So I wanted to know what you guys think. I was going to make my map 5 Intersections, but now because the style of the areas(and it is my first map) I think i'm going to make it 4 intersections. I like 5 Intersections better because you can do 1 wool per dungeon and I feel it's easier to balance. What do you guys think? I believe this should be a community question so,
Community Question: In linear branching maps, How many intersections do you like? This goes for making them and conquering them to.
So I wanted to know what you guys think. I was going to make my map 5 Intersections, but now because the style of the areas(and it is my first map) I think i'm going to make it 4 intersections. I like 5 Intersections better because you can do 1 wool per dungeon and I feel it's easier to balance. What do you guys think? I believe this should be a community question so,
Community Question: In linear branching maps, How many intersections do you like? This goes for making them and conquering them to.
I'm going 4, but I'm just lazy. Also, I kind of hate it when maps just DON'T END.
How does this look so far? It's not an area, it's the place with the Monument.
I'm a mind reader, so I predict that the first thing someone will say is...
Make it bigger.
@Community Question: Currently, I've planned my map to have five intersections, or one wool per area. However, with four intersections, you can't tell if an area will contain one or two colours of wool, so this forces the player to thoroughly comb an area, so I can see why map makers may use four intersections instead of five.
So I wanted to know what you guys think. I was going to make my map 5 Intersections, but now because the style of the areas(and it is my first map) I think i'm going to make it 4 intersections. I like 5 Intersections better because you can do 1 wool per dungeon and I feel it's easier to balance. What do you guys think? I believe this should be a community question so,
Community Question: In linear branching maps, How many intersections do you like? This goes for making them and conquering them to.
To be honest, it depends on map quality and gameplay. If it's something really crappy I would be pleading for it to stop at III. If it were something really good I wouldn't mind having VI or even VII.
Community Question: In linear branching maps, How many intersections do you like? This goes for making them and conquering them to.
I'd say it depends on the size of your areas. If your areas are huge (i.e. Ragecraft-huge), maybe only 3. If your areas are mostly pretty small, I'd go with 5. This is why, for example, Legendary is often thought of as a great map: While there are some areas that are actually really big, none of them actually take that long to complete (unless you're Zisteau... ).
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Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
To be honest, it depends on map quality and gameplay. If it's something really crappy I would be pleading for it to stop at III. If it were something really good I wouldn't mind having VI or even VII.
I've never heard of any map having 7 intersections lol
How does this look so far? It's not an area, it's the place with the Monument.
I'm a mind reader, so I predict that the first thing someone will say is...
Make it bigger.
Make it bigger.
BUt also, it doesn't seem to highlight the monument-it's kind of tucked into the corner. This is the monument room, MAKE THE MONUMENT THE FOCAL POINT.
That should be the first thing I notice when I come into this area, and I actually had to read that it was the monument area until I saw that obsidian thing.
Man... This took forever. I think it looks awesome though @Whoevercommentedthatmymapwastoosmall is this big enough? Wow that looks dark on the forms...
Yah, it's big enough.
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Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
The Meaning of Life, the Universe, and Everything.
Join Date:
1/6/2013
Posts:
540
Minecraft:
PyroDraconis
Member Details
Man, I've been thinking about making a map myself, just to showcase the ideas I have for areas, but it takes so long to set up the actual tools to make the maps, at least for me.... Maybe one day .
In any case, everyone's looks pretty good so far, though I shouldn't really be used as an official judge.
And yes, someone totally needs to make a "I hate you, go die in a fire" T- Shirt. (Just don't wear it in high- security airports.... )
Man, I've been thinking about making a map myself, just to showcase the ideas I have for areas, but it takes so long to set up the actual tools to make the maps, at least for me.... Maybe one day .
In any case, everyone's looks pretty good so far, though I shouldn't really be used as an official judge.
And yes, someone totally needs to make a "I hate you, go die in a fire" T- Shirt. (Just don't wear it in high- security airports.... )
I was thinking maybe a "Keep Calm and Die in a Fire" T-shirt... or is that meme getting a bit played out?
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
As much as I want to involved in the T-shirt conversation, I'd like to ask for a help on my map thread. I just tried to edit my thread, and... well... check my map thread to see the problem. It's fairly easy to find the problem, I guess.
As much as I want to involved in the T-shirt conversation, I'd like to ask for a help on my map thread. I just tried to edit my thread, and... well... check my map thread to see the problem. It's fairly easy to find the problem, I guess.
Aw dang... I've had that happen to me once, but I didn't save the edit. You can see when the edit switches to the full code, but if you saved it anyway, I don't think there's a way to reverse it. Maybe try editing it again, but otherwise, you might have to rewrite the whole thing. Just beware of that thing in the future
We should make some sort of song for this, that we can play everytime we do this...
COMMUNITY QUESTION
How do you go about adding spawners? So how many, where, and what types? And do you count, or just random, or another way?
I personally add spawners by just looking at nice spots to place them, so you can see the flames, but not reach the spawners immediately (aka corners, trees, etc). I like to place spawners up high if they are creepers or zombies, skeletons on top of buildings, stuff like that. I usually just add some, playtest, remove some or add more, playtest again, and then it's usually ok.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Member Details
@Community question
Well my monster hunter open world map that's currently in beta mostly used wide area spawners, so I'll be saying how I put spawners in it.
I checked for places that it seemed were away from other spawners enough so the area would be mostly unpopulated, and put a spawner in a large tree or usually in the side of a hill. Then I'll go in game and see if there's too many mobs at a certain area or not enough, and remove/put spawners until the area was balanced. Alos, certain spawners of mobs that are supposed to be rarer I just put in places that unless the player explores enough (basically if he doesn't just search for the boss but also searches for structures) he won't find.
Oh man. I'm so tempted to make a few designs now
Meh there's a reason I don't want to become t-shirt designer I guess
BTW, a little bit more map-concerned. How would jellyfish do in water?
Community Question: In linear branching maps, How many intersections do you like? This goes for making them and conquering them to.
I'm going 4, but I'm just lazy. Also, I kind of hate it when maps just DON'T END.
My mini-CTM map! It's a fun map, so play it!
Make it bigger.
@Community Question: Currently, I've planned my map to have five intersections, or one wool per area. However, with four intersections, you can't tell if an area will contain one or two colours of wool, so this forces the player to thoroughly comb an area, so I can see why map makers may use four intersections instead of five.
To be honest, it depends on map quality and gameplay. If it's something really crappy I would be pleading for it to stop at III. If it were something really good I wouldn't mind having VI or even VII.
I'd say it depends on the size of your areas. If your areas are huge (i.e. Ragecraft-huge), maybe only 3. If your areas are mostly pretty small, I'd go with 5. This is why, for example, Legendary is often thought of as a great map: While there are some areas that are actually really big, none of them actually take that long to complete (unless you're Zisteau... ).
Make it bigger.
BUt also, it doesn't seem to highlight the monument-it's kind of tucked into the corner. This is the monument room, MAKE THE MONUMENT THE FOCAL POINT.
That should be the first thing I notice when I come into this area, and I actually had to read that it was the monument area until I saw that obsidian thing.
My mini-CTM map! It's a fun map, so play it!
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
In any case, everyone's looks pretty good so far, though I shouldn't really be used as an official judge.
And yes, someone totally needs to make a "I hate you, go die in a fire" T- Shirt. (Just don't wear it in high- security airports.... )
I was thinking maybe a "Keep Calm and Die in a Fire" T-shirt... or is that meme getting a bit played out?
"NEEDS MORE BLOCK VARIATION"
OMIGOSH YES WHY IS THIS NOT A THING?!
Hmm, I wonder.
so no. Got it.
My mini-CTM map! It's a fun map, so play it!
Eᴠᴇʀʏ 60 sᴇᴄᴏɴᴅs ɪɴ Aғʀɪᴄᴀ, ᴀ ᴍɪɴᴜᴛᴇ ᴘᴀssᴇs. Tᴏɢᴇᴛʜᴇʀ ᴡᴇ ᴄᴀɴ sᴛᴏᴘ ᴛʜɪs. Pʟᴇᴀsᴇ sᴘʀᴇᴀᴅ ᴛʜᴇ ᴡᴏʀᴅ
COMMUNITY QUESTION
How do you go about adding spawners? So how many, where, and what types? And do you count, or just random, or another way?
I personally add spawners by just looking at nice spots to place them, so you can see the flames, but not reach the spawners immediately (aka corners, trees, etc). I like to place spawners up high if they are creepers or zombies, skeletons on top of buildings, stuff like that. I usually just add some, playtest, remove some or add more, playtest again, and then it's usually ok.
Sorry for repost.
Well my monster hunter open world map that's currently in beta mostly used wide area spawners, so I'll be saying how I put spawners in it.
I checked for places that it seemed were away from other spawners enough so the area would be mostly unpopulated, and put a spawner in a large tree or usually in the side of a hill. Then I'll go in game and see if there's too many mobs at a certain area or not enough, and remove/put spawners until the area was balanced. Alos, certain spawners of mobs that are supposed to be rarer I just put in places that unless the player explores enough (basically if he doesn't just search for the boss but also searches for structures) he won't find.