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  #601  
08-06-2012, 08:08 PM
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They look like skinned dogs. As in dogs with their skin removed. ._.
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  #602  
08-07-2012, 03:06 AM
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Well, it'll make them more scary. :P lol

Meh. Oh well. Compromise and that.

Comin' soon: Silverfish Fleeches! (thanks to "imjusttryin" off of YouTube for the reminder)
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  #603  
08-07-2012, 08:25 AM
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Wouldn't wolves work better as Paramites?

I know they wouldn't be aggressive, but you could make chickens into Sloggies or something.

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  #604  
08-07-2012, 09:15 AM
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Cave spiders. Got the sounds lined up already. They're also naturally hostile.

Also I've since found out that it was a complete waste of time anyway since I can't find a way of getting hostile wolves to spawn. There's one day and a half's work which I won't see again. Lesson learned I guess.
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  #605  
08-07-2012, 03:27 PM
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What about the new tags for mob spawners that you can set in MCEdit?
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  #606  
08-07-2012, 04:52 PM
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Doesn't work. Wolves refuse to spawn. Everything else does, but they don't. Annoying.

I'm holding up the hope that 1.4 may somehow fix this since they plan to do an adventure mode update or something. Or so I've heard.
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  #607  
08-08-2012, 10:40 AM
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Shame about the Wolves. I would of love to see a Slog chase in Minecraft
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  #608  
08-10-2012, 02:34 PM
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I re-made the first shot of Abe HD in my Minecraft map. I did post this in OD as a joke, saying that JAW had budget cuts, then thought "Oh wait, it's not actually funny" and decided against it.

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  #609  
08-10-2012, 03:47 PM
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That looks fantastic!
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  #610  
08-12-2012, 01:33 AM
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I'd have to agree with Splat. Absolutely fantastic, which is what I'm going to end up expecting. If the rest of the map looks that awesome... I can't even find words to describe that.
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  #611  
08-12-2012, 05:42 AM
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It'll be a bit different since the level layout will be based around the players perspective and not as a 2D platformer - Most of the map will consist of traversing catwalks over open spaces rather than in rooms, though.
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  #612  
08-12-2012, 02:40 PM
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Hah, you should have left the joke in, that's actually quite funny! Of course that's truly amazing as well, I hope you've got it backed up a hundred times over as well, it'd be a crime against fandom if this was lost. It's epic, truly!
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  #613  
08-12-2012, 06:42 PM
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:
then thought "Oh wait, it's not actually funny" and decided against it.
What? That IS funny, you fool.
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  #614  
08-13-2012, 03:37 AM
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That looks amazing Dark. I am loving the detail of the Texture pack
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  #615  
08-13-2012, 07:41 AM
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I need to get my finger out of my arse and keep working on this. :P Been too many distractions over the past 2 days.

But thanks for the comments all. The texture pack is nearing completion.

:
I hope you've got it backed up a hundred times over as well, it'd be a crime against fandom if this was lost. It's epic, truly!
I make 2 regular backups of my map, both on a different hard drive which I normally leave unplugged, and also on my google drive. If the worst happens, then I'll only lose at most a weeks work.
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  #616  
08-28-2012, 07:56 AM
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I'm having a little creative block when it comes to this project at the moment. It's been in place for a few weeks.... I do think about it often, and occasionally add ideas to the design document for me to expand on later, but "thinking" isn't exactly "doing" now, is it?

Rest assured though that I'll get it done eventually, and I don't intend for this to go the same way as many other fan projects here have done. But it's always the way when it comes to hobby projects of this size. :S
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  #617  
08-29-2012, 03:42 AM
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Creative block? Is that like the Command Block?

Seriously, get 12w34b and play around with those. They're great for that kind of map.
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  #618  
08-29-2012, 05:13 AM
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Hm, maybe it's best I'm waiting for a little while then - I knew Jeb was working on an adventure mode, but I didn't think it'd come to fruition anytime soon.

One of the reasons I'm having a creative block with the project is because I keep coming up against bottlenecks and have to always work out compromises... Hopefully the new updates will eliminate some of them.
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  #619  
08-29-2012, 05:53 AM
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Mobs spawning with gear, the ability to stop mobs damaging terrain, command blocks and the ability to make mobs drop specific items are all very exciting for map-makers. Don't wait. Get the snapshot and play around with some stuff outside of RF to get some ideas. You'll never look back.
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  #620  
09-04-2012, 03:23 AM
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That's actually pretty cool. Even I would be able to make an adventure map, despite my incompetance with story-telling, building, redstone basicly everything Minecraft. ._.
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  #621  
09-04-2012, 10:03 AM
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Yeah I've been looking through the upcoming features. Most updates are helpful, but some updates will hinder me a bit. Fortunately, there's workarounds.

Also over the past week, I've had 2 or 3 people beg me via YouTube PM for the map and the texture pack, so just a reminder (primarily for the ones who lurk here rather than posting members):

It'll all be released when it's done guys, not before. It is being worked on, but will take a while. Be patient.
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  #622  
10-02-2012, 05:39 AM
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Today I've been playing with command blocks and triggers, and damn, it's blown open a whole bunch of options - And I was right earlier, it does solve some problems and bottlenecks I had.

But yeah, after a couple of months on the back burner, this is in production again. Maybe the New 'n' Tasty footage inspired me a bit. Hopefully I'll get this done in time for you guys to play while you wait for the new Abe game (even though it'll probably only be 3 or 4 hours long at most).

EDIT: I tell you though, I really, really wish RedPower2 was in vanilla Minecraft. It'd make Redstone so much easier to work with... Shame I'd like the map to be compatible with vanilla Minecraft.
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  #623  
10-02-2012, 06:07 AM
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Yaay!

I was actually wondering if there is a way to change the colour of the fog in Minecraft. Maybe a Mod or something. Anyway I was thinking it would be cool to have a nice orange fog around Rupture Farms like in the New 'n' Tasty footage. I doubt this can actually achieved but it would be cool to see.

Anyway, looking forward to see more! and if you need a tester, I'm here!
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  #624  
10-06-2012, 08:05 PM
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I think DH would probably release a test level or something. P:
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  #625  
10-07-2012, 06:37 PM
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And you would be right. Behold!



As the video shows, the map plays pretty smooth. I was a little slow figuring out the lever thing and I have to wonder whether simply using ladders wouldn't work out better. Is there a particular reason you chose for the lever system, Dark?

Also when I came to the part with the sligs, I'm not sure what I had to do there to make it out alive. As far as I could tell I couldn't possibly survive that.

And lastly it seems that zombie pigmen (which act as mudokons) stay hostile if you would accidentally hit them. Even reloading the map wouldn't fix that as you can see. Is there a reason you can't use villagers for this?

So much for my testrun. Hope it helps!

---

Edit: Seems Edd's project sparked some fanwork.

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  #626  
10-08-2012, 04:57 AM
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They should have put their jungle in a desert biome to make it look rotten and dead like Necrum, and their 'blind' mudokons aren't grey and have eyes.
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  #627  
10-08-2012, 05:21 AM
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It states in the description that it's a sound test or something, so maybe he'll fix it. Who knows.
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  #628  
10-08-2012, 09:26 AM
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Very controversial suggestion at a time like this, but...

How about we do it ourselves? Or another cutscene? It was such a lot of fun making the AO intro, and it'd be nice to have a reason to get back into Minecraft. We could do a few of the tiny ones from AO.
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  #629  
10-08-2012, 10:26 AM
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Yeah, I was planning on doing just this with better quality than the Abe's Oddysee intro now that I know what the hell I'm doing - And perhaps even remaking the Abe's Oddysee intro with new sets and texture packs, but only after I'm done with the Rupture Farms adventure map. I would do it now but I want to get the adventure map done before the release of New 'n' Tasty... Time is ticking.

But of course that's not to stop any of you from doing the same or maybe helping this guy out. The end result may not be as good unless I, or someone else with a very high attention to detail and lots of time does it, though. But who knows? Look at my early tests of the intro and compare it with the final version. :P

--

Still, regarding the map, thanks so much Havoc and the other testers for playing it, it's been informative and I've learned a lot from everyone's feedback. I'll be uploading my own video of it soon with the soundpack.

To respond though, it seems most of the problems with the map are that I haven't trained the player to the new mechanics. It's something the finished map will do a lot better 'cause of the planned progression, but more specifically:

:
I was a little slow figuring out the lever thing and I have to wonder whether simply using ladders wouldn't work out better. Is there a particular reason you chose for the lever system, Dark?
Levers can be placed on ceilings next to command blocks, and it's a shame they can't be buttons instead. I was planning on using ladders but the lever system mimics AO a lot better. I think it just needs a better explanation. Players don't have an issue with it after they get used to it.

:
Also when I came to the part with the sligs, I'm not sure what I had to do there to make it out alive. As far as I could tell I couldn't possibly survive that.
Again, to do with lack of player training - You're meant to run past them and avoid them if you have to. :P The map will do this a lot as an obstacle with various enemies. I'll train players to do this somehow.

:
And lastly it seems that zombie pigmen (which act as mudokons) stay hostile if you would accidentally hit them. Even reloading the map wouldn't fix that as you can see. Is there a reason you can't use villagers for this?
Yet again, lack of player training on my part. If you wait 3 or 4 minutes after accidentally hitting them without interacting with them, they'll eventually "forgive" you. It's a crappy Minecraft mechanic which I can't change without a mod. Villagers make better glukkons and also don't disappear from the map with my "saving" mechanic.

Anyway, thanks again to all, this has helped.
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  #630  
10-08-2012, 05:10 PM
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Official footage of the test map, with sound:


Also I may consider asking again for people to build map props for me if I can make them work with my custom texture pack. Thanks to MC edit, it's possible to paste them into the map... Although last time I did that, either the results weren't good enough for me to use or I didn't get much in the way of responses.
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