What do people think of this? Have been mucking around with one of Disarray's I2 areas and this became of the ceiling... and I quite like it :3 rest of area isn't finished yet obviously!
*snip*
It looks decent, but a bit blocky.
...yeah okay that sounds weird considering Minecraft is a block-based game. But because of the scale or the angle at which you showed it, the hanging clay bits seem kinda large and out of place. I'm guessing you used the vine script from the Build Commands toolkit and used hardened clay as the alternate block?
COMMUNITY QUESTION: * wooohoooo*
What mobs do you like to use and not use in certain parts of the map?
(Like cave spiders and wither skeletons in I1 and withers in I4)
First thing, no wither spawners. I don't know why people love to put them in their maps, but it really ruins areas when you have a crapload of withers that are really hard to kill. About wither skeletons, cave spiders, and super-charged creepers, it all depends on your map. For me, I put wither skeletons and cave spiders in I1, because you have good lewt(LOOOOOOOOT)
Super charged creepers, are end map spawners for me, because they are very deadly for even iron armour enchanted fully.
Now about unbuffed mobs:
Zombies: Slow enemies, a little more deadly in small areas, but they still are the same to kill, just more of a pain if they are in packs.
Spiders: Still crappy enemies, they are better than zombies, but get annoying for players when just swarmed.
Skeletons: Mojang actually made a mob that is good. It is a powerful mob, and spawns quite frequently with armor. These are good solid mobs to fight against.
Endermen: These are just powerful if they are angry, and that isn't that hard to avoid.
-An opinion by Bnm
Finished my Desolate Dreamscape review, because you asked for it @CTMCommunity user.
Looks pretty cool, nothing else to say, I like it.
Ok, I read the DD review, BS, I can tell u haven't played it, Probley a simple fly through, At first u pretty much said EXACTLY what everguard of awesomeness said in his video which doesn't look good on u, Now ur review is obvisily a fly through due to not mentioned a fleecy mob, Or why some mobs are hard or anything. I don't want to rant, but please, I hope this review is not counted as a actually review, Because its not fair to Mr.Kaider, I might just write up a review just to make kaider happy, And tell him how I feel on the map
COMMUNITY QUESTION: * wooohoooo*
What mobs do you like to use and not use in certain parts of the map?
(Like cave spiders and wither skeletons in I1 and withers in I4)
In a 5-intersection map, I'd say:
- Zombies, skeletons, spiders, and creepers are all fine for the entire map. I'd say some projectile protection is needed if there's a good amount of skeletons, though.
- Cave spiders can be early, but not too early. IS2 is probably fine.
- Silverfish by themselves are fine for the entire map, however in groups they should be saved for IS2 or 3 onwards.
- Slimes and Magma Cubes are fine for the entire map, but they should always be used in moderation.
- Blazes and Ghasts should be at around IS2 or 3, but if there's only one or two spawners they can be earlier.
- Wither Skeletons in my map are being introduced at IS3, but they can probably be in IS2 or even 1.
- I'd say supercharged creepers are suitable for IS3.
- Witches and hostile pigmen should be the latest mobs introduced, probably at IS4 (or late IS3).
- Wither and Enderdragon spawners should be nonexistent. Seriously, I've seen quite a lot of maps with Wither spawners and it's never pretty.
Keep in mind that all of this varies depending on the difficulty of the map.
Withers: Personally wither skeletons feel like an easy mob to me but not easy enough for I1. Even though they can only fit through 3 block spaces or higher these mobs are fairly deadly and the mapper should wait until at least I2 to use these.
SC creepers:Super charged creepers make for interesting game play. They are very powerful mobs and shouldn't be randomly put in an area. I believe the player should know when a charged creeper spawner is in an area so that the player can prepare. I'm using SC creepers in I1 of my next map. I balanced them by alerting the player that they will be in the area but still keeping the gameplay challenging. I put them over a lava area so that they can be easily knocked off.
Creepers: Creepers are an easy mob that is easy to kill and deadly in close range. Creepers shouldn't be spammed ever and a creeper based area should only be applied after the player has gained the possession of blast protection armor.
Skeletons: Players never enjoy a skeleton based area especially when water based.
Zombies: A good mob to throw at the player in large quantity while still keeping the game play balanced. Zombie based areas are very fun to play.
Agro piggies:No matter what the circumstances these should never be used at I1. Amlup perfected the use of aggro pigs by balancing them and creating fun game play in returning rage and rage piglet village as well as his pantheon area.
ghast: these create fun fast paced gamelplay but they shouldnt be overused
cave spider: this vile mob shouldn't be overused. I made this mistake in the sprint in my map. The sprint area shows exactly how NOT to use cave spiders.
silverfish: CFG made a silverfish based area in his map monstrosity that was fun and dangerous. This is how silverfish should be used.
blaze: many mappers misuse blazes as one of the most powerful mobs but all the player needs is a bow and a fire resist potion and blazes are meaningless.
magma cube: Magma cubes are OP in large quantities. I prefer use of magma cubes in open world areas and maps rather than linear maps or areas just for the fact that they don't take up too much space in the environment
bwitch: Vechs ruined these by spamming them and overusing them in multiple areas such as ever-forge and lush ruins. Witches shouldn't be used before intersection 3.
Ok, I read the DD review, BS, I can tell u haven't played it, Probley a simple fly through, At first u pretty much said EXACTLY what everguard of awesomeness said in his video which doesn't look good on u, Now ur review is obvisily a fly through due to not mentioned a fleecy mob, Or why some mobs are hard or anything. I don't want to rant, but please, I hope this review is not counted as a actually review, Because its not fair to Mr.Kaider, I might just write up a review just to make kaider happy, And tell him how I feel on the map
I actually did it legit, a few weeks ago and I forgot most of it so I did do a creative flythrough at the end. But since everyone is hating me, I'll just take it down.
So I thought i'd throw a little heads-up out there about recent activities in my map, Speluncaphobia.
I have finished remodeling intersections 1 and 2, and i have now moved onto the yellow wool area. Its an ice area where you go down into a massive pit, then swim through some underground caverns into a new area where the wool is. The pit is called Frostwater Falls, and the wool area is called Fort Bleakstone
Also, little question, how many people have actually played my mini-map Lava Lands? its a quick, pretty easy 3-wool mini-ctm, and its on my thread right now (click my sigi) I'm asking because i lost access to my mediafire account (long story) so i can't see how many downloads i've got.
I played, second person to finish it as well. It was quite fun actually
So, couple of updates, after doing what i could so far in the recently renamed (for the sake of that guy who had the area named Frostwater Falls) Bleakstone Precipice, i've moved on to the light blue wool in my map, Last Hold. This is what i got so far (EXTREMELY WIP here)
(its intentionally dark to hide the spots i haven't finished yet )
Also i spruced up my second intersection, adding a little bit of detail to make it less bland.
So, couple of updates, after doing what i could so far in the recently renamed (for the sake of that guy who had the area named Frostwater Falls) Bleakstone Precipice, i've moved on to the light blue wool in my map, Last Hold. This is what i got so far (EXTREMELY WIP here)
-SNIP-
(its intentionally dark to hide the spots i haven't finished yet )
Also i spruced up my second intersection, adding a little bit of detail to make it less bland.
-SNIP-
Both look great! Many might say the intersection is "TWO SCUAREE!", but I think it looks perfectly fine.
@Drago I agree with you there about them being too "blocky", but I also really like them at the same time! They remind me of proper cavern stalactites, with rust and ore seeping down them. There's actually iron ore on the ceiling now in attempt to make sense of this. But I'm gonna work on making them look better either way! Thanks for the feedback
And @Apollo awesome as always, love both screenies
Love the name. Love the screenies. Love it all. Skeeto's map is best map.
I wonder how people would react if someone made a map with intersections in the style of Kaizo Caverns. No decorations, no fanciness, just a simple hub to get you to the real gameplay.
I wonder how people would react if someone made a map with intersections in the style of Kaizo Caverns. No decorations, no fanciness, just a simple hub to get you to the real gameplay.
Now when Vechs does this, no one ever seems to care, however, it is extremely taboo in community made maps, why is that?
I can't force myself to make simple aesthetics, i have to make it look aweshum! XD but that's just me, i love simple aesthetics too. Its one reason why i found Desolate Dreamscape's aesthetics so charming
I can't force myself to make simple aesthetics, i have to make it look aweshum! XD but that's just me, i love simple aesthetics too. Its one reason why i found Desolate Dreamscape's aesthetics so charming
All comes down to the style. That's something I learned from the Extra Credit video about the Uncanny Valley. You can make something less realistic (in this case, simpler) to have it be very stylized, or make something more realistic (in this case, complex and prettyful) to have it be grander and epic.
The people of Gershan thought they'd find safe haven in Last Hold. The mighty cliffs and hard-to-reach crags would protect them from the onslaught of darkness. However when they reached the cavern, they saw it was not to be. The abyss had turned to an oozing, gurgling pool of flesh and screams, the maw of some unearthly abomination screeching its horrid song into the darkened ceiling above them. The tomb spiders, machinations that restored the horde to life again if its members fell, flew from the abyssal darkness on crafts of black magic. Their claws reached out and tore into the land, letting the hordes pour onto the crags in which the people had sought shelter. Their safe haven had become their grave...
...yeah okay that sounds weird considering Minecraft is a block-based game. But because of the scale or the angle at which you showed it, the hanging clay bits seem kinda large and out of place. I'm guessing you used the vine script from the Build Commands toolkit and used hardened clay as the alternate block?
So yeah, doesn't look bad, just a bit odd.
What mobs do you like to use and not use in certain parts of the map?
(Like cave spiders and wither skeletons in I1 and withers in I4)
First thing, no wither spawners. I don't know why people love to put them in their maps, but it really ruins areas when you have a crapload of withers that are really hard to kill. About wither skeletons, cave spiders, and super-charged creepers, it all depends on your map. For me, I put wither skeletons and cave spiders in I1, because you have good lewt(LOOOOOOOOT)
Super charged creepers, are end map spawners for me, because they are very deadly for even iron armour enchanted fully.
Now about unbuffed mobs:
Zombies: Slow enemies, a little more deadly in small areas, but they still are the same to kill, just more of a pain if they are in packs.
Spiders: Still crappy enemies, they are better than zombies, but get annoying for players when just swarmed.
Skeletons: Mojang actually made a mob that is good. It is a powerful mob, and spawns quite frequently with armor. These are good solid mobs to fight against.
Endermen: These are just powerful if they are angry, and that isn't that hard to avoid.
-An opinion by Bnm
My Thread: http://www.minecraftforum.net/topic/1881805-ctm-wip-lands-of-mystery-by-bnm-new-map-started/#entry23248316
In a 5-intersection map, I'd say:
- Zombies, skeletons, spiders, and creepers are all fine for the entire map. I'd say some projectile protection is needed if there's a good amount of skeletons, though.
- Cave spiders can be early, but not too early. IS2 is probably fine.
- Silverfish by themselves are fine for the entire map, however in groups they should be saved for IS2 or 3 onwards.
- Slimes and Magma Cubes are fine for the entire map, but they should always be used in moderation.
- Blazes and Ghasts should be at around IS2 or 3, but if there's only one or two spawners they can be earlier.
- Wither Skeletons in my map are being introduced at IS3, but they can probably be in IS2 or even 1.
- I'd say supercharged creepers are suitable for IS3.
- Witches and hostile pigmen should be the latest mobs introduced, probably at IS4 (or late IS3).
- Wither and Enderdragon spawners should be nonexistent. Seriously, I've seen quite a lot of maps with Wither spawners and it's never pretty.
Keep in mind that all of this varies depending on the difficulty of the map.
SC creepers:Super charged creepers make for interesting game play. They are very powerful mobs and shouldn't be randomly put in an area. I believe the player should know when a charged creeper spawner is in an area so that the player can prepare. I'm using SC creepers in I1 of my next map. I balanced them by alerting the player that they will be in the area but still keeping the gameplay challenging. I put them over a lava area so that they can be easily knocked off.
Creepers: Creepers are an easy mob that is easy to kill and deadly in close range. Creepers shouldn't be spammed ever and a creeper based area should only be applied after the player has gained the possession of blast protection armor.
Skeletons: Players never enjoy a skeleton based area especially when water based.
Zombies: A good mob to throw at the player in large quantity while still keeping the game play balanced. Zombie based areas are very fun to play.
Agro piggies:No matter what the circumstances these should never be used at I1. Amlup perfected the use of aggro pigs by balancing them and creating fun game play in returning rage and rage piglet village as well as his pantheon area.
ghast: these create fun fast paced gamelplay but they shouldnt be overused
cave spider: this vile mob shouldn't be overused. I made this mistake in the sprint in my map. The sprint area shows exactly how NOT to use cave spiders.
silverfish: CFG made a silverfish based area in his map monstrosity that was fun and dangerous. This is how silverfish should be used.
blaze: many mappers misuse blazes as one of the most powerful mobs but all the player needs is a bow and a fire resist potion and blazes are meaningless.
magma cube: Magma cubes are OP in large quantities. I prefer use of magma cubes in open world areas and maps rather than linear maps or areas just for the fact that they don't take up too much space in the environment
bwitch: Vechs ruined these by spamming them and overusing them in multiple areas such as ever-forge and lush ruins. Witches shouldn't be used before intersection 3.
I actually did it legit, a few weeks ago and I forgot most of it so I did do a creative flythrough at the end. But since everyone is hating me, I'll just take it down.
My Thread: http://www.minecraftforum.net/topic/1881805-ctm-wip-lands-of-mystery-by-bnm-new-map-started/#entry23248316
I played, second person to finish it as well. It was quite fun actually
(its intentionally dark to hide the spots i haven't finished yet )
Also i spruced up my second intersection, adding a little bit of detail to make it less bland.
Thats is......wow......just wow.
Both look great! Many might say the intersection is "TWO SCUAREE!", but I think it looks perfectly fine.
Love the name. Love the screenies. Love it all. Skeeto's map is best map.
http://www.youtube.com/user/halfpixel274
Now when Vechs does this, no one ever seems to care, however, it is extremely taboo in community made maps, why is that?
All comes down to the style. That's something I learned from the Extra Credit video about the Uncanny Valley. You can make something less realistic (in this case, simpler) to have it be very stylized, or make something more realistic (in this case, complex and prettyful) to have it be grander and epic.
The people of Gershan thought they'd find safe haven in Last Hold. The mighty cliffs and hard-to-reach crags would protect them from the onslaught of darkness. However when they reached the cavern, they saw it was not to be. The abyss had turned to an oozing, gurgling pool of flesh and screams, the maw of some unearthly abomination screeching its horrid song into the darkened ceiling above them. The tomb spiders, machinations that restored the horde to life again if its members fell, flew from the abyssal darkness on crafts of black magic. Their claws reached out and tore into the land, letting the hordes pour onto the crags in which the people had sought shelter. Their safe haven had become their grave...
wow im doing a lot of sneak peaks lately
The terrain looks very bland under the structure try adding more mountainous terrain or try filling it with water or lava.
yes i know, i was showing off the structures not the terrain, i haven't finished the terrain yet
(btw the netherbrick is a hand, in case you missed that)
Oh jeez. Have you made any huge changes past I2?
http://www.youtube.com/user/halfpixel274
Holy shet man. Dude, that's like, the best area I have ever seen to date. That's perfection.
We really do need to finish that map. I'll be home this Saturday.
http://www.youtube.com/user/halfpixel274