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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So I've been thinking that with the 1.5 update coming up I should make a list of some stuff I would love to see in the next update that would make ctms really great. Here it is:

    1) Bedrock/Silverfish Stone disguised as other blocks. This could be a great way for map makers to encourage players to take the fun path (so long as it is used in moderation) without making their maps look horribly ugly. Also just for the lolz when all those diamond ores turn out to be silverfeesh XD. Obviously this could be abused and take the fun of being able to move around and tunnel if you want or need to but thats on the map makers.
    2) Better Mob AI. I think that one problem with mobs AI right now is there inability to use status effects/enchanted items to their advantage. The mob AI should be such that its knows its own abilities and makes use of them. It would be so cool to see zombies and skeletons charging after you through lava when they have fire-resist or making 4 block jumps to chase after you. At the moment mobs just kind of derp around with these effects meaning that speed is really the only useful one.
    3) Better Villager Trading. I would just like villagers to be able to recognize enchantments/data values/names when they're asking for Items. This would be great for having a quest/upgrade system (trading in your level 1 battlesign for the level 2 etc.) and honestly should just be in the game.
    4) Spawn in x-y light level NBT tags. This is one that could be abused but should still exist. It could be cool if there were some spawners you had to break for them to shut off, or maybe some spawners that stopped spawning when it was dark. I think this could make for some pretty cool areas.
    5) Angry Mob spawners spawn angry Mobs. This should be in the game. The fact that spawners that spawn angry wolves/endermen etc. don't spawn wolves/endermen that are angry at the player is just stupid.
    6) Cubic Chunks (aka Vertical Chunks). I think this should be in the game. It probably wont but the ability for much taller maps could make for some great CTMs.
    7) Less Random Enchants. I think that the absurd randomness of enchanting is a bit annoying. Making enchantments so random just induces frustration. For starters I would say at LEAST make the symbols correlate to the enchants that way you can know (or at least could figure out) what enchantment your getting. Also a level 30 enchant should be better than a level 25 not worse.
    8) Speed effecting mob flight. This should be in the game as of now ghasts, blazes, and bats aren't effected by speed.
    9) Witch potions being NBT customizable. This would just be neat. Friendly witches :)
    10) More enchants. I think that the enchantment pool currently is a bit pitiful. We at least need something like poison blade, and maybe a thunder enchant. Also not just offensive but defensive and tool enchants as well need some rounding out. I suggest a fire aura (any mobs in the aura get burnt but for each burned mob it takes durability off the armour) and a jack-of-all-trades enchant (makes a tool equally effective for all materials).
    11) More potions. I would like to see some more interesting potions (and also a way to brew nausea, blindness, jump boost, etc.). Some I suggest are a knockback aura potion that pushes mobs away from you, an aquatic potion that lets you swim faster under water, and maybe a flight potion.
    12) More Mobs? Its always nice to have more things to kill you :3
    13) Changed Sneak mechanic. Some people might disagree but I've always liked the idea that mobs picked you up at maybe half the distance when you were sneaking.
    14) Changed critical hits. I think the critical hit system is a bit annoying. I've always thought it broke the mood as you find yourself randomly jumping just to score those crits. Even it just being random I think would be better.

    So I'm sure I missed a lot so...
    Community Question: What would you like to see added to to minecraft specifically to make the CTM experience better?
    Quote from PInterrobang

    Only at Episode 7 of Zisteau's Let's Play, but I would probably opt for a cave spider grinder over a creeper grinder because you can get a reasonable source of food from Cave Spiders. Granted, I couldn't see myself using much TNT in a CTM. I may have to change that for IM.

    I love using tnt in ctm maps :) it just so satisfying to blow the map to pieces :3
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from ColdFusionGaming

    Have spawner Minecarts that spawn 48:1 and spawner Minecarts that spawn 48:1 and spawner Minecarts that spawn 48:1 and spawner Minecarts that spawn 48:1 and spawner Minecarts that spawn 48:1 and spawner Minecarts that spawn 48:1 and spawner Minecarts that spawn 48:1 and spawner Minecarts that spawn 48:1 and spawner Minecarts that spawn 48:1 and spawner Minecarts that spawn 48:1 and spawner Minecarts that spawn 48:1 and spawner Minecarts that spawn 48:1 and pizza.


    Haha good to know someone else doesn't know there item id's :D
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from yelkca_

    Hmmm... how would I get my hands on Primed TNT?


    Spawn in TNT with a damage value after it 48:1 should work.
    Edit: 46:1 derp :P
    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from AxlRosie

    Little warning, this post contains an angry Rosie.
    Since I figured not everyone would like reading a rant, I divided it in two parts: the vent, and the question.
    So yeah, witches.

    I had to wait almost two hours to cool down before writing this, or else it'd be a cluster­ of caps and raging sdjahksdfhajsdfh. :)

    I hate witches so much. So much it hurts. It burns inside.
    My hatred for other mobs is kind of a playful hate, like umm... For instance, seeing a bunch of skeletons (I hate skeletons) in an area makes me go "Aww dangit, these guys!", but I move on anyway and it's very satisfying to kill them. Even though they swarm me and kill me, my reaction is to immediately go back to action and -try to- beat the hell out of them.

    Now when I see a witch, my gut reaction is just to leave. Just leave that area and never come back. That's how much I hate them.
    I don't think I've ever hated a mob this intensely before. Fighting them is being a huge PITA, not mentioning highly frustrating (even if I kill them).

    See, let's talk about ranged mobs/characters.
    Usually on games, when you have a ranged character that deals a good damage from far away, the trick is to get close to them and smack their faces, since most of them aren't tough at all. That's true for plenty of games, usually RPG classes too, strategy games, etc. I think that's a good balance because it rewards you for the risk of getting closer to it.


    But then Rosie rushes in and tries to sword the hell out of the bwitch.
    What happens?

    The little devil takes about five friggin hits to die (with a Sharpness II sword, godammit!), that while splashing you with poison and finishing you off with damage pots.

    "Oh well, let's take on it from far away!", says Rosie cheerfully.

    Six arrows. Friggin. Six arrows for each bwitch.
    Not to mention they're quite smart and fast, and will notice you easily, approach you efficiently and kill you mercilessly.

    That, AND the self-healing ability, and the fire resistance potion and all that stuff.
    It's just SO FRUSTRATING. To finish up a witch with half a heart and have to shut myself into a crybox and wait (around 20 seconds) for the poison to go away and then wait until my HP is back. It's just so enraging.
    Anyone who knows me fairly well, knows I'm pretty hyper and eager, I like the battlefield. Having to crybox myself after every battle so I have a CHANCE to survive feels undescribably frustrating.

    And I don't have buckets yet, so no milk. And being geared up to my teeth doesn't feel like it's helping either, because of the goddamn poison and slow and damage combo. So I feel completely helpless against them. I can't run away, I can't face them from far away, I can't rush in to kill them. I just can't. Not allowed.

    So this is my rant.
    Probably many of you don't think witches are half bad, but please forgive me my noobiness. Everyone knows I'm not a pro player, and as a non-pro bwitches feel very OP and unfair. I thought maybe this could be a problem with Vexian witches and their buffs and health (I'm not sure how modified they are), but even fighting normal witches in other And not rewarding at all.
    (I know you can coach them into dropping the potions you want, but I couldn't manage to do it yet. They kill me before I get time to strategize, apparently.)

    Now, the desperate cry for help.
    I need suggestions, guys. I need to learn how to deal with them.
    I MUST learn, or else my Inferno Mines LP will end without a bunch of wools and with a lot of ragequits. not really

    So how do YOU deal with witches? What is the best course of action to be had? What deals damage to them more effectively and rewardingly?

    Thank you in advance and I really apologise for the mad vent up there~


    Opinion on your rant:

    First of all, I completely agree with that rant, witches are too overpowered to be used as mobs without making some serious modifications to them (such as at least halving their health or giving them a slowness effect etc.) this is because they are meant to be a mini-boss monster. Their high health, and ability to poison you, heal themselves, and resist fire/lava means that, as you say, they encourage cheap tactics like tunneling pillaring up out of there range and using cryboxes, while ruling out "fun" tactics like charging in, using lava or fire, etc. The more of them in the map the worse it gets. Therefore I think that map makers should be really careful when using witches because if used improperly they can ruin the gameplay and just make it frustrating and hard (in a bad way).
    Now in answer to you question:

    Here are some strategies I use when I fight witches:
    1) Pillaring, this is a good tactic if you can afford to waste arrows and have a lot of witches on you. Make a tower high enough to get out of there range and slowly snipe them off from below you. If you are activating the spawner when using this strategy it may not work as well because they will keep spawning but If you can draw the witches away from the spawner it can be a safe way to clear the area before going back in. Skeletons can be a problem though so be careful. For added fun (if you have some tnt on you that is) you can blow them up from beneath you :)
    2) Knocking them off a cliff/ into the void, I've found this tactic to be good for a small number of witches only unless you get a knockback sword/bow as the necessity of getting close to them (and leading them to the edge of the cliff) means that you are an easy target.
    3) Shoot them from a distance, pretty basic though you may wan't to plan this so that the witches can't get to you when doing this.
    4) Blow-em-up! This is by far my favorite strategy (though not very practical) as it requires a lot of timing and skill to pull off. You need to learn to time the interval between lighting the tnt and it actually going off so that you lead the "bwitches" over the tnt as it explodes. Hard to do but oh so satisfying when you pull it off :) In all seriousness this tactic is great when you have a bunch of witches on your trail.
    5) Grind for buckets, find cow. This only works if you have a cow but milk can save your life :)
    6) Wall it off :) If they are in an enclosed space you can just wall it off and ignore them problem solved, of course it's probably not that simple, but If you can, just ignore them. Wall them off and or tunnel around/ bridge over the area.

    Hope these helped :) (btw can't wait for IM to come out so I can watch your lets play without spoiling it :) )
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from inferachnid

    Not exactly the style I had in mind and I've already done it, but I'll give the hardcore mode a shot. If you've played VF1 you'll know what I meant: long, grueling areas that just keep going on and on and on. Thanks for the reccomendation anyways :)


    No I haven't gotten around to it yet :( I will soon just haven't have the time.
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from YuriKahn


    Haha, wtf? DEEEERRPP.

    *ahem*
    on topic.

    Is MCedit being redone? It could easily be a much better tool then. Say, do we get an NBT editor in it now? :P


    I've heard rumors of a new redone version of MCedit happening but not for a while. Anyone else know if this is true?
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from YuriKahn


    Haha, wtf? DEEEERRPP.

    *ahem*
    on topic.

    Is MCedit being redone? It could easily be a much better tool then. Say, do we get an NBT editor in it now? :P


    I've heard rumors of a new and redone version of MCedit coming out sometime but I don't have any hard facts. If so it would probably be a while. If anyone else knows anything about I'd love to here something as well :)
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from inferachnid

    Does anybody know any really long yet satisfying maps similar to Vinyl Fantasy 1? I'm looking for something to take up my time while I wait for IM and Pantheon. A map that encourages taking areas slowly, farming and takes a long time to beat. I've already beaten the SH series, and the map doesn't have to be a CTM series. Just a map that's fun and grindy. Thanks.


    Well I enjoyed Safe Haven by Domara its a pretty long ctm map that I found to be a lot of fun :)
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I know I'm a bit late on the whole mob-stack thing bu here are a few I like:

    A bat with an invisible (don't think this is possible but oh well) tnt spawner on its head. The bat would fly around dropping tnt on you until you shot it. Then the spawner would fall and blow its self up when it hits the floor.

    Skeleton/Zombie with an invisible witch on its head. This would add some interesting fighting mechanics as the witch would heal the skeleton/zombie.

    A blaze on a feesh. The feesh would have a gazillion slowness so that it couldn't move making it a kind of blaze turret.

    Also on the subject of new mobs, I think It's about time for a decent air mob that's not nether exclusive, and for gods sake we need a hostile water mob!
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Lord_Dust_Bunny

    Since I'm more of a derp, I decided to add some ideas I have for happy, less painful mob stacks.
    • Mooshroom on spider. Just a basic mooshroom that now follows you around.
    • Squid on speed II bat. It's a loot squid!
    • Chicken on chicken on chicken on chicken on chicken. It's just a annoying constant chicken cluck sound, with the advantage of giving good resources with a more fun, slightly less grindy aproach.
    • Ocelot on wolf. This is saying taming a wolf/ocelot won't cause it to fall off. If it stays on, you can have a creeper attack squad.
    • Strong explosion creeper on ocelot. This is just to see what happens. You have a strong destructive mob that runs away, but it still has a nasty explosion.


    I like the idea of the ocelot riding the wolf but I think the ocelot should be invisible otherwise it would look a bit weird...
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Orange1095

    Also, we need an 'Aquatic' potion which makes you swim faster.


    YES
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    *walks into area*

    I feel I'm missing something here

    Edit: Yay I got images to work :)
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from ColdFusionGaming

    Are you in Sunburn Islands? If so, that's an intentional trap. I ran into that one myself. :/

    EDIT: Speaking of traps, Vaks needs to add more traps to Inferno Maynes. I don't think there's even been one (in Zisteau's LP).


    No I'm in legendary, the east commons.
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Ummmm I think I found a bug: when riding on a boat if you hit slabs you die from "hit the ground to hard" :/

    Edit: Page Get!
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Boyde712

    I LIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIVE!!!!!!!!!!


    *smirk* Got that one with a level 17 enchant on my first try :P
    Posted in: Maps
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