Removed tnt drop from timer system
Added poultry hyperspawners
improved timer system (30 minutes)
Removed substantial amounts of resources from starting chest
Removed substantial amounts of resources from satellites
trimmed vines
lots of other stuff* (stole that line from Mojang)
The screenshots were outdated so I removed the irrelevant ones from the thread. I'll post more as soon as I'm sure this is the full-release version of the map.
yet another great update. We played another scrim on the updated version, and the armoury chest is over kill once u get 8 iron, gold, and diamonds blocks.
yet another great update. We played another scrim on the updated version, and the armoury chest is over kill once u get 8 iron, gold, and diamonds blocks.
OMGerd I must have linked the old map when I updated last night. I just posted the probably-almost-maybe-most-likely full release version a few minutes ago. Checked the DL, yup, got it right this time I'm glad you guys are trying out the map. The Armory satellite has been nerfed significantly as well as the Engineering satellite. The map is more balanced to prevent early rush strategies now. Running pretty smoothly. I'll be posting this on the RMCT and CotM subreddits Friday when I have a promo video ready!
What's the purpose of the Chicken hyperspawners anyway? Other than to cause extreme amounts of sound lag?
Love the map anyway! Incredibly fun and chaotic especially when you have 4 people shouting "There's a creeper near our bed!!"
Would be nice if you added satellites at the bottom and the top of the cluster chunks.
Most of the changes made were continuations on the bridge buster system. The bridge busters are now balanced for each team and functioning properly. Hard to explain how they work in short text form. This should be the full-release version of the map...Unless everyone hates the bridge buster system.
The early rush strategy that everyone seems to complain about should be somewhat stifled by the bridge busters. I've also noticed that 9 times out of 10, early rushes against an experienced team fail and the team being rushed ends up winning the match. It's been interesting to watch the game play evolve on this map as players and teams evolve and create new defensive and offensive strategies. That's basically the idea of the game. It should be played like a game of chess. No matter what your offensive strategy is, you must keep your mind on a defensive strategy. Both these strategies must be flexible and adjustable with the moves of your opponents.
I've made a few aesthetic changes as well as adjusting the amount of gear in starting chests, engineering chests and armory chests.
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Someone on punchwood put up a youtube vid about this (proably by you) and I though it was really cool and was wondering if any people had servers with this?
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Someone on punchwood put up a youtube vid about this (proably by you) and I though it was really cool and was wondering if any people had servers with this?
Uh, yeah, no idea what punchwood is other than a way to acquire logs. A bunch of servers have popped up that are hosting the map but, I don't know the owners and I can't verify if they're legit or run well or anything. I just make the maps.
Uh, yeah, no idea what punchwood is other than a way to acquire logs. A bunch of servers have popped up that are hosting the map but, I don't know the owners and I can't verify if they're legit or run well or anything. I just make the maps.
Ok if you do find out about one could you notify me by PM or by some other means? Punchwood is the site for fans of paulsoaresjr (A minecraft youtuber) its a forums basicly
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-removed two stray glass blocks from starting platform
-replaced a missing dirt block from each island (damn Enderman!)
-replaced silverfish stone with normal stone (sorry about that SethBling )
-added more building blocks and iron doors to Engineering statellite
-added more iron and sand to Armory satellite plus a stack of torches
-added more gunpowder to Alchemy satellite plus fire charges
-removed firecharges from starting chest
-removed two stray glass blocks from starting platform
-replaced a missing dirt block from each island (damn Enderman!)
-replaced silverfish stone with normal stone (sorry about that SethBling )
-added more building blocks and iron doors to Engineering statellite
-added more iron and sand to Armory satellite plus a stack of torches
-added more gunpowder to Alchemy satellite plus fire charges
-removed firecharges from starting chest
nice changes i agree with all except what was the reason to get rid of firecharges
nice changes i agree with all except what was the reason to get rid of firecharges
Well, we've played it a few times on a snapshot server and with fire spread un-nerfed on hard mode you can completely destroy all the flammable blocks on the opposing team's island with just a few shots. Seemed a bit too much considering the limited wood supplies. I left some fire charges in the game but moved them to the Alchemy chest. This gives teams a chance to react and defend against it rather than it being a race to see who sets the island on fire first.
Removed tnt drop from timer system
Added poultry hyperspawners
improved timer system (30 minutes)
Removed substantial amounts of resources from starting chest
Removed substantial amounts of resources from satellites
trimmed vines
lots of other stuff* (stole that line from Mojang)
The screenshots were outdated so I removed the irrelevant ones from the thread. I'll post more as soon as I'm sure this is the full-release version of the map.
Ive made a CTM map, check it out. http://www.minecraftforum.net/topic/1032381-ctm-jesters-treasure-by-fatterchick3/
OMGerd I must have linked the old map when I updated last night. I just posted the probably-almost-maybe-most-likely full release version a few minutes ago. Checked the DL, yup, got it right this time I'm glad you guys are trying out the map. The Armory satellite has been nerfed significantly as well as the Engineering satellite. The map is more balanced to prevent early rush strategies now. Running pretty smoothly. I'll be posting this on the RMCT and CotM subreddits Friday when I have a promo video ready!
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Love the map anyway! Incredibly fun and chaotic especially when you have 4 people shouting "There's a creeper near our bed!!"
Would be nice if you added satellites at the bottom and the top of the cluster chunks.
Most of the changes made were continuations on the bridge buster system. The bridge busters are now balanced for each team and functioning properly. Hard to explain how they work in short text form. This should be the full-release version of the map...Unless everyone hates the bridge buster system.
The early rush strategy that everyone seems to complain about should be somewhat stifled by the bridge busters. I've also noticed that 9 times out of 10, early rushes against an experienced team fail and the team being rushed ends up winning the match. It's been interesting to watch the game play evolve on this map as players and teams evolve and create new defensive and offensive strategies. That's basically the idea of the game. It should be played like a game of chess. No matter what your offensive strategy is, you must keep your mind on a defensive strategy. Both these strategies must be flexible and adjustable with the moves of your opponents.
I've made a few aesthetic changes as well as adjusting the amount of gear in starting chests, engineering chests and armory chests.
GLHF!
Uh, yeah, no idea what punchwood is other than a way to acquire logs. A bunch of servers have popped up that are hosting the map but, I don't know the owners and I can't verify if they're legit or run well or anything. I just make the maps.
-removed two stray glass blocks from starting platform
-replaced a missing dirt block from each island (damn Enderman!)
-replaced silverfish stone with normal stone (sorry about that SethBling )
-added more building blocks and iron doors to Engineering statellite
-added more iron and sand to Armory satellite plus a stack of torches
-added more gunpowder to Alchemy satellite plus fire charges
-removed firecharges from starting chest
Recorded some CC with a few people (Keralis, Codecrafted, Uberagon, etc.)
Well, we've played it a few times on a snapshot server and with fire spread un-nerfed on hard mode you can completely destroy all the flammable blocks on the opposing team's island with just a few shots. Seemed a bit too much considering the limited wood supplies. I left some fire charges in the game but moved them to the Alchemy chest. This gives teams a chance to react and defend against it rather than it being a race to see who sets the island on fire first.
Thanks for posting!