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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I may or may not hate Vechs for mazes within libraries. For some reason none of the LP's I watched after for laughs found it...
    Posted in: Maps
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    posted a message on Hostile Mobs Not Spawning.
    Quote from Classicvibe

    Reminds me of when I went spelunking in a cave for 30 minutes without running into one hostile mob....


    Exactly as mentioned here. It almost feels like cheating going through the caves with no enemies. Also, I have a TON of sheep and ducks on my map....but I have yet to see a zombie or creeper 3 hours into making a world.
    Posted in: Survival Mode
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    posted a message on Hostile Mobs Not Spawning.
    I'm having the same problem, on the over-world at night I seem to have more sheep and ducks walking around than hostile mobs. I've been going through entire cave systems without seeing a single hostile mob. Hostile mobs are still spawning though, I saw 2 skeletons fairly far apart playing with 8 ducks.

    It would be nice to know what the issue is, I feel like I'm cheating on peaceful when the difficulty is normal/hard.
    Posted in: Survival Mode
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from the_mongoose_man

    alas. I have yet another trap idea! you open an iron door with a pressure plate. the pressure plate also pulls down some of tthe floor so mob spawners can anooy the hell outta you as you fight your way to the chest with wool or whatever in it.


    Players don't usually like stepping on pressure plates. They would probably destroy the pressure plate and then the door. This is why there are proximity detectors, which I am happy Vechs is finally using.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from isaac_bardin

    I know two double-chests of iron are too much. But when I do a map, I like to do it right! :tongue.gif:

    Also, I know about the whole map, because I scouted ahead. I've already disabled the blaze and ghast spawners, and that was of course made harder by the fact that the whole freakin' tower is made out of you-know-what. But my death count is still at zero, fortunately. My deathcount in Nightmare Realms is already 10. Le sigh.


    Honestly I don't think Nightmare Realm is necessarily a Hard map. It more falls along the lines of screwing you over if you don't think things through. I won't go into details in case you haven't reached certain parts.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Fido488

    Wait... Steve spawners?? What did they spawn??? Why haven't I heard of these?? Were they hostile?

    They are basically the default minecraft player. They would spawn and make the same noises that a player makes when damaged. They would attack with their fist, so pretty much like a fast moving zombie but also creepy to see.
    Posted in: Maps
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    posted a message on [CTM] [Collection] The Ruthless Regions
    Bump because I don't have enough time to play it right now, and so this gets more attention. Hope you get some LPers for now! :smile.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 MasterEric

    Oh... the Victory Monument is copyrighted?
    Would it be okay if I added the metals but just called it the Monument?


    Vechs does use metals for the Victory Monument. Also, I'm pretty sure anything other than "Victory Monument" works. So "The Monument" should be fine, but I'm sure you can be more creative than that! :wink.gif:

    Also, keep in mind that the shape of Monument, chamber, temple, carpet, tapestry, throne, etc...for the wool doesn't need to be the same shape as his. Though I don't think the shape of the Victory Monument is restricted, only the name.

    On Ragequit holidays...I'm still stuck on the first part because my keyboard is very clunky in starting up sprint... :sad.gif:
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    How do you get past the part where you have to sprint jump off metal bars? I've died over 50 times within 40 minutes, and I cannot get past that part. Is it possible without placing sand/ chest? :sad.gif:
    Posted in: Maps
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    posted a message on [16x] [MC 1.2.5/12w17a] AuraCraft - The RPG Recension - Books! - 100K DLs!
    I LOVE this texture pack. To add some constructive criticism, I would suggest a less harsh color distinction for the tools because the black border is very noticeable. Otherwise, good luck! I see a lot of potential in this pack, and will probably be using it.
    Posted in: Resource Packs
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Now that spawners break fast and we have the ability to set the brightness up, has anyone considered playing these maps without using light sources? It could possibly make the map easier because you wouldn't have to deal with as many localized natural spawned mobs.

    On the other hand...*thinks of yellow wool in Legendary*..and fun boxes would be a pain...
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Has anyone else noticed that spawners seem to work slower in the 1.0 update? It may be just me, but it does seem this way. I need a second opinion.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Just wondering...what version of Minecraft was Kaizo Caverns made for? Only because I want to try it in the version it was made for.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from voordal

    Question: Does Infernal Sky II work on Beta 1.8.1 and above? It seems to crash on a clean install of minecraft on anything but 1.7.3 or below.

    According to what others posted, it should work. I heard it is one of the only maps made for 1.7.3 that is reasonably balanced for 1.8.1+.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)

    Hey i had an idea for what Super hostile #10/#11.

    It would be a Maze of bedrock with no light and the walls would be two blocks apart And 3 high But the ceiling

    Would be off the walls so spiders could climb over them but you cant and every so often you would come

    To a room with regular blocks (Like A legendary or kaizo caverns area)Of course im still havent decided if the walls

    should be bedrock or not because that might make some people fuss What do you thing feel free to Say how it could be

    better.

    Did i mention spider spawners EVERYWHERE?

    I realise it could be said differently and with good Spelling but im in a rush.


    1. Bedrock alone is ugly. Vechs often hides bedrock with a number of notable exceptions...
    2. People can just place a block in every other spot where the spiders are coming from, or every single spot in the case of cave spiders.
    3. Go to Sunburn Isles and check out the red/ black wool area...he used a similar concept twice. The first time it was a pain because of location, the 2nd was easy with the strategy from #2
    Posted in: Maps
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