• 1

    posted a message on three_two's VINYL FANTASY Series
    Quote from MjrAwsm»

    Another thing that's worth noting, the Skull Collectors don't trade the skulls for Blazes, Cave Spiders, Regularass Spiders, Ghasts, Magma Cubes and Pigmen. Villagers are really finicky with NBT data for items they trade, so I'm guessing something changed between the making the villagers and making the mobs that drop skulls. The standard skulls (Zombie, Skeleton and Wither Skeleton) all work fine though.


    Yeah, I noticed that when I played through today. My guess is that the custom player heads that drop from mobs are getting a new UUID but, I haven't checked that out yet. If you mine the custom heads that are around the obelisks, those still trade.

    Posted in: Maps
  • 0

    posted a message on three_two's VINYL FANTASY Series
    Quote from UnknownBnm»

    Yep. The loot was overkill. Health pots and golden apples were easy to get, and you had max gear from the get-go.


    mhmm. Any other feedback / suggestions?

    Posted in: Maps
  • 0

    posted a message on three_two's VINYL FANTASY Series
    Quote from csarpaul»

    So, I didn't know if I should post this here or on the strawberry jam thread, but I just played through your map for it and for being a 72 hour map, it was pretty fun! The dungeons were all enjoyable, it just got a bit stale running around on all that mycellium for too long :P. I recorded it, but not a mic, so I might throw some music over it or montage it and upload it when I get a spare minute.



    Oh also, I could not figure out what was going on with those endermen with the tnt and why I kept getting hit by explosions. :P


    Cool thanks Paul. Enderman had invis creepers on their head with a 1/2 second fuse time. I was sad that the enderman rarely placed the tnt so, spiced it up a bit :D

    Quote from MjrAwsm»

    Really enjoyed the Strawberry Jam map. Those dungeons were super fun and, unlike csarpaul over there ^, I had a lot of fun tracking down all the obelisks and navigating the terrain.


    I will say that after two obelisks: I felt rather invincible and started playing incredibly recklessly. Didn't have a single death and never really came close to dying because of the insane amount of diamond and health pots that I happened upon.


    For being made within 72 hours though, it is really good looking and a hell of a lot of fun. :D


    Thanks for the feedback. I was afraid the loot and diamond tier gear would be too much but, with the natural regent off I didn't want to crush people so, I went with the lootstravaganza route. Unfortunately I didn't have time for a playthrough before the map was due. I think I'll play through it tonight, and hopefully get some more feedback...then start working on a balance pass or two. Maybe lean more towards carefully selected and placed custom loot instead. I'd like this to be an official VF map at some point.

    Posted in: Maps
  • 20

    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!

    Map name: Eventide Trance

    Map version: v0.2.4

    Minecraft version: 1.8.8 (any version of 1.8 should work)

    Players: SSP / SMP

    Map style: Open World

    Objectives: 3 music disks

    Download: https://goo.gl/iYUBfM


    Eventide Trance is based on the idea of character progression in addition to vanilla Minecraft's gear-only progression. You must survive an open-world where you'll be able to attack strange obelisks full of enemies in order to gain permanent health upgrades. When you feel strong enough, there are 3 dungeons containing the music discs needed to complete the jukebox monument. Good luck!



    Posted in: Maps Discussion
  • 1

    posted a message on three_two's VINYL FANTASY Series
    Quote from DigDugDag»

    That's pretty sick. Do you need beta testers three_two?


    Eventually I will but, not atm. I'll probably take apps for a closed beta when I have the map ready. I'll definitely post on this thread for that.

    Posted in: Maps
  • 12

    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!

    Things have come together. Overworld complete - dungeon layouts and detail complete - command blocks nearly complete - spawners and loot half complete. Looks like I'll be able to finish by the deadline, although I do have work tomorrow so, I won't have much time to polish things.

    EDIT: by tommorrow I mean today. Up too late.

    Posted in: Maps Discussion
  • 1

    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!
    Quote from Nbtrainor»

    You are quite the hipster 3_2.


    I was a hipster before I knew it wasn't cool :P

    Posted in: Maps Discussion
  • 1

    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!
    Quote from soupbob»

    @threetwo: what worldpainter brushes did you use, and is that a heightmap for the web patterns?


    No world painter at all. The web patterns are actually spheres that start as something like this http://puu.sh/jtAgN/9eb634efc3.jpg and then I ran a filter called SPHERIFY to turn them into this http://puu.sh/jtA0t/39e4271207.jpg.


    The island generation is extracted from an old modded beta v1.6.6. Then I pretty much swapped all blocks and removed stuff I didn't want. Then I started adding my own decorations.

    Posted in: Maps Discussion
  • 3

    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!

    I'm joining in the festivities for wave 2. I'm not set up for streaming but, I will try and record the workflow and see If it makes an interesting timelapse (big maybe on that idea though.)

    Posted in: Maps Discussion
  • 0

    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!
    Quote from Xagonal»

    I think they meant honeypots. It's a way to curb natural spawns in the player's path. Kind of the middle ground of doMobSpawning false and risking mob oversaturation in small areas.

    Posted in: Maps Discussion
  • 3

    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!
    Quote from Fangride»

    ~ you can make command block ~ schematics beforehand ;)


    You sir, have piqued my interest.

    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Mithey»

    Just discovered a big potential balance issue with 1.9 when using custom attributed items. As you all might of noticed you gain attributes from having most things in your off-hand in addition to your main hand (the exception being vanilla swords/shovels/axes/picks). Vanilla swords/shovels/axes/picks only have the attribute modifier "When in main hand: +7 attack damage" for a diamond sword for example:


    If you have previously modified any weapons to have a higher or lower than normal attack damage attribute then they also automatically gain the "When in off hand" tag. (and also of course feet, legs, body, head) What this means is if you made a custom diamond sword have +10 attack damage instead of +7 then it gains the "when if off hand" attribute which means you can dual wield two of the +10 attack damage diamond swords to do 20 damage per hit:


    There is no way currently to remove the "when in off hand" tag from what I can tell. This also applies to any item that you previously added attack damage to, for example if you made a brick have +5 attack damage then a person could use it in their off hand to bump their damage up by 5 in addition to their sword's attack damage that they are using in their main hand.

    Hopefully this is a bug or that they will add in an option to disable the "when in off hand" feature, otherwise it's gonna be a lot harder to make custom attributed weapons.


    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from moldybread1»

    Curious if anyone here can help me out with an issue I'm having.


    I have a dummy scoreboard objective for mobs with a certain custom name, and a command block hooked up to a clock that gives entities with that custom mob a score of 1. The issue I'm running into is when the mobs spawn from spawners it will only give one of the mobs a score of 1, regardless of how many there are or how many spawn after. If I use spawneggs with a custom name it works fine.


    The command I have is

    scoreboard players set @e objectivename 1 {CustomName:Nameipicked}


    Any help is appreciated!


    Haven't really tested this but, my thoughts as far as a solution goes:


    1. The spawner is spawning mobs with the same UUID. Easy fix is to use MCEdit's NBT editor to remove the UUID tags. (if that is indeed the problem)


    2. Hacky fix incoming: Spawn the mobs with an odd potion effect. For this instance, let's say Water Breathing 110. Spawn the mobs with this effect for (x) duration, probably at least two seconds since it takes a few ticks for effect to become active. Now on your clock (I assume is a fill clock) you want to set the scoreboard for all entities with that effect so something like: /scoreboard players set @e objectivename 1 {ActiveEffects:[{Id:13b,Amplifier:110b}]}


    EDIT: Once the score is set, I assume something is supposed to happen (if you cmd block like me) the score then executes a fill strip, in which I immediately remove potion effects and depending on scenario, then execute all that needs to execute, then reset or remove scores. I suppose that's highly situational though.


    Hope one of those helps.

    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from _Krose_»

    Does anyone know of an McEdit filter which adjusts spawner delays within a selection box?


    I remember using one a while ago, but cannot relocate it :/


    Texelelf's Unified Spawner Filter and use the Operation "Set only spawn conditions"

    Posted in: Maps Discussion
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