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MasterCommaThe

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Everything posted by MasterCommaThe

  1. Post all of your screencaps and any stories below! (Yellow Team FTW!)
  2. Thank you for another wonderful, fun CTF. Might not have been what you were expecting with the teams, but I think we all had a lot of fun united and opposed. To start off some ideas, for the future CTF, I'd love to see some use of nerfing a team that get's too much of a point spread. As for other mass games I'd be interested in a "last man standing wins" type of game (with teams). Think Starship Troopers where mobs get progressively more intense till no one is left. In addition I'd love to see the use of mob-player plug-in to make a game (possibly CTF with additional features) similar to L4D, where players who die become the monsters (permanently or just for a night). I'm really interested to see what other games players would like.
  3. Thank you c45y, sorry for my part in our negative interaction, and I look forward to working with you in the future. No damage done in the end.
  4. It would be a great lobby, but c45y practically bit my head off this morning when I started talking about using it. He said: "I have no idea if we could get a tech to load it and then relink the portals in the 12 ish hours we have to do it" "not worth the effort" ...and after a bit more explaining: "MasterCommaThe: can you just let it go" "we don't need buildings" "we need rest and people during the event" "not wearing themselves out beforehand" "the lobby isnt going to happen, but the world still needs changes" So I took that as the final word. It's ready to go, if you know how to make it happen, please do.
  5. Well would you look at what I just found!
  6. Word is this morning (from c45y) that the new lobby will go unused in favor of the established and already implemented lobby. So because I think we created a really fantastic volcano anyway here are some images of it below to mourn it's passing: Big thanks to kittypuppet and zburdsal for making this happen!
  7. After discussion with SwtichViewz we've decided it would be best not to throw in this wrench at this time. Perhaps we can run a small (12hr) CTF event or something that will allow us to test dynamics like this at another time.
  8. What do you think about adding a protected sheep spawner with the opposing team's colored wool near each base? I think it would introduce an interesting dynamic. That would give each team another object enticing them to get close to the other team's base as well as another object they should want to defend and prevent the other team from reaching.
  9. And now there are about 8 spider spewing alters around the map (and more than a couple in the jungle): There are also a number of "Skeleton fountains" and "Creeper Saunas" (including one infested swamp).
  10. Can anyone create a cartograph of this map before and after the event which we can publish later? I'd really like that, and it would be nice to point to come our next CTF.
  11. Prizes for my buff towers: 1. A Headache 2. Buff (probably the thing that would have made the tower trivial, i.e. Knockback, jumping) 3.??? 4. Profit!!
  12. Two new creeper spawners in the middle of long tunnels through the islands on opposite sides of the map: They've been left unprotected. You can find them at /home MasterCommaThe creeper1 & /home MasterCommaTh creeper2
  13. After a slight mishap with the pasting we're back on track and have the existing spawners pasted in. Unless someone tells me to build something different, I'm going to make more.
  14. I'm on it! I think I know how to make that pyramid less wonky for sure.
  15. On request I have created 3 new mob dungeons. These are all currently in the admin world and ready for pasting. If you get stuck, there is an easy way to paste these into other materials without ending up with odd air gaps you have to fill. PM me and I'll explain if this is an issue for anyone using these. Should be more to come. Skeleton Pyramid (has modreqs to replace inactive spawners with active ones) Skeletons pop up out of the pools in the back. Outside view, to show the two spawning chambers in back and the entrances. Spherical Water filled chamber I think this one is ideal for Slimes. The spawner is up in the Sea Lantern "Chandelier" Cylindrical Lava Chamber for Blazes
  16. If you find stone frogs, feel free to leave those unprotected.
  17. Depth strider boots added to "Swimmers" yesterday. Also Mini-zombie spawners were added as well. Buff tower's are complete except for testing the guardian spawner generation on the Volcano buff, which appears abnormally slow. Modreqs are in for techs to ensure the beacons at the Mushroom buff and Volcano buff actually work. Does anything else need to be built (since I have few if any tech perms)?
  18. Ok, I think I found a solution to both buff areas that forces players to activate the redstone (releasing the mobs) just before they hit the buff beacon. I'd appreciate a second (more devious) eye to look at this an let me know if players can somehow circumvent the redstone. Thank you so much for the help buzzie71, And I LOVE the idea of somehow giving all the zombies depth strider 3 boots if that is in any way possible!
  19. Does anyone have a better texture pack (say with realistic water and shading) that could take some similar shots of the temples and post them here? Admins are welcome to use these images in "leaks".
  20. Ok, aside from minor tweeks the buff towers are now fully armed and dangerous. The buff tower near the volcano is surrounded by a pool with Guardian spawners, and then when you hit the buff cave spiders pop out of the ground en masse. The buff tower on the mushroom island has 4 spawning chambers that pump zombies out of hooves of the horses, then once you're inside the horse that has the buff switch, hitting the switch causes a bunch of zombies to fall out of the ceiling. I think they're all still achievable, but are assuredly suicide runs if players don't get the hell out of dodge. I've done my best to be devious, and am very open to suggestions on how to ensure this will be fun for players. Oh, and as a side note I flew around the edge of the map planting "Lucky Frogs" in out of the way caves. Under each frog (completely obscured by the frog) is a diamond ore block to reward player exploration.
  21. Oh No you didn't! (seriously, the sun is frozen in the sky and the spawners aren't spawning and it isn't my fault this time i swear)
  22. I don't think there are any hostile mob spawners on the Mushroom Island buff tower. Should there be? Possibly zombie spawners that drop out of the other horses. (Don't worry, the whole top is covered in water so they won't burn up during the day.)
  23. There is also the central buff (shown in the image earlier on this page).
  24. Finished pasting in the Volcano Buff Tower with a few interesting tweaks. I've remodeled it a bit to be an Abandoned Buff Extractor, where scientists once attempted to bottle the hatred contained with cave spider venom. They were successful, only the spiders got through the pipes and into the machinery so that whenever you try to get a buff a bunch of spiders come crawling out of the tower. Oh and because of high security there are of course guardians (spawners) in the pool surrounding the buff button. The old guard robots still stand around the edge with their central core rusted out, while the once highly trained attack fish have gone feral. I'd like to generally include the information in the above background description on signs or region greetings some how around the buff tower. I'll work on adding that shortly. I've never made a cave spider spawn chamber or guardian spawn chamber before, so I'd really like to test the spawning ability of these soon so I have a lot of time to fix any problems if they don't work. Ideally this will put out a few guardians, and a ton of cave spiders (the latter only after the buff is activated). I need some help temporarily enabling spawning to test the function. Also I still need day/night cycles turned on so I can test the solar reset device on the cave spider pumps. Please and thank you. And here's a pretty picture:
  25. The Volcano biff tower is pasted in. It has a large pool to cross with Guardian spawners. Then as a nasty little surprise, I added redstone that opens up four chambers with cave spider spawners that will remain open for a day cycle whenever the buff switch is activated. Three things this buff tower needs: Test the spawner output to ensure it is enough of a challenge but not too much. Spawning appears to be disabled atm. Activate day and night cycles on Event so we can ensure the chambers open AND CLOSE. clean up the shore line where the tower overhangs the land. It was a little too big, sorry!
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