Virthure, this thread is indeed for discussion, but you need to know where to stop. It just became a "Yes it is!" "No it's not!" discussion. Nobody wants to read that or participate in that...
Community question:
How do you hide your random loot chests? Should they be hidden? And how much loot should you give out to the player?
E: Random loot = unlabaled, unnamed loot. No crappy kamyu stuff...
I give random loot out fairly often, about 40 chests of unnamed loot per area (hand-placed) maybe more dependant on the length of the area, I personally give the player out alot more resources that they will ever need, but it is just how i make maps, which gives my maps a certain style that makes them less likely to be rage quitted. I Think that one death should make you lose all your OP stuff. So i give out alot of loot to compensate for that. Ussually by i2 or so you should have a chest filled with armor and another double chest filled with swords.
And I used Kamyu's tools for my second map, its not a crappy program its just most people dont really know how to use it well. Like Inferno Mines got alot of hate because the loot didn't advance with the player, but other maps who use different tiered loot per intersection, even if its Kamyu's tools arent bad just because they used it. That being said i give out hand-placed random loot in my first map, and in my upcoming 3rd map.
Do I hide my random loot chests? I really dont understand this question to well, but ill try to answer it as i see it. No, why would you hide a random loot chest? If you are refering to as a secret that i'd much rather use a custom item than just random loot that they can find in the area :/ I feel random loot chests should be spread out throughout the area.
tl;dr : i give alot of random loot, and hiding random loot really isnt my style
Edit: Does anyone know how to get a endercrystal? I know SPC has a "/endercrystal" command but that keeps placing the crystal off centre, instead of directly in the middle of a block. Facepalm
MCEdit > Goto Dimension > End > Copy the crystal > ??? > Profit
Need some feedback. It just feels like it's missing something... It's not the wool area but an area leading up to it.
ok, time for SUPER SPECIFIC CRITICISM OF AWESOME!
First, the walls need variation. I suggest a mixture of stone, normal stonebrick, and mossy stonebrick, with large pockets of clay here an there to add variation. The floor needs more variation too, but this is easier. Just mix grass into the stone so the central grass around the lake looks more natural. Also adding some of those clay splotches on the floor won't hurt. The overarching arms need some slight erosion (like craftscript erosion, not mcedit erosion) and either cobble or mossy/cracked stonebrick mixed into it. Also some tall grass here and there could look nice, but no flowers, they would throw off the look. Growing the vines will also help. One more thing, the glowstone should be changed to more big blobs here and there, with only a little of the scattered single pieces you have now, i think it'll look better. Some lamp posts along that stonebrick path (two high fence with a torch on top) will also help its look i think, and put more vines on the mouth of that cave in the bottom right corner.
First, the walls need variation. I suggest a mixture of stone, normal stonebrick, and mossy stonebrick, with large pockets of clay here an there to add variation. The floor needs more variation too, but this is easier. Just mix grass into the stone so the central grass around the lake looks more natural. Also adding some of those clay splotches on the floor won't hurt. The overarching arms need some slight erosion (like craftscript erosion, not mcedit erosion) and either cobble or mossy/cracked stonebrick mixed into it. Also some tall grass here and there could look nice, but no flowers, they would throw off the look. Growing the vines will also help. One more thing, the glowstone should be changed to more big blobs here and there, with only a little of the scattered single pieces you have now, i think it'll look better. Some lamp posts along that stonebrick path (two high fence with a torch on top) will also help its look i think, and put more vines on the mouth of that cave in the bottom right corner.
Will also do some of this. It's good specific feedback.
That looks beautifull! Simple and small, with a warm feeling. I love it, don't touch it
SOME MEN JUST WANT TO WATCH THE WORLD BURN! I'm going to add some stuff from suggestions above since I was asking for some feedback because I thought it looked to simple.
SOME MEN JUST WANT TO WATCH THE WORLD BURN! I'm going to add some stuff from suggestions above since I was asking for some feedback because I thought it looked to simple.
Yes I do. But I love simplicity. Complexity and variation isn't always nice..
Unfortunately you can't make simple stuff *cough* like Vechs *cough* and still get a good reputation around here...
Please don't start that conversation again (wanted to reply but decided to stop)...
About the simplicity, take the first area of UT3
It is grayish only, with a bit of vines. It looks kinda the same everywhere, but I (and I know more) did like it alot. Not because of the gigantic, complex feeling, but because of the simple, but balanced style.
Been working on my map a bit, have a feeling something is wrong...
Please don't start that conversation again (wanted to reply but decided to stop)...
About the simplicity, take the first area of UT3
It is grayish only, with a bit of vines. It looks kinda the same everywhere, but I (and I know more) did like it alot. Not because of the gigantic, complex feeling, but because of the simple, but balanced style.
Been working on my map a bit, have a feeling something is wrong...
t/c?
Hm... The ground seems a little bit too dark, maybe add redstone torches or if making the ground dark is what you wanted, maybe change those stained clay around to something else, maybe white stained clay
Rollback Post to RevisionRollBack
Every bloody CTM map series boasts that it's bigger, longer, and harder than other CTM series. It's almost as if it's a **** measuring contest. (bigger, longer, harder...)
The previous Community Question seems to have been answered, so here's another one for you all.
What CTM map (including minimaps) are you currently playing, how far through it are you, and how are you finding it so far?
Almost done with a hardcore playthrough of Vinyl Fantasy II in 1.6, and it's really tough. The new zombie AI doesn't really matter once you get past the overworld intersection, but the new skeletons and hunger are present up through the last areas.
After that I wanna give Midnight Gloom and Cloud Caverns another go, I ragequit Midnight Gloom because I went in careless and lost a bunch of stuff.
There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
I'm currently playing Desolate Dreamscape and I just finished the 1st intersection. So far I think it is quite good (although the aesthetics could be a bit better) with some great gameplay in the orange wool area (dem magma slimes).
Rollback Post to RevisionRollBack
This guy is pretty cool: Hey! I like, run this... or something:
imma just drop dis pic o' dis area i been making off right hur. keep in mind the current version has some hanging tree things that i might be removing, and there's actually variation in the walls in the finished version.
This is a transitional area (meaning no wools) called Vesper Road. I know it still needs some work (some of which has been done since i took this picture) but i thought i'd drop this off
imma just drop dis pic o' dis area i been making off right hur. keep in mind the current version has some hanging tree things that i might be removing, and there's actually variation in the walls in the finished version.
This is a transitional area (meaning no wools) called Vesper Road. I know it still needs some work (some of which has been done since i took this picture) but i thought i'd drop this off
I actually love how that area looks as-is. The openness of it as well as the hanging spiderwebs make it feel rather creepy.
imma just drop dis pic o' dis area i been making off right hur. keep in mind the current version has some hanging tree things that i might be removing, and there's actually variation in the walls in the finished version.
This is a transitional area (meaning no wools) called Vesper Road. I know it still needs some work (some of which has been done since i took this picture) but i thought i'd drop this off
I've never been a fan of using cobwebs as vines, but i think it looks pretty good here! Maybe try having some hang down really far, almost touching the ground.
Rollback Post to RevisionRollBack
There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
@Community Question, none at the moment. I'm focusing on mapmaking, but there's also a lot of IRL stuff I've got going on too, so I don't have the time. I've been meaning to play com's Frigid Wasteland for a while now, just never had the time to fire it up.
Dreadsky Isles!
I have just finished Intersection One, and so far it's good, I feel there are a few things I could have done better, mind... Perhaps I derps a bit but meh.
Glad you're enjoying it.
Please post in my thread whenever you have feedback you'd like to share. I'm curious to what you mean by "things you could have done better..."
So I might Change my name To "FrostyNightmare" because ive been meaning to change from this "Link" name for a while and I wanted you guys to know so you wouldnt be confused as to who i am
imma just drop dis pic o' dis area i been making off right hur. keep in mind the current version has some hanging tree things that i might be removing, and there's actually variation in the walls in the finished version.
This is a transitional area (meaning no wools) called Vesper Road. I know it still needs some work (some of which has been done since i took this picture) but i thought i'd drop this off
May I question how you made those top-down 1 block wide spires.
Rollback Post to RevisionRollBack
Every bloody CTM map series boasts that it's bigger, longer, and harder than other CTM series. It's almost as if it's a **** measuring contest. (bigger, longer, harder...)
I know posting here makes me feel awkward, (Not going to tell) but I need to play another map.
Any good slightly-hard difficult maps for a veteran CTM player?
I also wanted to say, may I have my "I Tremble" taken off the list. I have no intentions of finishing the map anytime soon.
I just started and finished Midnight Gloom tonight, and I can tell you that it's great. There's a few balance issues and bugs that I'll talk about if I review it (probably just gonna leave feedback on the thread) but none of them are too intrusive on the experience.
One of those problems is that if you start on the wrong area, you're kinda screwed.
Once you get to Intersection 1, go to Fungus Garden. It's got tons of supplies and isn't too difficult.
Rollback Post to RevisionRollBack
There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
And I used Kamyu's tools for my second map, its not a crappy program its just most people dont really know how to use it well. Like Inferno Mines got alot of hate because the loot didn't advance with the player, but other maps who use different tiered loot per intersection, even if its Kamyu's tools arent bad just because they used it. That being said i give out hand-placed random loot in my first map, and in my upcoming 3rd map.
Do I hide my random loot chests? I really dont understand this question to well, but ill try to answer it as i see it. No, why would you hide a random loot chest? If you are refering to as a secret that i'd much rather use a custom item than just random loot that they can find in the area :/ I feel random loot chests should be spread out throughout the area.
tl;dr : i give alot of random loot, and hiding random loot really isnt my style
<3 Chiefwiggy
MCEdit > Goto Dimension > End > Copy the crystal > ??? > Profit
[YOUR AD HERE FOR JUST $69.69]
ok, time for SUPER SPECIFIC CRITICISM OF AWESOME!
First, the walls need variation. I suggest a mixture of stone, normal stonebrick, and mossy stonebrick, with large pockets of clay here an there to add variation. The floor needs more variation too, but this is easier. Just mix grass into the stone so the central grass around the lake looks more natural. Also adding some of those clay splotches on the floor won't hurt. The overarching arms need some slight erosion (like craftscript erosion, not mcedit erosion) and either cobble or mossy/cracked stonebrick mixed into it. Also some tall grass here and there could look nice, but no flowers, they would throw off the look. Growing the vines will also help. One more thing, the glowstone should be changed to more big blobs here and there, with only a little of the scattered single pieces you have now, i think it'll look better. Some lamp posts along that stonebrick path (two high fence with a torch on top) will also help its look i think, and put more vines on the mouth of that cave in the bottom right corner.
That looks beautifull! Simple and small, with a warm feeling. I love it, don't touch it
Oh, and anyone interested in those undestructable spawners I mentioned a few pages ago? Made a tutorial about it:
Will also do some of this. It's good specific feedback.
SOME MEN JUST WANT TO WATCH THE WORLD BURN! I'm going to add some stuff from suggestions above since I was asking for some feedback because I thought it looked to simple.
Yes I do. But I love simplicity. Complexity and variation isn't always nice..
Please don't start that conversation again (wanted to reply but decided to stop)...
About the simplicity, take the first area of UT3
It is grayish only, with a bit of vines. It looks kinda the same everywhere, but I (and I know more) did like it alot. Not because of the gigantic, complex feeling, but because of the simple, but balanced style.
Been working on my map a bit, have a feeling something is wrong...
Hm... The ground seems a little bit too dark, maybe add redstone torches or if making the ground dark is what you wanted, maybe change those stained clay around to something else, maybe white stained clay
Nothing at the moment, but tomorrow I'm going to start The Falling Earth. From the trailer it looks like a fantastic map.
And I can vouch for Skeeto about Xekaj's map being great. Seriously people, play it if you haven't done so already.
Almost done with a hardcore playthrough of Vinyl Fantasy II in 1.6, and it's really tough. The new zombie AI doesn't really matter once you get past the overworld intersection, but the new skeletons and hunger are present up through the last areas.
After that I wanna give Midnight Gloom and Cloud Caverns another go, I ragequit Midnight Gloom because I went in careless and lost a bunch of stuff.
Hey! I like, run this... or something:
This is a transitional area (meaning no wools) called Vesper Road. I know it still needs some work (some of which has been done since i took this picture) but i thought i'd drop this off
My Minecraft Maps: coldfusionmaps.com
I've never been a fan of using cobwebs as vines, but i think it looks pretty good here! Maybe try having some hang down really far, almost touching the ground.
Glad you're enjoying it.
Please post in my thread whenever you have feedback you'd like to share. I'm curious to what you mean by "things you could have done better..."
Also, you are playing it in 1.5.2, right?
Desolate Dreamscape is great :3 by kingkaider
Link here: http://www.minecraftforum.net/topic/1087575-ctmcollection-the-cybele-adventures/
May I question how you made those top-down 1 block wide spires.
I just started and finished Midnight Gloom tonight, and I can tell you that it's great. There's a few balance issues and bugs that I'll talk about if I review it (probably just gonna leave feedback on the thread) but none of them are too intrusive on the experience.
One of those problems is that if you start on the wrong area, you're kinda screwed.