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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from HUGHmungous100

    Allow me to interrupt the current conversation for a moment. I just had an idea for something that I think should be added to the game, because it would help immensely in CTM map making.

    Spoiler'd because it's lengthy.
    As we all know, bedrock is the only truly indestructible block. There's no way to remove it, making it effective at limiting tunneling. Problem is, it's ugly as all hell. So I believe that there should be more indestructible blocks - blocks that you can't destroy, but they look pretty.

    Here's the twist: With the right tools, you CAN destroy these blocks. As we know, stone blocks can only be mined with a wooden pick or above, but they can be destroyed even with your bare hands. So imagine this: A block that looks similar to a stone block, but it can only be broken with a wooden pick or above - as in, if you don't have a pick, you're not getting through that block. There could be a block that can only be destroyed with a stone pick or above, as well as one for iron, gold, and diamond picks.

    Now, here's where the CTM applications come in. If you're making an area, and you don't want players to tunnel through it, but you don't want to use bedrock, you could just make it out of one of these "indestructible" blocks. If you don't give the player the resources to make the pick that can destroy this block, you've successfully created a tunnel-proof area.

    Oh, but I'm not done yet. The second part of my idea is indestructible chests. These would be chests that you could open normally, but you couldn't destroy them, no matter what you did. Imagine one of these chests, placed at the first intersection of a Super Hostile map, with a block above it that can only be destroyed with an iron pick. Only thing is, you get iron at the second intersection. Therefore, you'd have to remember to come back to the first intersection to see what epic loot lies in this chest. It'd be like what a lot of video games do: have an inaccessible item early in the game, that you have to remember to come back for when you can get it.

    Let me know what you guys think!


    This sounds freaking awesome, not only for Super Hostile but general maps - easy lock features! The pickaxes would act as the "keys" opening "doors" to new areas. I like it.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Ha! Got all the wool in IS IV of Legendary, sans Peaceful lake. Who knows what unkown dangers lurk beneath the inviting waters... (I know. heh.)

    Castle Ira and Merciless Magma Zone were fun. Lava buckets helped. :D
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from BoneHead777

    Gray or Light Grey


    There are some mobs down there... But no wool or other mineral


    The mobs I can confirm... thanks for the wool help. It's probably Light Gray since regular Gray is in Castle Invida (I think that's the one at IS4).
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Michael7123

    /Ban Dinnerbone "off topic post".
    Just kidding.

    And we need to have a Dinnerbone bone enchanted with something.

    Oh and Dinnerbone, can you make it possible to set custom potion effects, custom enchants and item names, and edit mob spawners in game with creative mode?


    The Dinnerbone should be a bone with Flame Aspect I Sharpness III or something. To roast burn the chickens for dinner :D

    Also mediocre, non-breaking weapon.




    On another note, I got back into Legendary, and in Merciless Magma Zone, I am wondering what color wool there was, and also
    if there was anything else other than minerals in the Magma Depths (as I call the caves under that one tower). Just so I know I won't miss anything after I strip it of the iron and coal and stone :D
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Hey Vetches, here's your wet dream.

    An endless silverfish Apocalypse world.

    Have fun, my computer can't handle it for too long, but I hope you can entertain us with it!
    http://www.mediafire...15ll30i2445a3y5

    (Note: Made with the new snapshot, no idea if it works on older worlds. The flatworld customizer is great.)


    Pics:







    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Sage Harpuia

    Woah, are we playing what's my temperature?

    Right now, in Italy, I've been dealing with 300K (37C), but luckly today is much more cooler, we are only around 30C...nothing that a fan can't solve :D

    Fancy pantsy scientific temperature in Kelvin? I approve.

    We roughly have the same temperature in Austria, too :/
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I know there is level 4 (Which is really, really strong). I've found one in Sea of Flame. Then there's the Zistonean Space Program, which is more of a gimmick than a legitimate weapon...
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So, apparently it is now possible to do this: http://www.minecraftwiki.net/wiki/Chunk_format#Mobs


    ...Spawning angry Zombie Pigmen and Wolves. Damn.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Xtremekiwi

    Meh, nothing much, just playing some DoomRL (Beat Ao100 HNTR MSs build earlier today) and some Deathly Trails right now while waiting for Inferno Mines.

    What I fail to understand is why is everyone so worried that the new way of getting XP is gonna ruin maps OR why the new mob spawning from spawners deal is so scary. I personally don't see them being much different from what they are now. Besides, unless Vechs discovers a way that allows spawners to work when lit up, there's the Lava Tactic, where you pour lava onto the spawner. It might not kill the fire-resistant Cave spiders ,but it will stop them from spawning.

    Also, any advice on what I should do after I beat Deathly Trails? I think that Inferno Mines will not be out yet, I've already beat Sea of Flame (A few deaths), Infernal Sky II (4 deaths, all by falling), Kaizo Caverns (No deaths :D ) and Spellbound Caves (I lost count in Rattle-Bone Crypts), Black Desert and Canopy Carnage are currently broken and Legendary I watched too many LP's and Nightmare Realm...well, I want to hold up for later.

    Try Vinyl Fantasy. It's really good.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from fuseaphobix

    I beat Spellbound Caves:

    -completed VM snip-

    Moving on to a harder map. Any suggestions?

    If you're up for the challenge, Legendary.

    Sea of Flame II is fun, too. Kaizo Caverns is a bit easier than Legendary in general. Nightmare realm is pretty even...
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from KillrBladez

    Vechs, In Legendary could make the old VM have webs where the wool would of been, that would look cool

    Old VM? I don't recall it ever being in a different place...
    Home of Victory, Intersection III

    He has done that in Sea of Flame, though.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)

    are any mapes requierd to be played in 1.2.5

    That depends entirely on what you are playing in.

    "Version 3.0" says it's ready for Anvil, and SH 1-7 and 9 are playable in 1.7.3 - I think only Lethamyr was actually made in 1.2, and SBC was made in 1.0 - but if you're in 1.2.4, you can still play all of 'em (You can even join 1.2.5 servers with 1.2.4)
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from killfish11

    Because you might just have spoiled other ppls experience of the map.



    16 seconds? Why 16 seconds?



    Man, I bet you just gave Vechs the idea for some pretty random nasty traps. :/

    well, what I did was I just broke the chest... no time to bother with the obsidian. Which takes way longer than 16 seconds, which is why it would be stupid to break it in the first place.

    And I knew what was in the chest, but I still tackled the fortress. Because finding the
    stick
    is a part of the map.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from killfish11

    Yeah, I know about that... so what? That's even better, that means locked chests are not only a substitute for glowstone and jack-o-lanterns, they actually have another feature: they are the only "temporary" light source, making them less powerful than others.

    That would actually be a really cool mechanic for the starting area of a map. Or an entire map, just don't give the player enough torches to light everything up - lighting becomes a challenge, not grinding. Intriguing.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from wartower9

    That makes sense in a limited resource adventure (not CTM) map, but in most CTM maps, this would become a simple trap to avoid after getting iron.

    Well, put the trap before the player gets iron then.
    Quote from Portalationator

    What does the locked chest do? Cuz you can't even use the lock thingy so... yeah what's it for?

    it gives off light, I think it's lightlevel 15 even.
    Quote from Michael7123

    The locked chest was added on April 1st 2011 as a prank by notch to everyone who played minecraft. It has absolutely no use now.

    Other than the light, it has no use.

    The thing is, it is still a full block - so it has SOME use in decorating.

    Very, very limited use.
    Posted in: Maps
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