• 1

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

    This is getting more and more confusing. Quick, we'll nest it down even further.

    We need to hire a bunch Twitch lurkers and mine it to bedrock.
    Posted in: Maps
  • 1

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

    I like aesthetics. I never said I didn't. I brought up something you said on your thread because it was on the 1st page of the thread, not because of what you said. Yeah, you can go to the last page of something if you want, but I always like to read the first comments given to someone on their first map, because it gives me a feeling of what it looked like back then as oppose to changes. The reason I quoted it and told you my opinion was because I wanted to give you my opinion of what it was BACK THEN, and I would give you more feedback in the future. However, because of the way you treated me and your friends treated me, I no longer have any intention to download any of your maps ever.
    I think I am on your side of the argument, I don't care about aesthetics. But I may as well be on my own lil' side since I care about gameplay technical complexity and difficulty. If it doesn't use as many of the features in the game and it isn't fun at doing so I am not going to play it. If it is challenging, fun, but doesn't have anything new or complex I may try it. If it delivers something that I haven't seen before, or something using the new features that I have seen before but it is too fun for me to abandon, I will play it. I have played both Rugged Horizons and Rapid Labyrinths, and out of the two, I enjoyed the small amount of gameplay Rapid Labyrinths had more. Rugged Horizons had the teleporters, which I was interested in (Not complex, but not very used by most CTMs). That's what kept me in RH. However, the reason I lost interest in aesthetical maps is because the way Skeeto and everyone else talked about my technical obsession. I said something similar to what you said about aesthetics, but praising mob customization at the time stacked mobs were released. Of course, I get the same treatment as you get, but I don't boycott about it, I just lose -1 interest and gained +1 discouragement. Examples of why I get discouragement:
    Quote from Aimoskeeto

    Ugh, some of those... I really hope people don't start using stacked mobs EVERYWHERE now, they're just... ugh.

    Bad mood Skeeto coming in to ruin everyone's fun :(

    Quote from Aimoskeeto

    What is this about people thinking having mobs with minecarts is cool? Blah. I just hate this whole mob stacking thing. It makes spider jockeys seem worthless, and the hype is irritating. I know it'll die down eventually, though, and people will rekindle their love for plain ol' vanilla/slightly custom vanilla mobs <3

    I know he was in a bad mood, but he is always like that. And I do in fact get discouraged by what he say every time somebody has a different opinion... I feel you man. But really, don't boycott.
    Posted in: Maps
  • 2

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Engine update:



    Still haven't made the mana cost system. What do you all think?
    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So... I just started to actually build something to actually contribute the community. I call it the Haxorus H/RL (Hack n' slash/ Roguelike) free-source engine.
    Basically, like I suggested in my previous reply to Djess' MMOCTM map idea. I was working on a skill system for an adventure map that I offered to help, but I decided to make it a free-source engine that everybody can use. I just built the template, I still have to work on the redstone. It uses remote exp bottle redstone, scoreboard dummies (As you can see at the far right), and a skill tree system. Once you use an experience bottle, you will get teleported to the skill room. Each middle button represents a hotkey that can be seen in each sign. The buttons at the top will tell you what skill is assigned to that specific hotkey. Each skill costs a certain amount of mana that regenerates at a speed depending on your wisdom stat and maxes at 100 default, but the mana cap can be increased with mana level ups. Once you pick a skill, you can use the pressure plates behind you to go back to the place you used the exp bottle with your skill. Skills can vary from potion effect combinations (ex; "Might" for strength II and haste), or certain temporary/limited objects (ex; "Blink" for one enderpearl).
    I will talk about the skill tree when I have the basic skill room built. It is happening, Djess, ADVHN/'s and CTMH/'s are possible, and hopefully available to everybody.

    Basic template:

    Tell me what you think about it? :P
    Posted in: Maps
  • 1

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

    I need some help with Kamyu's Custom Spawner tool. I'm trying to make spiders to about 1 more heart of damage, how would I go about doing that? Also, how can I give mobs custom potions as drops? How does the enchantment code in that tool work? Thanks in advance!

    Also, are Firework Stars a suitable VM item?


    Firework stars could significantly increase the length of a CTM because of their custom colors now that I think about it.
    Posted in: Maps
  • 1

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

    I'm not sure, but some of the wools in Inferno Mines are taken from boss encounters instead of wool chests.

    Could you add a separate monument piece dedicated to monster hunting? (Kinda like the books in Waking up, maybe using Mob heads).
    Posted in: Maps
  • 7

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Strange resemblance...

    FALCON PUNCH!
    Posted in: Maps
  • 1

    posted a message on [adv/puz][1.4.4/5] Celestial Seals--2500+ downloads
    Why don't you change mob griefing to false in the game rules if the problem with being in easy or higher is explosions inside dungeons? Seriously I am tired of maps not using enough 1.4 features and claiming to be 1.4 maps -_-
    Posted in: Maps
  • 2

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

    Welcome, haxorquazar. How long have you been stalking? If it's over a year, you've beaten the record.

    I have been reading for over a year without an account... But I have posted somewhere else in the thread, pretty sure it's a silly question (My post not yours, well maybe both).
    Quote from Geechan

    Heh, I've been there bud. Used to stalk the thread all day long. Now I post here regularly. ;)

    Haha, I know some of you have done so too, stalkers know stalkers.
    Posted in: Maps
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