• 2

    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Quote from tgbn54

    cool

    Thank you for being a bastion of sophistication.
    Posted in: PC Servers
  • 1

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

    im so going to play this with some freinds!


    My turn guys.

    What is "this" exactly. Vechs has released over a dozen maps. Please be more specific.
    Posted in: Maps
  • 1

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


    On the topic of new snapshot changes, the new individual img files for each block is very interesting yet exciting. This will allow texture artists to create animations by drawing separate frames which will make up the animation. I'm not entirely sure how it works, but this I have confirmed.

    Think of an animation that could work, real screaming soul sand, glowing diamond or glowstone.

    EDIT: OMG you can now have legit bosses by using the visible name tag using NBTedit or another similar program. This update is becoming better and better everyday.


    "Zisteau was killed by a Zisteau"
    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Thadiwyn's Tenebrous Tales
    I figured out a way to weaponize your fireworks Thadiwyn. They can't kill the player directly, but they can probably cause ther death indirectly.

    My ideas is based on the horror tunnel you showed in your most recent video. Instead of just giving the player a jump scare, you can blind them (or worse)

    Idea #1: Flash Bang Grenade
    This can only work in narrow passageways, but the efect is worth it. Instead of having a single fireworexplode and create a temporary flash, have a spawner spawn fireworks constantly for 5 seconds, and then have a TNT spawner blow it up. Make sure that the fireworks produce a white flash. If you want to be extra cruel, have a spawner shoot a potion of nausea (6 seconds) and night vision (also 6 seconds [i don't know how it will work, but if it can be used to make everything look extra bright, go for it.])

    Even better, if you can have the splash potion shoot out of a dispenser when the player goes around the corner, and have the potion land at the same time the fire works blind the player, go for it.


    Idea #2. Conclusion grenade
    This works in the same way as the flash bang, but adds slowness 3 to the player as well, and removes the night vision, To balance it out, you might want to make the fireworks last a shorter period of time.

    Idea #3: Shock Charges
    Same as the concusion, but adds a single instant damage and lowers the slowness to 2. If you can throw in some blue flashes, to make it look like electricity, that would add to the effect.


    In case you haven't figured it out yet, this needs to be paired with a hostile mobs spawning near the player, or have the player near the void.

    What do you think?
    Posted in: Maps
  • 1

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



    That exciting moment when you realize my monsters will wear armor that's enchanted with thorns.


    Is that a confirmation of cactus heads?
    Posted in: Maps
  • 5

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    On the topic of thorns, there needs to be cactus heads in BD2. Add them now.
    Posted in: Maps
  • 1

    posted a message on [Shop] [CTM] CTM Shop
    The new snapshot, 12w50a, has a new armor enchantment on it: thorns. With this new enchantment at my disposal, I present to you:

    The Cap of Bardin:
    Material: Leather
    Dye: Red
    Lore: Fell your enemies with infinite HERP A DERP.

    Level 1:
    Thorns 1
    Infinity 1
    Protection 1
    Unbreaking 1
    Sharpness 1

    Level 2:
    Thorns 2
    Infinity 3
    Protection 2
    Unbreaking 2
    Sharpness 2
    Knock back 1

    Level 3:
    Thorns 3
    Infinity 9000
    Protection 3
    Unbreaking 3
    Sharpness 3
    Knock back 2
    Punch 1

    Because when you attack derp, it attacks you.
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    The new snapshot, 12w50a, has a new armor enchantment on it: thorns. With this new enchantment at my disposal, I present to you:

    The Cap of Bardin:
    Material: Leather
    Dye: Red
    Lore: Fell your enemies with infinite HERP A DERP.

    Level 1:
    Thorns 1
    Infinity 1
    Protection 1
    Unbreaking 1
    Sharpness 1

    Level 2:
    Thorns 2
    Infinity 3
    Protection 2
    Unbreaking 2
    Sharpness 2
    Knock back 1

    Level 3:
    Thorns 3
    Infinity 9000
    Protection 3
    Unbreaking 3
    Sharpness 3
    Knock back 2
    Punch 1

    Because when you attack derp, it attacks you.
    Posted in: Maps
  • 2

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

    I had a really good idea for a CTM map today. Hopefully, I get around to making it.

    But before I start, I'd like to get some feedback on a idea I had.

    In most linear branching maps, the first intersection leads to the victory monument in one direction. The area is completely peaceful, with the possible exception of a few natural spawns here and their.

    What if you had to clear a dungeon just to get to the victory monument? The dungeon would be relatively easy (its' the first intersection), and instead of finding the wool at the end, they would find the victory monument.

    Additionaly, the dungeon would have pre made rooms that people would want to have in their base. For example, one room would have a bunch of chests for storage, another would have furnaces and crafting tables, etc.

    What do you guys think?
    Posted in: Maps
  • 11

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Vetches. I have an idea on haunting the map.

    Invisible enderman wide area spawners. Depending on how evil you are, you can make them have more or less health and do more or less damage. The end result will be what something like this:

    (The following is presented in choose your own adventure format)
    Your character: Vechs
    Your victim: Joe hills

    Joe Hills: [upon seeing hill near his base] let me ascend up this hill to let my eyes bask in larger quantities of sand then they already are basking in.

    {climbs hill}

    Joe Hills: [looks around, sees mossy cobblestone structure] wow, look at all that sand — wait a second, that's not sand. That my friends, is mossy cobble stone. Lets take a gander at that structure.

    {joe hills proceeds to walk to the structure}

    Option A:
    Joe hills hears a sound only described as having his soul sucked out of his body. He starts taking damage from an invisible enderman that he accidentally looked at. He flails his fist in all directions, and gets a lucky hit. The enderman dies, dropping a cactus and a eye of ender.

    Option B:
    Joe hills hears a sound only described as having his soul sucked out of his body. He starts taking damage from an invisible enderman that he accidentally looked at. He flails his fist in all directions. Within 10 seconds, Joe hills is deceased for 10 seconds. While dead, he will say "Dangit Vetches".

    EDIT: Fangride, can you please get the maximum upvotes doubled or tripled please?
    Posted in: Maps
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