• 4

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

    It's actually a random rotation based on distance


    ಠ_ಠ No. I posted (quite detailed) specifics about what potions witches throw from the wiki for a reason. If you're at least 8 blocks away, they throw a potion of slowness. If you have 8+ health and are not poisoned, they poison you. if You're within 3 blocks of them and do not have weakness, they throw weakness ~25% of the time.

    If they don't meet the conditions to throw a specific potion, they pelt you with damage poisons. They aren't random, the Witch actually has really sophisticated combat AI compared to most other mobs. If you happen to be more than 3 blocks and less than 8 blocks away, Witches also go into Nuke The Player mode, because their programming tells them not to throw weakness or slowness potions- meaning they'll start with poison, wait for you to go down to 7.5 or less hearts, and then use nothing but damage potions.

    When fighting close-quarters with witches, I found it to be worthwhile to smack all of them once, burst the nearest witch down, and then repeat the process. Causing every witch you're fighting to stop chucking potions everywhere for a couple seconds is worth adding to the lifespan of the witch you're killing at that exact moment. That can be tricky business though, I'd only suggest engaging CQC with witches if you can't pick them off from range for whatever reason.
    Posted in: Maps
  • 3

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

    Like bridging, cryboxing, tunneling, and slowing down the action? That's really intense. Besides, lighting with torches is usually fine in non block-placing maps if you are able to, most of the times, it is even given to you. Bombing things can be easily done with already built cannons and already-placed TNT, it is still a strategy since you decide if you want to use them or not. Walling off areas can be done with already-built piston mechanisms. Block breaking and placing may have a charm on CTM, but they don't necessarily have to be allowed for it to be CTM.


    Block breaking/Placing is iconic of the CTM genre, because it was made to be a kind of hard-mode of vanilla minecraft with a goal to actually work towards. Adventure maps tell a story, and thus the mapmaker typically doesn't want you to break their world. Survival maps are very strict in terms of what is actually possible to create a form of challenge. CTM lays everything out on the table and tells you; "This is your goal. Use anything you can get your hands on. Good luck and die trying."

    Taking that middle bit out, the ability to shape the world around you- just makes it boring. It takes freedom away from the player. Something I always hated about adventure maps what how dull they were, because I was stuck on a set of rails. In a game that normally lets me do what I please, I'm suddenly not allowed to do much more than walk around, smack mobs, and pull levers.

    Adventure maps are adventure maps, and CTM maps are CTM maps. They're genres, like RPG games and Horror games, and you can have RPGs with Horror elements, or Horror games with RPG elements. but if you try to make a Horror game too much like an RPG, it just... turns into an RPG.

    If you just throw the "no-place-blocks" rule onto CTM maps, they're basically just really hard adventure maps with (usually) no storyline. If you try to implement replacements to what would normally be allowed by the placing of blocks, it becomes even more like an adventure map, at which point you should just make a bloody adventure map.
    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Mmm. All these changes are making me more and more pleased that I decided to wait for 1.5 to continue any mapmaking efforts.
    (including Fix The Couch, sorry Roseh for taking so long) :<
    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from haon7272w

    Community Question:

    If Vechs ever makes another map as large and epic as Inferno Mines, what would you like?

    Attention to detail and aesthetics. (Long release time wait)

    Attention to gameplay and mechanics. (Least release time wait)

    Attention to detail, aesthetics, gameplay, AND mechanics. (Infinity release wait time)


    Mmm, yes. Both. I'm a Valve fan. We're trained to be able to wait millennia for good entertainment, if need be.
    Posted in: Maps
  • 1

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

    wow how long does it take to beta test a map i mean its hardly like a proper game is it
    or is this just a pretentious way of saying 'my clique get to play early'


    Beta testing exists to make sure the map is of a certain level of quality, to find (and hopefully eliminate) any bugs, design flaws, or unintended ways of playing the map, as well as to get an idea of how the map's balance is and adjust it accordingly. It does delay how long the map takes to be released, but also helps the map to be better than it would be if it was just released on its own. It isn't playing favorites, it's a role a person has the opportunity to play alongside the mapmaker in order to help them make their map better, either by providing a playstyle or skillset that the mapmaker didn't have, or just a different view on the subject.

    TL;DR- Wait patiently for your essentially free entertainment and stop complaining when people are putting extra time in to make sure it's better. Especially when there are better things to complain about, like people complaining, map flaws/imbalances that survived beta testing, and mojang still not having made decent underwater content.
    Posted in: Maps
  • 4

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So, I was fiddling with hoppers when I realized a nice little decorative discovery that I figured I'd share in case anybody wanted to use it in their maps;

    Attatching a hopper to a wall block and putting a glowstone or redstone lamp on top of it makes for a rather decent-looking wall mounted lamp. Unfortunately, fire does not appear to work on top of hoppers.

    Posted in: Maps
  • 6

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

    Custom Player Head Vechsian Taunting Carts, anyone?

    I can see it now, a command block sends the message "Take this, pigman!" and a cart with a Zisteau head inside goes flying off a minecart track into a lava pit.
    Posted in: Maps
  • 1

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





    *dons spartan helmet*

    I'm ready to fight in the shade, Vechs. Bring your best. We're waiting.

    #DakkaUpdateBestUpdate
    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I really, really wish the hoppers had a functionality of emptying the items as entities at wherever their output is. If that were the case, you could deny drops in an area of a map by having the floor be made of hoppers. They would suck up the item and dump it out into a lava pool, or straight into void, but leave a floor for the player and mobs to walk on.

    edit; actually I may have just had a brilliant idea that lets me do a form of workaround for this effect.

    You can make a floor of hoppers that lead down into trapped chests. the trapped chests are suspended above item-sensing pressure plates (hooked up to more TNT) and adjacent to TNT. Because of how chests work, you can't make a chest under each hopper, but every hopper can connect to another hopper- one that DOES connect to a chest. Using this you can make a floor of hoppers with a grid of TNT & trapped chests above a floor of pressure plates that activate more TNT.

    If they open the chests, boom. If they break the chests, boom. Items that fall on the floor go into the chests. If the player wants item drops, they will have to make a new floor covering the hoppers, or destroy all the hoppers and leave the TNT dangerously exposed.
    Posted in: Maps
  • 6

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from tomjim2000

    Vechs please don't make this kind of monument!

    *insert evil Vechs laugh*


    ಠ_ಠ


    ಠ_ಠ



    ಠ_ಠ
    No. Do not want.
    Posted in: Maps
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