What? Really? That's... How the **** is this even possible? o.O
To be fair I've done a ton of work on that map post-jam. Didn't realize the jam thread was linking to the updated version but, that's fine with me because the jam version was pretty trash.
Evantide Trance take 2, now with keepinventory on. Will update as I go.
The no healing mechanic made progress agonizingly slow (many an intentional death because of nearly no health and no way to regen my health. Golden apples and healing potions were few and far between)
No bonemeal meant no food. Making a sustainable mushroom farm required tediously spreading out mushrooms for hours on end and leaving them in the dark so mobs would spawn and blow up said farm.
The void did not help in the destruction of my supplies, but I was tipped over the edge by my vanilla mods I wanted to try this map with (parachute and graves) bugging out (the parachute didn't open, dumping me in the void, and the grave didn't spawn because it conflicted with the parachute! That's entirely my fault.[/i])
The map is, quite frankly, really dull to look at. Granted the dungeons look awesome, but 90% of the map is gray and dark purple mycelium. Exploring that for so long (since I had to go run around for towers before doing any dungeons, which I never made it to after several days[/i]) killed my wanderlust.
I did like the gold rush to make mining faster though, that was a nifty mechanic. I wish I had something like this to speed up the loads of slow, cautious hit-and-run combat and incredibly, you-would-not-believe-how-slow-this-was[/i] non-giant mushroom farming.
.
I didn't quit because the map was too hard, I quit because it was too slow and tedious, and with it all looking so samey, I didn't really feel compelled to do the same thing to like 10 more towers before I could actually start doing something exciting.
Still a very slow start running around the very dull colored scenery hunting down those towers, which I still think are just too hard and not rewarding enough considering they're your first stop, but it was at least more manageable now with keepinventory on, and I was able to finally push into the dungeons, which were much more fun and visually appealing.
I liked the surprise loot shower putting the records in, that was a nice touch.
The amount of enchanting books got a little ridiculous. It'd be a load off my inventory space to get 1 power 3 enchant instead of 6 power 1's.
Really been loving the creative use of traps in particular in these dungeons. They seem very defuse-resistant, as every single one I've tried to tunnel into to disable I've triggered.
I've been the most impressed so far with the third dungeon. I love the prismarine and alternating underwater segments. One criticism though, the aquaghasts do not despawn. SCREE AWWRRHHH SCREEE just constantly since I can't destroy the spawners. I finally just resorted to /killing them all. I have a headache now, and need to take a break. >.<
Turned out I was remarkably close to finishing the map. Got the last key and [i]done! [/i]Despite the slow start I really had fun with this one. Looking forward to seeing what you can come up with in 1.9! Off the top of my head the overworld of this map would be much more fun to explore if I could hit myself with a brief bit of obscene jump boost, rocket into the air, and elytra around instead of walking.
Thanks for playing and I really appreciate the feedback. A few thoughts:
RE: [i]No-regen is slow and painful[/i]
I think the natural regen normal MC offers creates sloppy players. I was one of them. No-regen should train you to avoid damage without avoiding combat. There's a lot of micro-mechanics involved in that and it's good for players to learn them. There can be steep learning curve at first.
RE: [i]Golden apples and healing potions were few and far between[/i]
Honestly, this is the first I've heard of this in the current version of the map. I had been feeling like there are waaayyyy too many healing drops so I thank you for a different perspective on healing item density.
RE: [i]The food situation[/i]
Considering you're not loosing saturation or hunger from regenerating health, the scarcity of food should balance itself out. Although, I can't say I've played the map trying to survive on mushroom stew. The trade for porkchops is a much better source of saturation. I personally do not sprint-jump in normal travel, only combat. Sprinting and jumping are huge drains on food supplies.
RE: [i]The map is, quite frankly, really dull to look at[/i]
Meh, it's not absolutely gorgeous, I'll give you that but, it has an aesthetic. I really like to create desolate and dangerous landscapes. I abhor blue skies and flowery froo-froo mooshroom paradises. There's plenty of maps out there that can fulfill the "cornucopia-aesthetic" that modern CTMs seem to have adapted to but, ET just isn't one of them.
RE: [i]The obelisk towers are too hard[/i]
I thought the Ghast tower was too tough, mostly because the health buffs on the mobs were way too much. I felt like the rest of the towers were pretty straight forward and mostly non-threatening though.
RE: [i]The Ghasts don't despawn in Trance #3[/i]
Yup, that spawner was not meant to work that way. I made an error somewhere in the NBT. Something I've been meaning to fix.
I have been playing Eventide and I love it so far, but I can't seem to find any diamonds to break the obsidian covering the pillar spawners. So far I have destroyed one pillar by getting gold rush and just rushing to the spawner with an iron pick, but i'm sure there's an easier way. Can I get a hint?
Check inside the lower part of the obelisks. Circle stone brick is a cue
Currently about 1%. There was a starting island volcano area but, i scrapped that for something that looked less World Painter-y. Only other thing I used to use WP for is blob variation but, I figured out a way to make Minecraft do that by using chunk re-pop and customized world settings. I don't use WP anymore for anything except making custom text brushes and hiding secret messages in the biome data
I'd recommend finishing VF3 in 1.8 since it was originally intended for that version in the first place. After that, maybe do some mini-CTMs for 1.9 to see how far you can push the new features.
Have you considered first releasing a 1.8 version of the map, for those of us who would want to play it in 1.8, with only the 1.8 features? And then later updating it with an alternate download for 1.9?
1.8 is reaching the end of its life cycle. There are plenty of good CTMs to play in 1.8. Even if combat in 1.9 is geared toward casuals and 8 year olds, I'll make it work. Besides, 1.9 tech and features blow 1.8 out of the water. Spent a year and a half on VFIII, If it takes another year and a half to complete, thats what it takes. Besides, once VFIII is released I'm officially retiring from Minecraft content creation. Don't be so quick to usher me out
VFIII for 1.8 is 90-95% complete. I haven't worked on it since August. Still in limbo as 1.9 is not feature complete or stable enough to begin converting the map. When I do start the conversion process that completion % drops significantly as I will have to redo all the tech, loot and spawners. That's around 3000 command blocks, 100+ custom spawners and at least 400 custom items
Great map. Felt like trance 3 was easier than trance 2 though despite approaching both with nearly the same gear. And yeah, sooo many potions, lol. Had nearly a double chest full of extras by the end.
Thanks! I had a few people who played the beta say that getting potions felt grindy. I overcompensated for that but, I'd rather give lots of loot and heals than have people get frustrated for lack thereof. I agree on the the comparison of 2nd and 3rd trance. Maybe the 3rd needed more DOT enemies.
Quick question, I turned one of the rooms in the first Trance into a drop trap grinder, and I'm getting plenty of drops that seem to be intentionally taken out (bones via skeletons, rotten flesh, assuming I'll be able to get a potato etc) from hoppers picking up the items before they "change," I'm guessing? Will this ruin the balance of the map, or do you think once the player gets to that point getting such items isn't unbalanced or too *against the spirit* of the map?
Nah, should be fine. The healing drops and gold nuggets are kind of overkill on my part because I'd rather players have too many heals than have to grind for them. The commands replace bones, flesh and spider eyes with nuggets; carrots and potatoes with ingots. You can take those junk drops and throw them out of your inventory to transmute them into gold but, the system doesn't account for stacked items so, if you want equal ratios, you'll have to throw them out individually.
Three Muffin Moon tackled the map during our usual stream time. I've started editing and putting up archived footage. Here's the first video:
Note: We turn on Keep Inventory in order to keep the stream interesting. It ended up not really mattering except during the first dungeon.
Overall, we really enjoyed the map. I was itching to get back to it after our first session. I love the UHC mode and thought it was a great twist on the formula.
Everquest Next/Landmark looks fantastic for world building...but I worry it won't have the same selling power and reach as Minecraft has. Particularly with younger audiences and the average/casual player.
Wait, there's a world building/potential game engine out there that doesn't attract little kids and filthy casuals? How do I sign up?
0
To be fair I've done a ton of work on that map post-jam. Didn't realize the jam thread was linking to the updated version but, that's fine with me because the jam version was pretty trash.
1
Thanks for playing and I really appreciate the feedback. A few thoughts:
RE: [i]No-regen is slow and painful[/i]
I think the natural regen normal MC offers creates sloppy players. I was one of them. No-regen should train you to avoid damage without avoiding combat. There's a lot of micro-mechanics involved in that and it's good for players to learn them. There can be steep learning curve at first.
RE: [i]Golden apples and healing potions were few and far between[/i]
Honestly, this is the first I've heard of this in the current version of the map. I had been feeling like there are waaayyyy too many healing drops so I thank you for a different perspective on healing item density.
RE: [i]The food situation[/i]
Considering you're not loosing saturation or hunger from regenerating health, the scarcity of food should balance itself out. Although, I can't say I've played the map trying to survive on mushroom stew. The trade for porkchops is a much better source of saturation. I personally do not sprint-jump in normal travel, only combat. Sprinting and jumping are huge drains on food supplies.
RE: [i]The map is, quite frankly, really dull to look at[/i]
Meh, it's not absolutely gorgeous, I'll give you that but, it has an aesthetic. I really like to create desolate and dangerous landscapes. I abhor blue skies and flowery froo-froo mooshroom paradises. There's plenty of maps out there that can fulfill the "cornucopia-aesthetic" that modern CTMs seem to have adapted to but, ET just isn't one of them.
RE: [i]The obelisk towers are too hard[/i]
I thought the Ghast tower was too tough, mostly because the health buffs on the mobs were way too much. I felt like the rest of the towers were pretty straight forward and mostly non-threatening though.
RE: [i]The Ghasts don't despawn in Trance #3[/i]
Yup, that spawner was not meant to work that way. I made an error somewhere in the NBT. Something I've been meaning to fix.
4
• yes
• no
• yes - Regional difficulty is determined in each chunk by a long tag called InhabitedTime shown here: http://i.imgur.com/qDghnpa.png - InhabitedTime measures from 0-3,600,000. At 3.6 million, the regional difficulty is maxed. More info here: http://minecraft.gamepedia.com/Alpha_Level_Format/Chunk_File_Format#NBT_structure and here: http://minecraft.gamepedia.com/Difficulty#Regional_difficulty
TL;DR here's a filter :/ https://github.com/jedediah/mcedit_filters/blob/master/SetInhabitedTime.py
4
F
2
Be sure to spoil at least half of those jump scares in the trailer
0
Check inside the lower part of the obelisks. Circle stone brick is a cue
0
Currently about 1%. There was a starting island volcano area but, i scrapped that for something that looked less World Painter-y. Only other thing I used to use WP for is blob variation but, I figured out a way to make Minecraft do that by using chunk re-pop and customized world settings. I don't use WP anymore for anything except making custom text brushes and hiding secret messages in the biome data
1
MCEdit Unified with a large collection of filters and NBTExplorer are the only tools I use.
Not a big fan of mods and plug-ins.
2
1.8 is reaching the end of its life cycle. There are plenty of good CTMs to play in 1.8. Even if combat in 1.9 is geared toward casuals and 8 year olds, I'll make it work. Besides, 1.9 tech and features blow 1.8 out of the water. Spent a year and a half on VFIII, If it takes another year and a half to complete, thats what it takes. Besides, once VFIII is released I'm officially retiring from Minecraft content creation. Don't be so quick to usher me out
1
Great to see, I'll check it out!
VFIII for 1.8 is 90-95% complete. I haven't worked on it since August. Still in limbo as 1.9 is not feature complete or stable enough to begin converting the map. When I do start the conversion process that completion % drops significantly as I will have to redo all the tech, loot and spawners. That's around 3000 command blocks, 100+ custom spawners and at least 400 custom items
0
Thanks! I had a few people who played the beta say that getting potions felt grindy. I overcompensated for that but, I'd rather give lots of loot and heals than have people get frustrated for lack thereof. I agree on the the comparison of 2nd and 3rd trance. Maybe the 3rd needed more DOT enemies.
1
This is too good! (Possible spoilers if you haven't played ET yet)
0
Nah, should be fine. The healing drops and gold nuggets are kind of overkill on my part because I'd rather players have too many heals than have to grind for them. The commands replace bones, flesh and spider eyes with nuggets; carrots and potatoes with ingots. You can take those junk drops and throw them out of your inventory to transmute them into gold but, the system doesn't account for stacked items so, if you want equal ratios, you'll have to throw them out individually.
2
Ah, the best part of mapmaking, getting to kick back and watch the fun begin
1
Evantide Trance is now out of beta and officially released! here's an album of screenshots and renders http://imgur.com/a/tQUSo
You can pick up the map form the OP or, link for the lazy https://goo.gl/rvJk9q