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    posted a message on Lets play map help
    Maybe something like Kingdom of Nefrimact? It's a really beautiful map.
    Posted in: Maps Discussion
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    posted a message on Any Good Maps?
    What kind of maps are you looking to play? Like... survival, adventure, puzzle, ctm, something else?
    Posted in: Maps Discussion
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    posted a message on spawner help
    Did you set up the spawners to spawn in a specific space when you made them? The checkbox is "Include position data" I think. If you don't do that, they can spawn anywhere inside the range they have set, which is by default 4 or so.
    Posted in: Maps Discussion
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    posted a message on Invisible blocks
    I'm guessing that's block 36 at work. http://www.minecraftforum.net/videos/view-23219-the-amazing-invisible-block-36/

    You can also check by selecting the block in creative mode and seeing what it gives you.
    Posted in: Maps Discussion
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    posted a message on Enabling/Disabling Remote Monster Spawners?
    I had some luck surrounding the spawner with a box of redstone lamps. When I made the spawner I had it include position data (I'm using MCEdit), and it seems that the game takes the spawner's light level and not the spawn area's into account when you do that. If I turned the light box off, I got zombie spawns in the middle of the day with the area lit by torches, and with it on I got nothing.

    Setup looked like this:

    Cyan wool is where the zombies spawn

    So definitely possible, but you may need a bulkier setup.
    Posted in: Maps Discussion
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    posted a message on Any ideas for adventure map puzzles and obstacles
    Depending on the layout of your map, you could do a puzzle where people fall down a long tunnel and have to hit switches/shoot targets along the sides. Add a net of tripwires at the bottom to TP them back to the top, disabled once they hit all the switches. Add a few cobwebs for easy vantage points, and a DEEP pool of water below the trip wires. (Players will rapidly reach terminal velocity.) I mocked up something like that at one point, and it was pretty fun.
    Posted in: Maps Discussion
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    posted a message on [SURV] ZomBeatBox 1.2 - Unique Zombie-Punching Action! [1200+ downloads!]

    ZomBeatBox is a custom survival map where 99% of your resources are obtained by punching zombies to death! The rest are found in hidden chests around the worlds -- yes, the Nether and the End are customized too.

    Map Features:
    • Four custom biomes, plus custom Nether and End
    • 70+ custom zombies
    • All four main biomes can be traversed without placing or breaking anything
    • Hidden chests with fabulous prizes
    • Built in XP shop, trades for rotten flesh, and item to XP converter
    • 30+ in-game achievements to get
    • Unobtrusive story elements
    • Multiplayer compatible
    • Hours of zombie-punching action!
    Requires Minecraft 1.5.1

    Old Versions:


    The Box and ring of land outside

    A herd of angry redstone ore

    Options Room with logo

    Jungle Biome, with glass removed for screenshot

    I welcome any and all videos of my map! Send me links and I will post the first video you make with a link to your channel below.

    Let's Play by minecrafter315/MineGamesHG (v1.0)

    Let's Play by i212MC (v1.0)

    Let's Play by LoganHamiltonGaminTV (v1.0)

    Listed below are the introductory materials plus tips, hints, and a list of achievements (available in the map in book form):

    Welcome Letter:

    Dear Steve,

    We received your resume recently, and appreciate your interest in the Brolly Corporation. After reviewing your application, we have some good news and some bad news for you.

    The good news is that we're going to offer you a job.

    The bad news is that there seems to have been a minor leak of our ZomPoster Virus into the wild.

    You'll be going into our test facility to see if you can find a way to survive, fight them, and build the basis for a functioning society from mangled zombie corpses the resources available to you.

    Please be aware that we do not want you to attempt to completely stop ZomPosters™ from spawning, but instead to use them as resources in a simulated attempt at rebuilding society from a major outbreak.

    It will be quite some time before the virus becomes widespread enough to be a problem, but we would appreciate it if you could complete your stated objectives as quickly as possible.

    The future of humanity rests with you, Steve. God speed.


    Adele Paulsen
    Head of Human Resources
    Brolly Corporation


    Inside the terrarium, please do not remove, alter, or destroy any materials if at all possible. You may place lights and ladders, but add as little as possible besides those items. Outside, you may build freely.

    We also recommend that you do not destroy the TeleporTemple™ boxes or wiring, as it would be detrimental to your work.

    Should you find any ZomPoster™ virus colonies (they form into square metallic-looking lattices with a tiny version of their ZomPoster™ type inside), do not destroy them. They are critical to our your research!

    Our safety consultants suggest building inward toward the box for maximum structural integrity and to lessen the psychological damage caused by living in a featureless void.

    Do not under any circumstances sleep inside the terrarium, as doing so may cause death or colonization.

    Regulations (Simple English):

    Don't break the glass. Don't take, break, or change things inside the box. You may place lights and ladders, but don't add too many other blocks. Outside the box, you can build anywhere.

    Don't break the teleporters, redstone, or command blocks.

    If you find any spawners, do not break them.

    Build in from the ring of land toward the box, not out into the void.

    Don't sleep in the box!


    A Balanced Diet: Please create sustainable sources of at least one vegetable, fruit, starch, and meat product (fish counts).

    Sweet Tooth: Fill a small container with desserts.

    Homemaker: Please build a prototype home containing a bed, water basin, storage, a work bench, and a furnace.

    Interior Decorator: Add at least one potted plant, framed object, and painting (you will not be judged on your artistic skills).

    Arboretum: Cultivate each of the four available types of trees.

    Botanical Gardens: Add a decorative garden with at least three types of non-tree plants and a fountain.

    Transportation Infrastructure: Please design and build a rail system linking the four TeleporTemples.

    Bells & Whistles: Protect your rails from weather and add chimes at the stations.

    Birdwatcher: Find and defeat at least one specimen of all 14 ZomPoster™ types in each of the four biomes.

    Birdstalker: Write down the general area or coordinates where each type can be found.

    Trial By Fire: Build an obsidian gate and defeat the ZomPosters™ on the other side.

    No Ocean Deep Enough: Find the treasures even the ZomPosters™ haven't gotten to.

    Happily Ever After: Build a gate to The End, defeat the ZomPosters™ there.

    God Mode: Loot The End completely.

    Good Work, Redone: Find all 10 of the researcher's numbered journals, plus any other notes.

    Tips (General Advice):

    The biomes in order of difficulty are Forest, Jungle, Taiga, and Extreme Hills.

    Zombies are easier to kill in less difficult biomes, but they drop fewer resources.

    Explore the surface areas of biomes during the day to get a feel for the land with fewer zombies.

    The first tool you make should be a sword. The second and third ones probably should be too.

    The four main biomes can be navigated without placing any blocks inside, if you're good at parkour!

    Don't be afraid to duck in, take out a few zombies, and duck out again! Hit and run tactics are encouraged.

    There are hidden treasures to be found. Don't hesitate to explore!

    I highly recommend playing with keep inventory on. You will die. A lot.

    Achievements List:
    • Journals 1-10
    • Note
    • Journal ?
    • E.N.D.P.P
    • Deep Diver I-III
    • To Infinity And No Further
    • Shopaholic
    • Newly Converted and Conversion Mania
    • Under The Sea
    • Big Spender
    • Low Self-Esteem
    • Butter Problem
    • Ultimate Zombie Slayer
    • Time Flies, Time Warp, and Time Paradox
    • On Top Of The World
    • Only A Flesh Wound
    • Alive, Still Alive, and Practically Immortal
    • Completely Out Of Bounds

    The map is pretty much complete to my satisfaction! I have no major plans for updates in the near future, but I would love suggestions and feedback as people play the map.

    Current Version: 1.2

    Immense thanks to all of my beta testers!

    How I Made Things In This Map:

    Lots of time, MCEdit, and these filters by Sethbling: AddPotionEffect, ChangeMobs, ColorArmor, CombineSpawners, CreateGearedMobs, CreateRotatedSolid, CreateSpawners, Enchant, ModifyItemStrings, ModifyPotions, PlayerSkulls, SetSpawnerProperties, and Floating Island. Also like 100+ command blocks.

    Feel free to message me if you'd like an explanation of how I did anything in this map! I'll post answers as I receive questions.
    Posted in: Maps
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    posted a message on Map Making Help- Enchanted Books Mob Drops
    Quote from Supeon

    My problem is putting them on custom mobs, but that is something indeed

    I'd suggest just using MCEdit and Sethbling's Create Geared Mobs filter -- you just pop stuff into a chest in the right order (held item first, then feet -> head), and the filter lets you set mob types and drop rates.
    Posted in: Maps Discussion
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    posted a message on Map Making Help- Enchanted Books Mob Drops
    So I tried making custom enchanted books by using NBTEdit, and I found a bigger problem -- when I used a custom Unbreaking 7 book, it worked on an anvil, but only put unbreaking 3 on the sword I was testing with. It may be that the enchanting process itself has limits, which means only the available books will be much use anyway. :(
    Posted in: Maps Discussion
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    posted a message on how to set how long a item will last
    You want Sethbling's Change Entities filter. Here's a link to a video of his explaining how he made the item spawners in Super Craft Bros.:
    Posted in: Maps Discussion
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    posted a message on I think I made a mistake with my spawner
    It looks like maybe, maybe the problem is that the skelly tried to spawn at 0,0,0, but I'm not 100% sure. The easiest thing to do might be to remake the spawner using MCEdit and a few of Sethbling's filters -- I'm happy to walk you through the process if you'd like.
    Posted in: Maps Discussion
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    posted a message on Building With Command Blocks Question
    You might also be able to rig up spawners to spawn blocks back -- take a look at Hypixel's Death Sentence Arena. There's a button to reset the ice part of the floor, which teleports the players somewhere (presumably near a spawner) and then back out again.
    Posted in: Maps Discussion
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    posted a message on HOW DO I?
    Use /clear to empty your inventory. Get to wherever your map starts, and do /gamemode 0 (or 2 if you want adventure mode). Then go to your minecraft folder/saves, find your map, and get it into a zip or rar file (both, if you can). Then upload it to a file sharing site like Mediafire or similar. Take some screenshots of the map and upload it to Imgur or similar. Make a post in the main map forums (not map discussion), with the type and title of the map in the post title. Put some basic info and screenshots in the post, and the download link(s), and Bob's your uncle!
    Posted in: Maps Discussion
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    posted a message on Bring player to half a heart
    Have you tried a couple potions of instant damage? I think three (not level three!) would bring the player down to one heart, from which poison would take a very short time.
    Posted in: Maps Discussion
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    posted a message on Making an Adventure Map, have questions for players...
    I would just make duplicates of the map for testing -- it's a lot easier than having to reset anything, and if the map isn't fully resettable, there's no benefit to players in the end. I just keep two copies of my map, one labeled "PLAYING" in big letters so I don't mix them up. I make major changes to the map itself (and regular backups), and then just copy it when I think it needs more testing.

    Double check this, but I think with the new way 1.5 handles texture packs, you don't need any outside programs to install higher-resolution options any longer.

    I imagine stripping a full work of fiction down to a map amount is a pain, but you can probably remove a lot of the backstory, leaving just what players need for immediate motivation. Then if you want to add backstory or world-building details, have them scattered in hidden (or not hidden) chests throughout the map, so the material's there if people want to read it. I'm mostly playing devil's advocate here; I read really fast so walls of text don't bother me.
    Posted in: Maps Discussion
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