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    posted a message on [TUTORIAL] Command Blocks for Map-Making -- Includes Banks, Shops, Scoreboards and More!
    It's a very helpful tutorial. Sadly, I'm not the best with redstone, so instead of making the system work, I'd probably make the world of Minecraft get destroyed by 50 Enderdragons... again. Disregard the 'again' within that sentence.
    Posted in: Mapping and Modding Tutorials
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    posted a message on Game mechanics that would drive you crazy
    Quote from Raecchi

    *This may be a bad example. Things I know about Skyrim: it's got dragons, and probably has some stuff similar to other Elder Scrolls games. XD

    Then you sir, are not a true Elder Scrolls fan. :P
    Posted in: Maps Discussion
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    posted a message on Hostile,passive...Mcedit Filter
    Quote from deathhollo

    So is it possible to make villagers look hostile???? Somehow

    Not that I know of, except for making a custom texture pack that either makes the villagers look scary as heck, or look like a familiar hostile mob. Or by telling the player that the villagers are actually evil thingies that want to suck your blood, or something.
    Posted in: Maps Discussion
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    posted a message on Game mechanics that would drive you crazy
    I have one more question of your map, though. Is it just a survival - based free roam thing, or is it going to have a main plot? If it is a main overall plot, making it a decision - based plot line would definitely be interesting to play around with. I also liked that about Skyrim (Oh, great, he's talking about SKYRIM again...), where you do this thing, this happens, where as if you do this thing instead, you get a different outcome.
    Posted in: Maps Discussion
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    posted a message on Game mechanics that would drive you crazy
    Quote from Raecchi

    So what I'm planning isn't exactly an adventure map. My goal is to have basically an island containing the town and the player's home which can be dropped into any regular world. Resources could be sold, but also traded for any items that you would normally craft.

    The no-crafting limitation seems harsh, I know, but tools and weapons (and armor, if unbreakable armor ever can be a thing again) will be unbreakable -- major quest items, rather than disposable. (Keep inventory on to prevent the fiery death of your immortal pick in lava.)

    I briefly considered nausea as the status effect for exhaustion, but... well, try it out for yourself. /effect yourname 9 30 will give you nausea 1 for 30 seconds. It makes it completely impossible to tell what your cursor is over, make jumps, and (at least for me) look at the screen for more than a few seconds without actual nausea. The slowness also has the added bonus of ramping up over time. So five days without sleep and you slow down just a tiny bit, but when you've gone a couple weeks without, you slow to a crawl.

    Potions of "coffee" that remove your slowness and add a low-level speed for a day is a perfect idea, though. Maybe even add a higher level version that will give you a speed boost over a longer period of time. (The player can, of course, just drink milk to remove the slowness for an entire day, but I'd wager most people won't think of that.) Also, just to give a sense of scale, I was going to setup the forced teleport home after one in-game month, which (if you don't sleep through nights) is 10 real hours.

    The random tips/conversation would be the hardest thing to implement in an non-irritating manner, I think. There's a solid upper limit on how many I could include; the systems aren't that compact, especially if I include forks depending on the player's reputation or similar.

    Last thing: since this is meant to be an open world, beds around the world and charting what the player's done recently would probably not be an option, alas. If I did decide to make it a fixed world, then definitely I could include both.

    By this, I'm guessing your going with a free-roam kind style kind of map with no actual main goal than to survive? If that's what your aiming for, I'd say that's fine, especially if you have a trade system going on, as well as random dialogue. Would seem kind of like Skyrim. Also, your punishment for sleeping sounds reasonable; but, in addition to giving the player a penalty if they don't sleep enough, maybe sleeping would give the player and added bonus for rest? As in, strength for being well rested? That's another Skyrim aspect I stole. Kinda liked that.
    Posted in: Maps Discussion
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    posted a message on In-Game NBTEdit! Edit Mob Spawners & Attributes in game! FINALLY UPDATED!
    Sorry if I'm just derping and not seeing it, but is there a mac compatible version of NBTedit? Looked around for it on the web, but could find nothing.
    Posted in: Minecraft Mods
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    posted a message on CREATING ADVENTURE MAP! NEED HELP!
    Quote from Grandslamsam

    You can help without Skype by PM. You have been accepted as long as you can join a server and use in game chat.

    Congrats to everyone who applied and were accepted. If you were not, Im sorry. BUt you still might have a chance if any additional hepl is needed I will contact you. Thanks so much.
    Grandslamsam

    Good to know. Let me know when the server is up.
    Posted in: Maps Discussion
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    posted a message on Fallen Kingdom [CTM/AdventureMap/OpenWorld/Survival] [Collection] [RECRUITING!]
    I would like to try to apply as a builder. I do not have Skype, though, so co-ordination will be a bit harder with me. Also, I have the same kind of thing as Talons_Evans; whenever I start an adventure map, I don't feel like completing it. I do not have any past works to show, but I can build well; I'm especially good at building partially destroyed buildings. My MC username is The_Round_Square.
    Posted in: Maps Discussion
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    posted a message on What Makes An Adventure Map A Good One
    That pretty much seems like a good summarization of how to make an adventure map look good, play good, and flow well. Also, there is no link... I assume you are going to post it later?
    Posted in: Maps Discussion
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    posted a message on CREATING ADVENTURE MAP! NEED HELP!
    I, personally, would like to help, however, if Skype is required, I can't; for whatever reason, my computer doesn't like skype. However, I am a very good builder, and am somewhat of an amateur of a redstoner; If you want, I can also come up with a story. My IGN is The_Round_Square.
    Posted in: Maps Discussion
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    posted a message on [1.5.2] Village Life Alpha
    The download doesn't seem to work correctly... have the upload file of the world as a .zip by compressing it, so that we can actually get the map. Otherwise, there's no point.
    Posted in: Maps Discussion
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    posted a message on Tales of the Lost - WIP Adventure Map
    Quote from Vagossssssssss

    Ok were to begin with

    Obviously you are new to the map-making, don't worry I will not judge you for that, but you still have so much to learn

    1: I know you set your gamerules and stuff but it's not sure that will work in other people servers. Try that : Sethbling made it it will help you a lot. Just move the spawnpoint there (Use MCedit for that, yes if you want to make a good map you must learn how to use MCedit and stuff like that, try to google it)

    2: You know that the players can set the spawnpoint by using beds, try to set their spawnpoint again and again just in case they use some beds

    3: You say that you can play solo but you gie the player only one life come on man that's so unfair

    4: Improve your buildings, make them bigger add more stuff and details, just start building and let free your imagination :) , after all that's the key in minecraft

    5: Don't let them to change the difficulty to normal, add a comand block that will do that

    6: Use the gamerule /gamerule commandBlockOutput false so there are no more ugly command blcoks texts

    7: Let the command blocks speak only onces (You can spawm the door and creat a chat chaos)

    8: Watch videos and tutorials and play other peoplos maps, get ideas and learn more things

    9: Never sleep. Keep your minecraft jar with the latest snapshot

    10: You need time and a friend ;)

    Holy crap that's a lot of stuff to keep in mind. But thanks for the tips; I'll get to looking at them in a bit. Also, with your MCedit statement, I actually did use it to set the spawn point - looks like it didn't work entirely. Also, your friend statement shall not happen - I have none. (joke)
    Posted in: Maps Discussion
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    posted a message on Survival games maps
    Quote from FineYoshiPie

    on servers i always see like other Survival games map that i cant fine help

    All maps come from somewhere. Try asking an Admin on the server what download link they used to use the map.
    Posted in: Maps Discussion
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    posted a message on Tales of the Lost - WIP Adventure Map
    Quote from Vagossssssssss

    it would be nice to post some picks, but just for the sake of it I will test your map

    My F2 is a bit glitchy... couldn't get any pics, sadly.
    Posted in: Maps Discussion
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    posted a message on Tales of the Lost - WIP Adventure Map
    -This is a forum post for Adventure map discussion ONLY-
    As most of you could guess from the title, I am working on an adventure map, and am releasing it as a WIP. Why? So I can get feedback as I make if from people who test it. Feedback is important - if it's not going in a good direction, let me know. If there's an idea that you'd think would improve the map, let me know - I want this map to be as good as possible. I may or may not release a texture pack for it, as I don't think it is needed - but, again, if you think otherwise, let me know. I am always open to suggestions (that does not mean you can repeatedly say that my map is bad - unless you give feedback otherwise to improve). The story and directions are in the main spawning area for the map, so they should be very obvious.

    ~Story~ The main storyline of this map can be split up into different parts, meaning that while adventuring in the main quest, you could find a sub-story, leading to a Quest (see the Quest section of this post). The main storyline itself though is one that can be engaging (opinion - if it isn't engaging enough, let me know!), involving a Godly conflict between two entities. In the midst of this, you, the player, are searching for a treasure that is supposedly lost - and instead of getting information from a nearby village, you become a pawn within the conflict. So much for treasure hunting.

    ~Quests~
    Quests are side-objectives that yield rewards, should you complete them. There are NO QUESTS yet in the map, so don't get your hopes up THAT high. They will be coming, though.

    ~Recommendations~
    To play the map properly, you will probably need a friend to accompany you - although not for the first test, since it's only purpose is to get ideas flowing from you - the community. When there is more hack and slash action, you probably will need help. So a friend = good overall. Also, playing on Normal difficulty is recommended as well.

    ~Additional Notes~
    For whatever reason, my in-game camera IS NOT working, so if someone could take pictures of the map for me, it will be greatly appreciated. As this is a WIP map, it will be updating every so often - and the more ideas from you, the more quickly it will come out! Also, there is some Mild Language used, so play at your own risk.

    Downloads:
    Test #1: http://www.mediafire.com/?y2f5nokzlbno3bp

    -The_Pizza_Forumer
    Posted in: Maps Discussion
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