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    posted a message on [CTM] Death's Aerial Survival Series
    I finally did it... Dreamland is finished. It should be out by tomorrow (even though I have a report due Wednesday which I have not started :tongue.gif: ), I just need to get some links working and sort out my files and the format for the first page. I'm really happy with how it turned out, rather than with Desert Messiah where some things just didn't work and such. I'm going to try and get back into the swing of things now that I have a clear scope on what updates look like on Minecraft and what the CTM player base is looking for now. Desert Messiah 2.0 is going to be much of a full rework of the entire map, I don't think I'll be keeping many combat elements already placed, so Chunk Error will come out before that... I'm looking forward to making some more maps, and I hope everyone is looking forward to playing them!
    Posted in: Maps
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    posted a message on [CTM] Death's Aerial Survival Series
    Quote from Cornshot1

    Really don't want this series to be forgotten.


    ALRIGHT! I think I'm back. I'm trying to get use to the new enchantments, new mobs, and new potions in SSP and other CTMs so I know how they work and I can put them into my maps... But I don't think I'll be updating Desert Messiah anytime soon. I might scrap it and bring it back later, because it's just way too complicated for a first-ever map. Dreamland will be much more fitting... and Chunk Error will be a much better #2. I think Desert Messiah could go in a Legendary direction, with it spanning from easy to pure ROMhack hard difficulty... But that also would mean I need to put out maps from all those difficulties, so I don't see a spontaneous Desert Messiah 2.0 coming out in the near future.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from GrassGiant

    Anyone noticed the difficulty changes??


    I just noticed that... But honestly, Legendary shouldn't be hard and Nightmare shouldn't be ROMhack. Legendary is much more ROMhack than Nightmare... I suppose the difficulty will change once Legendary 2.0 comes out, but Nightmare was way too easy to be ROMhack.
    Posted in: Maps
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    posted a message on [CTM] Death's Aerial Survival Series
    Quote from Cornshot1

    Now that the release candidates are out and pretty much no changes are going to be made to Minecraft until the Minecraft 1.1, are you working on Chunk Error?


    Yes, but I don't have as much time as I use to. Semester finals are approaching, and between school and my social life, I've been losing the time I use to spend wanting to sit down and build a map and end up doing more relaxing things... I've also been playing Skyrim, so that's also a distraction. :biggrin.gif:
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from ZombieCleo

    Have you considered that there might be a reason for those videos to no longer be up when he was happy to host them before? I'm not sure Vechs' ignorance on this subject is the one you want to be questioning here.


    No, I know why they were taken down. I just find it slightly childish how someone's unrelated opinions should affect whether someone's video is on their forum topic. I don't mind that he disagrees, but when you prejudice someone for their genuine opinions, you have fallen to the point of ignorance. I'm not questioning anything, I'm pointing out a small fault others can learn from.

    It could be just me, though. I found it kind of immature, however, because Thomas didn't do anything after he was directly insulted but rather continued to encourage the Superhostile series, yet he continued to be ignored.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from PwnyExpress

    You need to add Guude and BDoubleO to the Video post for Nightmare Realms! I bet they're are devestated that you have for gotten about them...


    He doesn't even have ThomasWadeFraser up there, who was the first person to complete Nightmare Realm on YouTube (which is really ignorant, considering his videos use to be up there and aren't anymore.) He can't really add everyone, but he does seem to add the most popular YouTubers first and ignore the others.
    Posted in: Maps
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    posted a message on [CTM] Death's Aerial Survival Series
    Quote from z_bill

    Speaking of your environments, something I noticed about Desert Messiah is you seem to make these really beautiful areas topographically, then put the goal in a linear dungeon that really doesn't have much to do with the outside. I was always travelling through an area I really wanted to explore freeform, only to find a rigid numbered dungeon somewhere in it was what I was actually meant to explore.

    I first started noticing this "numbered dungeon" style map with Vechs' Sunburn Islands, and I gotta say, I'm not the biggest fan. Why not incorporate the wool into these awesome terrains rather than making us find a pit where there is an unrelated dungeon?


    It's mostly to keep wool separate from the islands. I don't really like how CTM maps stress the CTM goal so much it isn't worth playing after you've finished the map. In my maps, there is so much more to explore, and so many things to do and see that you can still go back after you've finished and build something like it was regular minecraft.

    I also really don't like areas that are just dungeons (Digu Islands) because it's kind of a buzz kill. You can get excited for new areas when you know every path you can take is expansive and worth exploring. I hated how in Legendary he would add the castles as their own areas.

    The final reason is that it honestly is way too easy if every island is its own dungeon. I could pull an Infernal Sky II and make a sub-beginner difficulty map. Imagine if I just had 17 islands of The Crossover or Skylit Island. It would match the difficulty of my maps, but it would be boring.

    Looking at Vechs's maps, people also tend to like Sea of Flame II, Sunburn Islands, and Legendary more. The maps before these don't get as much credit because you never have any real indication to as what you should do. In Legendary, you may get a 300x300 area to explore, but at least you know you're going to find something. In my maps, all I really care you know is if you're in the right place to find the wool. I don't care if you know beforehand or not.
    Posted in: Maps
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    posted a message on [CTM] Death's Aerial Survival Series
    Quote from fatterchick3

    tbh, i didn't have much trouble with the crossover, the dungeon was anoying in the last part, but i lit it up pretty easily, the lava helps with luring...


    That's something I really need to work on... I really like in CTMs where I can use the environment against the mobs. The lava was part of me trying to replicate that... There's also some bridges and caves in AS II were you can lure mobs into the void, but I want to use it more in Chunk Error with the desert area and some of the snow traps.
    Posted in: Maps
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    posted a message on [CTM] Death's Aerial Survival Series
    Quote from algebraicAT333

    Loving the first map so far, great work!
    I've conquered the first crossroad and set up base at Island Caeli. Just a question, can you give me a hint as to where the easter egg items might be?

    Also I hated loved The Crossover in the first crossroad. So frustrating enjoyable. :smile.gif:


    Sure! They're always where you would never think of going, and (quite honestly) where you would be wasting time if you went to. I mean, you might climb up a bedrock cave to a wool box and not notice the grass on top of it because, well, why bother looking up there? You could see a tiny island in the distance and think: why would this be in the map if it's a complete waste of time getting there? Well, because there might be an Easter egg reward. If you finish the map and keep building and surviving in it, you'll eventually find these places. Until then, they really are only myths...


    Also, some news on AS II... I've finished Dungeons 1-12, the Shrine of Sky, and all resources I plan on adding into the regular world. Dungeons 13-16 will be located in the End and the Nether, once these areas are finished... So far I've really been thinking about how a beginning player would react to the map and I'm quite satisfied with the very stead learning curve it provides. By the end of this map, you won't realize it, but you'll be ready for maps like Desert Messiah and Chunk Error. I intend for my maps to kind of flow naturally from one area to another, so you aren't extremely surprised with the challenge or lack of challenge a dungeon provides. And because it's a beginner/first time map, it transitions from vanilla gameplay to a CTM gameplay, newcomers really will find their place in these types of maps.
    Posted in: Maps
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    posted a message on ██ [CTM] ߷ Forgotten Lands ߷ ██ - Adventure/Collection challenges
    Quote from Cranica

    If you mean something like:

    :Indigo: :DBlock:
    :Yellow:

    where yellow is the chest, the diamond block is the trigger sand, and purple is the block 36, then yes. If you meant in a line, I don't think so - although if you had, say, another unstable block you could transmit signals that way. I suggest you read up on the Tarzan Trigger linked further up this page if you want unfair, couldn't-possibly-do-anything-about-it traps.

    Yes, a block-36 chest trap might prove to be reliable in certain situations. I also read that opening a chest causes a lighting update, and since block-36 is also affected by lighting updates, I could see why it would work.

    I have, I just need a few unfair traps to begin... After playing games like IWBTG, I really realize that no one has really made a map that even remotely deserves the title "ROMhack Hard". I mean, Vechs has made some pretty hard stuff, and the end of the Skys looks pretty hard, but nothing I've seen has ever made me think, "This wasn't made to be fun. You're a ****." My goal is something that will make you regret downloading the map in the first place. When I say you will never complete this map, I want to mean it.

    Also: I made a thread relating to the sponge traps and came up with a wireless signal transmitter. I like where this is going, not only will sponges prove to be useful in custom maps, but also in redstone contraptions if (or when) they are able to be collected.
    Posted in: Maps
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    posted a message on ██ [CTM] ߷ Forgotten Lands ߷ ██ - Adventure/Collection challenges
    You know, would putting a block 36 in front of a furnace or chest that is next to a sand block be updated if it was right clicked? That would just be an amazing trap.

    Oh a chest... *right clicks* Why didn't anything happen? *BOOM*

    It would be exceedingly unfair... but that's kind of what I've always been going for.
    Posted in: Maps
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    posted a message on ██ [CTM] ߷ Forgotten Lands ߷ ██ - Adventure/Collection challenges
    Quote from Cranica

    Would appreciate it if you'd spoiler that lategame stuff, I haven't mentioned it for a reason :tongue.gif:

    We'll see how it goes, I wanted to experiment with it and I think it works pretty well, but we'll see.


    Sorry about that, I thought it was obscure enough to remain un-tagged.

    I agree, it works well for the most part, hopefully it'll work the same through release. I know I'm gonna be doing a lot of updating on my first map when Minecraft is released, there are just way to many things that are even broken already. :sad.gif:

    Also,
    I really like that sponge trap you made, I'm definitely going to be using the sponge block update properties in my more difficult maps. With this and the pressure plate removal detector, I could really just plain be a ****. :biggrin.gif:
    Posted in: Maps
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    posted a message on Wireless Redstone Signal Transmitter.
    Recently, when creating traps for my map series, I read on the wiki that updating a sponge block actually updates the blocks surrounding it in a 5x5x5 area. A few minutes later, I created minecraft's first ever truly legitimate wireless signal transmitter that functions reliably. It works simply: Press the button, and a piston moves a sponge block. This triggers a block update next to a BUD switch, creating a short pulse and triggering a noteblock on.



    Posted in: Redstone Discussion and Mechanisms
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    posted a message on ██ [CTM] ߷ Forgotten Lands ߷ ██ - Adventure/Collection challenges
    The Skys look VERY interesting, I've played up to the first hub, but I've decided to hold off. I've seen that some parts are very fragile. Block 36 usually isn't something I'd work with, tbh. I suppose once the full release is out, the map will be re-balanced and it will work better.

    Though, I think you should hold off on the controlling rules. It's not meant for CTM maps, it really ruins the gameplay. Standard CTM rules are enough for these kinds of maps. Just spread out the islands beyond view and you're good. If a player wants to waste 100s of blocks to skip an area, let them. And make sure you don't stray from the theme.

    I looked in MCedit (couldn't resist :tongue.gif:) and wasn't happy with some of the things in the Nether. Speaking of the Nether, linear doesn't work for CTM. Only in ROMhack hard maps would a linear map work well.
    Posted in: Maps
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    posted a message on [CTM] Death's Aerial Survival Series
    Dreamland is coming along nicely... Here are some teaser shots.


    Grass? Well, this must be the easiest CTM ever! Right?



    The Fall of Alice. (Just to hint at the overall dungeon theme of the map.)



    Also, I've been thinking about AS IV and made a prototype island... It'll probably have a mountainous theme and stress bridging and building bases.




    Alternatively, I could try my hand at a ROMhack hard map, which I've been developing traps for. I have a few traps that are just dickish and some more traps that are just to **** you off and scare the crap out of you. If I make a ROMhack hard map, you'll hate it. That's my goal.
    Posted in: Maps
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