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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    GOD DAMN, INFERNO MINES IS FREAKIN EPIC. YET HARD
    Posted in: Maps
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    posted a message on The Land That Was Forgotten (Adventure Survival Map)
    Quote from Cllockwise

    no pics no clicks but seems interesting

    How about a video?
    Posted in: Maps
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    posted a message on The Land That Was Forgotten (Adventure Survival Map)
    Trying my best, any tips?
    Posted in: Maps
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    posted a message on The Land That Was Forgotten (Adventure Survival Map)
    The Land That Was Forgotten

    A Survival map

    Alright guys, hot off of the printer is my survival map. It is in the way/look of Quad/Tri Mountain.
    I have used the exact same program, and it is freaking awesome.
    First off! The different Biomes!
    *Nether-like
    *Drugland (find out for yourself)
    *Jungle Island Lake
    *Desert (with pyramid)
    *Forest around spawn
    *The Mountain of Eyes



    This map is HUGE guys, so just to attempt to compensate for it, in the starter chest I put a pig spawner, saddle, and carrot on a stick. I am yet to figure out the picture posting stuff, so await the pictures but the map is completely ready to play. Without the picture, you already can find at least one mountain without trying too hard. Just follow the end-stone road.

    The only rule about this map is, try not to cheat guys, I made this out of the goodness of my heart for some people to (hopefully) have some fun on it, maybe someone wants to do a letsplay. That's cool. Just please, NO HATE.

    This map has 3 mountains, with "goodies" in them. Each treasure is surrounded by a monument, not huge, but challenging in a sort of way maybe, lets just say you'll need some diamond before you can conquer any of the mountains. There is also a sorta jungle biome challenge if you would consider it as such. I'll leave that at, an island in the middle of a lake in the jungle. In the desert, (on the other side of the mountain chain the end-stone path crosses) there is a giant pyramid. Inside the pyramid, there IS a cave system, but no monument. The pyramid is there for anyone who wants to try and make it to the end and beat the dragon once they are finished, or whenever. Doesn't matter to me the order that you choose to conquer this map, but here's the order of difficulty:

    1. (Easiest) Drugland mountain.
    2. Nether mountain
    3. Mountain of eyes (requires a TINY bit of parkour)
    4. Pyramid (The End)

    You can do whatever you want with this map, destroy it, play it legit, i really couldn't care less. If you enjoy, share with your friends! Tell YouTubers to play it! SHARE SHARE SHARE. Thanks. Alright here's the download, hopefully pics will be up soon. Alright I cannot seem to get pics up so yeah, you just gotta trust me on this one for now, gonna try and get some pics up.

    Alright, couldn't figure out the pics, so i made a short video with some small highlights.




    http://www.mediafire...edh6dabknk84bli

    Posted in: Maps
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    posted a message on [1.7.10] Terraria 3D || ACCESSORIES, MANA, GUNS, DUNGEONS, BOSSES, BIOMES, AND MORE (CLOSED)
    Update please!!! I love this mod and I just kinda want to see more of it, maybe add a variant of a Nether fortress in the Nether to kind of imitate the underworld, as well as add mobs and bosses. I know that what i'm asking is huge, but hey, you've accomplished a lot in this mod so far. And the last thing I would like to suggest is hardcore mode with the added mobs and ores.
    Posted in: WIP Mods
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    posted a message on [1.7.10] Terraria 3D || ACCESSORIES, MANA, GUNS, DUNGEONS, BOSSES, BIOMES, AND MORE (CLOSED)
    Next update please?! been anticipating a change for a while now
    Posted in: WIP Mods
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from Taiine

    *sigh* Can we PLEASE (1)allow the void tool to truly turn land into void instead of just removing the top layer? I'm trying to fix my one map, as well as a friends map that he used the old skylands map to build his own (and we want to remove the rest of the skylands) Come on man please. When I paint the void (2)I expect there to be a hole to the void there.(3)That is what the void is for isn't it?


    imported his map. We want to remove all the extra bits of land. a.k.a use the void tool to remove them. not just remove the top layer.



    (1). The void tool does not turn land into the void, it acts as a "messenger" to the void you could say. by creating a hole all the way down to the bottom of the map.
    (2). Unless you're doing something wrong, there should be a hole to the void there, when I tested your problem for myself, and used the void tool, it worked as you wanted it to.
    (3) That's not what the void tool is intended to do, the void is kinda like the end, it's only in one spot, it never moves, the void is always under bedrock, and nowhere else, it's immovable, and unplaceable.
    Quote from WyrmLord9

    I'd like to follow up a bit on the information that PicSoul quoted about bo2 files:

    As described, bo2 objects were originally designed in the Terrain Control mod to add things like custom trees and mushrooms to your world, but they can be used (or perhaps abused) in World Painter to do far more.

    In principle, what bo2 objects allow you to do is to add arbitrary three-dimensional patterns of blocks to your world. Each x-y position of a WorldPainter map painted with a bo2 layer will have a certain probability derived from the intensity of the layer to have a bo2 object placed at that location. When a bo2 object is placed at a location, the pattern of blocks contained in the bo2 object will be randomly rotated and mirrored, and then whatever blocks were previously there will be replaced with the blocks in the bo2 object. The block coordinates in the bo2 object are relative to the surface of the ground at the x-y position where the bo2 object is being placed. Therefore, positive (and zero) z coordinates refer to block locations above the surface of the ground, while negative z coordinates refer to block locations below the surface of the ground. Therefore, if a bo2 object consists of an air block at coordinates (0,0,-1), it will replace the block just below the surface of the ground with air. If I paint this bo2 object in a maximum intensity layer in WorldPainter and export the world, about 16% or the surface will be covered with one-block-deep pits.

    Now, suppose instead of a one-block-deep 1x1 pit, my bo2 object makes a two-block-deep 5x5 pit. When I paint this bo2 object at maximum intensity over an area, the bo2 objects overlap, most of the blocks in the first two layers of ground are replaced with air, and I get a big two-block-deep pit in the shape in which I painted the layer. There will be occasional stacks of two blocks left behind in the pit that were missed by the randomly placed bo2 objects.

    So far, this isn't anything that we couldn't have done without bo2 objects, but now suppose that I change the z coordinates in my bo2 object so that instead of replacing the 1st and 2nd layers below the ground, it replaces the 10th and 11th layer. Then, when I paint with this bo2 object, it will create a two-block-high cave 10 blocks below the ground in the shape of the painted region. The occasional blocks that were missed by the bo2 objects will form pillar-like obstacles in the cave. This is the basic idea behind the cave bo2 objects that I have been posting. The top, bottom, and edges of the bo2 object can be roughened to give more realistic cave ceilings, floors, and walls, and layers of bo2 objects at different depths can be stacked to create multilevel cave systems.

    Rivers can be created using a similar approach, in which the bo2 objects are kept at the surface, but the lower blocks are replaced with water instead of air. For some examples of rivers and caves created using bo2 objects, please see the WorldPainter User Creations forum.

    Dude, can you shorten your comments a tiny bit? Made my eyes hurt reading all that...
    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    I think a very useful tool would be a testificate village toolbrush, helpful for if you were making an adventure map and you needed a giant city that burned in the storyline, cause you don't wanna spend like 2 days makin something you're gonna burn anyway.
    Just a suggestion!
    Been a big fan of WorldPainter, good job man, love it! :D
    Posted in: Minecraft Tools
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