• 0

    posted a message on [Adv] The Toybox (A Community Collaboration)
    Quote from ALVAROGUDIS

    If I use minecarts as a loop, then disable the REDSTONE part after the player(s) leave, is that OK? Or does that count as a loop?


    You can use a piston to push the track, thus breaking the loop. That's what I plan to do anyway.
    Posted in: Maps
  • 0

    posted a message on For Adventure Mode - Pickaxe, Axe, Shovel
    Quote from Levi_Kornelsen

    If that's actually the Mojang goal for the official Adventure deal, I'd still like to see tools be useful. This is a way to do that. If that's not their goal, then it's not, and hey, lots of other things might be great.


    What I mean is to let the adventure map creators have control over which tools are useful and how, if at all, as they do now, except with adventure mode they will have the ability for the game to enforce their rules.
    Posted in: Suggestions
  • 0

    posted a message on For Adventure Mode - Pickaxe, Axe, Shovel
    Quote from Levi_Kornelsen

    So.... Every time I downloaded an adventure map, I'd likely need to learn a new set of rules for tools?

    Uh.


    Well, the thing is, different map makers like different rules and customization. Being a map maker myself I don't entirely like the changes here and probably most other map makers would prefer to make up their own rules and actually let the player place/remove blocks in certain circumstances.

    As an example, take the two adventure maps "Eronev Mansion Adventure" and "Kingdom of the Sky" (both extremely good if you haven't played them yet) KotS lets the player place buttons etc. in very specific locations to activate mechanisms but never has any other block breaking/placing allowed. Eronev lets you place buttons, pressure plates and switches on redstone ore (should have mentioned a way of placing blocks in my suggestion, but meh) and that buttons can be broken but not levers, in addition to having each diamond tool able to break a specific block type. However, in these and any other decent adventure map this will be explained by signs/maps/books, so the player doesn't need to have a list of IDs and the config open in other windows and keep tabbing between them and the game.

    I'm not saying that what you suggested would be impossible, I would want the ability to set blocks to transmute but not disappear, and still drop stuff, and even maybe change what items drop, but I would not want that to be the standard behavior, and I don't necessarily want the player to be able to mine ore. Lots of maps actually change the texture of ores to something extremely un-ore-like to fit the environment.

    The short answer to your question: yes, that's what an adventure map is.
    Posted in: Suggestions
  • 0

    posted a message on Metallurgy - New Materials Without New Minerals
    Quote from Kholdstare

    And, how would weak metal+three strong metal=very strong metal? Make sense it does not.


    Gold boosts your health (gold apples and health potions) so I can see it improving the health of items. Or, since iron is the main ingredient, the gold only serves to improve enchantability.

    Diasteel is, frankly, a lame name, and overpowered. Instead we should have obsidian-gold, which has durability of iron and enchantability of gold, or even something using emeralds so they aren't just substitutes for coins.
    Posted in: Suggestions
  • 2

    posted a message on THE ORIGINAL! ::Desert Temple Guardian:: {{Day1625+}} NEW IMAGES! 11/8/2016
    Suggestion: make it immune to arrows. If you shoot it with an arrow, it picks the arrow up and throws it back at you (dealing damage of a medium-charged bow) This way you can't take it out from outside its aggro range.
    Posted in: Suggestions
  • 0

    posted a message on For Adventure Mode - Pickaxe, Axe, Shovel
    There should be a config file in the world folder that lets you dcide which block ids can be broken with which item ids. for example a file containing the following:

    274=48
    257=48,45
    278=48,45,49


    would mean "stone pick + can break mossy cobble, iron pick + can break bricks, diamond pick can break obsidian." Blocks should break normally instead of the "ore to stone" thing, I think, if only so it "feels like the original."
    Posted in: Suggestions
  • 0

    posted a message on Making the Nether Diverse
    I don't care for the snatcher being able to steal so fast... either that, or add a "snatcher nest" structure, and if it gets away your stolen items end up in a chest in that. The terrain features are really good though!
    Posted in: Suggestions
  • 0

    posted a message on [Adv] Eldmorang Alpha
    Quote from planetfall666

    This map still needs an update, though. Hopefully this weekend! There's not much left to do.


    How naive I am, to believe I can do anything without procrastinating and getting sidetracked. I'm surprised, all the false ADD diagnoses for ridiculous reasons, and nobody's ever once mentioned my name.

    Well, at least it's up. Enjoy.
    Posted in: Maps
  • 0

    posted a message on [CTM] Desert of Demons
    Updated! Woo! Shows I'm not completely inactive anymore...
    Posted in: Maps
  • 0

    posted a message on rsmalec's (retired) Map Reviews
    Quote from rsmalec

    Thanks to ANISTUFFS, I have clarified my map rating scale text to account for 'story' in Survival and pure Puzzle maps.
    Some of the map ratings will be adjusted (up) for this, shortly.


    I think, also, that for survival/ctm maps, the "puzzle" aspect of difficulty should be replaced with "traps" or something else similar, since the player can just break any applicable door, or tunnel around and activate the "winning" redstone line.
    Posted in: Maps
  • 0

    posted a message on rsmalec's (retired) Map Reviews
    Quote from Anistuffs

    But personally, I think Eldmorang Alpha deserves a much higher rating & Desert of Demons much less. (I'd say 14-15 for EA & 11 for DoD)


    Erm, no. That lowers the gap between it and Creeper Invasion, and CI took about 3 times longer and roughly 4 times more effort. More things changed in the texture pack, for instance, having to deal with the un-turn-off-able cave systems (spoilers), and undoing save corruption.
    Posted in: Maps
  • 0

    posted a message on [CTM] Desert of Demons
    Quote from rsmalec »

    some stuff

    Quote from Anistuffs »

    some other stuff


    Quote from email notification »



    Stupid broken website...

    Also, rsmalec, if it makes you feel any better the next one will have a storyline. I can't guarantee it will be the greatest story ever, but there will be one.
    Posted in: Maps
  • 0

    posted a message on rsmalec's (retired) Map Reviews
    Quote from rsmalec

    Map: Desert of Demons
    Version: 1.0
    By: Planetfall666
    URL: http://www.minecraft...34-DesertDemons
    Type: [Srv]
    Genre: Desert CTM

    (summary)

    Map Total Rating (out of 20): 13


    It's a little bit sad...

    Desert of Demons = 1 week to make, 13/20, 28 anistuffs videos
    Eldmorang Alpha = a month or so to make, 12/20, 5 anistuffs videos
    Posted in: Maps
  • 0

    posted a message on [Review] BuufGui's CTM Reviews
    NVM about my previous message. Many thanks, I'm trying to improve in the next one.
    Posted in: Maps
  • 0

    posted a message on rsmalec's (retired) Map Reviews
    There are 2 things I have to say.

    1. Some of the formatting under the "your maps" spoiler is bugged out.

    2. I asked when dinosaurs roamed the earth last november for you to play Desert of Demons. I'm fully aware that you weren't accepting que applications then and you only just recently did a review of creeper invasion, but... I've started work on the sequel (not story-sequel, gameplay-style-sequel) and I'd like to have a second opinion from someone fairly unused to the CTM genre, since I'm looking to make a somewhat easier map this time around. Thanks.
    Posted in: Maps
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