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Messages - Enter The Void

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1
Total Miner Discussion / Re: Guesses for first demi?
« on: September 01, 2016, 04:00:56 PM »
I could probably be top 3 if I put an effort into it.

I could be top 4!

2
Total Miner Discussion / Re: Total Miner being Total Miner?
« on: August 26, 2016, 07:02:37 AM »
How does set region define this entire generation of total miner? Why is it so important? It's changed a lot but it's changed in a great way. The people are the problem, the kids who jump on and make a killing / death match maps are the bad part of it. I don't understand what you're trying to say by this. I've been around since pre 1.8 aswell so I've seen a lot happen in TM.

3
Total Miner Discussion / Re: Whats the best map you have built?
« on: June 07, 2016, 07:27:08 PM »
The best map I have built I feel is a two way tie, by popular or logical belief because everyone has seen it, my best is Brokenshadow

http://totalminerforums.net/index.php?topic=6432.0

I built it a super long time ago, but rebuilt it much better around two years ago. I hit over 400 rates, and earned demigods for it the original way by Craig placing them. It's a RPG adventure map set in medieval time period. Definitely some amazing memories with it.

Why it's a tie, is because my other close favorite is my horror map. Into The Dark.
http://totalminerforums.net/index.php?topic=11506.0

I've still yet to finish this because of needing more ideas and finishing the scripts to make everything flawless (created a year ago -__-) it's a very unique questing / adventure horror map, I loved building it and had a super fun time even playing it. Brings back nostalgia for whatever reason too.

Scripting and story wise, Into The Dark is my best.
Quality builds, exploration and amount of stuff wise, Brokenshadow is my best.

4
Your world / Re: Into The Dark: A Truly Dark TM Experience
« on: March 09, 2016, 11:32:35 PM »
You don't need incredibly detailed particles to make the item look good. It often helps, But it isn't needed.

On a side note, If you want, I have a really cool particle effect that can be used to simulate a really nice fog effect. Possibly even better than the in game fog.
Maybe, I'd like to check it out for sure, but my map has a bunch of fog in it, like a long hallway filled with it. I just uploaded a few pictures of the map if you'd like to see!

5
Your world / Re: Into The Dark: A Truly Dark TM Experience
« on: March 09, 2016, 07:43:13 PM »
I like the concept of horror in a game not normally percieved as scary. You can really utilize particles and such to make some interesting custom scenery.

Exactly! That's why I love doing it because there's so many great options to do so! I've so bad wanted to get into making particles but I'm not good at them at all and I have no idea how to make incredible detailed ones :/

6
Your world / [Construction] Re: The Amityville Horror
« on: March 09, 2016, 01:42:29 AM »
This looks absolutely incredible! Beautifully well made. I still want to learn how to use particles that well lol

7
Your world / Re: Into The Dark: A Truly Dark TM Experience
« on: March 08, 2016, 10:19:31 PM »

Next time we're both on, You should give me a look around. I'd love to take notes for my own project.

Not a problem at all actually! I'd love to begin showing it around more. It doesn't have an end yet, but there's pretty good progress so far. I updated the original post with a little bit more information and even a request to anyone who'd like to see.

Even if you just have any tips to nail the ambience of a horror map, I will definitely take it.

Who knows, Maybe I will have a few things to show you that you could use.
If i can think of some good ones, I'll definitely give it. and sounds great! I'm on quite often, just appearing offline. so almost anytime i guess?

8
Your world / Re: Into The Dark: A Truly Dark TM Experience
« on: March 08, 2016, 09:26:06 PM »

Next time we're both on, You should give me a look around. I'd love to take notes for my own project.

Not a problem at all actually! I'd love to begin showing it around more. It doesn't have an end yet, but there's pretty good progress so far. I updated the original post with a little bit more information and even a request to anyone who'd like to see.

9
Your world / Re: Into The Dark: A Truly Dark TM Experience
« on: March 08, 2016, 04:07:20 AM »
Gonna bump this topic as Jakben gave me a tour a few evenings ago. Holy damn, this map is well built together, and I'm hoping he finished what he needs to! This is the first horror map that genuinely made me feel uncomfortable in where I was. The story is great! Even the smaller aspects such as chapter transitions make this map awesome! You better get back to work on this Jakben.

Trub!! Thank you so very much for your opinion and bumping this! I'm super happy about it, and I'm excited about how it's looking so far, definitely gonna build it up more and get it finished soon too now that I know you enjoyed it so much! Hoping others will once it's done too!

10
Fun House / Re: Total Miner Dis Track
« on: March 02, 2016, 01:32:00 AM »
OH nah I'm angry now

11
Ideas / Additional "Fill" Command aspect
« on: February 12, 2016, 01:33:02 AM »
On fill commands it contains all of the parameters needed,
Status, region, measurement, excluding: etc, percent, seed, and finally block.
The great thing about it is you can choose to fill however much you want with a texture item. Like Multi texture, stain glass,all that fun stuff.

When you fill with it, it's always the default texture however.
Wouldn't it be great to have an extra perameter in fill, or other commands to be able to set the fill or placement texture? (If given block can have a changeable one)

12
Ideas / Re: Zone-able effects
« on: February 07, 2016, 05:39:15 PM »
That would be awesome. Have a map weather effect that toggles between rain, hail, clear, snow, storm, etc like the controls toggle when you change them.

Zone based ones would be pretty cool too. Mainly for people who don't know scripts though. It should just be basic weather settings, and if you want to edit it, that's where the scripts come in. It could also have a sound setting as well. Access to the in game music would be perfect for this too, you can have "Darkness is Coming" play when in the zone for underground, and then a happier song for the surface or town.

Tate!!!! Exactly!! That's what I thought would be cool, like the music or ambient sound dissipates at a like, the normal rate or by 5 blocks outside the zone. Would be great, the sound would just be more square instead of the normal sphere

13
Ideas / Zone-able effects
« on: February 05, 2016, 01:23:59 AM »
Probably not the best title but let's work with it.
I found it a bit awkward and difficult to make one zone have a weather effect, or even better a sound be played. Setting an "entry" or "exit" script are the only two ways it can be done, and even then it doesn't help.

Yes the weather effects themselves can be put to the area, that's easy enough I suppose but I thought it could be really cool to set it directly into a zone with really basic options (rain, fog, hail, snow, default  color, default intensity, high, low, all that)

Maybe even have a portion of the creative menu to set overall map effects like what happens when "weather" option is on. Think it would make things super simple and fun.

14
Creative Features / Re: Lights and getting rid of them?
« on: January 18, 2016, 07:40:37 PM »
So basically in theory there isn't too much of a way to rebuild the light or get this to not look super glitchy? I assume it depends on the size of the map and how the player connects to it maybe? That's kinda lame but alright.

15
Creative Features / Re: Lights and getting rid of them?
« on: January 15, 2016, 05:07:47 PM »
I believe the Commit command should rebuild the light.

Used it, I put it like right exactly after the replace and a wait of [2500] before the next CCTV. I don't know if it's like that cause I'm host or what, but it takes a lot longer than just that to go away

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