MORTIS IS OUT!

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  • Опубликовано: 18 май 2024
  • My first mod has its first release! and it is compatible with the better combat mod! find it on Modrith! It is called, "The Mortis Dimension"
    #minecraft #minecraftmod #wechuge #minecraftmodshowcase #enjoyed #firstmod #firstminecraftmod
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Комментарии • 21

  • @Pythix-zu5gf
    @Pythix-zu5gf 5 дней назад +2

    This mods concept is downright amazing, and i'd love to use it, but in my opinion i dislike these complex types of models, as they dont really feel like it goes with minecrafts style. Not saying it has to be pure blocks, but the wendigo and the tentacles have that sort of smooth looking model, which i dont find appropriate to a game like minecraft. Mowzies mobs is a good example of non pure blocky models with a complex feel, but still feeling like your in minecraft, as you can tell its block and doesnt feel smooth. I know your models took a long time but thats just my honest opinion. Another issue with these types of models is the animations, which are usually just too fast and goofy for the model itself, usually looking unpolished. Sounding like a real mowzies mob glazer, but it mixes the models perfectly with the smooth animations. If you are making a big boss, or any big creature in general, try to make the animations smooth and slower, to emphasize the size, making it fast looks weird and unpolished. The spear model is fine, though the tip of it could be less s m o o t h. Another tip is to not overdetail the models, for example the ropes on the hammer. The ropes could be apart of the texture, or thinner. Honestly i personally dont like overdetailed models with smooth looking features, and animations not suiting the size/feel of a mob. Im not a mod creator or modeler, so take this with a grain of salt as this is basically just my opinion. Spear guys look fine, Deer running animation is too slow and doesnt look right as they move before theyre feet even touch the ground, and i dislike the smooth look of the boss models. Another piece of feedback is to make the wood textures have variance, as it looks too static and similar, atleast from the video. could be the shaders your using (also please dont use shaders next showcase) The way of escaping is weird though, as the boss is just random and feels more like a chore to escape. The modpage says "as of now" so this is probably getting changed, i hope. Would be cool to progress through different structures in order to summon the boss to escape. Update ideas: Each time you die, you should lose a heart inside the mortis dimension, making it more difficult to escape, and once you lose all 10, you die for real. Adding more structures to the dimension which you could fight other enemies in order to get materials to craft soul hearts (the hearts u have in the mortis dimension) to not run out. This makes dying actually something to avoid instead of going back to get your items, while also being progressive. Each time you die it should spawn you in a different location though. Custom spirit/mortis items should be added in order to make it feel like its an actual different reality after death, whereas rn its just the plain items but with mortis wood (idk if this is planned to stay as the mod is new, but ill throw it in anyway) Also spirit stone is able to be broken with ur hands (idk if thats intentional) The skull item looks weird as hell in the hand and is way too big, and it shows the smooth feeling ive stated. Giving the bosses custom attacks instead of running and hitting u should be a thing, making it more immersive (once again, like mowzies mobs. Go to the mowzies mobs page and read the text where they talk about making bosses with unique attacks.) Also when you die the items should be given once you leave the dimension (this is a fix i came up with since most people use corpse mod, but there should be something to keep your items safe since not everybody uses those types of mods) The mod is new so i see why theres not much in the dimension yet. Also the dimension is a bit too dark imo. Biomes is also another thing that i assume will be added. Basically the mod needs polishing and changes to the models imo. The content itself im not critizing much since the mod is new and most things will be changed (hopefully)
    also its deer not dear, and deer drop venison not steak. (also why do ores not spawn in the mortis dimension, unless theres custom wip ores being added besides hard stone) If any of these seems rude or mean, it isnt intentional as i really hope this mod prospers as its an amazing idea. Good luck man (i know this is long asf)

    • @Solars_Craft
      @Solars_Craft  5 дней назад

      Wow... This is exactly the kind of feed back I was hoping to get and I do agree that some of the mobs need to be fixed in both animations and models and I am using Mcreater and I am very new to making mods and this one is a very ambitious project for a new bee like me. I am very thankful that you gave me all this feed back and I can't wait to get this fixed. (Also I suck at spelling lol) I hope you will give me more feed back in the future as you did here :)

    • @Pythix-zu5gf
      @Pythix-zu5gf 3 дня назад

      @@Solars_Craft Good luck man, this mod has great potential and ill definitely be watching any update videos!

    • @Pythix-zu5gf
      @Pythix-zu5gf 3 дня назад

      Funny thing is i searched for this mod for an entire day as i forgot the name of it after seeing it in a minecraft mod video and forgetting which one lol.

    • @Pythix-zu5gf
      @Pythix-zu5gf 3 дня назад +1

      Another tip is to focus on block variance before building structures. As of now the mods has basically 4 unique blocks (the wood plank variants i dont really classify as separate blocks) which can make the builds look stale or repetitive. And while the mod develops more old structures can look even more stale as more blocks get added and more new things are created. Im not saying to add like 37 different wood types, but new stone, grass, and maybe 2 more types of wood could be good. (which would also lead to more biomes, which im just assuming isnt your priority right now, so new wood can come later) As the mod goes on obviously more blocks will be added but this are the basics for most the structures, or else you'd have every structure with the same blocks. Another thing for textures is to incorporate more shading and diverse changes in tone/hue in one block, so it doesnt look plain or the same color. Which is sadly one of the issues with the mortis plank, as it feels like a static light blue. A simple fix is just to change brightness of certain pixels/areas on the block. (which is already present, just looks a lil too similar to the base color) Due to the unique atmosphere of the dimension, I see what you are going for with the log, but maroon red and light blue just looks ugly IN MY OPINION. (this is JUST MY OPINION, not a mandatory change im telling you to do. Everything i have stated is just my opinion, so if you disagree with some topics its perfectly fine. Remember i am not a scripter or mod developer, most of these things im stating are from what ive seen in other mods or opinions i feel.) The dark lighting of the dimension doesnt make it look so apparent but it does in the overworld. If you could tell me what type of feel you are trying to achieve with the dimension (for example: gloomy, unnatural and weird, or dead and barren) it'd be useful for the textures, as each biome should have a sort of theme (unless that theme is complete randomness) Looking at color theory could help with textures if u dont know which colors could go well with eachother. Just another thing, not everything made has to be 3d, as in the video you stated the armor will be given a 3d model later, which can look weird in certain circumstances. Texturing in details can be just as good or better than creating a 3d model for each detail you have planned. And if you do want 3d features, makes sure its a 3d feature instead of a 3d model all together. Just to get this off my chest for the final time, disagreeing with some of my takes is perfectly fine and not everything should be instantly changed if you feel what you have made is fine. Im not a professional, but i do play modded minecraft alot and this is what ive picken up from seeing what other have made. Final tip: ask help from other developers. They may have actual tips and instructions on how to make something, unlike me which is just giving out ideas. www.blockbench.net/wiki/guides/minecraft-style-guide/ is basically a step-by-step guide of what ive listed with examples. One last thing, dont be stressed by what ive said if it feels like alot, these changes do not have to be implemented rapidly, take you time. Most mod creators burn out due to things like this, which is truly tragic when an amazing mod gets canceled, and i hope that does not happen to this one. Take breaks when needed. I hope ive helped you with this feedback ive picked up from playing modded minecraft alot lol

    • @Pythix-zu5gf
      @Pythix-zu5gf 3 дня назад +1

      i feel like the hungering vine should be a stationary boss with ranged attacks, like vines that sprout from the ground to try to stab you (like the evoker chompers, but inflicts a poison for like 2 seconds) obviously the attack wouldnt be often though as that'd be incredibly difficult. An indicator before it sprouts up would be nice too. Just a lil idea i thought of

  • @pure-snickety1409
    @pure-snickety1409 25 дней назад +1

    I’m so hyped omg- Is there anyway you could make a curseforge release? I don’t really use modrith and I don’t want to do you dirty :

    • @Solars_Craft
      @Solars_Craft  24 дня назад +1

      I am not sure but don't just drop Modrith down the shute. I will try to get it on forge but I can't make any promises

    • @Solars_Craft
      @Solars_Craft  23 дня назад +1

      alright it is upon cursed fore! just search "The Mortis Dimension" and you should find it

  • @Cndmxmx
    @Cndmxmx 9 дней назад +2

    It's incredible, when will they release the next update with more content?

    • @Cndmxmx
      @Cndmxmx 9 дней назад +1

      I loved your mod

    • @Solars_Craft
      @Solars_Craft  9 дней назад +1

      I am aiming within the next month or two. (I am working on this alone and animating each model takes quiet a while. So I may get delayed a bit)

    • @Cndmxmx
      @Cndmxmx 9 дней назад +2

      @@Solars_Craft I understand, your work is admirable, what things will come in the next update?

    • @Solars_Craft
      @Solars_Craft  8 дней назад +1

      @@Cndmxmx all I can tell you is that it is going to be called the "Skies the Limit"

    • @Cndmxmx
      @Cndmxmx 8 дней назад +2

      @@Solars_Craft Incredible, what I loved about your mod in my opinion is that the dimension you added is like a kind of limbo, and thus it makes much more sense for players to revive after dying I like to think that when you die you enter that kind of limbo where if you want to live again you have to get your soul out of that limbo.

  • @mythicdrop3051
    @mythicdrop3051 24 дня назад

    wow. 2 comments and the video is 4 months old and it even had like 700k views, very odd

    • @Solars_Craft
      @Solars_Craft  23 дня назад +1

      mate this video. I uploaded it two days ago and it has 272 views at this time.

    • @mythicdrop3051
      @mythicdrop3051 21 день назад

      @@Solars_Craft Yeah- RUclips bugged and snipped to halves of my screen so it was this comment section on a completely different video. sorry if my comment sounded insensitive.

    • @Solars_Craft
      @Solars_Craft  21 день назад

      @@mythicdrop3051 its cool man. RUclips be bugy