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VOG Network • View topic - VOGNetwork Minecraft Server: WE'RE BACK BABY!!!
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 Post subject: Re: Let's Play: Minecaft
 Post Posted: Thu Dec 06, 2012 12:24 pm 
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Orange Lounge Radio

Joined: Sat Jun 02, 2012 9:43 pm
Posts: 616
The Mob Arena plugin is working now. I'm still in the process of balancing player classes as the difficulty is way higher than I anticipated. However, if you'd like to try it out simply enter in the command "/ma join" in the chat window. Some classes are not working at the moment but you can figure that out when you are selecting your class. I also will be tweaking the arena some more since some of the arrow launchers are not working like I wanted them to.


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 Post subject: Re: Let's Play: Minecaft
 Post Posted: Thu Dec 06, 2012 1:27 pm 
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Joined: Tue Sep 18, 2012 10:18 am
Posts: 2
yup uh my username is not chris109 its llolz124


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 Post subject: Re: Let's Play: Minecaft
 Post Posted: Thu Dec 06, 2012 2:24 pm 
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Joined: Wed Jun 06, 2012 7:33 am
Posts: 57
Location: Columbus, Ohio, USA
Wolfmaster class is pretty great. Hit something once with your sword, and the wolves chase it down and murder it. I'm having problems getting through wave 10, though. I can go Pyro and barricade myself in, but I take it the wave doesn't end unless I kill the boss, whatever that is.

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http://hitstun.bakamostudios.com


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 Post subject: Re: Let's Play: Minecaft
 Post Posted: Fri Dec 07, 2012 9:09 am 
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Orange Lounge Radio

Joined: Sat Jun 02, 2012 9:43 pm
Posts: 616
That is correct, Hitstun. I've changed all the waves over to the ones I had designed. Unfortunately, they may be harder, and stranger. I'm still balancing everything. Added a Miner class with a pickaxe that deals a good amount of damage and a shovel that knocks mobs back.


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 Post subject: Re: Let's Play: Minecaft
 Post Posted: Fri Dec 07, 2012 9:10 am 
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Orange Lounge Radio

Joined: Sat Jun 02, 2012 9:43 pm
Posts: 616


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 Post subject: Re: Let's Play: Minecaft
 Post Posted: Fri Dec 07, 2012 11:23 am 
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Orange Lounge Radio

Joined: Sat Jun 02, 2012 9:43 pm
Posts: 616
LOL. We made it to the 1st boss but were unable to kill him. He had way too much health. So I'm off to balance it some more.


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 Post subject: Re: Let's Play: Minecaft
 Post Posted: Sat Dec 15, 2012 2:54 pm 
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Orange Lounge Radio

Joined: Sat Jun 02, 2012 9:43 pm
Posts: 616
The server is back up (forgot to turn it back on after I was working on it last night) and the permissions should be fixed to allow worldedit and world guard again. Also will be adding Spoutcraft support soon so we can get some custom models. Probably once Flan updates his vehicles and guns plugin.


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 Post subject: Re: Let's Play: Minecaft
 Post Posted: Tue Dec 18, 2012 4:46 pm 
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Joined: Tue Dec 18, 2012 4:43 pm
Posts: 1
Heard it from the podcast I would love to Join and build if you wouldn't mind.

Username: Jamez18


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 Post subject: Re: Let's Play: Minecaft
 Post Posted: Tue Dec 18, 2012 10:19 pm 
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Orange Lounge Radio

Joined: Sat Jun 02, 2012 9:43 pm
Posts: 616


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 Post subject: Re: Let's Play: Minecaft
 Post Posted: Wed Dec 19, 2012 8:11 pm 
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Joined: Wed Jun 06, 2012 7:33 am
Posts: 57
Location: Columbus, Ohio, USA
Llolz124 and I went crazy and extended the rails from Codeman Games's place all the way around Llolz124's Home to Hitstun's Peak. The ride takes 5 minutes and now works in both directions. It's full of surprises! I did put rails through a few other people's stuff, but I think it's worth it. Let me know if you want me to get my rails out of your buildings.

Hey LOKI, my WorldEdit still doesn't work. The //sel command works, but all the other commands like //pos1 or //wand give me a message that I don't have permission. I'm building a 32x28x26 3D model of Zero the same way I did for (Christmas) NiGHTS, but WorldEdit would make the process a lot faster and easier.

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http://hitstun.bakamostudios.com


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