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Offline Jorge D. Fuentes

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Re: Minecraft Thread
« Reply #30 on: June 05, 2013, 09:52:15 AM »
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You can do it with areas as well, though.  I'm more concerned about the 'falling' animation, which cannot really be mimicked well with either scenario.
If you used Sand you have to replace the sand eventually, no?
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Offline Flame

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Re: Minecraft Thread
« Reply #31 on: June 05, 2013, 12:35:00 PM »
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sure would. unless you have some complicated system set up that feeds the sand back up. (a piston system- ive seen something like this before)
Laura and Gabriel arrive in the deepest cave of the castle and... they find IGA.

Offline Jorge D. Fuentes

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Re: Minecraft Thread
« Reply #32 on: June 05, 2013, 12:49:48 PM »
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Well see, if you used disappearing regions you don't have to replace it, you can reset the areas upon exiting the stage or something.
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Offline Flame

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Re: Minecraft Thread
« Reply #33 on: June 05, 2013, 04:23:41 PM »
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Well ive seen some really weird shit that i believe is the use of command blocks, so I suppose you can do that. (stuff like invisible blocks, blocks turned on an angle, etc etc)
Laura and Gabriel arrive in the deepest cave of the castle and... they find IGA.

Offline Jorge D. Fuentes

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Re: Minecraft Thread
« Reply #34 on: June 08, 2013, 12:35:43 PM »
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Yeah, I have some knowledge of command blocks.
With the next stage I build (which will probably be a Sky Corridor of some type) I will see if I can build a collapsing bridge.

Essentially, it'd be like this:
-Build the bridge.
-Section off parts of the bridge that'll collapse.
-Save those areas with craftbook (which can toggle cuboid states).
-Build the 'collapsed' version of the same bridge.
-Section off those parts as the off-state of the bridge.
-put a commandblock that's based on how distance from the player, probably halfway through the bridge or something, in a small turret.

The idea would be, as the player passes the 'detection zone' of the command block, he'll trigger the block, which will start to, one by one, 'toggle' the areas behind the player.  It would have to be hooked up to a redstone timer (using repeaters) to, in a few 'ticks' start collapsing the next section, and so on, and so on...

Once the player successfully crosses the bridge, as he enters the door to exit, the door would trigger another commandblock which would 'reset' the bridge back to its off state.
Should the player fail to cross the bridge, he would fall, either to his death (!) or to an alternate pathway that leads somewhere else in the castle.

Right now though the map is set up somewhat in between a SotN and a CV64 style, because you have save rooms, but no warp rooms yet.  I imagine eventually I will build warp rooms so one can go to different stages, etc.

Also, here are links to two Minecraft skins I made:

Simon Belmont - Super Castlevania IV
Gabriel Belmont - Castlevania: Lords of Shadow
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Re: Minecraft Thread
« Reply #35 on: June 08, 2013, 04:49:37 PM »
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Nifty skins.

yeah I've seen commabd blocks used for things like teleporting and spawn points. So save and warp points would I imagine work like that.
Laura and Gabriel arrive in the deepest cave of the castle and... they find IGA.

Offline Jorge D. Fuentes

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Re: Minecraft Thread
« Reply #36 on: June 15, 2013, 08:13:08 PM »
+1
Well, yes.  Commandblocks can be used to warp to certain coortinates using the teleport command /tp.
However, it's not as 'magical' as using Dimensional Doors, a mod I'm using.

That one actually has doorways that lead to pocket dimensions that can be linked together. :)
For respawning I like using Commandblocks as a setup, rather than putting a bed somewhere.  Plus with the respawn point as commandblock, you can 'save' even if it's night-time, while when there's a bed you'll get "There are monsters nearby" or something.

Had to postpone the sky corridor thing.  Doesn't seem to work well with my current map as if you fall you can potentially sequence-break to new areas (plus I just don't have the height for it; you just don't take that much damage if you fall yet if you're armored well enough).

It might be a little difficult to play on my server though, as it's got a ridiculously large amount of mobs out to get you, some of which can enchant themselves with buffs, etc.

EDIT:
Collapsing Bridge works! Huzzah!

Here's the bridge.  Man, that look perilous:


I feel "Moon Fight" should be playing here.  Here's an angle to show you how high up that bridge is:


When you walk over the bridge, at some point it starts to collapse.
If you're fighting enemies or get hit, you may not make it across.  You gotta run for it!

Here are the pieces as it's falling:


Once you make it all the way across, when you can no longer turn back, and are inside the tower, the bridge resets back to whole again. ;)
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Offline Flame

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Re: Minecraft Thread
« Reply #37 on: June 18, 2013, 12:08:44 PM »
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nifty
Laura and Gabriel arrive in the deepest cave of the castle and... they find IGA.

Offline Jorge D. Fuentes

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Re: Minecraft Thread
« Reply #38 on: June 21, 2013, 08:07:02 AM »
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No idea what this building should be.  But it's built.

Maybe a dungeon?
Maybe a battle arena?
It's six stories tall, not counting the tower at the other side (which is where you end up if you make it past the collapsing bridge without falling).
The highest story is a roof terrace.
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Offline Flame

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Re: Minecraft Thread
« Reply #39 on: June 22, 2013, 12:44:25 AM »
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I'm thinking haunted guest  house. dungeon feels more like an underground thing.
Laura and Gabriel arrive in the deepest cave of the castle and... they find IGA.

Offline Jorge D. Fuentes

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Re: Minecraft Thread
« Reply #40 on: June 25, 2013, 09:22:02 AM »
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Re: Minecraft Thread
« Reply #41 on: June 25, 2013, 10:35:13 AM »
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Damn. That's just impressive.
Laura and Gabriel arrive in the deepest cave of the castle and... they find IGA.

Offline Flame

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Re: Minecraft Thread
« Reply #42 on: July 01, 2013, 02:16:14 AM »
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Anyone here ever tried Hexxit? it's a modpack for MC, part of the technic modpack. Think medieval MC. theres castles and towers and shit to raid and loot, more weapons, shields, soul and blood magic shit, and alternate pocket dimension doors.

Its nifty
Laura and Gabriel arrive in the deepest cave of the castle and... they find IGA.

Offline Jorge D. Fuentes

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Re: Minecraft Thread
« Reply #43 on: July 01, 2013, 07:25:13 AM »
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I just went over the mod list that the Hexxit modpack has just to see if it matches the mods I'm using.

I can tell that the Hexxit pack is survival/adventure oriented since it has Falling Meteors.  If I had that, my castle would be in danger of falling debris.

It looks like we share similar mods:

Hexxit List
CodeChickenCore
NotEnoughItems
NotEnoughItems Plugins
CoFH Core
BSPKRS Core
Custom LAN Ports
Inventory Tweaks
Treecapitator
Backpacks
Rotten Flesh to Leather
Tinkers Construct
ObsidiPlates
Armor Bar
AsgardShield
AsgardShield AddOns
BackTools
Battle Towers
Better Dungeons
Better Dungeons Data 1
Better Dungeons Data 2
Better Storage
Bibliocraft
Buff Bar
Chococraft
Damage Indicators
Enchanting Plus
Harken Scythe
Infernal Mobs
Legend Gear
Map Writer
Falling Meteors
More Bows
Natura
Off Lawn!
Project Zulu
Ruins
Soul Shards
Twilight Forest
Wild Caves 3
Xeno's Reliquary
Immibis Microblocks
Immibic Core
Hexxit Gear
Ruins Data
Ruins Data 2
Artifice

That's quite a lot of mods, indeed.
I chose not to have NotEnoughItems or TooManyItems because it causes some mods to have some incompatibilities.
Here's my list of mods.  Most are mob-oriented so that the castle has plenty of enemies, hehe:

DIMENSION MODS:
-Erebus: Dimension of the Arthropods
-Atum: Journey into the Sands
-The Twilight Forest
-Dimensional Doors
-Mystcraft

I'd like to add Aether II but it still has many incompatibilities.  I'd also like to add the BetweenLands but it's not out yet.  I'm thinking about adding "The Eternal Frost" but the mechanics within that dimension are a little wonky and I hope it doesn't carry them over to my world.

Mods:
-Bibliocraft
-Buildcraft
-Chainz
-CraftGuide
-CustomNPC's
-Damage Indicators
-Magic Carpets
-Enchaning Plus
-NBTEdit
-Jammy Furniture Mod
-Smart Moving
-Weather and Tornadoes

Biome Mods:
-ExtraBiomesXL
-Underground Biomes
-Better Dungeons
I have to wait until all of my mods update to 1.5.2 before adding Biomes O'Plenty.

Mob Mods:
-Custom Mob Spawner
-Mo'Creatures
-Legendary Beasts
-Grimoire of Gaia 2
-Infernal Mobs
-Lava Monsters
-Mutant Creatures
-Myths and Monsters
-Primitive Mobs
-Reptile Mod
-Chococraft
-Special Mobs
-Utility Mobs
-Zombie Awareness

Mine is not an official modpack because my server is mostly a test.  It's stable though.  However, I realize that Atum is still in Alpha stage as well as a few other mods.
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Offline Flame

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Re: Minecraft Thread
« Reply #44 on: July 01, 2013, 10:51:30 AM »
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To be honest, we have not encountered any meteors yet. It might be very rare or something. We've had plenty of shooting stars, which do negligible damage, if any, but no meteors.

You should totally do the upside down castle/chaos/whatever thing in limbo. it's so creepy.

then again though, you really cant, since blocks placed in limbo turn to unraveled fabric eventually. AND there's the matter of the Monoliths in the way. (creepy ass mother fuckers) Also, no fall damage.

You COULD however, use the pocket dimensions to build something. Hexxit has so many nifty things.
Laura and Gabriel arrive in the deepest cave of the castle and... they find IGA.

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