Minecraft is Racist
chenge your language to the very first on and you get this
http://i.imgur.com/TBpwr.png
More likely somebody vandalized their crowdsourced translation. But they will need to figure out how to keep things like this out of release versions.
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I had that problem in the citadel too. When I was there, things got really laggy and I had to shorten my view distance. I left and went back a few times and it was definitely that area causing it. The tree wasn't burning (yet).
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More info here:
http://www.reddit.com/r/mctourney/comments/ps70g/bed_war_tournament_this_sunday_looking_for_teams/
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You can just keep making old format maps in MCEdit and convert them to Anvil for distribution.. no?
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http://www.minecraftforum.net/topic/806371-bw-bed-war-a-new-kind-of-team-pvp/
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A couple of days is not much to base a projection on. As long as there is demand, there will be developers to work on it. But many can't drop what they're doing and start contributing the day it's released. I intend to help out with the project myself, but I have to wrap up other things first. So things are going to be messy for a little while, particularly with the map format changing, but they'll get sorted out.
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Of course!
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Here is a "hollow out" filter I just made. It fills objects of one block type with another block type, leaving a "crust" of given thickness:
You can also get some neat effects by filling "air" with something else:
Note that wherever the filled material touches the edge of the selection box, the filter will fill all the way to the edge of the box. This is by design, as it comes in handy for certain effects. To see how this works, run the filter with the selection box touching the surface of an object. If you don't want any filler material exposed, the selection box needs to be at least a block larger than the filled object on all sides.
Also, this filter does not (yet) work properly with blocks that are distinguished by their data value e.g. colored wool. It will treat all wool as the same block type.
hollow.py
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Ah, that's good to hear. I've never been a fan of that format. It sacrifices discovery and reward to let the player make choices they don't want to make. And as you point out, it's nearly impossible to balance, since you can't control the tech-up pace. Linear branching is the way to go.
Railways are essential, but consider letting the player do most of the building. There are games just about building railways, because it's that much fun, and it's pretty much the only large construction project you can economically justify in a survival adventure map.
Can't wait for the videos!
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I'm working on a video for the 14x, but it's a lot of building and it's tough to get decent takes.
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The weird things is, I wasn't anywhere near it. I was in...
Broken Wizard, so my guess is a stray Ghast fireball hit the tree. I'm surprised it could travel that far though.
So far I've done the tree, the pyramid, the citadel, the snow area, and Broken Wizard, in that order.
I'm loving the map. I love how each area has a distinct feel, and they are big enough and challenging enough that you can't just breeze through them. You have to really get to know the area and conquer it.
I'm amazed at the variety of aesthetics that you've created with such a limited set of blocks. There are blocks that I've always considered unconditionally ugly, like bedrock, that you've managed to use in an attractive way. And you've used block combinations I never would have thought of, like end stone and clay. I'd really like to hear your thoughts on this general topic. I'm trying to break out of cliches like forests, castles, dungeons, etc. but the blocks seem to pull me back in.
Don't worry about people complaining that the map is too hard. From reading Vech's thread, I've learned that no matter what kind of map you make, there will always be some people who think it's too hard and some who think it's too easy. It feels just right to me. I think some people just aren't willing to get creative. Broken Wizard is impossible if you just run in swinging your sword, but there are plenty of other ways to do it. The piston is mightier than the sword.
There is one issue that I keep running into though. The floating islands between the zones are extremely difficult. The ones in the void fog are as hard as anything else on the map, if not harder. But I wouldn't complain about them being too hard except that it is trivially easy to skip them and just build your own bridge. You have to go out of your way just to get to the islands, let alone get through them. And then you have to build a bridge anyway if you want a railway. So I can't bring myself to go through the islands because it just feels like I'm spinning my wheels, or like I have to deliberately hurt myself just to follow the main path of the map. And because I always bridge in to the zones, I sometimes end up doing them backwards, because the places that are attractive to bridge to tend to be at the end of the quest.
Actually, a related problem is that the areas are just really far apart. On normal view distance, I can barely see the next area over.
But to finish on a positive note, yeah, it's an amazing piece of work and you've really pushed the envelope of what can be done in Minecraft.
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As for project ownership, Github makes that largely immaterial, so I wouldn't worry about it too much.
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Light level 12 or higher prevents blazes from spawning, but it might be easier to just fill in the spawnable space with blocks. You will need 8x8x2 blocks. Check the wiki for the exact details of where to place them.
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Enchanted clocks!
ENCHANTED CLOCKS!!!!!