Request Proposal for Race for the Wool map for FTB.

Discussion in 'Third Party Maps' started by FastTquick, Nov 30, 2014.

?

Would you like a Race for the Wool map for FTB?

  1. Yes.

    6 vote(s)
    100.0%
  2. No.

    0 vote(s)
    0.0%
  1. FastTquick

    FastTquick New Member

    Hello, everyone. I've just recently watched a video on Youtube of the Yogscast playing Race for the Wool and it has given me an idea for a Race for the Wool map designed for FTB.



    The rules will be the same as the vanilla RTFW, but the teams will have access to many new weapons and items from mods normally found in FTB like the special weapons, tools, and armor from Tinker's Contruct and/or the special blocks from other mods. Also, the map designer could design all new traps, buildings, and labyrinths among other things for the teams of players to encounter. Finally, when one team collects and places all the wool on the victory monument, there will be a fireworks show and other things that will signal the victory of the other team.

    That's my proposal. What do you guys who are reading think of the idea?
     
  2. Kel_Co

    Kel_Co New Member

    I think it's a great idea, and I actually have an idea for this using thaumcraft, and having "combat wand recharge stations" with the new energized nodes. Sounds great, if you want any tips, feel free to ask. I also do redstone and commandblocks if you need help with that.
    -Kel
     
  3. FastTquick

    FastTquick New Member

    Thanks for the post, but this is just a proposal I'm making. I can't really make Minecraft maps. If you'd like to make one, here's a few things I'd like to see. How about giving players Tinker's Contruct weapons and tools and parts and adding a few tool stations to contruct your tools at specific points on the map? Also, when a player finds and places a wool on the victory monument, send a command that types a message into the chat that whatever team has found and placed the colored wool.
     
  4. Kel_Co

    Kel_Co New Member

    Oh, I can do a lot more than that with the command blocks.....laughs evily
    (I'm basically Vechs, but with scary command blocks stuff)
    : D
    -Kel
     
  5. Kel_Co

    Kel_Co New Member

    So...hmmm
    What mods to add
    So far I have:
    1. Tinkers
    2. Thaumcraft (And lots of addons)
    And......thats it.
    I would love more ideas, but be warned....I am very picky when it comes to mods.
    So....don't even mention pixelmon. Just....no.
    -Kel
     
  6. Kel_Co

    Kel_Co New Member

    We need a name......
     
  7. Kel_Co

    Kel_Co New Member

    Okay, these are the current mods
    AdvancedThaumaturgy
    ae2
    Forbidden Magic
    HQM
    Mantle
    TConstruct
    Thaumcraft
     
  8. Kel_Co

    Kel_Co New Member

    I also think we SHOULDN'T put in nei, as there are only a few mods, and most of what will be crafted is vanilla or tinkers stuff, and people should already know that, plus, books. It will reduce lag when opening inventory.
    -Kel
     
  9. Kel_Co

    Kel_Co New Member

    Scratch Advanced Thaumoturgy.....it's 1.6 .... sad face.....
     
  10. Kel_Co

    Kel_Co New Member

    Here are a few basic screenshots of the starting area I made. Not even close to a finished lobby, but I'm almost out of time for today. The info and rules will be in the me terminal. (500 copies XD).
     

    Attached Files:

  11. Kel_Co

    Kel_Co New Member

    Ugh....Turns out we need it for the f7 feature
    Oh well
     
  12. goreae

    goreae Ultimate Murderous Fiend

    NEI is useful, no matter if you're using 0 mods or 100. Mob spawn highlighting, chunk boundaries, WAILA. I use it in every instance, no matter what I have installed. And it doesn't attribute to that much lag. Also, as you said, there will only be a few mods, so the pack should run perfectly fine for 90% of players, with or without NEI.
     
  13. Kel_Co

    Kel_Co New Member

    Yeah, I had to add it for the lighting feature
    I wanted to be evil, but my own intentions prevented me. : (
     
  14. Kel_Co

    Kel_Co New Member

    A few pic updates, the bows in the me network have separate enchantments, one is infinity, one is power 2, and the last is quickdraw 2. 2015-01-01_17.24.59.png 2015-01-01_17.24.54.png 2015-01-01_17.24.48.png 2015-01-01_17.24.41.png 2015-01-01_17.24.31.png 2015-01-01_17.24.59.png 2015-01-01_17.24.54.png 2015-01-01_17.24.48.png 2015-01-01_17.24.41.png 2015-01-01_17.24.31.png 2015-01-01_17.24.59.png 2015-01-01_17.24.54.png 2015-01-01_17.24.48.png 2015-01-01_17.24.41.png 2015-01-01_17.24.31.png 2015-01-01_17.24.15.png 2015-01-01_17.24.20.png
     
  15. Kel_Co

    Kel_Co New Member

    I still need ideas for dungeons and how to make each upcoming area, along with new mod ideas, so if you have some, give them too me, as I will update this as much as I can.
     
  16. FastTquick

    FastTquick New Member

    Sorry I haven't been around to comment. I really like the progress you've made with both the starting area and the victory monuments. I also like that you added the challenge of adding blocks of metal to the monument. How will players get those blocks? Will they have to use a smeltery to craft them?

    Also, I got a few ideas for you. I think the dungeons should be themed on the standard Minecraft elements such as fire, water, and earth. One of the dungeons can be a normal mob gauntlet area where the player has to fight through waves of mobs guarding a room containing a chest full of wool. This will emphasize the importance for players to create excellent armor and weapons before they dare try to make the perilous trek to find a wool. Another one can be a standard water maze kind of like the one in the normal RFTW map, though it can be a bit forgiving by having plenty of chests for players to find filled with helmets enchanted with aqua affinity. I don't really know what I think the last dungeon should be, but in the spirit of RFTW, it should be located at the very end and be the toughest challenge yet for the players. Aside from the dungeons, there should also be extensive alcoves containing the ores that players can mine to use to create the various metals. These can be sabotaged by players from the other team using TNT, but not enough to completely break the game.

    Finally, have you seen the target switches from Extra Utilities? I think these should be used by players to activate various traps on the other team's map. These traps can either be one-time use like blocking passages by dropping piles of gravel, or continuous use like activating drawbridge traps that drop players into spike pits or lava. To prevent players from sabotaging them, these target switches will be surrounded on all sides except the one facing the other team's map by bedrock.

    One more thing, I think the metal blocks on the victory monument should be alloy blocks since copper and tin are pretty easy to come by. I think they should be replaced by bronze and alumite respectively.
     
  17. Kel_Co

    Kel_Co New Member

    Cool, these are some great ideas...but I moved the discussion to a new thread. So yeah XD. I really like the arrow targets idea.
     
  18. Kel_Co

    Kel_Co New Member

    Also, I don't want the dungeons to be earth, water, fire, etc, as it has been overused. I want these to be unique. I don't want to do a remake of painwater either, and anyway, aqua affinity wouldn't do anything but make you mine at the same speed as you do above land. ; ) (Respiration makes you breathe longer.) I also really really like the ideas of alloys instead, I'm not sure why I didn't do that in the first place, and yes they will be in the smeltery. (A half-built one will be provided.) I already have a few ideas for caves (check out the mystic cave in the other thread.) I also wanted to add a thaumium block to the mix too.
    -Kel
    P.S. Here is the direct link to that thread: http://forum.feed-the-beast.com/thr...l-ftb-map-in-progress-need-suggestions.59110/
     

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