that's floating around. I wouldn't mind seeing Vechs' face, but I don't have any real need to in the first place.

    Yeah... I kinda of prefer to not know what LPers look like. My main reason is... Well, if they're professional, you can probably take what you expect them to look like, and add twenty pounds.

    And that's not just because of the camera.
    Quote from StratMaster007

    My mental picture of everyone on the internet corresponds to their avatar or profile pic, regardless of whether I see their face at one point or another.

    This I can also agree with.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from AxlRosie

    Thank you so much for pointing that out! :D

    After so many votes I thought I'd have a final answer, but Inferno Ops and Blaze Tamer are both at 11 votes right now! XD
    I think I'll give it another half an hour and consider more votes~

    I'd kinda like to know which one Vechs approves, though. :3

    You know, I think you could possibly combine them and create a skin everyone likes. Use Inferno Ops as the base, and add the flaming hands and some of the details from the Blaze Tamer skin to make a super awesome skin! The Inferno Tamer skin!
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from AxlRosie

    Guise guise guise
    I need to decide my skin for Inferno Mines and I thought it'd be cool if you helped me decide. :3
    Here are the applicants:

    Inferno Ops Rosie - http://novaskin.me/FmGQD

    Rambo Rosie - http://novaskin.me/OchvA

    Blaze Tamer Rosie - http://novaskin.me/RRGZ1

    :D

    I hope this isn't considered off-topic, after all it's you guys deciding a factor of my future IM beta playthrough LP. .-.

    I too vote Inferno Ops. And it isn't just because I like orange.

    By the way, anyone know how some wide-area spawners could cause Minecraft to crash?
    To be tested for confirmation.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from BoneHead777

    Here's a guess: one of the spawners has a higher min delay than its max delay. That causes an instant crash

    But... How could that be? I set all the spawners to use the normal settings... Anyway to tell for sure if that is the problem?

    EDIT: Well, removing the spawners worked...

    OH! I remember now! I did use some edited spawners in one area... But I just changed their range...
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from BoneHead777

    Did you ever load the map with a mod that adds additional blocks (like Thaumcraft)? Does it also crash MCEdit? If no, are there any future blocks? Or maybe items that can't exist in your version of MC? (though these usually just get deleted)

    Nope, nope, and I've never used a snapshot.
    Quote from Apollo9898

    Are there any fire ball spawners? those will make the game crash.

    Nope.

    So far, my best guess is something with Kamyu's Tools messed it up... or at least my use of them, combined with zipping the file. I think...
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Apollo9898

    Oh heay, Dinnurbunny played in the Super Craft Bros. Tournament.

    ...

    Das cool.

    From what I've seen from Coestar's point of view, I think he lost.

    EDIT: So, I finally decided to try to figure out why the Alpha version of my map was crashing. To test it, I removed the original map, and put it in a different folder. Next, I unzipped the uploaded map and put it in the saves file. I booted it up, and everything seemed fine... Until I checked out the South-Western corner of the spawn. There, Minecraft crashed, and continued to crash even after a removal of all entities. Any suggestions as to what the problem could be and/or where I should go to get help. Crash reports available if requested.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Pieluvr

    You can also use these, they're ridiculous

    Well, I heard one that AMLP should use for sure.
    At least for one episode.

    Quote from Vechs

    Hey Kamyu, would you like to be a boss in Inferno Mines?

    First thought:
    " target="" data-ensure-absolute>" frameborder="0" autoplay="false" allowfullscreen sandbox="allow-forms allow-scripts allow-same-origin allow-popups"> (Caution: Uncensored version. Couldn't find a censored one)
    Like a boss!

    Quote from Hybran

    Also for all of you that are jelly, the beta compilation of Pantheon is uploading right now.

    Uploading... 1% complete
    1 MB out of 100MB
    Expected completetion time: Never

    Quote from inferachnid

    How'd you get banned?

    Also, to Hy-bran muffin (grain humor), about when do you think the beta testers will be done and the official map will be released? Please don't say "When it's done", even if you have almost no idea just try to make an estimate. (inb4 Hybran says "Between 1 day and 1 century" or "When it's done")

    So your sense of humor goes against the grain? Rye like that.
    Quote from inferachnid

    I don't know what else I expected.

    *IKnowIHaveAGIFForThatSomewhere.gif*
    *IDon'tKnowWhatIExpected.jpg*
    Quote from Apollo9898

    mostly it was "Vahks do dis!" "When weel Pan-fee-on be dunn hybra-muffin?" "OH LAWDY INVISIBLE CREEPER!" "Rsy struume" "fwap'a durp" "!!!!!!!!!11!!!!!1!!!!"

    And that pretty much sums up the last 36 pages or so. Also Vahkz being evil and Combak (i think it was Combak) forgetting to make his 1000th post long.

    Yeah... Remind me to try to fix the Alpha download, 'kay?
    Quote from Apollo9898

    Also that little dancing dinosaur avatar is so cute. :3

    *YouMustBeNewHere.jpg*
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from inferachnid

    We already can have cave spiders with 100 hearts. With that we could have .1 size cave spiders with 100 hearts.

    Or, you know, something actually balanced.

    Anyways, in mapmaking, I found that custom heads are useless. If I want a boss with some kind of monster face, I need to find a player with the monster face and hope they don't change their skin. Good luck with that.

    I think it would be neat if there was some kind of feature that allowed us to assign skins to non existent usernames and use those in our maps. I don't know if this is possible, but it sure would be great.

    Sort of like deviantArt's plz accounts, right?
    ... Almost no one is going to know what I the heck I'm talking about...

    Quote from Harrison8347135

    So, basically, Steves would be yet again possible?

    Yep.
    Quote from StratMaster007

    So, Legendary II.

    What if Vechs revamped Legendary. Twice as high boundaries, new blocks(stone bricks, emeralds, redstone blocks, redstone lamps nether brick, etc), new mobs, tweaked traps, and a completely redone Nether area(just to keep us on our toes). In fact, he could actually completely change most of the areas.

    Or maybe I'm just describing Inferno Mines.

    Vechs? What do you think?

    I think you're descibing Inferno Mines... Mostly. ;p
    Quote from Harrison8347135

    Didn't Vechs adjust the height in the 3.0 update? The water pillar seems rather higher.

    EDIT: "3.0 - Support for Minecraft anvil format, additional random loot chest, now that I have control over biomes, I made the entire map Forest, so no more snow in the desert / lava areas. Also no more snow setting off traps early..." This is what he meant by support for Anvil, right? Not just converting it?

    Nope, he just converted it. That's actually harder than it sounds; the blocks at the very top of the map messed up the conversion a bit.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Harrison8347135

    Since we were talking about Steves, do you think Legendary is easier or harder without them? Also, why does everybody think that Legendary is so easy? There is nothing easy about that map. Even though the traps may be obvious, and loot may be good, there is that one place. You know, that big place. The place. With monsters. I shall not go forward in hints.

    Because it is old, and, while the start and end are hard, there are ways to make it easier, plus the middle is kind of easy. If it were made now, the end could be much more difficult. In comparison to some other maps, Legendary is actually kind of easy now.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from StratMaster007

    Holy 1000th post, Combak!

    Ah, crud, I was planning on saving that for announcing that the Alpha for my map was working. (It's not. Yet.)
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from StratMaster007

    I know this because I've never posted anywhere else.

    :3

    Yeah, that works.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Eeriewolf

    I'm looking forward to future monsters, so, what do YOU think'll be next?

    I'm begging for Dragons (mentioned several times, not as destructive as the Ender Dragon.) and Dragonflies (think Castlevania) though I guess they would be fairly similar to Blazes, and lastly Murlocs (Warcraft).

    I'm also really looking forward to the Red Dragon mob, but aside from that there aren't any planned mobs I'm too excited about. Of course, I can still imagine a few mos which would be a cool addition.

    The first one I think of is the Golem(Name subject to change), a mob with four arms. The cool part about it? With mob tags, and natural spawns too, it can be a ranged/melee hybrid. One pair of hands can have a bow while another can have a sword. Or both pairs of hands can have the same weapon, for double the damage/fire rate. It makes for a mob Jon would have a pain in the rear time programming (probably) but it would be a very unpredictable challenge. For extra fun, it could have a lot of health.
    For extra fun, it could be a Clay Golem; players could make and equip their own, but it has much less health than an Iron Golem and takes its equipment to the grave.

    Another, passive mob idea I have is the Shroop, the mushroom-biome sheep. It is basically a normal sheep with some mycelium or something growing on its back along with come brown mushrooms, making it a counterpart to the Mooshroom. If a normal sheep eats mycelium it can be transformed into one. It is a little pointless, but is would let mushroom-biomes be populated by something other than Mooshrooms.

    ... Yeah, that's all I got...
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So... I just noticed that Vechs commented on the "Nuclear Minecarts" video Dinnerbone retweeted.

    We might be in for a lot of trouble...


    BTW, make sure "Gamerule TileEntitiesDrop" is off if you use this Vechs. I do not want to play with a ton of lag... unless that is the intent.
    Posted in: Maps
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