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    posted a message on Need advice for creating my own adventure/survival hybrid map
    So I've played a lot of maps, but I want to try my hand at making my own. Here is my idea. I want to create a kind of survival/adventure hybrid kind of map. The map will be a huge floating island, with many different kinds of biomes and dungeons to explore. I have taken a lot of inspiration from Vech's Super Hostile series of maps. I really enjoy the different kinds of environments he creates, but I don't like the difficulty too much. In particular, I don't like the hordes of mobs. I want to make a map that is more focused on exploration and adventuring than just combat. Here are a few key points I have for my map, and I will need help implementing them.

    1) I want to have a CtM style goal, with items hidden in dungeons to collect. I don't want the dungeons to have random monster spawns. Instead I'd rather populate the dungeons with the monsters I want with the box spawners and eggs. I would like to have it so that when you clear the dungeon of all the monsters, it will be safe enough to explore. The rest of the overworld will operate as normal though. I just want to tone down the insane difficulty of dungeons a bit so players will actually go though them instead of tunnel around like Super Hostile maps. How will I do this? One thought I had was to use a game editor to make the dungeon in a Mushroom biome, since mobs will not naturally spawn there. Is there any other way to limit mob spawns to only box spawners and eggs?

    2) I've been playing around with a couple different editors, but I haven't found a be all end all. One I like is called World Painter. It lets me create a world and shape it on a large scale. I also like it because I can choose biomes and stuff like that. The other one I use is MCEdit because it lets you get into the details a bit easier. When I actually go to create the map, I don't know if I should do it in one big file or if I should do it in separate ones and paste them all in together. Is there some sort of editor that lets you edit things in game? Like something where you can select large chunks of blocks and copy and paste? That would be fantastic.

    3) Can anyone recommend me good maps that deal with survival with limited resources? I would like to make resources scarce, and make the player work for them. For example, stone might be scarce until the 3rd dungeon, making the player rely on wood tools and items from chests. I think one map that came close to this was Vech's Legendary map. Does anyone have any tips or help for creating a game like that?
    Posted in: Maps Discussion
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    posted a message on Is there a way to disable mobs spawning in certain parts of your map?`
    Been brainstorming ideas for a custom map, and I've run into a problem. I really love the CTM style survival maps, but I think they end up too clustered with enemies. I know lots of enemies is part of the challenge, but I don't want to overwhelm the player. Here is my idea, and I don't know if it would work though.

    The idea is to use the new command blocks and maybe some biome tricks or something. What I would like to do is to disable mob spawning in dungeons. So that means even if the dungeon is dark, mobs will not spawn there. How I would spawn mobs would be to create dispenser traps that shoot eggs out. For example, you walk into a room and set off a trip wire that shoots 5 zombies down from the ceiling or something. So that way as your run around the regular world you will encounter enemies, but once you clear the dungeon out of all the monsters, you can explore all you want without fear.

    So some ways I thought about doing this. One is to change the biome of the dungeon to a mushroom one. I believe only Mooshrooms are able to spawn, no hostile mobs. I don't know if this prevents mobs spawning because of eggs though. Another is to use the new command blocks. I think there is a command that disables mob spawning, but again I don't know if it applies to eggs. Has anyone attempted a map like this yet? How is the best way to do this?
    Posted in: Discussion
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    posted a message on Is there any way to make Nether portals teleport you in regular world?
    You're my hero. Thanks so much.
    Posted in: Discussion
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    posted a message on Is there any way to make Nether portals teleport you in regular world?
    I'm working on an idea of a custom map, and I have run into a problem. I plan on making a very large map, and I don't want the player to have to walk back and forge. I also don't want them to have to make minecarts either. So then I got the idea of portals. I was wondering if there was a way to link Nether portals to each other, so portal A will always go to portal B, and B will go back to A. Make sense? So my first idea was to have portals hidden all around the world, and have them all link to one central location. However, I also got an idea that would make it so you don't have to stop at the Nether. So do you think this will work?

    You go into portal A. Portal A links to a portal block (not a gateway with obsidian, just the actual purple block you can get with mods). Beneath that portal block are a bunch more portal blocks that you will fall though. In the time it takes you to fall though them, you will be transported to portal B. Here is the idea:

    A : Just one portal block that is linked to the portal A
    B
    B
    B
    B
    B
    B } All the B's are portals to portal B
    B
    B
    B
    B


    So do you think this idea would work? The portals would basically just have little cutscenes when you transport of you falling. That would eliminate the need for you to step out of a portal to access another. Will this idea work? Is there any way to "link" one portal to another in game or with mods?
    Posted in: Discussion
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I might get flamed for this, but oh well. I was wondering if there is any way to make these maps easier? My main problem with these maps is the number of mobs that spawn in. Not just the millions of spawners, but just from it being dark outside. I always seem to be swarmed by monsters and then get murdered. Some maps I can't even get out of the spawn area because it's so overrun. I was wondering if anyone knows of a way to combat this? Are there mods that reduce the total number of mods that spawn? Or perhaps make mobs spawn less often? Even on easy I have a difficult time. It's no fun to have to switch to peaceful to get rid of the mobs on the screen to give me time to get from point A to point B. Most of these maps I just fly around in creative mode just to marvel at the sites, and I would really love to actually play one.
    Posted in: Maps
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    posted a message on Is there a mod to make mobs spawn less?
    I do use easy, but I still get raped by dozens of mobs. Those map creators like Vechs also like to put in a million spawners too which doesn't help. I would settle for a mob limit mod that would make it so there are only X zombies able to be spawned at once or soemthing.
    Posted in: Mods Discussion
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    posted a message on Is there a mod to make mobs spawn less?
    SO here is my question. I love the CtM style maps, but the only problem is I never get to finish them. Heck, I never get to start them really. I usually get overrun by monsters in my spawn area and have to restart. I end up playing through most maps in creative mode just so I can see the sights. The biggest problem I have with these types of maps are the amounts of monsters that spawn, even on easy. I didn't know which other forum to put it in, so sorry if this is the wrong one. Basically what I need is a mod that will lower the enemy spawn rates, or perhaps limit the number of mobs on the map at once. Does such a thing exist that is compatible with the current version of Minecraft?
    Posted in: Mods Discussion
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Does anyone have an alternate link to the Spellbound Caves map? The link is broken for me too. Can someone upload it somewhere else please? Just wanted to bump this up so someone sees it.
    Posted in: Maps
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    posted a message on [1.8.1] Enderman Sound Change v1.1 - Simple Mod
    Is there any way to make them use different sounds when they're aggro'd? I always imagine they would let out a high pitched scream with their mouth open. XD
    Posted in: Minecraft Mods
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    posted a message on Uses for Ender Pearls in Adventure maps.
    I've been having a fun time playing around with the new Ender Pearls. However, it's made me think a bit. I play a lot of Adventure maps, and this item has the potential to break them a little. Jumping across gaps has never been easier! Map makers will have to now put a rule that prohibits Ender Pearls in certain areas. However, I think it does open up some opportunities for some unique kinds of puzzles. One idea I thought of was to have a 1x1 window with a treasure chest beyond it. There is seemingly no way into the room. The idea would be to throw an Ender Pearl into the room. On the other side there would be a lever to open a piston door to get back out.

    Another idea I had would be to give the player only a limited amount of Ender Pearls at the start, and let the player use them at their discretion. For example, there might be a very difficult jump up ahead, and they don't want to risk losing their items. When they teleport ahead, they see a 1x1 opening with a chest beyond that they could have gotten. It could be useful for traps as well. One idea I had is to tempt the player with a chest beyond a glass wall. Above the glass there is a door near the ceiling that appears to go into the room. When the player throws their pearl up there they will end up in a pit of lava! Sneaky. XD

    So what do the rest of you think would be good uses for Ender Pearls in Adventure maps? Do you think it will be overpowered? I think that personally it should take a LOT more health off when you throw them. It should be proportional to the distance you moved. Although like poison, it will only bring you down to half a heart at the most.
    Posted in: 1.0 Update Discussion
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    posted a message on [1.0.0][Adv] ★★★ Lux Perpetua ★★★ Update v1.0 ★ 75'000+ Downloads
    I just got a bit further into the game before I got frustrated and stopped. I don't know if it was faulty redstone wiring or anything, but I just couldn't figure out how to proceed forward. I ended up switching the map to creative and tracing around all the redstone to see where I needed to go. The only other thing I could do was watch a replay on youtube, but I didn't want to spoil it for myself. If you have to do that with any kind of game, you know there's a problem in the design. Has anybody else had problems with this map or am I just stupid? XD I did get to see the rest of the map by flying around in creative, and I love the scenery. I'll probably use this map as inspiration for my own maps later.
    Posted in: Maps
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    posted a message on [1.0.0][Adv] ★★★ Lux Perpetua ★★★ Update v1.0 ★ 75'000+ Downloads
    I just downloaded it and played it for an hour. I must say, the visuals are amazing. I think that is the best part of this map. It isn't the best map I've played though, because it does have a few flaws. The first is that I got lost many times. Sometimes I found myself falling into natural caves, unable to get out without placing blocks. The best solution I've seen for Adventure maps is to wall off the play area with 2 high blocks. I also found myself going backwards into a few quests. Like I would find a place to put redstone, but I didn't have any. I also found 2 levers in the first town, but only found a place to put 1.

    I don't mind making an Adventure Map non linear, but this map was just confusing to me. I think it would help to put some boundaries around the map to make it absolutely clear where I should be going. Maybe it gets better as I go further into the map. I'll keep playing and tell you what happens. It's still a great map by the way, and I will definitely keep tuned for any more.
    Posted in: Maps
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    posted a message on Has anyone made texture packs of Blaze or Magma cube?
    I'm trying to put together my own custom texture pack for my own personal use. I've been kind of mixing and matching different texture packs to create something I like best. I've searched around the net, but I've been unable to find any texture skins with the new Blaze, Magma Cube, or Mooshrooms. I was wondering if anyone had made HD skins of these mobs yet. If not, I was wondering if someone could explain how I can make my own? All my other mobs are HD. They're more detailed, so I think they are twice as big as the regular image. For all the other mobs, I've just been able to take an existing HD texture and paint over it. That way I know it converts. With the others I haven't been able to get it to work. I don't think just increasing the size of the image would work. So can anyone help me out?
    Posted in: Resource Packs
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    posted a message on Please, Mojang, don't hard code colors into the game!
    I do agree it kind of stinks that you can't control the Swamp color that much. The most I've been able to do is play around with the color of the grass on my texture pack. You can actually make the swamp look more green that way. If anything I'd like there to be a separate file where you can directly edit the color of different biomes. Like, instead of having that little grass color triangle, have each biome hard coded into the texture pack. Then I guess the game would just blend them together. I don't know much about programming, so I don't even know if that would work like that.
    Posted in: 1.0 Update Discussion
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    posted a message on should mycelium be harvestable?
    I'm not sure about it. I think I like it just being limited to Mushroom biomes. It makes it more special. I just want to make sure you can place them with other external editors like MCEdit or Too Many Items. That way Adventure maps can still have em. I don't really see myself wanting them in single player, as they don't serve any purpose really.
    Posted in: 1.0 Update Discussion
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