Okay guys, I'm here to pull a Drago and basically say that my laptop's screwed. I whacked it a bit too hard yesterday (as I do) and now the harddrive is unreadable in places. I haven't lost Disarray entirely, but the rest of my data right now isn't looking promising. So yeah. Someone slap me.
Maybe i am the only one struggling with this, maybe not.
I have a question to all of you about snapshots and mods: How do you think about working in snapshots without mods, or adding snapshot contents later?
It's really hard (at least for me) to work without spc, and add block variation etc.
However, i don't think it works if you add in new content later, instead of designing areas with it.
And SPC/TMI don't work in the snapshots (well, TMI can, but half. SPC doesn't work).
I have a question with Kamyu's Custom Mob Spawner. How do I create a mob that spawns with a players head on?
Just use the mob head ID as the head id, and insert the name of the player at Mob Skull Owner. In his newest version you can do that
Also, i just thought of a new, defensive CTM idea. Where you don't travel outwards, but have to build a base while being swarmed by mobs. Every amount of time a new type of mob will join the battle, and every few mobs will be a fleecy mob. So you start in a desert, and then there comes a mob that drops wood, then one for enchanted wooden swords, one for dirt, one with seeds, and then a white wool mob. You have to defend your bed, if it gets blown up and you die it's game over (you may not craft beds). It involves more redstone, and less area making. Any ideas on this?
What was your progression as a map maker? ie(failed projects etc)
I realize this is a few days late, but I'd like to share my mapmaking story.
- Map the First: Cramped. A 4-wool CTM map. The theme was that the entire map took place in a very small area, but honestly, it was more of an excuse than a theme. I did go through with the map, and while it was good for its time, it's a horrible map. Don't play it. Took 14 hours to make, and was released in November 2011. As of this post it has roughly 250 downloads.
- Map the First and a Half: Divide and Conquer. A 16-wool CTM map that I fully planned but ditched before even finishing the white wool dungeon. The theme was that the map was divided into nine huge chambers in a 3x3 grid. The center chamber was a base and monument location, and the eight surrounding chambers represented different environments and had two wool each. Never released.
- Map the Second: TSC. This was a t3c-styled parkour obstacle course. It currently has 10 challenges and around 80 stages. SkyDoesMinecraft actually did a single video on it and put it on CavemanFilms's channel, and it consequently ended up being pretty successful. Took about 30 hours to make and was released in November 2012. Currently has about 7,000 downloads.
- Map the Third: Just Jump. This is a themeless, storyless parkour map with 100 stages and a gradually increasing difficulty. While the aesthetics aren't anything special (it's basically vanilla terrain), I did my best to make the map fun and challenging to play. SkyDoesMinecraft played it and posted a video within 24 hours of the map's release. Three more videos followed, and a few more popular Youtubers joined in. Even though it was released five months ago, the thread is still relatively active and it's still doing great. Took about 60 hours to make and was released in February 2013. Currently has over 100,000 downloads!
- Map the Fourth: Just Sprint. A sprint map that acted as a follow-up to Just Jump. As far as I know, it's currently the longest sprint map ever made. Sky didn't play this one, but a few others did, and the map did very well. Took about 40 hours to make and was released in April 2013. Currently has about 12,000 downloads.
- Map the Fifth: The Painter. I finally decided to give CTM mapmaking another shot after three parkour maps. I had learned a LOT about mapmaking since Cramped, and I felt ready to begin a huge project. It's a five-intersection, linear branching, easy-difficulty map featuring a storyline and a variety of different environments. The map hasn't been completed yet, but it's coming along nicely, and I've received very positive feedback so far. I'm currently almost done with Intersection 3, and 8 of the 16 wool has been placed. Over 60 hours of work has gone into it so far, and the estimated release date is September 2013.
Miniature projects I've made along the way include:
- Banana Conquest, a map made for Bananapielord to play back when he still did his Minecraft Worlds series. He never played it.
- Moss Sewers, an area for a Searching for Redstone collaboration map. The map hasn't been released and I don't know if it ever will be.
- Intersection 6 and Take the Plunge, both areas for the Caves of Pestilence CTM collab map.
- Millennium Cavern, a mini CTM. Five wools. It's actually balanced, tested, and ready to go, but I never got around to releasing it.
Hope you enjoyed reading all this as much as I enjoyed typing it up! Now it's time to read everyone else's stories!
EDIT: Less than ten minutes ago, Just Jump got added to the Adventure Lobbies website. So yeah, it's still doing well.
lil post of a screenie from my Strawberry Jam entry!
I really like those clouds!
Question: Is there a mod or anything that makes it easier to put color codes into signs in-game? Switching between Minecraft and McEdit just to change color text plus sometimes not having it work at all, is a bit irritating and is beginning to tick me off.
Question: Is there a mod or anything that makes it easier to put color codes into signs in-game? Switching between Minecraft and McEdit just to change color text plus sometimes not having it work at all, is a bit irritating and is beginning to tick me off.
If you're talking about loot like weapons and armour use the All-u-want inventory editor, it's fantastic for custom loot.
I will just leave this here for you guys to enjoy. (Or hate on...)
First pic: Restart the whole island. Making it bigger will allow to do more with it. Limiting yourself spacially is bad. You can always fill empty space, its hard to created more when you need it (i'm finding that out with the area i'm making for my strawberry jam entry :/) The land is also too obviously made with spheres. While i realize its difficult to get rid of the sphere shape completely when working with islands, a little smooth brush can go a long way.
The quartz building in the background also looks kind of ugly. Sticking to a single block like that is almost always a disaster waiting to happen. I'd suggest tearing it down and starting over with a nice wood/cobble mixed house. Be sure to include logs in your structure at the corners, they're nice highlights for any house using large amounts of wood. (however don't overuse it throughout a single map, or it starts to look repetitive)
The reeds serve no purpose i can see, as the player can't get diamonds to make their own enchanting table, and its just as easy to give them enchanting books and a lot more efficient. Point is, remove the reeds. Also if you're going for a deserted look with the island, remove the flowers. If you're going for a lush look, change the dirt to grass and make it an ocean biome (to negate natural animal spawns)
Like i said at the beginning, the big problem i see with this area is it needs to be a lot bigger so it can become more interesting. Keep at it and you can get it i'm sure
Second picture: I see a very cramped space again. You might can make it work, but if you find you can't add enough, expand to cave. Unlike the previous island, you can probably expand this cave without actually starting over brand new. I would suggest making this section lead to a big open room where the wool is. its a tried and true formula and, while it might not get you any points for creativity, its almost impossible to mess up.
As for block variation, not much needed if any. Try mixing some gravel and dirt into the floor, and perhaps a bit of cobble into the walls, but anything else would just look too busy. The vines are nice, but very cliche. Every cave in a ctm map ever has them. I'd suggest changed them to leaves (use the /cs vine tool to place leaf vines) or, if its a spider themed dungeon (i see some cobwebs) change it to spider webs. Either way, the vines need to go I think.
I also see some veeeeerrrrrrryyyyy uneven ground here. Try to smooth things out so its easier for the player to run from mobs through. Also a tiny bit of erosion on the walls and floor wouldn't hurt anyone.
Without light on:
With light on:
Ehhh, looks more like a flying boat.
*slaps skeeto*
now moment of sad face *sad face*
Looked at the sole album, absolutely amazing. Can't wait to play this soon!
That looks really cool, I like the flames at the right a lot. Nice touch.
Journey Of Eritha #1 Spindle Caves
Also I decided to make an entire minimap series based on the idea of this map expect something similar in my next jam map!
Try sethblings filters they work well for that
Screenies:
Moar:
I have a question to all of you about snapshots and mods:
How do you think about working in snapshots without mods, or adding snapshot contents later?
It's really hard (at least for me) to work without spc, and add block variation etc.
However, i don't think it works if you add in new content later, instead of designing areas with it.
And SPC/TMI don't work in the snapshots (well, TMI can, but half. SPC doesn't work).
Just use the mob head ID as the head id, and insert the name of the player at Mob Skull Owner. In his newest version you can do that
Also, i just thought of a new, defensive CTM idea. Where you don't travel outwards, but have to build a base while being swarmed by mobs. Every amount of time a new type of mob will join the battle, and every few mobs will be a fleecy mob. So you start in a desert, and then there comes a mob that drops wood, then one for enchanted wooden swords, one for dirt, one with seeds, and then a white wool mob. You have to defend your bed, if it gets blown up and you die it's game over (you may not craft beds). It involves more redstone, and less area making. Any ideas on this?
I realize this is a few days late, but I'd like to share my mapmaking story.
- Map the First: Cramped. A 4-wool CTM map. The theme was that the entire map took place in a very small area, but honestly, it was more of an excuse than a theme. I did go through with the map, and while it was good for its time, it's a horrible map. Don't play it. Took 14 hours to make, and was released in November 2011. As of this post it has roughly 250 downloads.
- Map the First and a Half: Divide and Conquer. A 16-wool CTM map that I fully planned but ditched before even finishing the white wool dungeon. The theme was that the map was divided into nine huge chambers in a 3x3 grid. The center chamber was a base and monument location, and the eight surrounding chambers represented different environments and had two wool each. Never released.
- Map the Second: TSC. This was a t3c-styled parkour obstacle course. It currently has 10 challenges and around 80 stages. SkyDoesMinecraft actually did a single video on it and put it on CavemanFilms's channel, and it consequently ended up being pretty successful. Took about 30 hours to make and was released in November 2012. Currently has about 7,000 downloads.
- Map the Third: Just Jump. This is a themeless, storyless parkour map with 100 stages and a gradually increasing difficulty. While the aesthetics aren't anything special (it's basically vanilla terrain), I did my best to make the map fun and challenging to play. SkyDoesMinecraft played it and posted a video within 24 hours of the map's release. Three more videos followed, and a few more popular Youtubers joined in. Even though it was released five months ago, the thread is still relatively active and it's still doing great. Took about 60 hours to make and was released in February 2013. Currently has over 100,000 downloads!
- Map the Fourth: Just Sprint. A sprint map that acted as a follow-up to Just Jump. As far as I know, it's currently the longest sprint map ever made. Sky didn't play this one, but a few others did, and the map did very well. Took about 40 hours to make and was released in April 2013. Currently has about 12,000 downloads.
- Map the Fifth: The Painter. I finally decided to give CTM mapmaking another shot after three parkour maps. I had learned a LOT about mapmaking since Cramped, and I felt ready to begin a huge project. It's a five-intersection, linear branching, easy-difficulty map featuring a storyline and a variety of different environments. The map hasn't been completed yet, but it's coming along nicely, and I've received very positive feedback so far. I'm currently almost done with Intersection 3, and 8 of the 16 wool has been placed. Over 60 hours of work has gone into it so far, and the estimated release date is September 2013.
Miniature projects I've made along the way include:
- Banana Conquest, a map made for Bananapielord to play back when he still did his Minecraft Worlds series. He never played it.
- Moss Sewers, an area for a Searching for Redstone collaboration map. The map hasn't been released and I don't know if it ever will be.
- Intersection 6 and Take the Plunge, both areas for the Caves of Pestilence CTM collab map.
- Millennium Cavern, a mini CTM. Five wools. It's actually balanced, tested, and ready to go, but I never got around to releasing it.
Hope you enjoyed reading all this as much as I enjoyed typing it up! Now it's time to read everyone else's stories!
EDIT: Less than ten minutes ago, Just Jump got added to the Adventure Lobbies website. So yeah, it's still doing well.
I really like those clouds!
Question: Is there a mod or anything that makes it easier to put color codes into signs in-game? Switching between Minecraft and McEdit just to change color text plus sometimes not having it work at all, is a bit irritating and is beginning to tick me off.
If you're talking about loot like weapons and armour use the All-u-want inventory editor, it's fantastic for custom loot.
Oh, don't mind me, just building some stuffs.
*puts screenshots onto thread*
*waddles out*
Overhead view:
Sideways underneath view:
I am sick of people just saying "block variation, erosion" and leaving it at that.
It doesn't need that. Go away.
That looks absolutely disgusting.
No, just no
Edit* Because it's just a test it's fine but don't use it still, needs to be better!
First pic: Restart the whole island. Making it bigger will allow to do more with it. Limiting yourself spacially is bad. You can always fill empty space, its hard to created more when you need it (i'm finding that out with the area i'm making for my strawberry jam entry :/) The land is also too obviously made with spheres. While i realize its difficult to get rid of the sphere shape completely when working with islands, a little smooth brush can go a long way.
The quartz building in the background also looks kind of ugly. Sticking to a single block like that is almost always a disaster waiting to happen. I'd suggest tearing it down and starting over with a nice wood/cobble mixed house. Be sure to include logs in your structure at the corners, they're nice highlights for any house using large amounts of wood. (however don't overuse it throughout a single map, or it starts to look repetitive)
The reeds serve no purpose i can see, as the player can't get diamonds to make their own enchanting table, and its just as easy to give them enchanting books and a lot more efficient. Point is, remove the reeds. Also if you're going for a deserted look with the island, remove the flowers. If you're going for a lush look, change the dirt to grass and make it an ocean biome (to negate natural animal spawns)
Like i said at the beginning, the big problem i see with this area is it needs to be a lot bigger so it can become more interesting. Keep at it and you can get it i'm sure
Second picture: I see a very cramped space again. You might can make it work, but if you find you can't add enough, expand to cave. Unlike the previous island, you can probably expand this cave without actually starting over brand new. I would suggest making this section lead to a big open room where the wool is. its a tried and true formula and, while it might not get you any points for creativity, its almost impossible to mess up.
As for block variation, not much needed if any. Try mixing some gravel and dirt into the floor, and perhaps a bit of cobble into the walls, but anything else would just look too busy. The vines are nice, but very cliche. Every cave in a ctm map ever has them. I'd suggest changed them to leaves (use the /cs vine tool to place leaf vines) or, if its a spider themed dungeon (i see some cobwebs) change it to spider webs. Either way, the vines need to go I think.
I also see some veeeeerrrrrrryyyyy uneven ground here. Try to smooth things out so its easier for the player to run from mobs through. Also a tiny bit of erosion on the walls and floor wouldn't hurt anyone.
Hope this feedback helped!
It was meant to be a test, not really bring implemented into a CTM map, but yeah I should probably do that