Not sure if it's only me but after I make a map(in game) and go to look it the game crashes on Globule 2..... Just curious if anyone else had this problem.
Don't make a map (in game) on any map that has void space. It will crash the game every time.
Hey Zisteau I just started playing Globules #2 with some friends and all I can say is that you have outdone yourself. My friends and I have only made it to the swamp and desert globules and have already made a bridge network (an ugly network) and a small house (hole in the ground). We are really enjoying the map so far, and from the mouth of my friend - "This map is freaking amazing!"
P.S. There aren't any dungeons in this map perchance? (hole in the side of the mossy cobble globule(haven't made it there yet, just wondering if I should be interested in it.)?)
Globule 2 has spawners of every mob type, a stronghold, and a nether fortress. Most of the globules have spawners of one type or another hidden in the ground, hence the challenge to make mob traps.
I do have to ask though, is EVERYTHING in MC obtainable in it somehow? Ie can I get slimeballs one way or another? That would be awesome, I like sticky pistons
Also guiltless off-topic fan post, all of your videos are really fun to watch, even games I had no idea existed xD
Yes, there is lots and lots of slimeballs waiting for you when you find them.
I got to play againt my friend (which had no idea why the runner had been given a sign). It took us about an hour to complete it, and both of us had lots of fun. I like the running part, wile my friend enjoyed being the controller better.
On the Killer, I think they are given a lot of harming pots. By the end of the map I could send down a lot of harming pots just in rapid session killing the Runner a few times.
I liked the harming pots in the 1st and 3rd chamber over just arrow fire, because I could thow and not count on my terrible bow aiming. On the 2nd chamber it was nearly impossible to use because of the void under foot.
Overall very well balanced and liked the changes you did from the one you played againt Vechs.
Thanks for the feedback! I'm glad you had fun. I've become quite addicted to making maps, so expect more in the future.
Apparently mobs don't spawn on bedrock anymore. My mob spawning rooms in KTR (made of bedrock) weren't spawning any monsters. That was part of why there were so many mobs in the chambers. Changed the material and mobs instantly start spawning in them. Version 1.1 also with some tweaks to the 2nd chamber coming today.
After getting some early feedback it turns out separating the two halves was a bad idea, creating less places where mobs could spawn and making the chambers really hard. Updated version will be out tomorrow to address this.
Zisteau, I just got a chance to look through everything on Single Player before trying to go against my friend, but I had some issues with the second chamber. It had that weird lighting glitch in some places, where, as you approach, it lights itself up, and it crashed my game. I do not know if this will happen in Multi-Player, but I just wanted you to be aware.
In case it matters, I'm on version 1.2.3, with Single Player Commands, TMI, and MCPatcher installed. I have no idea if this makes a difference or not, but here it is.
I'm unfamiliar with that glitch you're talking about. I've tested the map in 1.2.3 in SSP and SMP and haven't found any bugs. Could you post a screenshot or something?
Updating BLOCKS, this means once you hit "Yes", it'll freeze up for a bit while it does its thing.
Again, I'm sorry for breaking my weekend release date.
Some changes:
autoupdater (which hopefully works)
automatic versioning (version numbers have a new scheme and begin at 0.1.0)
better build details (small things, such as application icons)
Lots of small crashes fixed
filters included
schematics included
Accelerated NBT included on OS X
Logging improvements (devs)
Disable tile ticks by default
Texture color space fixed (switched to standalone PNG loader)
Plans for next weekend, if I have time:
Revamp the settings system to make MCEdit more customizable for you and me, and easier for devs to expand.
Enable resizing the window
Work on memory issues
Removing the win32api dependency, which is an easy one and will remove roughly 300 unneeded LoC.
Plans for next month:
The new UI, which will change almost everything.
Edit: Several fixes were contributed by various community members, see the history page for details.
Thank you so much for taking up the task of maintaining MCedit. I appreciate it more than I can say. Do you think its time to start a new MCedit thread so that updates like this are easier to find?
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Don't make a map (in game) on any map that has void space. It will crash the game every time.
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Globule 2 has spawners of every mob type, a stronghold, and a nether fortress. Most of the globules have spawners of one type or another hidden in the ground, hence the challenge to make mob traps.
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Yes, there is lots and lots of slimeballs waiting for you when you find them.
Well, unless I missed something, you can craft all of them from basic items, so yes they are already included by default.
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Thanks for the feedback! I'm glad you had fun. I've become quite addicted to making maps, so expect more in the future.
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-Fixed mob spawning overflow rooms not working
-added bedrock bases to Chamber 2 platforms
-added more bricks in Chamber 2 for the Runner to use
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I'm unfamiliar with that glitch you're talking about. I've tested the map in 1.2.3 in SSP and SMP and haven't found any bugs. Could you post a screenshot or something?
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Thank you so much for taking up the task of maintaining MCedit. I appreciate it more than I can say. Do you think its time to start a new MCedit thread so that updates like this are easier to find?