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Author Topic: evil castle lair  (Read 11127 times)

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Offline hat1324

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Re: evil castle lair
« Reply #40 on: November 27, 2011, 10:42:18 PM »
Crap man, you outta be one grateful requester ._.

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Re: evil castle lair
« Reply #40 on: November 27, 2011, 10:42:18 PM »

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Offline sashocku

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Re: evil castle lair
« Reply #41 on: January 07, 2012, 10:47:42 AM »
i am

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Re: evil castle lair
« Reply #41 on: January 07, 2012, 10:47:42 AM »

The MCSchematics.com schematic awards have returned to MCSchematics.com due in part to popular demand. Come check out this months winners!

Offline loudwhitenoise

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Re: evil castle lair
« Reply #42 on: January 07, 2012, 08:35:48 PM »
I posted an unfinished release for you, cos the lag is slowing progress down abominably. Trying to place a block often places 2 or 3, even though I have optifine and lowest graphical settings. Most of my work has been drawing concept sketches onto screenshots. I did corrupt the tower though :P

have a prerelease. http://www.mcschematics.com/index.php?topic=10290

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Offline minecraftnub

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Re: evil castle lair
« Reply #43 on: January 08, 2012, 03:48:20 AM »
Wtb is up with your game LWN?


Oriental style watchtower/outpost: http://www.mcschematics.com/index.php?topic=3218.msg22367#msg22367


Oriental style base: http://www.mcschematics.com/index.php?topic=3245.msg22577#msg22577

CLICK ON THE EGGS, IF YOU DON'T MY DRAGONS WILL DIE!!!
http://dragcave.net/user/dolzak


Offline matioshka

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Re: evil castle lair
« Reply #44 on: April 21, 2012, 10:09:53 AM »
This will be nice, when it's done. I looks forward to it.

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Re: evil castle lair
« Reply #44 on: April 21, 2012, 10:09:53 AM »

Download Towns today - Die prematurely tonight!

Offline loudwhitenoise

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Re: evil castle lair
« Reply #45 on: April 21, 2012, 04:18:45 PM »
Well, there is a prerelease at http://www.mcschematics.com/index.php?topic=10290 which has weirdness happening with random cobbles in places, but my minecraft is really acting dumb whenever I go to this map :( Even with all the redstone devices disabled, Tiny, Fast, Optifine, Peaceful, it still lags so bad that it places 3 blocks per click. And has a bunch of redstone devices just plain never worked in the first place. I work on the gardens whenever I'm there but progress is negligible.

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Offline matioshka

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Re: evil castle lair
« Reply #46 on: April 21, 2012, 06:16:21 PM »
Perhaps the world is somehow corrupted? Perhaps you could MCedit it to another world? Just a guess, my computer knowledge is next to none. And by the way, that was a really fast reply for so long a dormant tread.

Offline loudwhitenoise

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Re: evil castle lair
« Reply #47 on: May 06, 2012, 10:39:36 PM »
Another reason to be careful and make backups: A random chunk randomly appeared totally at random and overworte part of this. I think I have to go all the way back to the prerelease (noooo, all my work!) or find some funkidonkular workaround. I wonder if I made any backups of the worldsave? And I still have ignored poor mr roof-spider, landscaping seemed easier. Ah well maybe I should play with putting the new blocks into it. Once I figure out why I crash every 5 minutes with 'out of memory' that doesnt even show the normal out of memory error, just makes the client disappear. So I got annoyed and tnt'ed the chunks around this.

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Offline loudwhitenoise

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Re: evil castle lair
« Reply #48 on: August 16, 2012, 04:12:02 AM »
Progress: Thanks and notches go to Malphar, who repaired the pork chute. This gave me motivation to work on this again, even with my FPS ranging between 5 and 10 >_<.
Repaired some redstone, and took all the torches out of the spider basement. Set up a trap to use spawn eggs as opposed to spawners. Set up a few tripwires - which, by the way, are scarily effective. Replaced a few more cobble leftovers with stone bricks, but there are still heaps of them left (can't just use the replace tool because then the orientations will get messed up).

Still need to do the landscaping, the giant spider, and fill in some empty places. Would you still beleive that I have a whole pile of passages and rooms that want filling?

Considering that I started work on it last year... probably around the time of 1.7b.

Download topic is at http://www.mcschematics.com/index.php?topic=10290
« Last Edit: August 17, 2012, 08:20:22 PM by loudwhitenoise »

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Offline Tatzlwurm

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Re: evil castle lair
« Reply #49 on: August 16, 2012, 07:17:11 AM »
What texture pack are you using? If you go to default textures and start Minecraft from a .bat file to increase your Ram allocated to Java then that might assist your lag issue.

P.S. im sure you already know how to do that, but if you need help just let me know.

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Re: evil castle lair
« Reply #49 on: August 16, 2012, 07:17:11 AM »

Download Towns today - Die prematurely tonight!

Offline loudwhitenoise

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Re: evil castle lair
« Reply #50 on: August 16, 2012, 09:42:52 PM »
I'm using default textures on this map, but I use x32 ones on less laggy ones, where I can get 15FPS. by the way this is with optifine, fast settings, short/tiny view, and most animations turned off.
I do know how to assign more ram, but i dont have enough ram in the first place.
The problem stems not from my minecraft, but from my antique computer. Default onboard graphics card, only 1G ram, and only 65G hard drive space.

for most of this build I was using custom painterly textures, and then custom x32 textures which I mixed together from 4 different TPs.

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Offline veespado

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Re: evil castle lair
« Reply #51 on: August 17, 2012, 01:41:42 AM »
this looks great
nice job

Offline loudwhitenoise

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Re: evil castle lair
« Reply #52 on: August 17, 2012, 08:17:59 PM »
You know those new traps I mentioned? Lets just say there are a few ...bugs... in the design. (Hostile mobs keep setting them off.)

Yep, pretty much every red dot on that minimap is a spider.


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Offline farazar

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Re: evil castle lair
« Reply #53 on: August 17, 2012, 08:58:50 PM »
Perhaps the necromancy area can be underground?  You could rig up the hallway with a piston trap that launches you into lava if you don't jump the tripwire.  Anyone else wouldn't figure it out and die.   Also rigging many other traps along the way.      Perhaps this?  Little odd for a castle, but it works for me. :P

VERY DIFFICULT TO MAKE!!!  But EXTREMELY effective.   If made underground, it is easily hidden, but could be found by dirt diggers, perhaps surround it by a 2 thick wall of obsidian.



^    All I'd need is some redstone, cobblestone, and a couple pistons to survive.  Be very bored, but survive.

Offline veespado

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Re: evil castle lair
« Reply #54 on: August 17, 2012, 09:13:31 PM »
looks cool

Offline loudwhitenoise

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Re: evil castle lair
« Reply #55 on: August 17, 2012, 10:33:00 PM »
I like the portcullis in the video, but the combo lock does seem overkill.
The reason of the necromancy tower was that the original request - in the first post right at the top - was for a tower. I did make an alchemist dungeon though. And that has a booby trapped door. Real basic one, choose the wrong pathway and lava pours on your head.
There are less traps than there are hidden passages, though off the top of my head I can think of 3 traps I put in this build.

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Offline farazar

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Re: evil castle lair
« Reply #56 on: August 22, 2012, 07:36:48 PM »
Hmm..  you are probably done already. xD     If it's simplicity you're after, perhaps a trap floor or a gravel suffocation trap?   Or just a one-way door trap, when they move around the obsidian coated room, they step on a pressure plate, which opens the floor and they fall into a pit of lava.
« Last Edit: August 22, 2012, 07:42:55 PM by farazar »


^    All I'd need is some redstone, cobblestone, and a couple pistons to survive.  Be very bored, but survive.

Offline sashocku

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Re: evil castle lair
« Reply #57 on: December 30, 2012, 12:53:40 PM »
i cant wait i have so many plans for it >:)

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Re: evil castle lair
« Reply #57 on: December 30, 2012, 12:53:40 PM »

The MCSchematics.com schematic awards have returned to MCSchematics.com due in part to popular demand. Come check out this months winners!