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Jul 20, 2015Posted in: Maps Discussion
If it's an old map that got the errors in the transition from MCR to Anvil, the only way to get rid of them without a mod is to make a schematic(s) of the whole map and import it into a fresh world (preferably one made in 1.7+.)
If it's a new map you're working on you can use MCEdit's Chunk Control tool to Relight the affected chunks.
Jul 13, 2015Posted in: Maps
What do you think of:
1. An early game spell in which you give mobs slowness, weakness and negative resistance?
2. Let creepers explode on the spot. (or a few seconds after the spell is cast, to have a chance that the creeper walks away.)
3. Healing other player/give them a boost. (give yourself too, for the people of singleplayer.)
4. Taking the weapon of an enemy and throw it on the ground. (like a bow of a skeleton)
5. Switch places of mobs around to make random formations of mobs easier to deal with.
These are just some random ideas. I didn't really think them through, but maybe you can make something out of this.
1. I have a "blizzard" spell that does something like this.
2. Not sure what you mean.
3. Definitely. Have to work on some player buffs
4. Really cool idea! A bit tricky, I can definitely take their weapons away, not sure about dropping them. Have to think on that.
5. I like this one too. Maybe a "gust of wind" or something like that.
Jun 30, 2015Posted in: Maps
Heya three_two, been lurking on this thread for quite some time and just wanted to say thank you for having provided such excellent content for this game. Needless to say I can't wait for what's in store in VFIII. The teasers have been very intriguing so far.
I was wondering if you'd ever consider doing more Youtube-related content concerning the map, like the "post-mortems" you did with Brian a while ago (provided he LPs it of course) or any similar stuff on your own channel. I personally always enjoyed those immensely, though i totally understand if you're sick of minecraft videos at this point and just want to tie loose ends with this game, haha.
Regardless, thanks again for everything and hope all is well for you IRL. All the best man!
Thanks! I would be willing to do appearances to talk about the map as long as I know the LPer. I've known Brian forever, so if he LP's the map and would like to do something like the post mortem we did for VFII, I'd be happy to. As for myself, a dev commentary is in the back of my mind but, not sure it will happen. Since I quit doing youtube stuff, I've moved my office into my basement which is a large room with terrible accoustics compared to the tiny spare bedroom I used to record in. I would have to make some changes to my set-up for sure. Something I am planning on doing is recording my first alpha playthrough (without commentary) mostly for my own reference as to what fixes/changes need to be made before I hand it over to the beta testers. Currently I have really fast internet (I had really crappy internet the whole time I was an active youtuber) so, I may just upload the "silent" playthrough for anyone who is interested since it won't take 20hours per 1hour of footage to upload like it used to. So, at least there's that even if I don't do a dev comm.
Jun 19, 2015Posted in: Maps
You should put up some sweet pictures
Alright, but this is it until I get closer to release. Then I will start the hype campaign.
full resolution here
Jun 17, 2015Posted in: Maps
Programming. I wish I was better/had started earlier with learning programming. I got street smarts though, and that's enough to get by.
Quote from THEminer72 jump
I've learnt my lesson with xycraft to never trust a word of what a dev says till I get proof. I agree with Eeriewolf
Unless I die an unexpected death, VFIII will be released. However, if there is no map, say in 6 months or so, I have most likely passed on, and you should press F to pay respects.
Jun 11, 2015Posted in: Maps
Those areas are all intersection one. The beginning of the map has very minimal block and color pallet as well as fairly simple overall design. This creates a mood and theme for the start/intersection 1. It's supposed to make the reveal/entrance into intersection 2 pop even more with all its colors and lighting. The whole map has a design progression for each intersection and set of connecting areas. If it works out the way I intend it to, the map should consistently blow the player's eyeballs out of their sockets everytime a new area is discovered.
Or, maybe the first intersection isn't that impressive, idk. I concentrate on visual aesthetics a lot less than people think I do. This map is all about level design and gameplay. Aesthetics are just a there to enhance these things a bit.
May 16, 2015Posted in: Maps Discussion
I believe a WAS checks every single block in its player detection radius once every tick. So the larger the detection radius X large amount of WASpawners = lag. Best to keep the WAspawners to a minimum and instead adjust spawn rates, max entities and so on.
May 15, 2015Posted in: Maps Discussion
Yeah, I tried all that, increasing time as well as negative time values. Wondering if there's a trick I don't know about.
May 15, 2015Posted in: Maps Discussion
BTW how are you making the falling sand entity riding a mob persistent? Seems like I messed with that at one time ant the falling sand entity would disappear after a few seconds.
May 15, 2015Posted in: Maps Discussion
I don't have a solution for you but, I know the problem. The falling sand entity is getting placed because it doesn't fall far enough. For example, falling sand should always break when it lands on a cake tile unless it is placed in the air directly above the cake. Then it behaves as a normal block instead of falling sand. Probably something to do with the height the falling sand is on the skeleton (riding entity positions have been messed up since 1.8.)
My theory with the glitching is a client/server error where the client thinks the sand should be placed and the server thinks the sand should break and drop an item or vice versa. Not sure how you could fix that other than making the falling sand ride another entity on top of the skeleton.
EDIT: Never tried it but, maybe falling sand (cake) riding falling sand (air) riding skeleton?
May 6, 2015Posted in: Maps Discussion
1. First of all, I'd suggest putting your Readme, legal, server-settings etc. in a folder above the main folder, having a structure like:
2. Do NOT remove data. Data first of also containts villages, and if you have villagers you most likely do not want to remove that. 3. Secondly, I consider it very BAD practice to not have your scoreboard setup when starting the map. Sure, with a smaller CTM with about 30ish objectives, it can work, but once you start doing more command blocks, it gets more and more impractical to remove and resetup your scoreboard.
Remember that if you start working on a larger scale, you don't only need to setup objectives. You'll need to setup teams, add entities to those teams beforehand, you'll need to have a bunch of preset scores. Putting all that in a large amount of fill strips is possible, but just impractical if you want to mess with it later.
4. It's not like it makes for a smaller file size either, because you need the command NBT stuff in your region.dat. You basically move information from one place to another, 5. just so you have the processor do work that can be done before the map is loaded.
6. I consider it highly INCORRECT and IMPRACTICAL to setup command blocks objectives/basic scores in command blocks instead of in a pregenerated scoreboard.dat
Cleaning up MCEDIT-TEMP is fine, players and playerdata stats etc. usually too. Do NOT remove data, unless you really know what you're doing. It can only screw up stuff.
1. Yeah, that's exactly where I put readmes and legals. Like I said, my post was brief so if I didn't identify a location for those filesit was because of brevity, not being "NO BAD WRONG."
2. The villages.dat has nothing to do with villagers and everything to do with vanilla village locations. Removing villages.dat, villages_end.dat and villages_nether.dat will not affect custom villagers or villager entities at all unless it is a map with a vanilla village in which case it only removes the location of the center of a village based on proper villager doors, all of which get recalculated and saved by the game as soon as the village is loaded by a player.
3. I think just the opposite. Designing a good command block system is essentially programming good software, Minecraft mapmaking has become a platform for game development so, lazy or sloppy systems just isn't going to cut it anymore. While it may not be necessary, it's just good practice. Trust me, I am already working on a larger scale.
4. It's not about a smaller file size, it's about not having a bunch of trash in your save files. If I sent you a .zip with a bunch of files you asked for but, also took the liberty to include a bunch of empty folders you'd be like wtf was all that for.
5. That's exactly what the spawn chunks are for, a staging area for loading the game. If a world loader circuit is set up right, it's literally less than a second for the necessary scoreboard and any other dependencies for starting the game to get calculated.
6. It may be impractical if your practice is sloppy or lazy but, it's certainly not incorrect.
May 5, 2015Posted in: Maps Discussion
I was working on a proper guide for last minute to-do lists before releasing a map but, seems like there's some new maps coming out lately so, better sooner than later. I plan on making a nicer, better illustrated guide at some point.
What should be included in your map download:
This is just the basics of it. You may want to add a README.txt and/or a LEGAL.txt and that's perfectly fine. However, the junk files shown above will make me cry and you don't want to see that. Clean up your saves!
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