• 0

    posted a message on The Labyrinth - [In Testing]
    The Labyrinth
    A Maze Survival Game


    The Labyrinth is a Minecraft Server in which you are placed in a large 2-part maze with many different rooms and halls. A wrong turn could
    cost you your life.


    I composed the map "The Labyrinth" not long ago, and it became lost in my files. I just recently re-discovered it, and added a couple of things. The map took me a week to make and I made a texture pack
    in a day to go with it. The texture pack is still in development, and the map just needs to be cleaned up a bit.

    Onto the actual server itself, the gameplay is basically running through a maze collecting various treasures to craft into items that can prolong your survival, or make someone else's shorter. There's an Alchemy Room, a Library, a Cellar, a Dining room, and a couple others. There are potion ingredients scattered around. The food you get to start with is limited, and soon you'll have to kill other players or zombies to get food. The objective is to either eliminate the other players or survive the longest.

    We still need a LOT of help with this, so any assistance is very helpful.
    To help you can contact me on Skype at Aceofeveryace.
    Posted in: PC Servers
  • 0

    posted a message on Is Minecraft "Dead"? (Follow Up)
    Quote from Epicness1324

    There was absolutely no point in posting this here. You could have posted it on your own topic.

    And all of the features that "ruined" Minecraft for you are completely optional except for experience. However, experience is used for a completely optional feature, and is useless without it, so your complaint is invalid.


    What did I say? Oh yeah. I actually read my own post. *Ahem* It ruined Minecraft. For ME. :I Maybe not for anyone else, but it killed it for me.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Is Minecraft "Dead"? (Follow Up)
    Wow. It was pretty entertaining reading all your posts. Whether or not you disagreed, most of the critisim I WASN'T asking for was negative. So I'm going to assume that half of you didn't read the entire post. :]

    First of all, I CLEARLY said, Minecraft ISNT dead as far as population. I MAY Have neglected to say that its entertainment level has risen, and it is still fun to play. However, this doesn't change my opinion, or the opinion of people like me. I'm not asking you all to attempt insults at me and call me unrealistic, but I would KINDLY like to hear your own opinions on the rest of the post.

    There were some complaints I didn't say specifically what I didnt like about the new updates. Well heres a list of things that ruined Minecraft for me:

    Hardcore Mode
    The End
    Enderdragons
    XP
    Enchantments
    Beacons
    Witches
    Potions

    And other small various changes that were made.

    Now don't come on here and post like 50 messages saying all the same thing. "OMG HOW DAR U HATE ON HUNGR AND XP I LUV IT SKREW U MAN!11!11!one!11" just for the sake of posting it.
    Because I dont care.
    And I never will.

    I'm posting what I DONT like about the new updates, and how the originals were better, not how much you LOOOOOOOOOOOOOOVE Carrots.

    Kay Thanks.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Is Minecraft "Dead"?
    Quote from Mr.GeO

    No, MC is not dead. It's changing. I think that some changes are not the best ideas ever and some are missing, but the game is still entertaining and fun to play.


    Have you NOT read the entire post? Its not dead as far as entertaining, but originality is dying out fast.
    Posted in: Recent Updates and Snapshots
  • 46

    posted a message on Is Minecraft "Dead"?
    Minecraft: Dead or Alive?

    "It's been a while since Minecraft updates really changed anything. We've had small bugfixes between 1.2 and 1.3, but has any real MAJOR change, some REVOLUTIONARY update in Minecraft, that could bring all of its former glory back?"

    That is a quote I received from a Skype chat I had with some friends over the topic of the new 1.4 update. I simply corrected him that Minecraft never really died. The population, in fact, is soaring every day. He shot back saying the originality is really whats dying here, and after seeing the Snapshots of the newest update, I have to agree with him. I've been around before Indev was around, possibly before anyone else (and that's NOT just an exaggeration), and I really liked the old versions. For example, Alpha. The alpha days were the good ol' days. The old cobblestone textures, the limited gameplay, all things that made it so tediously fun to play. It wasn't so much how much FUN you had playing it, it was how ORIGINAL and new the concept of the actual game was that captivated people who actually knew about it. And over time, the original concept of the game has slowly faded out. Beta, 1.7.3, I think was the last I saw of my good old Minecraft. Beta 1.8 was, I think, personally, the biggest MISTAKE they could ever make to the game. And 1.9? Even worse. What happened to my originality? The experience (Not XP. I hate that too) I got from learning, by playing the actual game. You think that throwing in hunger bars and XP bars, and all this fancy potion brewing GUI is going to make me happier? No. Some newer players that haven't been around as long as I have might think so, but I'm not so easily fooled by some new fancy particle systems. Minecrafts population might be rising, but its originality is DEAD.


    Specifically 1.4

    Now, I've had this thought in my head for a long time. And I went ahead and updated anyway. 1.0 , 1.1, 1.2, 1.3, okay. I'm not TOTALLY against EVERYTHING they've added, it's nice to have a LITTLE change. But I recently checked out the new snapshots. I'm not happy. At all.

    Witches, Bats.. Zombie Villagers?! No. No. Look, heres a line: | << See that Mojang? Thats a line. Now heres you: | o << You have simply CROSSED THE LINE. This is way too much. Change it back, please. Or at least UNimplement Witches and bats. Honestly, sooner or later, I'll just quit Minecraft, which I REALLY don't want to do. And don't tell me to stop updating, because all my favorite servers update with it.

    Just.. At least think about it. Post a reply if you think the same.
    Posted in: Recent Updates and Snapshots
  • 3

    posted a message on ~HomeStuck Mod~
    --------------------------------------------------------------------------------------------------------------------------------------------

    ~Contents~

    --------------------------------------------------------------------------------------------------------------------------------------------

    I. Introduction

    II. Major Changes

    III. Added Features

    IV. Entities

    V. Misc. Notes

    --------------------------------------------------------------------------------------------------------------------------------------------

    I. ~Introduction~

    --------------------------------------------------------------------------------------------------------------------------------------------

    Hi. I haven't been on the forums in a while, and I figure I'd just start by saying hello. Since my last post, I think somewhere in September, Minecraft went through 2 updates. I can't say I particularly liked any of these updates, but they did open up a lot of new mod possibilities. Such as this one. Now, since

    my last post I have also been very pre-occupied, mostly with The Elder Scrolls V: Skyrim, and Team Fortress 2. But then I found HomeStuck. I figure it's been around a while, and it's accumulated a large fanbase. However, I don't think it has that much credit where it is due. The storyline is great, and I love everything about it. So I figure, let's combine my two favorite things, HomeStuck, and Minecraft. As I said before, Minecraft has two MAJOR updates. Including hunger, XP, The End.. Jungles, Ocelots.. So how about comparing some of these features to HomeStuck objects? Example; Build Grist - XP.

    I realize this thread topic probably won't get a lot of views, much to Karkat's rage, but it's worth a shot.

    Sooo.. Here we go~

    -------------------------------------------------------------------------------------------------------------------------------------------

    II. ~Major Changes~

    -------------------------------------------------------------------------------------------------------------------------------------------

    The only REAL major changes in this mod, is XP and building. Most other mechanics stay the same. Lets break all this down into a math formula. (Yes, we will break simple 4x4 cubed blocks of different earthly material into math equations.); G = Grist, B = Block, GN = Grist needed;

    B = G - GN

    Meaning you can only make the block, ( B, with enough Grist, (G) that is needed to produce the block, (GN). I don't even know how this shid works, but wwhatevver. Anyway, so killing monsters gives you both XP (Which is used to go up the echoladder, aka. from Level 1 (Chump ((or something)) ) to Level 2 (Kid Skylark ((or wwhatevver)) ) ) and Build Grist (Used in the equation above). The only contradiction to this is, in HomeStuck, only the SERVER owner places blocks down. See now, lots of people are lonley sacks of organs that play singleplayer, so this is a consistant problem. In the universe of HomeStuck, it is virtually useless for Client players to collect Build Grist at the start.

    To fix this problem, we would need to make it so that players start off with enough build grist to make an Alchemitizer (Which would replace a workbench, since in HomeStuck, it is used to combine items to make new items, or make new items out of nothing.). In MULTIPLAYER (this could be a plugin, too, for bukkit servers,) The Server Owner and the Client work in a sort of Co-Op enviorment, giving Minecraft a whole new perspective.

    Another major change would be the inventory system. In HomeStuck, they use a backpack kind of thing to hold large things in small cards. It's called the Sylladex. With the Sylladex, people can "Captchalogue" items into cards which are stored in their Sylladex. If there are no more cards in the Sylladex, an item gets pushed out of it to make room for the new one. Well, now, that would be frustratingly interesting, wouldn't it? Lets COMPLETELY irradicate the extra inventory spaces, and make it so that the bottom 9 slots are all you get. However, you can "Alchemitize" (Craft) Extra "Cards" (Inventory Slots; Aka 's) to hold more items. So lets say when you press 'E', the screen displays;
    As you can see, I changed a lot in this image. First of all, the rows above the hotbar are all locked, that's because the client (player) only has 9 cards unlocked, the hotbar. If the client wishes to unlock more of the inventory to use, they have to craft more "Cards" (Again, cards are the same as inventory slots; ) . Now let's look at the new mechanics of picking up items. First, take a look at the diagram below;
    Let's say you had a Hat in card A, and you wanted to pick up another item to put in the same row. If you had row ABCDEFGHI equipped, and you tried to pick up an item, Card I would be ejected, and ABCDEFGH would move 1 space to the right, and the new card would be inserted where A used to be. ALSO, you can't simply exchange Card A with card L, you'd have to switch the entire row.
    Moving on, take a look at where crafting used to be, you now see that it has been replaced with two different colored hexagons. The blue hexagon represents the player's build grist. Let's stop there and go over build grist for a second. In multiplayer, Build Grist is useless to the player, as it can only be used by the server owner. The client must collect build grist so that the server owner can build things for the client player. In SINGLEPLAYER however, build grist is the same as shale, (the purple hexagon). Shale is used to make things with the alchemitizer, which replaces the workbench. Build Grist and Shale are dropped from Monsters, along with XP.
    Lets move on to getting more cards, as most people will be upset with lack of inventory space. You can craft a Captchalogue card by using up 10 Shale, and 3 build grist. You just right-click with the new card in your hand, and it's added to the next locked card in the row above the hotbar. After completing all the inventory slots, completely filling them with Captchalogue cards, crafting them becomes useless.
    Another major change is the lack to place blocks as the client in multiplayer. The client user won't be able to place blocks under any circumstances, but they will be able to freely equip items and so on. Just not place blocks. It's up to the Server owner to manipulate the clients surroundings to fit his/her needs. Hopefully, you have a nice co-op player.
    The echoladder, also known as Levelling up, will also be added. Your level will no longer be displayed as a number, but as a rank instead. (Ex, Boy Skylark, as level 2)

    -------------------------------------------------------------------------------------------------------------------------------------------

    III. ~Added Features~

    ------------------------------------------------------------------------------------------------------------------------------------------
    [ Key ]
    :Red: = Placed Object (Only Sever Owner Can Place)
    :Green: = Card Item (Only Client Can Use)
    :Orange: = Neutral Item (Both Server and Client Can Use)
    :Violet: = Enviormental Object (Neither Server Nor Client Can Manipulate)

    -The Cruxiator-
    The Cruxiator can be placed for free by the Server owner. It is used to create Cruxite Cylindars, which are useless until carved into Totems with the Carthilogue. Totems, which is the basic material for alchemitizing new cards, can optionally be used to put Blocks into cards, which the Client can give to the server, and the server can deploy at a later time. A Cruxite Totem is also used to make a new Card to unlock inventory spaces.
    ------
    Cost: 0 BG,
    ------

    -The Alchemitizer-
    We mentioned this item earlier, it is essential for playing, and is needed to get anywhere. The Alchemitizer makes new items out of Shale and Build Grist. It's the basic shadow of crafting. You can craft things with different kinds of Grist. (Ex; A "Pogo Hammer" (Hammerkind) can be crafted with Shale, a pogo, and a handle.) Just mess around with it until you hit a combo to create a new item.
    ------
    Cost: 0 BG,
    ------

    -The Captchaitzer-
    This object really only has one use. You insert any object/item card, and a Cruxite Cylinder, and it creates a Cruxite Totem. If no object/item card is inserted, a Default Cruxite Totem is created, which is good for creating any item that require a Cruxite Totem. However, if an object/item card IS inserted, it will create a Totem that, when put in the alchemizer, will create the same object you inserted into the Captchaitzer, for a price. This may all be confusing, so heres an example; I put a stick into the captchaitzer, and I get the Totem it creates. The cost of a stick is 1 Build Grist. So i take the Stick Totem to the Alchemitizer. It creates a Stick for me, discards the Totem, and automatically deducts the price of the item from my Grist. You'll get the hang of it.
    ------
    Cost: 0 BG,
    ------

    -Teleporter-
    This object really needs a description? You need 2 within a 20 block radius in order for it to work. If you have more within a 20 block radius, the teleporter automatically shuts down until only 2 remain.
    ------
    Cost: 50 BG, 20 Shale, 10 AtomicCrystals
    ------

    -Door-
    If you need a description, please, exit the forums, and proceed to your nearest preschool.
    ------
    Cost: 25 BG, 5 Shale, 5 WoodenSpheres
    ------

    -Block-
    It's just a white block. Just a block.
    ------
    Cost: 15 BG, 5 Shale
    ------

    -Colorful Block-
    Block of any color.
    ------
    Cost: 25 BG, 5 Dye (of any color), 5 Shale
    ------

    -Glass-
    Translucent block.
    ------
    Cost: 20 BG, 10 Shale,
    ------

    More Blocks will be added once I calculate prices and such.

    -------------------------------------------------------------------------------------------------------------------------------------------

    IV. ~Entities~

    ------------------------------------------------------------------------------------------------------------------------------------------

    Another big change is all the entities. Enemies will have a shorter view distance, and will attack you immediately if you are in a 3 block radius of them. However, more common entities, such as chickens and other animals, will be a lot less common. They will also run when they see you by default. Imps will override most mobs, Shale Imps drop shale, and are purple colored, etc etc. Yeah. Not that big of a change there.

    --------------------------------------------------------------------------------------------------------------------------------------------

    V. ~Misc. Notes~

    --------------------------------------------------------------------------------------------------------------------------------------------
    It would REALLY make me happy to see this made. It's a good idea, don't you think? I can do sprites, I just need someone to code If you'd like to help, contact me.

    Skype: Aceofeveryace

    Contact me anytime. Thanks!~
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Epic Zelda Mod [WIP]
    -- Zelda Mod [WIP] --
    Progress: 8%



    -Summary-
    I came up with the idea for this mod a couple weeks ago, while playing Majora's Mask on my Mac. After killing a few octorocks, I realized how much they look like Ghasts. I also noticed how Redeads looked like Endermen, and how Like-Likes [Sorta] Looked like creepers. After Googling some images of the Zelda monsters, and comparing them to the Mobs, I was stunned at the resemblance. I quickly opened photoshop, and textured away. Scripting, however, is NOT my specialty. Although I have done some beta mods before, I could never do something as simple as, for example, changing a Mobs features. However, I am confident to get this done before January 3rd...Hopefully. A little help from the community,and I should be done in no time.

    Things to Do;

    Redead Texture - 1/2

    Like Like Texture - X

    OctoRock Texture - O

    Texturing Environment - O

    Scripting Mobs - X

    Scripting Environmental Attributes - X

    Scripting Other Things - 1/10


    -Q/A-

    Q: Will gameplay be affected much?
    A: I plan to add things like Collectible Rupees and whatnot. EXP will be gained in different ways, and some game mechanics will be changed.

    Q: Will anything be removed?
    A: Possibly. Gravel, Blazes, and some other blocks and mobs MIGHT be removed, based on how much they influence my progress.

    Q: Will you ADD anything?
    A: Are you kidding me!? Rupees, Annoying Navis (Maybe NOT so annoying), Triforce Parts, Burning Shields, Possibly Ganon Pigs, and maybe even Fairies to restore your health.

    Q: What will the mod be focused on?
    A: The mod itself isn't really an add-on type of mod, as much as a type of gameplay. I can assure you, you wont be disappointed.

    Q: Can I help?
    A: I'm going to need it. PM or email me, or just reply saying you want to help. :smile.gif:


    -Questions I need help with-

    Like I stated above, can I please have help changing the sizes of the mobs, and in which world/biome they appear in? That would be great. ^^

    - Downloads -

    None yet. Haven't even hit Beta. It's WIP.
    Posted in: Modification Development
  • 0

    posted a message on 1.9 In general, why and why not
    Quote from Inde97

    Well, gold is now renewable regardless.

    Meh.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on 1.9 In general, why and why not
    Quote from TrashCan-Man23

    First I'd like to start off by saying: It's a pre-release. and it's part two (of three?) of the Adventure Update.

    Also:


    Um, yeah. Endermen, Silverfish, EXP were out during 1.8.

    As for EXP being currency, it's possible. I'd like to think the gold nuggets that the zombie pigmen drop in the nether would end up being the currency, but anything's possible.

    I apologize, I realized I hadn't responded to this.
    Eh, I hope the gold nuggets aren't the currency. I hate just FINDING the stupid nether portal xC
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on 1.9 In general, why and why not
    Quote from MidnightVulpine

    Like I noted, it isn't hard to make a stockpile. all it really takes is a few minutes of work to get a few days worth of food. Before, when food didn't stack, I went cave diving with 3-4 items of food. I haven't played a deep amount since then, but really. Unless you plan to do some heavy spelunking, a handful of items of food would likely be plenty enough. It's just a matter of finding what's best for you. And with more animals dropping food, it's even easier to gather.


    Yet again, I suppose. My opinion of hunger is tilted more towards "interesting" rather than "annoying" at this point.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on 1.9 In general, why and why not
    Yet another edit, this time covering gameplay.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on 1.9 In general, why and why not
    Quote from MidnightVulpine

    Hunger isn't that hard to deal with. When I played more, just casually offing pigs that wandered near got me a chest full of pork with minimal effort. Gathering food in Minecraft is easy. Wheat farms are extremely easy as well. And so long as you don't go charging into danger headfirst, having slow regenerating health is actually not a bad thing. It makes the food you do have far more efficient in the long run. Generally it isn't hard to fall back and wall off a dangerous area. I do it all the time. I take the extra step, though, in actually tunneling around caves and other potentially dangerous places, sticking torches through to light up areas. A bit slow, but extremely safe.

    And even cave exploring itself isn't too dangerous if you don't rush it and make sure you block off branches you're not exploring yet. Add in food stacking well now and it's really quite easy, unless you're a reckless type. Then, well.. such is life.


    I suppose you're right, although me, being the "reckless type", usually don't stack up 64 piles of cooked pork chop, making it harder for us "reckless types".
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on 1.9 In general, why and why not
    Quote from renadi

    it's just so easy to have a farm set up for you topside, I get stacks and stacks of bread. and if you find a village, at least now you could literally keep harvesting wheat forever because it grows quick enough. x]

    You make a good point. It all comes down to when 1.9 comes out.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on 1.9 In general, why and why not
    Quote from Inde97

    You seem like quite a reasonable person, capable of voicing an opinion without people saying you are complaining. Seems to be quite a bit of that. I think I'll stick around.

    And my experience with PMD was usually this: Get to last level, two steps away from the goal. You have fainted from hunger! (Or whatever it says.) And then ragequit for a bit.

    My reasoning? Thank you very much for saying that, although I do slip up every now and then. The way I see it; everyone's opinion has a place in my heart. For example, most people like hunger, although I stated I hated the challenge it adds, I still take into consideration the impact it has in the game, and the UPDATE is what counts, not how many times I die in one game.

    As for PMD, hah. I'd be one hit away from defeating a boss, and be swept away by the stupid wind. *RAEGQUIT*
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on 1.9 In general, why and why not
    For everybody who would like to know where exactly I put my vote towards difficulty towards, I edited the first post. Re-read that.
    Posted in: 1.0 Update Discussion
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