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    posted a message on What do YOU die to most often???
    Most likely skeletons, zombies, the void, or other players.
    Posted in: Discussion
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    posted a message on Kits Mob Arena
    The link is still broken :(
    Posted in: WIP Maps
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    posted a message on 6 World Adventure map!
    Quote from MrWtrmelon

    Before I go and hurt myself what update should I be playing this in?


    Looking at the day this was posted, i would guess 1.7

    Also, to the map maker, you may want to add some pics.
    Posted in: Maps
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    posted a message on Saturday with Sach: The Villager Project, Day 1
    Why not introduce one of them to a strain of the zombie virus (zombie vilager)? It would be interesting to see how the others react.

    EDIT: Thinking about it, the villager would probably just eat the zombie virus.
    Posted in: Minecraft News
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    posted a message on .
    Nice map! I just tried it out, and I love it! There are some nice ideas in here(particularly the flippy caverns universe). All that I could recommend is to make the starting area look a bit nicer, but it said you will do that in the official release, so nice job!
    Posted in: Maps
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    posted a message on Watch Dogs in Minecraft Concept
    This sounds like a big project. I can't wait until it's done!
    Posted in: Maps Discussion
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    posted a message on Dungeon Challenge Mob Battle Map
    Well, this looks extremely well built. I will reply with feedback after I try it. Also, you may want to change the download to a .zip (More people can open .zip files than .rar ones).

    EDIT: The difficulty of this needs a serious nerf. The levels 3-7 are FAR too hard to win (by that I mean I was lucky if I killed a single mob). As for the redstone, not bad, but it could use a bit of work(for instance, perhaps some rsnor latches under the chests in the arenas could keep each wave from firing more than once, and a redstone class selector couldn't hurt either). As for the build itself, that thing rivals a lot of the work of some of the best builders out there. Overall, the mechanics and difficulty need a bit of a change, but the arena design itself was done to perfection. Nice work! :Diamond: :Diamond: :Diamond:
    Posted in: Maps
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    posted a message on Need Some Help With A Command Block Clock Advanced
    you could have a repeater clock hooked up with a delay of 10(1 second per pulse). Then, you could hook up a command block to that that has the command "scoreboard players add @a time 1" after adding the scoreboard objective time (set to dummy so nothing will change it). Then, you could have a hopper clock hooked up with one comparator per rank you have on the server. Once this is done, after the comparator, you can have the command "/scoreboard players set @a[score_time_min=[time in seconds], score_time=[5 more than previous input] rank [rank number]", and add another scoreboard objective, this one being called rank. Then, on another hopper clock, you could put another set of comparators(one for each rank), and have that one with the command "testfor @a[score_rank=[rank number], score_rank_min=[rank number]", followed by a comparator, then a repeater. Then, after the repeater, you would just need 3 more command blocks. The first one to fire would have the command "say @a[score_rank=[rank number], score_rank_min=[rank number] has ranked up to [rank name]!", the second one to fire would have the command "scoreboard teams join [rank name] @a[score_rank=[rank number], score_rank_min=[rank number]", and the third would say "scoreboard players set @a rank -1". The last command is to make sure that the hopper clock unfreezes itself for the next player to get it. Be sure to only use positive numbers for the rank numbers, because if you do negatives, you might put down negative 1 for a number by mistake, breaking the system by setting everyone to that rank. Hope this helps!
    Posted in: Creative Mode
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    posted a message on Watch_Dogs Minecraft Adventure Map
    You may want to add a few pics here.
    Posted in: Maps
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    posted a message on Chily's Mob Arena!
    3 things I would recommend here:
    1. embed the video(that way people can access the video easier)
    2. add some pics on the thread(may not be needed, since you added a trailer, but it is a fast way for people to get a glimpse of your map ahead of time)
    3. add more info on the thread itself(again, the trailer explains a lot of it, but most people will just exit out of the page first thing if this is all they see)

    PS: nice looking trailer, I will write back with feedback on the map!

    EDIT: First XD

    EDIT 2: this was way too easy. Very op gear, the mobs didn't stand a chance up until herobrine, who I am quite sure is near invincible if not invincible.
    Posted in: Maps
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    posted a message on [14w20b][RPG] Minecraft - RPG like Dungeon with features
    Quote from JoBilly

    snip

    to answer your questions:
    1. I got the speed from the cure potion bottle(i would think that's the effect from the potion color).
    2. The first time I loaded it, I did press the wood button at the start. The music pack is just way too hard on some machines.
    Also, thanks for correcting that error!
    Posted in: Maps
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    posted a message on The Return of Herobrine
    Would you happen to have the coords for spawn? If so, then you could either post the coords on the forum page or go into your singleplayer world, go to where you are meant to spawn, and then type /defaultgamemode 2 and /setworldspawn, followed by getting online and updating the download link with the fixed version. As of currently, I can't provide feedback, as the map is kinda broken as of right now.
    Posted in: Maps
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    posted a message on [14w20b][RPG] Minecraft - RPG like Dungeon with features

    This is what happened with move on my second attempt(my first one crashed my game from the music pack)
    Also, it may be worth noting that the cure ability didn't work after this(the system cleared me of the speed effect, but it didn't heal me, give me the potion back, or clear the glass bottle). The cure powerup worked before this bug, but not after.
    Posted in: Maps
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    posted a message on Dungeon Arena II [1.7.5] [RPG] [Minigame][25,000+ downloads]
    Quote from NateT_Bird

    That was a problem with DA1 also. The way I tried to fix that is by making the items not really that important for success. Each class is balanced mostly with their status effects. I don't want to kill all the entities because then you could cheat by spawning a bunch of waves in a dungeon, getting the reward and then reselecting your class. The /kill @e[type=!Player] would kill the mobs in the dungeons as well (and it would kill the item frames as well). There are so many easter egg places that it would be very bulky to have a setblock command for each of them. And it would allow for each easter egg to be found multiple times. I think the best option is to just let players cross-class if they really want to. It does cost 100 gems to do so, and the items break over time. Thank you very much for your concern. As I said before with Zakhep, it may not seem like I consider your suggestions, but I do. I deeply consider each suggestion. What you see here is only a small glimpse of my thought process when I review the suggestions. It gives me ideas for other things that might be wrong with the map. Thanks again.


    I just thought of a way for the /kill command to work. Maybe targeting all entities in a certain radius(so it would just hit the lobby and shops, but not the arenas), but not all of them would work better?

    EDIT: just remembered that items could still be dropped in the arenas themselves. Sorry!
    Posted in: Maps
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