Packs that have been publicly worked on before this announcement are not eligible.
No, that's fine. I'm more aiming to exclude packs that have an obvious advantage from work done before the announcement.I just found out about this (yea, almost a week late).
So last year I worked on "The Plundered Land" (yea, I finally gave it a name), and did not get anywhere near finishing.
This year, I'm almost on time, and I wanted to finish it, and write the rest of the quests. It does deal with an apocalyptic theme (there's a reason for the massive resource shortage).
But this restriction -- is a sequel/continuation/"the rest of the story" a "not eligible" thing? There has been no 1.7.10 work on it -- deliberately, because I was waiting for this contest.
Then why not exclude packs that had been developed before the announcement, as opposed to those that had been publicly worked on? Someone could have been working in private.I'm more aiming to exclude packs that have an obvious advantage from work done before the announcement.
It would be impossible to figure out if someone worked on a pack before jampacked 2 was announced. (my theory)Good.
Meanwhile, I still need to work on a new ending. Old pack was going to end with using rotarycraft hydro engines to power a bedrock breaker (back in 164 you could skip almost the entire tech tree there). Now ... hmm, are there mods that let you create a custom boss mob and AI?
EDIT:
Then why not exclude packs that had been developed before the announcement, as opposed to those that had been publicly worked on? Someone could have been working in private.
Exactly this. I'm not up to playing cop on packs.It would be impossible to figure out if someone worked on a pack before jampacked 2 was announced. (my theory)
I would guess so, I don't think there are any restrictions besides those in the original post. As long as the majority of play is in the modpack then whatever is fine.Could I make a video and use it as an intro to the map?
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{"name":"Yellorite","dimension":-29,"chanceToSpawn":5,"oreid":"BigReactors:YelloriteOre","meta":0,"replaceid":"GalacticraftMars:tile.mars","minY":5,"maxY":60}
{"name":"Uranium","dimension":-29,"chanceToSpawn":5,"oreid":"IC2:blockOreUran","meta":0,"replaceid":"GalacticraftMars:tile.mars","minY":5,"maxY":60}
{"name":"Draconium","dimension":-19,"chanceToSpawn":10,"oreid":"DraconicEvolution:draconiumOre","meta":0,"replaceid":"minecraft:bedrock","minY":10,"maxY":120}
Y'know, I'm actually tired of post-apoc. The results of this competition may be awesome modpacks, but... eh. Agrarian Skies (world ended, everything's gone, build the whole thing again from scratch), Crash Landing (world's a desert, cities are dead and full of monsters), Regrowth (something happened and the world is a dead wreck), and many others all illustrate that it's been done. Time to move on, find a new theme. I really don't understand why all these packs have to focus on "manifesto ex nihilo" (Ex Nihilo mod notwithstanding) when there is an unlimited selection of worthwhile, specific themes (and mechanics) that could have been chosen.
Well said.It is a familiar theme in minecraft for many reasons:
-Minecraft is about building, and a bit of exploration. Starting from nothing and building up resources, infrastructure, and food.
-Minecraft has, as one of its few basic mobs, the zombie.
-RPG's at their core are a building game. Start at level 1, work your way up, gaining power, and better items. No matter what anyone says, you are all still playing games influenced by Dungeons and Dragons. This influence is everywhere in modern gaming.
-A vast percentage of tech and magic mods available to use have progression and building at their core.
-Zombie apocalypse is a huge theme in other literature.
-End of the world and rebirth is a hugely popular theme in other literature.
-Other themes are more difficult to work with: Romance? Westerns? Space Operera? Crime? I'm not saying you don't have other themes to work with, or you can't work with them, or that you can't list several. Just that they are a bit more difficult to work with giving the restrictions and game elements we have available.
When you look at the core elemements of minecraft and many mods, we see again and again: gather resources, progess in mods to gain power, gain advantage over mobs and enviorment. These elements work extremely well for a post apocalypse theme.
That said, the theme can be very flexible depending on the imagination and storytelling skills of the writer. And, we've been told by the FTB staff that we CAN be flexible. Thinking on the storyline I'm working on as i write this, I'd have to say the Apocalypse that happens in to my main character isn't to the world. It's to his own personal life.
An apocalypse doesn't have to be some world ending theme in the most over used fashion. Think of some other stories that might apply:
-Noah's Ark,
-the settling of California by those who survived the western trip and disasters such as the Donner party.
-Swiss Family Robinson and Robinson Crusoe
-Soylent Green
It is a familiar theme in minecraft for many reasons:
-Minecraft is about building, and a bit of exploration. Starting from nothing and building up resources, infrastructure, and food.
-Minecraft has, as one of its few basic mobs, the zombie.
-RPG's at their core are a building game. Start at level 1, work your way up, gaining power, and better items. No matter what anyone says, you are all still playing games influenced by Dungeons and Dragons. This influence is everywhere in modern gaming.
-A vast percentage of tech and magic mods available to use have progression and building at their core.
-Zombie apocalypse is a huge theme in other literature.
-End of the world and rebirth is a hugely popular theme in other literature.
-Other themes are more difficult to work with: Romance? Westerns? Space Operera? Crime? I'm not saying you don't have other themes to work with, or you can't work with them, or that you can't list several. Just that they are a bit more difficult to work with giving the restrictions and game elements we have available.
When you look at the core elemements of minecraft and many mods, we see again and again: gather resources, progess in mods to gain power, gain advantage over mobs and enviorment. These elements work extremely well for a post apocalypse theme.
That said, the theme can be very flexible depending on the imagination and storytelling skills of the writer. And, we've been told by the FTB staff that we CAN be flexible. Thinking on the storyline I'm working on as i write this, I'd have to say the Apocalypse that happens in to my main character isn't to the world. It's to his own personal life.
An apocalypse doesn't have to be some world ending theme in the most over used fashion. Think of some other stories that might apply:
-Noah's Ark,
-the settling of California by those who survived the western trip and disasters such as the Donner party.
-Swiss Family Robinson and Robinson Crusoe
-Soylent Green
I'm thinking about starting a JamPacked 2 Preview series on my channel. (if I can get a hold of some packs in development that is..) If anyone wants a smallish channel to show off their progress, get a hold of me. I think this would be a cool way to showcase the work the pack makers do, show some of the development cycle, and also show some love to FTB for holding such an event. If this is spammy, let me know and I'll delete it. I'm not really trying to promote my channel as much as get pack authors to showcase their ideas, also to test the waters to see if this is something the pack authors would actually want.
You forgot the trials and tribulations of surviving being a "Disney Child Actor" in the late 20th century
Nope. Else me and parcel and Iskandar would've been out from the start.Besides, wasn't releasing to the public before judging a disqualification last time? (I don't know but seem to recall that)
Nope. Else me and parcel and Iskandar would've been out from the start.
Why would anyone want their pack previewed and viewable by the competition?