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iNerd71

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Everything posted by iNerd71

  1. The Spawn Building Were exits from spawn laid out clearly? While Spawn was absolutely beautiful this rev (kudos to kumquatmay!), I felt like the layout was a little confusing for newer players. I'd say the exits, as well as the paths leading to them, should be a bit more clearly marked. There should also be 4 exits (N-S-E-W) instead of just 3. Is there anything you would like to see done differently with Spawn in Rev 24? In addition to what I mentioned above, I thought the portal and rail station were a bit too out of the way this time around and I would prefer to have them in a more central location. The Overworld Do you think that this map size (7kx7k) was good? Should it be bigger, smaller or similar? Honestly, I'd be cool with a smaller map for a change, simply because I kinda missed everyone being so close together instead of spread out, plus it's kinda cool looking at past small maps and seeing how dense everything is (Rev 16 comes to mind). I'd be willing to shrink the map down to a 5k square. This rev we used vanilla map generation due to 1.13 offering new generation and biomes, and also due to custom terrain tools not being updated. Were you happy with the use of a vanilla seed? Would you like to see a return to custom terrain given the tools are updated? Vanilla terrain was kinda cool to see again, but I do miss the custom terrain/biomes and would like to see those return soon. Were any biomes lacking or too abundant this revision? Now that the "newness" of 1.13 is sorta wearing off, I think we could stand to see a little less ocean next rev. How did you find the distribution of ores this revision? Seemed pretty fine to me. The Nether This revision we had a custom Nether created by totemo, it featured different biomes designed to provide areas for bulk mining resources like concrete powder and terracotta. We again included custom mobs in the nether. How did you feel about the custom generated map this revision? Would you like to see a custom nether again? The custom Nether was awesome and I vastly prefer it to the regular vanilla nether. I think my only complaint is that it wasn't as customized as last rev's Nether. Maybe tone down or remove the nether mineshafts as well. (I hate cave spiders) How did you feel about the custom mobs this revision? They were good, but I wouldn't mind seeing more custom mobs. How was the distribution of quartz and glowstone? Seemed fine to me, glowstone was plentiful in the "glowing forests" and quartz was reasonably common underground. Were the villagers with custom trades in the Nether a positive addition? They seemed fine, though I'll admit I didn't use them too much, mainly because I forgot about them. The End This revision we had a custom generated End created by totemo. It featured different biomes (also designed to provide bulk mining of resources like the Nether) and custom structures with the idea that the End is a cold, dry place. We also had a new version of the dragon fight created by bermudalocket. This fight included 4 phases of dragon and mob fighting goodness, with Elytra dropping from completing the fight. Another change we implemented was having shulkers spawning across the end instead of having a shulker spawner. Generation: How did you feel about the custom generated End this rev? Any kind of generation you’d like to see? I loved having the custom End this revision! I loved that I could explore the end on foot and not have to worry about falling into the void (which normally terrifies me). I realize the major down side of having no void was not being able to have a standard End grinder, so maybe bring back some void or buff the endermen spawners. Would also like to see blue ice in the ice spikes biomes in the End. Also tone down or remove the mineshafts here as well. (I REALLY hate cave spiders) How did you feel about having ores generated in the End that were plumped but didn’t have custom drops? How was the ore distribution? As someone who completed All the Things, I am certainly not gonna complain about the amount of ore in the End this rev. I thought having lots of ore without the custom drops was a fair trade-off, but perhaps we could also make things more difficult by adding harder mobs. Were the villagers with custom trades in the End a positive addition? Again, they seemed fine but I often forgot about them. Dragon Fight How did you feel about bermuda’s NerdyDragon fight? Was it too easy/difficult/just right in your opinion? The dragon fight was awesome and I hope we keep it. It wasn't too difficult (though I personally wouldn't try to solo it), but it was still a challenge and was overall way more intuitive than the vanilla fight. Any other suggestions you’d like to share for the fight? Maybe make an announcement in chat whenever the dragon is spawned to warn people that the End isn't safe (or encourage people to join in on the fight). Did you like having the leaderboard available for the dragon fights? I thought it was really cool how it encouraged people to try and speedrun the fight and go for personal bests. Shulkers and other mobs Did you enjoy having free range shulkers instead of a shulker spawner? Having the shulkers free-range seemed fine, it made shells valuable without making them finite. How did you feel about the other mobs that appeared in the end? I would like to see custom mobs in the End similar to how we have custom mobs in the Nether, rather than just plain old witches, husks, and strays. It would make mining the abundant ores in the End more of a challenge since the caves felt a bit too safe this rev. Could also have some custom end mobs drop pearls to make up for not having a standard End grinder. Elytra After feedback last rev we decided to have the Elytra be obtainable as a drop from the custom dragon fight. How did you feel about the method of obtaining Elytra this revision? Was receiving it as a drop from the custom dragon fight enough effort for it? Seemed ok to me. Do you have any other ideas you have for methods of obtaining Elytra? Nope, the current method worked fine. Mapworld Are there any additions you’d like to see in Mapworld next revision? Not off the top of my head. Portals This revision we had claimable 8 portals across the map, all available from day 1 of the revision. Did you feel that the number and distribution of portals this rev was good? Do you prefer having all portals available from day 1 of the revision? 8 portals, 4 on the cardinals and 4 on the diagonals, seems like the perfect number and distribution to me. Having them available day 1 seemed fine, too. Do you have any ideas for how portals should be implemented next rev? Not really. Iron Golem Spawners Iron Golem Spawner costs remained the same this revision, except you were able to upgrade to a new level individually instead of needing to upgrade all 4 spawners to the same level first. Do you feel that the cost of an iron golem spawner was fair? Seemed reasonable to me, though I never got to upgrade my spawners past level 1 since I had to hoard the rest for All the Things. How did you feel about being able to upgrade spawners individually as opposed to upgrading each spawner to the same level first? Seemed fine to me. Perhaps something about keeping our system the same in 1.14 after iron golems spawning is nerfed in vanilla Might change the costs of spawners to reflect the costs of building an iron grinder in 1.14, like needing various workstations. Custom Spawners This revision we had a Creeper, Squid and Slime spawner, all available to be found from the first day of the revision. How do you feel about the inclusion of custom spawners in the map? Would you prefer to have, or not have them? Custom spawners are awesome. Keep 'em. Which custom spawners do you think are particularly useful in a multiplayer setting, if any? Creeper, slime, and squid are probably the main ones, but I wouldn't mind seeing additional spawners like the witch spawner brought back. Custom Drops from Ore, Mobs, Loot chests and Sugarcane This revision we continued the use of custom drops from ores, but also expanded on the methods of obtaining them to include dropping from some mobs, in loot chests, rewards from events and new blocks (sugarcane) How did you feel about the addition of drops from mobs, loot chests and sugarcane this revision? Would you like to see drops coming from other sources in the future? I thought it was a great addition, and I wouldn't mind seeing other sources for them in the future. How do you feel about the rates of custom drops dropping, too frequent or too rare? They seemed fine to me for the most part. Do you have any ideas for new ways to obtain custom drops? Not at the moment. How have the custom drop trades been so far this rev? Any kinds of trades you’d like to see in the future? They seemed fine, though I felt that Pete's boxes were a little too cheap. Custom Saddles Have you enjoyed the custom horse saddles available to trade this revision? Yes. Would you like to see them return for next revision? Yes. If so, do you prefer them as trade items, prizes, or some mixture of both? Mixture seems somewhat fine to me. Events Events so far this revision: Valentines Day St. Patrick’s Day Easter Egg Hunt All the Things Collections at Spawn (gathering materials to unlock spawn trades) Are there any events you particularly enjoyed this revision so far? All the Things was a huge challenge, and pretty much became my main thing for about 2 months of the rev, but it was great and kept me engaged and I'm so glad to have finally completed it! Still, wait awhile before doing it again, I like having time to actually build during the rev. The St. Patrick's Day event was also really fun with the pots of gold, and I really enjoyed the egg hunt (and map-wide scavenger hunts in general). Is there any event past or present that you’d like to see return in Revision 23? I've always really enjoyed the sign-hunt style quests (NITWITS, the sentinels, Aliens, etc.) and I hope to see many more of those in the future, especially the progressive ones where each object gives you a clue to the next location that you have to solve. Have you any new event ideas that you’d like to share? Not really. Do you enjoy having special items that you may not be able to get in vanilla as a prize for completing events? (Such as higher level enchanted items, custom skulls) Yes, absolutely. Do you have any ideas for events you’d like to see in the future? Not really. End of Rev In the past there has been end of rev events such as ending the world in Chaos and a Zombie Apocalypse, would you like to see the return of something like this? Do you have any other ideas for how to celebrate the end of rev? Chaos and zombie apocalypse were both really fun and I would love to see them return.
  2. Sorry for the delay, I've only recently become active again. You were warned over a year and a half ago for some homophobic language on C. Given that there haven't been any repeat offenses since then, I think it's safe to say that that was a one-time slip-up, so I'll go ahead and remove that note. Thank you for your patience.
  3. Probably should have posted this a couple weeks ago, but oh well. Just like last year, I will be staffing at summer camp throughout most of July, so I will not be on much at all during this month. Will be back after camp season ends on the 26th.
  4. I am now done with camp staff for the summer, so I should be back to regularly playing again.
  5. I'm working at summer camp with limited internet access and free time for the next month, so I will be on less frequently until the 27th of July. Probably will only be able to hop on to the server like once a week or so during breaks until then.
  6. My main criticism with the map was the huge ocean around spawn. I don't mind having large bodies of water for easy boat travel and island builds, but I think having all but one side of spawn surrounded by ocean was a bit much, as it made land travel less convenient and horses a lot less useful, in addition to making the initial land rush more difficult and confusing. I think there should be at most one side of spawn leading to ocean, sorta like the Rev 15 spawn area.
  7. Have fun spending all day looking in the mirror
  8. Iron grinders: I really like how the new iron grinders don't lag up the server or obscure parts of the carto. I do agree that they may need a slight nerf, either by making them more expensive or reducing the spawn rates. The nether: I am really liking the custom nether this rev. The lack of huge lava oceans and tall cliffs make it easier to explore, but the random mob spawns also make it more dangerous. My only complaint is hurting zombies occasionally aggroing the pigmen. It's also neat that wither skelly hunting is no longer limited to fortresses. Custom flora: The custom trees really add a nice flavor to the map. It's a nice change from the traditional short trees that we're all used too. Portals: I'm honestly ok with the amount of portals we have this rev. I like that it encourages people to travel by roads and rails rather than simply taking a quick jaunt through the nether. I do wish the original plan of having the portals just appear after one week had been used, though. Ore distributions: I love that diamonds are way more abundant this rev. Like others have said, some more gold would be nice for those of us making rails. MapWorld: I haven't used it yet due to the huge amount of resources needed to make a 128 x 128 image, but I see no reason to get rid of it. It's great to have a dedicated area for people to make map images without cluttering the main world. Terrain: I have loved the terrain this rev. It's a nice mix of custom terrain with vanilla. The huge mountains around the map are awesome and definitely make up for the lack of mountains last rev. The biome distribution is also top notch, especially with the inclusion of mega taiga and ice spikes. I do wish there was mushroom island though, just so we could have all biomes needed for the "Adventuring Time" achievement. I also think adding more unique landmarks would be cool, such as a huge canyon in the mesa, or a giant tree in the forest. Spawn: Spawn is great this rev. Last rev I would often get turned around and disoriented at spawn, while this rev's spawn is much easier to navigate. The embassies are also a really nice touch. Spawn secrets are also cool, though I haven't tried any of the parkour challenges yet. (I suck at parkour. :P) It's nice to have melon farms at all sides of spawn, though it was it bit tough getting melons on the first day with everyone trying to get food, so I think ti would have been nice to have the insta-grow button from rev 15 or the one time use sign fro last rev. Custom mobs: I like the addition of custom mobs, as I think it adds a bit of uniqueness to the world and serves as an additional challenge. I do wish there was more custom loot though, other than just Meowington's stick. I will say, however, that Dr. Cuddles is completely overpowered and needs to be nerfed. It is not fair that a mob can just run really fast and just instantly kill you even if you're in full enchanted diamond armor. The fact that it blows up almost instantly is also a pain as it gives players no time to react. It's just "BOOM! You're dead. GG." There is also no way to tell it apart from regular creepers apart from the name, which can only be seen if your close to it, which usually results in a big explosion. I'd say give it a longer fuse, reduce its damage, and/or make it charged or some other way to tell its Dr. Cuddles from a distance. /help: I haven't used /help really, but it's nice to not have a rule book clutter your inventory. Other things: The map size is perfect, IMO. It's not too big so that everyone will be spread out, but it's also not too small so that there'll be no free space to build. I also love the fact that the map is a nice square rather than a circle, as that makes it easier to tell where the edge of the map is, plus it fits in better with Minecraft. Overall, I think this may be my favorite rev yet, compared to the previous two revs.
  9. I figure I may as well show my face here. Here's a picture of me in front of my school's library. (Taken back in October) And here's a more recent pic of me in in downtown Seattle with a... familiar building in the background.
  10. So, I've started using this pack. I like it so far, but for some reason items seem to appear darker than normal. Any idea what's causing this?
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