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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from SniperGoth

    I pretty sure Vechs announced Fallen Kingdom after the music video was released(hybran will correct me if I'm wrong).
    No, I believe Vechs' plans for Fallen Kingdom were first. I remember because after the music video was released, a bunch of people came to the thread and said, "Oh, Fallen Kingdom, like CaptainSparklez' video!" and everyone got mad and yelled at them :3.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    I really don't think having other people update the maps would solve anything. They could do it for their own enjoyment, sure. However, if Vechs got on board with this idea, I'm sure he would want to play test the map before adding it to the original post and making it "official." Playtesting would most likely take Vechs much longer than a 30 minute update for himself, and even then it has the potential of not being a good update. As such, we will get updates when Vechs' feels like updating the maps for himself.

    Sidenote: Pick, Block/other melee weapon, Sword, Bow/Block, Torch, Water Bucket/Ender Pearl, Potion, Food, Ender Pearl/Potion
    Posted in: Maps
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    posted a message on [CTM][Collection] Zero Mercy - A Series of Insanely Hard Maps (Legacy Download Available!)
    Quote from Xekaj

    My goal is for this map to be accessible, at least in part, to people of all skill levels. In the beginning when the difficulty is negligible, more skilled players are expected to play through the inverted areas for supplies that will allow them to make it further. The accomplishment comes from seeing how many intersections in one can get. I actually have very little expectation that anybody will complete all 5 and complete the entire monument.

    I don't know how good you are at playing CTM maps, but how are you going to make sure the later areas are still balanced? I realize that the difficulty is supposed to be through the roof, but will there be a good way to figure out the difficulties of the areas, more than "Ridiculously Hard"?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from Therevrend

    I hate to say this, but I think I will be leaving the community. I can't play Minecraft or a CTM map anymore without getting incredibly bored. You guys are an awesome community and I wish you all the best in the future. If you want to stay in touch with me I frequently play games on Steam, just add me: Ploppywhacker
    Cheers m8s
    Bye Rev, you'll be missed.
    Quote from yelkca_

    Speaking of Lush Ruins, I'm working on beating it right now. Any tips? I mean besides the hints Vechs left.

    Personally, I'd say do torch runs with speed to light it up, and avoid the area in the back. Just go as quickly as possible, get the objectives, and then leave.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from yelkca_

    Lush Ruins causes me soo much lag on normal render distance. It's fine on short, though. Anyway, about the difficulty of the area, I think its' a massive step up in challenge. But I don't mind. Why? Because I've learned to stop whining about difficulty. This is Super Hostile, after all. It's supposed to be hostile to the degree that the hostility can be called super.
    The problem is that the difficulty in Lush Ruins is too high in comparison with some of the other areas that it should be on par with.
    Posted in: Maps
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    posted a message on [CTM] ProjectCTM - Collaboration Maps Collection {Titan's Revolt Open Beta 1 Now Released!}
    I think I have a backup copy of the Beta map, which has Colossus Devorantum whole and intact, if you don't have any other backups.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from Brentcolby

    Is this any better?

    That looks a lot better to me. Much cleaner and smoother. Like Bonehead said, you may want to replace the top corners with stone brick, and possibly the one on top of the divider between the two sections. I think the brown wool is all right, but dark wood may look a little better there. Try things out, see what you like.

    There are 5 main parts of Nightmare Realms, right? Winter Wonderhell, Ribbons of Pain, Forestmen, Sandstone Caves of Madness(is that their name?), and Tears of Pain. I'd think that WWW is the biggest chunk, and the rest are fairly close to the same size. Forestmen is probably pretty big too.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from Brentcolby

    Could I get some feedback on this? (Its not in use.... yet....) The order for the first portion is the same as the order in the Creative Inventory. The second portion goes: Iron Block, Gold Block, Diamond Block, Emerald Block, Redstone Block. (P.S. I am new to the forums even if it may not seem like it. I'm not sure if I can post this here, or if this photo will even work.)

    First off, I can tell you're new :P. Secondly, and I mean no offense when I say this, but the block combination is fairly ugly in my opinion. The alternating bedrock obsidian on top of the glowstone endstone is a little too much in my opinion. Try to simplify it down a little, using different block combinations. The actual order seems fine to me.
    Posted in: Maps
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    posted a message on Flaming Arrows?
    Quote from ben_ballad

    well how could you tell... if it was the drop then that could be normal you have a 1/10 to get that enchanted bow.
    You can see enchanted items on mobs. If it glows, then it's enchanted.

    Are you using vanilla, no mods? If so, best I can think of is a visual glitch that isn't displaying the skeleton's enchanted bow.
    Posted in: Survival Mode
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    posted a message on [CTM] ProjectCTM - Collaboration Maps Collection {Titan's Revolt Open Beta 1 Now Released!}
    I'd say no. Pantheon is Pantheon. I wouldn't want people to get the full experience without the intended difficulty. Nightmare Realms doesn't have an easy version. Uncharted Territory II doesn't have an easy version. If people want it to be easier, they can switch the difficulty to easy. There doesn't need to be a whole separate map for it.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from Down_He_Fell

    Hey, what map do you guys recommend to do first? I've gone through the training area, but now I'm planning to go on to one of the actual maps. Sunburn Islands or Inferno Mines seems the most likely now, but I'd like a second opinion.

    Also, first post get!

    I would definitely recommend against Inferno Mines as a first map. Spellbound Caves has a nice difficulty curve, except for the starting dungeon, but I think that it serves as an excellent intro to the whole series, "You will die, repeatedly." Infernal Sky is a little more passive, and really easy. It's a good, simple map, but it doesn't keep you on edge like the others do.
    Posted in: Maps
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    posted a message on Citadel Storm (Server Suggestion) (Hypothetical)
    I was picturing as an event, but I suppose, depending on the size, a standing server might work better.

    The way I was picturing it was that all the players started on the outer ring, outside the first wall. There would be very weak zombies that dropped wooden swords and/or wood, and maybe a bit of food. Then, the players would start smashing through the first wall with their fists until they broke a hole big enough for them to start passing through. Then they would encounter the mobs in the next ring, fight while they smash through the wall, and continue. As they went on, the walls would get thicker, but the players would have tools to break through them more quickly. And they would progress. I was thinking that, as rare drops, the players would get torches to light up previous spawners and "conquer" a ring. It may have to be enclosed to stop people from bridging over everything, but we could work that out.

    That's what I envisioned, apparently you had a different idea. I was just thinking that walls would stop a player from rushing through the whole thing without fighting anything, and skipping right to the good loot. I suppose they'd have to fight to get the gear in the first place, so maybe it would work, we'll see.

    As far as building the actual map goes, you may want to look at Kamyu's Custom Spawner tool: http://www.minecraftforum.net/topic/1133295-custom-spawner-custom-shop-populate-chests-anvil-light-fixer-and-more/
    I can't run it on my computer, but I think it should work fine on yours. This will let you figure out the mobs and such. I don't know how pretty you want this map to look visually, but it may be hard with such a huge single structure.

    Were you thinking that the basic floor would be a sort of sloping hill, or just a flat land? Also, would the players harvest resources from the ground, or only the mobs? How much time do you expect it to take for the players to conquer each ring? How big are the rings? These are all details that can get worked out later, I just wanted to know if you had thought about these things already.
    Posted in: Server Recruitment
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    posted a message on Citadel Storm (Server Suggestion) (Hypothetical)
    It seems like this might fit more as a custom map constructed for a hundred people or so, as opposed to a 24/7 server. Maybe it should be in the Maps Discussion instead?

    I really like the concept, and you described it excellently. However, the loot progression and distribution methods seem like they could be changed. Relying on a community to moderate resources itself is very dependent on the idea that no one would be selfish, or try to ruin things. Maybe give every player gear to start with, and as they work their way through the rings they could collect more gear, and leave the Keep Inventory gamerule on.

    I also would like to see this take advantage of custom spawners, and perhaps give each ring a unique and flavorful feel. For example, you could have a few rings devoted to the spider jockey district, or something along those lines. Also, there could be miniboss rings. However, in regards to your idea for Legend and Lore, it seems like it would be problematic to have a hundred people all trying to fight two normal sized mobs. I really like the concept for it, but I just don't think it would work with Minecraft game mechanics. Maybe have the players fight a buffed wither instead, and make the adds blue and red armor wither skeletons. Just an idea.

    If you'd like, I can make a quick, small scale mock up just to get an idea of what it could look and play like.

    Edit: Here is my quick rings mock up:

    It's very plain and simple, but it was just to get an idea out there. That's just the basic structure I had in mind, of course this can be modified. From there, I was thinking that custom spawners should be added, and, of course, a roof over the whole structure.
    Posted in: Server Recruitment
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    posted a message on [CTM][Collection] Zero Mercy - A Series of Insanely Hard Maps (Legacy Download Available!)
    Syncquential out...on April Fools...we'll see... If so, this will be amazing.

    Edit:
    HOLY CRAP IT ISN'T A JOKE XEK YOU'RE AMAZING

    Double Edit:
    ...Goddammit, Xekaj... You got my hopes up...still, the starting area looks and plays fantastic, I cannot freaking wait for the full thing. Also, your "An Insight to the Madness" chest is empty. I really love the level mechanic, won't give spoilers.
    Posted in: Maps
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    posted a message on [CTM] ProjectCTM - Collaboration Maps Collection {Titan's Revolt Open Beta 1 Now Released!}
    Oh man, that was a rush, but I got it:

    Posted in: Maps
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