• 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from 0AngelicDirt0
    -snip-
    Those lizards are amazingly cute. Just getting that out there.
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from DjessNL

    Also, The Fire Beneath is an exciting, yet relaxing, experience. (btw I burned your bees)


    Vechs' *
    I heard playing Lethamyr on Super Hostile mode is fun. (btw my bees are fire resistant)
    Posted in: Maps
  • 2

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from zero9089

    I am currently about to finish IM on my 0 death run than I will be at a shortage of maps so I would like to ask YOU! What some of your favorite non super hostile maps are.

    I heard Redstone_Fanatic had some incredibly fun but nice maps. Zero mercy also seems like a good one.
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from Redstone_Fanatic

    Well, stacking a splash potion on a mob, it falls and pops when they die.
    Unless you do the death by bow from range, probably not. But it would work well if you did it so the effects happen only if you didn't use ranged weapons.
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from YuriKahn

    Boomer Castle reporting in.
    I was talking about the people who think a single, alone, perfectly normal creeper in a vanilla world is a danger. Those people in Boomer Castle would have a heart attack and die. Repeatedly.
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from theAgamer11

    See bold above. New players are indeed going to consider these "too hard for enjoyment."

    Half the people who play these maps probably don't even read the OP anyway.

    Probably about half the people in minecraft consider a vanilla creeper dangerous to. If the maps are made in the spirit of a ROM hack made to always murder the player, they should be hard. I'd consider them to be easy compared to what kind of map it's made in the spirit of.
    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Yuri, that's why you ride zombie horses. They're already undead, a few hits won't hurt them!
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from HUGHmungous100

    Mostly whining about 1.6. Hybran's the only one who seems to like it, so take that as you will.

    Also, the anti-Inferno Mines circlejerk seems to be picking up steam again, so prepare yourself for that.
    So, does 1.6 let you make wool explode in the faces of those who place it?
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    So, what have the last 30 pages been about?
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from yelkca_

    ...Tell me more? :3

    It involves solidifying the obsidian and looking at the ceiling.
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from yelkca_

    Thanks. But are there srsly blazes in SoD? Considering (I've heard) Vechs didn't even take the time to remove the human spawners from the map, it seems odd that he's update with blaze rods. And I figured magma cubes would be around in the nether, but wart is what I'm worried about. I've pretty much driven myself into a corner by updating everything in Pain Water, and a fire resist is what I need to continue. My LP is at stake here ;_;
    There is an alternate way to get the wool. You don't have to swim in lava.
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from jesse3333

    Of course to make sure you do things right, the difficulty would ramp up very heavily. Backtracking hell here we come.
    I'd consider this method very annoying for an actual map, because of how close the various maps would be, causing heavy amounts of lag. You could use teleports to make it work well, though moving loot would have to be stopped somehow (Otherwise, you'd just get to east commons and get full enchanted diamond for the rest of the map...). Maybe make some form of detection, so if someone, say, beat waking up then returned to legendary, they would get a bonus of some good loot slightly above the normal loot craftable at that point (This way someone doesn't take an enchanted diamond sword because you could find one already).
    Posted in: Maps
  • 3

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Just default textures usually. Sometimes I use a simple pack (like OCD), but I always end up going to default again.

    Map wise, I think Legendary is a kind of center, hub type area, with the other areas connected in some way. Sea of Flames would be in the Merciless Magma Zone, Endless Deep would be connected by some of the underground rivers in Waking Up to the East Commons, Infernal Sky would be above the Forlorn Rest, Black Desert is connected to the twisty tunnels in legendary and is over Kaizo Caverns, Sunburn Islands + Canopy Carnage inhabit the ocean of Endless Deep, Nightmare Realm is nether linked to the face of evil, Inferno Mines would be under Merciless magma, and spellbound caves would be a link between inferno mines + kaizo. (Lethamyr would just be near sunburn + canopy). This would make Legendary + Endless Deep the 2 main hubs between the various maps/worlds.
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    For a new mob, I'd actually prefer they made the normal mobs more interesting. The ender dragon boss fight could be so much more interesting (say, having the dragon land on the crystal spires and breath some form of wither fire at you? Having the dragon's wings by it's main attack to start, and if you damage those enough it lands and attacks you there?), and the wither boss fight could be made more balanced ( regen only from player wither damage, less normal damage, maybe summon wither skeletons). I feel that making the mobs act in near and different ways together (or against!) would be more interesting than just adding another mob that acts as if other mobs don't really exist.
    Posted in: Maps
  • 13

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from Baked_Applez

    Not to mention them having more than 1 bug, sometimes. :P
    It's a simple fix. Take out spiders, cave spiders, and silverfish. This is known as debugging.
    Posted in: Maps
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