• 0

    posted a message on [ADV/1.4.2]The Forbidden Dungeon of Ashndar - Open world by Arkantos War (indev, but stable)
    Quote from beefniblets


    Sup buddy, Here's the link to the lets play im doing of this map,
    Embed it if you want :) Thanks!
    (P.s. The video is a little shaky now, youtubed messed up the whole thing, but it should be fixed... hopefully, if not i will have to reupload it and change the link!)


    Awesome, will embed it, thanks Al! :D
    Posted in: Maps
  • 0

    posted a message on [ADV/1.4.2]The Forbidden Dungeon of Ashndar - Open world by Arkantos War (indev, but stable)
    1.0.1 is now out, many bugs and annoyances should now be gone! :)
    Quote from xoxHOODR4Txox

    I'm so confused... The dungeon ¬_¬ I was unsure on where to go after going through every possible door [I think] I just escaped... I assume I missed something?

    Loving the map though, such a great open world idea!


    You probably did, the dungeon is built in a very delicate way, first I draw it in a software, after that I slowly build it in game, gambling the possibilities (if it will be a puzzle or not, how many monsters, chests and entities to be interacted etc) and finally test it trying every possibility that could "unleash" a bug, right now me and WolfieMario got it very stable and "completable", so just keep searching for a door to open, you probably got lost or something, but that's natural! :D
    Posted in: Maps
  • 0

    posted a message on [ADV/1.4.2]The Forbidden Dungeon of Ashndar - Open world by Arkantos War (indev, but stable)
    Quote from ScorpioDan

    Yeah I agree. Also most of the challanges seem to be based off Dungeoneering in RuneScape if I'm correct? I've already recorded my whole series now, but episode 2 is below :D

    [media]http://www.youtube.c...8_HSHzGs[/media]


    Well yeah, I actually made the dungeons based on the Dungeoneering of RuneScape, you probably noticed it on the way the maze works, and/or maybe on how the rooms are distributed along in the space (in a grid like pattern), well, anyways it is great to see you are enjoying, keep this LP series on, I really like how you are understanding and interacting in the map! :D
    Posted in: Maps
  • 0

    posted a message on [ADV/1.4.2]The Forbidden Dungeon of Ashndar - Open world by Arkantos War (indev, but stable)
    Quote from BickerCraft

    Hey Mateus, it's-a me, Abraham!This map looks amazing, and same as Cowtizzery :/, so I will wait until 1.4 is released as a patch, I hope this map get more downloads :D


    Bickyyy, long time no see! Yeah take your time, I think I heard somewhere (can't remeber where really), that the official 1.4 would be released before 30 october, so ,if that's tue, it's not a long time, heh. Anyways, get back in skype, I miss our good old conversations! :)
    Quote from ScorpioDan

    [media]http://www.youtube.c...8DFjWcCs[/media]


    First episode is out, embedd in the OP please? Thanks :D



    Great video, will feature it in a sec, oh and about the last weird trades, it is not a glitch, it's just a "trade locker", this makes the villagers offers permanent, that's all. Thanks for playing, and again, the video was epic, good job on it! :)
    Posted in: Maps
  • 0

    posted a message on [ADV/1.4.2]The Forbidden Dungeon of Ashndar - Open world by Arkantos War (indev, but stable)
    Quote from Logdotzip

    Got your PM, Gizzy, myself, and possibly Sky are going to be covering this! But we may wait for 1.4 next week. I'm excited, looks fantastic!


    That is awesome, thanks loggy, you guys will always be good friends, I see! =D
    Posted in: Maps
  • 0

    posted a message on [ADV/1.4.2]The Forbidden Dungeon of Ashndar - Open world by Arkantos War (indev, but stable)
    Quote from Cowtizzery

    Looks really really good. I'm really excited for 1.4 to come out so I can play it, I would right now but my computer can't run Minecraft basically at all without Optifine:/ I feel like this map should also have a lot more recognition then it does.. So far:)


    Thank you for the compliments! I understand that you need optifine to play it, not everyone have a super-fast computer, and hey you can try to play on tiny-view-distance, thought it may make it kinda hard to see, you will still be able to venture in the map, specially inside the dungeon where far viewing isn't needed, also, I added a map, look at it if you feel like you got lost. But do as you wish, again thank you for the compliments! :D
    Posted in: Maps
  • 4

    posted a message on [ADV/1.4.2]The Forbidden Dungeon of Ashndar - Open world by Arkantos War (indev, but stable)
    The Forbidden Dungeon of Ashndar

    "You live in the town of Armuskhal, inside it's protective walls, inside a large island.
    At this island, on the top of it's enormous mountain, existed a powerful city, called Ashndar, but they crumbled into ruins due to a disastrous research made inside an underground complex, just in the center of Ashndar.
    Nowadays, the remains of Ashndar citizens turned into undead, many of them wandering away from the city, in fact, even around the town of Armuskhal at nights.
    Your mission is to be the brave adventurer who will explore Ashndar and it's dungeons, be careful, it won't be easy."


    The Forbidden Dungeon of Ashndar is a map under development, right know you will play a version with only one dungeon floor. In the future, it is intended to exist greater number of dungeon floors, each one with another boss in the end.

    Requirements:
    :ISWORD: Minecraft 1.4 or later
    In the C:/users/[username]/appdata/roaming/.minecraft/bin directory, replace the minecraft.jar by this one.
    Obs: Backup your original minecraft.jar if needed.
    :ISWORD: The texture pack fixer, scroll down to the Download section to get it.
    :ISWORD:SMP basic configuration

    texture-pack=https://sites.google.com/site/arkantoswarmc/home/minecraft-images/v2 TFDA - default.zip?attredirects=0&d=1
    pvp=false
    difficulty=3
    enable-command-block=true
    gamemode=2
    spawn-protection=0


    Content:
    :ISWORD: Commerce
    :ISWORD: Combat
    :ISWORD: A Dungeon (in development, but already stable)
    :ISWORD: Boss fight
    :ISWORD: Puzzles



    Rules:
    :ISWORD: Do NOT break blocks
    :ISWORD: Do NOT place blocks
    :ISWORD: Do NOT use Ender Pearls inside the dungeon
    :ISWORD: Do NOT leave the main island (where both cities are)
    :ISWORD: Play on Adventure mode (already default in the save)
    :ISWORD: Play on HARD
    :ISWORD: Play on MOODY (recommended)


    Pictures:































    World Map:



    Videos:


    Notes:
    :ISWORD: If you own a texture pack, or have the authorization of such an owner, you may declare it and ask me to upload yours/his texture pack version for this map, send me a message if you do.
    :ISWORD: I want to add a video category to this topic, if you are interested in making one, please make it and post as a reply here, I will watch and if I approve, I will feature it in another spoiler window of the first page here. Make sure you follow the game rules above or it will not be approved. :Skeleton:
    :ISWORD: In case you accidently place a block, use the creative mode to break and reclaim it, that won't be considered cheating and will even be acceptable in a LP video to embed here.



    Download:
    :ISWORD: World (1.2.0)
    (mirror)
    In the C:/users/[username]/appdata/roaming/.minecraft/saves directory, unzip this file there.
    :ISWORD: Texture fix (updated: November 5, 2012)
    (mirror)
    In the C:/users/[username]/appdata/roaming/.minecraft/texturpacks directory, MOVE this file there, do NOT unzip, just move. Open minecraft, click on texture pack, select TFDA.


    Previous Versions:

    :ISWORD: 1.1.0
    (mirror)
    :ISWORD: 1.0.2
    (mirror)
    :ISWORD: 1.0.1
    (mirror)
    :ISWORD: 1.0.0
    (mirror)
    :ISWORD:Old texture
    (mirror)

    Changelog:
    :ISWORD: 1.2.0
    New Features:
    [Feature] Configurable enchantment table, credits to Xisumavoid - . Allows any level of enchantment.
    [Feature] Added three reward chests in Ashndar, with small challenges to obtain them.
    [Feature] Added item spawns throughout the world. Most spawn items every 5 or 10 minutes if a player is within 64 blocks of it, and spawned items don't despawn until enough time has passed for a replacement to spawn.

    Minor Changes:
    [Feature] Added wall clocks
    [Aesthetics] Hall of Elders: Bold sign text, ceiling pattern
    [Aesthetics] Minor redecorating around town
    [Feature] Additional chest in Inn
    [Aesthetics] Thawed bricks in Ashndar surrounded by lava
    [Aesthetics] Made Ashndar slightly snowier... Will do more later
    [Annoyance Fix] Hid ice in Ashndar

    Changes/Fixes to Traders:
    [Bug Fix] Made villagers and golems properly invulnerable (they can no longer be hit, and don't have particles anymore)
    [Bug Fix] Freed trapped pumpkin and tunic/leather saleswomen in Hall of Elders
    [Aesthetics] Made last trade offer not look like a bug
    [Feature] Added gold nugget/ingot/block conversion offers to salespeople
    [Feature] Added villager to sell 'wait'
    [Feature] Made general store sell 'strad', as it is Armuskhal's theme
    [Game Balance] Nerfed wool offer
    [Feature] Gave patrol towers fairer offers for mob drops, to make up for wool nerfing. Also gave them food offers.
    [Aesthetics] Gave Summoner subtle green particles, since he's slightly magical

    Bugfixes:
    [Annoyance Fix] Minor block fixes: Fixed exposed sand near Inn; removed extra wall near university; removed sandstone outside town
    [Annoyance Fix] Added a lake under Hall of Elders to reduce squid spawning within the fountains
    [Bug Fix] Removed mellohi from jukebox in spawn house
    [Annoyance Fix] Removed floating snow and stray obsidian and leaves from mountain
    [Bug Fix] Removed floating mineshaft near mushroom island
    [Bug Fix] Removed stronghold and cavern chunks
    [Bug Fix] Removed random hole in ocean
    [Anti-Cheat] Made paintings and item frames immune to griefing
    [Bug Fix] Fixed books in Ashndar (authors; grammar)
    [Annoyance Fix] Made diamond key event look less buggy

    Texture Updates:
    [Aesthetics] Gold-colored golden item textures
    [Bug Fix] Wait music disc texture
    [Bug Fix] Zombie Head item texture
    [Feature] Purple Dye texture
    [Annoyance Fix] Better Iron armor textures
    [Feature] Tool textures
    [Aesthetics] Fishing rod textures
    [Aesthetics] Woman hair texture
    :ISWORD: 1.1.0
    (feature) The "house" in Armuskhal is now an inn, you can skip the nights in multiplayer now! ;)
    (feature) Added teleportation altars, one in Ashndar and one in Armuskhal, they need a minimum level to be used, and will spend some. An altar teleports you to the other
    :ISWORD: 1.0.2
    (bugfix) Command block in shops now only work if player stand withing 5 blocks from it, avoiding accidental teleportation glitch
    (bugfix) Orb Mazes now have a lot of xp orbs in it, to avoid running out
    :ISWORD: 1.0.1
    (bugfix) Patrol towers can no longer spawn hostile mobs
    (bugfix) Default spawn point was previously in Ashndar, it's in Armuskhal now
    (annoyance fix) Command Block output now off
    (anti-cheat) Breaking a block now won't drop itself
    (bugfix) New system to retrieve accidentally thrown money in shop counters
    (feature) Armuskhal golems are now immortals



    Remember to give feedback! :)
    Posted in: Maps
  • 1

    posted a message on The Red Moon
    I've been playing minecraft for a long time by now, and n :iapprove: tch said once about adding an update that makes every night has a small chance of having it's moon bright red, becoming many times more dangerous. Never happened as you can see.

    So my idea is to hope for someone to make a mod that adds this red moon in the game, I'll give more details, keep reading.

    *Every night has a 15% chance of being Red Moon.

    *The first night in the world have 0% chances of being Red Moon, let's be honest, nobody wants to face hell in the first night, lol.

    *You can always predict this night one day before, as this day will have a red apocalyptical sky (the day itself won't be more dangerous, it's just a warn).

    *During the Red Moon night, the amount of mobs spawned is increased by 6 times.

    *You can't sleep.

    *All hostiles sees you from 10 blocks further.

    *Creepers explode blocks to reach you, your house will only be safe if it's made out of obsidian (or bedrock, but I don't think you will achieve this without cheating).

    *Zombies runs as fast as pigmen.

    *Skeleton arrows set you on fire for a short time.

    *Spider attacks slow you down for a short time.

    *Nether Portals become unstable, trying to enter in one during Red Moon, or even the red day before, will just fail, and instead will cause an activity in Nether dimension that will call attention of the entities, spawning many Pigmen and maybe even a Blaze around it in real world.

    *The same happens to the End Portal, Endermen spawns around it instead.


    That's it, this idea was built by me and my brother-in-law, we just have no idea about how to mod. If a modder is interested in it, go ahead and program it, I'm definitely playing such a thing. Thank you everyone for reading, leave some feedback if you want.

    Thanks. :)
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    I have a suggestion.

    When you hunt a pig, cow or any mob that is "huntable", they should, after dying, become a block or entity representing meat. And the only way to break it down (which in it's turns drops meat) is by using a knife.

    This would bring into the mod a feature like of collecting the meat out of the dead animal you just hunted down. Even more realism.

    Just a suggestion though, the mod is amazing, keep it up. :)
    Posted in: Minecraft Mods
  • 0

    posted a message on mob spawning cap (question)
    Forgive me if I made this in the wrong section, if so, you're free to move it to the correct place. Thanks!

    It's a simple question, recently I felt like Minecraft would be a lot cooler if I had like 8 or 10 times more hostile mobs wandering around the world (in single player), I like being hardcore yeah, lol.

    I saw at minecraft wiki that there is a "spawn cap" for these guys somewhere, set at 70. Is it possible to change it to a higher value? If so, is it simple or not? Anways, if possible, is there anyone able to guide me to change it to something like 300? I'd be very glad. Thanks, waiting for answers! :D
    Posted in: Survival Mode
  • 0

    posted a message on RuneScape lands project
    Damn! Lol. Just noticed there is a dirt stair behind the graveyard catacombs entrance, I used to build it's superior parts, gotta remove it now! =)
    Posted in: Discussion
  • 0

    posted a message on RuneScape lands project
    Two new freshly updated pictures!


    from here you can see the lumbridge graveyard, where you do the restless ghost quest :smile.gif:



    Will update more, in the next days, just keep tunned! :biggrin.gif:
    Posted in: Discussion
  • 0

    posted a message on RuneScape lands project
    Quote from self_esteem_fund »
    How the hell do you get out of the water if you fall in? Also, I like :Notch:

    Just 1 block on the side of the bridge (you can't see because it's behind the viewing area lol) is a grass block of the same level of the water. :wink.gif:
    Posted in: Discussion
  • 0

    posted a message on RuneScape lands project
    I'm working in a Minecraft project atm, which will be very long hard to deal with. But while I don't give up, I will work on it.

    It consists on building the lands of a game called RuneScape. I started with the first place you go when you play this game, a town called "Lumbridge". Just search for Lumbridge on Google and you will see many pictures of it. For comparison, there goes the picture of my Minecraft Lumbridge town! :biggrin.gif:




    I will continue building it using softwares to support me, specially MCEdit and LolEditor (a big thanks for those who made those programs btw :3).
    After Lumbridge, I will move to Al-Kharid (east of lumbridge) and then Varrock (north of both). After Varrock I will make a video so everyone will be able to see it with details! :smile.gif:
    Also I will put on the video description the download link for the World, so you can PLAY IT ON YOUR COMPUTER YEAY! Lol.

    Hope you guys enjoy this, I will come back for more updated pictures, for sure! ;D
    Posted in: Discussion
  • 0

    posted a message on Awesome Minecraft Rollercoaster
    Wow, its extreme!#@[email protected] lol
    GJ! :biggrin.gif:
    Posted in: Discussion
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