The only head he used was Isaac's, though. o_o Otherwise, they were all native enemies, balanced around the areas, added in to the storyline. I agree the graveyard was a bit of a biiiig thing, but the mobs were fine, I think! If only as an experiment.
He used both Isaac's and Limitless' heads', and maybe another but I can't remember. The mobs were good, but as someone who knew the people they were references to at a glance, it isn't something I'd particularly like to see again.
Wow, negative review o_O Has anyone else played Edge of Unknown who can write another review on it? I don't know anything about the map so don't know if that review is accurate or not!
I've been meaning to play the map and review it for a while now. I'll see about doing that now, as it sounds like the map won't take very long if it's that easy.
I'm afraid not right now. I'm working on the last area of Intersection 01 at the moment, and it's also an area I would much rather keep a secret until the release. Once I get to Intersection 02, I may be able to give out a few more screenshots, but we'll see.
Also, for anyone who hasn't seen it yet, I made a little display about a new mob variant that will have its own area in Dreadsky Depths. Here's the link.
*snip*
Is that a good reveiw? I have not done this before.
It's alright, but the final score doesn't seem to reflect your review very well. An 18 is the equivalent of a Green rating, yet you seemed to have a lot of issues with the map overall. Might wanna consider bumping a couple of the aspects down a notch. Other than that, yeah, it looks fine.
I still don't understand how to make custom name tags for mobs. With NBT-Explorer, how do you add custom name tags, as I can't find 'Spawndata'?
Spawndata isn't what you're looking for. Look for "Spawnpotentials" instead. From there, go into the entries and expand "Properties". That's where you want to add the tags. Here's what I mean:
I'm unsure right now if adding the tags to the "Properties" on the same level as "Spawnpotentials" does anything, but I know for the Thistlebacks I used Spawnpotentials and everything worked out fine.
Sorry, Skeeto recently reformatted the Upcoming Maps section, and apparently yours go brushed aside. Sorry about that, I'll make sure we add it next time someone gets on the account.
Well uhh... The tree is horizontal, not vertical, so the tree just burns all the way across, starting from wherever the blazes shoot at you. I'm considering just setting doFireTick to false for the map, tbh, but even during my playthroughs it was so thrilling to be dashing about with the tree burning and the blazes rampaging. The problem came afterwards when the tree was gone. It makes the area feel empty and dull, if you ever have to return there.
Ah, horizontal would do it... :/ Kinda have to take things by a situation basis. I don't know how you've constructed the thing, but you could consider making an inner obsidian frame in the rough shape of the tree, so when it burnt down, you'd be left with a blackened form of the original tree.
And as for the bed thing, the easiest answer is to just remove the beds from that area, or at least from the areas most likely to be affected by the fire. Like I said, I don't know how you've made stuff, so it may not be logical to do this.
I've been using Blazes for one of the areas in my map, which is a giant tree suspended over void. However, after too long the tree does burn down entirely, which is starting to feel a bit off to me. I have a teleport system for the player to return to I1 from I2, which is through that area, but at the same time, I'm debating if I really should have the tree burn down or not. There are, of course, alternatives to setting the whole tree ablaze, and I'm wondering if it's worth doing that, or if letting the tree burn is worth it.
Anyone have any opinions on this?
Personally, I love the thrill of being at the top of a burning tree. That actually happened to me in UT1 (in the grave area with the big trees), and it was one of my favorite memories of the map. If there's a way to ensure that the tree only starts burning at the bottom, so as to keep the pressure on the player focused on the fire below rather than dodging the fires around them, then I think it would work very well.
That was a bit complicated. Lemme rephrase.
Burning tree = good, burning bottom of tree = good, burning top of tree = not so good.
What map making programs do you guys use? Currently I use MCEdit, Singleplayercommands (and worldedit), and kamyu's tools (spawners, custom shops, populate chests). I'm thinking about installing Build Commands... Anyone know how compatible it is?
From what I understand, Build Commands is good if you want to cut MCedit out of your mapmaking cycle. I would much more highly recommend the Terraforming Toolkit (by the same author as the Build Commands), as the erode and fill commands in that toolkit produce much better results than the ones coming with Build Commands. Terraforming Toolkit and Build Commands are compatible with each other, but I had them both installed on my 1.4.6 jar, and I really never found a use for the Build Commands. So yeah, it's really up to you, but I'd suggest ignoring Build Commands and only getting the Terraforming Toolkit.
WOOT! Just a few hours ago, I got my new computer, which is a huge upgrade to what I had I link the computer in spoiler.
http://www.asus.com/...#specifications
With the,NVIDIA® GeForce GT630 2GB , The 3rd generation Intel® Core™ i3/i5/i7/Pentium® Dual-Core Processor, 16 gb of ram. and 1 TB HD.
Nice! I'm personally saving up for a G75VW (also Asus), as it's essentially a desktop computer in a laptop case. Before anyone says it, yes, I'm aware desktops are more reliable and stuff, but mobility is important for me, so desktops are out of the question.
That (meaning ReqPlayerRange) is another one of those weird tags that randomly requires another tag for it to work. Just include the Max Nearby Entities tag as well (even if left at the default value) and the Required Player Range tag will work. The opposite is probably true as well.
Which explains why I've had issues with the max nearby entities tag before. That should also fix Infamy's problem with the blaze spawners that he mentioned earlier on this page.
I like this snapshot update, and the mob eggs are a really nice addition. However, I feel that the "sheep eat grass to regain wool" is a bit overpowered. I'm not complaining, I use wool for carpeting a lot, but it seems kinda unrealistic for the sheep to regain their wool so easily. It might work better to have them eat the wheat grass to regain their wool, and only after a timer of like five minutes. Still, nice snapshot. :smile.gif:
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I know, I'm being a broken record.
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Also, for anyone who hasn't seen it yet, I made a little display about a new mob variant that will have its own area in Dreadsky Depths. Here's the link.
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Spawndata isn't what you're looking for. Look for "Spawnpotentials" instead. From there, go into the entries and expand "Properties". That's where you want to add the tags. Here's what I mean:
I'm unsure right now if adding the tags to the "Properties" on the same level as "Spawnpotentials" does anything, but I know for the Thistlebacks I used Spawnpotentials and everything worked out fine.
Ehm, just so you know bro, that link goes to a youtube video, not your map.
Sorry, Skeeto recently reformatted the Upcoming Maps section, and apparently yours go brushed aside. Sorry about that, I'll make sure we add it next time someone gets on the account.
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And as for the bed thing, the easiest answer is to just remove the beds from that area, or at least from the areas most likely to be affected by the fire. Like I said, I don't know how you've made stuff, so it may not be logical to do this.
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That was a bit complicated. Lemme rephrase.
Burning tree = good, burning bottom of tree = good, burning top of tree = not so good.
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Which explains why I've had issues with the max nearby entities tag before. That should also fix Infamy's problem with the blaze spawners that he mentioned earlier on this page.
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