VFIII will be a map themed around old school CTM, minecarts, rails and ...mining. Was going to go with a traditional style intersection sign but, I really like techy holograms. Not sure which one looks better:
Traditional
Or:
Techy hologram
The holograms are based on Moesh's Wither Skull discovery in 14w20b, not Asdjke's horse glitch holograms 1.6+ although, the wither skulls might be a bug that gets patched at some point.
I think I like the hologram. Although it may not really fit with your style of map, because your map is themed as sort of more of an old style map, and your the holograms are really techy.
I had this really amazing idea for my map (probably my best idea ever concerning minecraft), but it will probably take 1-4 weeks to implement. Usually this wouldn't be a problem, but my map is going to be in open beta in less than a week (and because of that, fully released soon afterwards probably). Because of how close I am to fully releasing the map, I'm doubtful about whether I should do this.
For those of you interested about what this idea is and don't care about getting major potential spoilers, here's a summary of it:
The end will be called "The Scavenger Slavelands". In these slavelands you can get precious resources that you can't get in other places in the map easily, but they're more dangerous than the rest of the map. Also once you enter it, your invent will get cleared (the player will know this so he can put his items away) so it'll be like starting anew. As you progress through the map, more area's will become unlocked in the slavelands, giving you access to more resources. To get out of the slavelands, you need to reach the shards of hope, which have an exit portal, an ender chest, and a few traders.
Please don't copy this idea (if you just use inspiration from it that's fine), and tell me in spoilers what you think about it.
Also this idea won't work for any of my planned maps, as they won't fit the theme. So basically my question is, which of the following do you think is best:
1. Use this idea and delay my maps release.
2. Discard this idea.
3. Have a version of my map with this, and a version without it (this version will be released after the full map is released of course).
4. Release my map and continue working on this after the full release so it'll be released as version 1.1 of the map (or some other version).
I'd suggest to just work on adding it in now and release your map after. It's not that significant of a time difference and if it's something you think will improve the quality of the map it's totally worth waiting.
The area will be done probably tomorrow! Btw I wont post so many screenshots for every wool. Its just because i want to show off the build process of this area, because you can see the whole area, and it's the first wool.
Well I do not have spawners in yet, so mob wise I don't know. As for the general gist of the area, it is a swamp as you most likely can tell. It features a lot of unique shacks all over the place, which are most likely going to full of custom mobs. And it also features quite a bit of towers everywhere which are most likely going to consist of spawners. I also have a few evil secrets up my sleeve, which you will have to figure out if you play the map.
The area will be done probably tomorrow! Btw I wont post so many screenshots for every wool. Its just because i want to show off the build process of this area, because you can see the whole area, and it's the first wool.
A few tips for you:
1. If you right-click the image you've uploaded to the imgur gallery and press "Copy Image URL", and then paste that into the [ img ][ /img ] brackets, the image will show up directly on the forums, and clicking on it here won't send us to the imgur gallery. I don't know how you've been doing it before, but the [ url= ] tags aren't needed for images like that.
2. Might be nice to see some screenies down from the player's perspective on the ground, as opposed to up in the air all the time. This helps both us and you see more clearly how the area is going to look whilst being played.
Aside from that, I think it looks nice. I was skeptical when you posted the first screenshots, considering it looked like you were taking inspiration from Vechs' "big brushes" tutorial video, since that method is honestly not the greatest, but now it's looking nice. I would like to see some more blending along the edges of the three block types you've got going, to get a more smooth transition from grass to sand to whatever the walls are made of.
Hey everyone! Quick announcement here for a friend: There's a charity stream going on at for the next 72 hours, so if you wanna come hang out as some awesome people play some awesome games, or even donate if you have the funds (i doubt anyone here does, but on the occasion they do I thought I'd mention it) come on over!
Also the stream features ZombieCleo who is a ctm veteran so its sorta on topic...i think...
1. If you right-click the image you've uploaded to the imgur gallery and press "Copy Image URL", and then paste that into the [ img ][ /img ] brackets, the image will show up directly on the forums, and clicking on it here won't send us to the imgur gallery. I don't know how you've been doing it before, but the [ url= ] tags aren't needed for images like that.
2. Might be nice to see some screenies down from the player's perspective on the ground, as opposed to up in the air all the time. This helps both us and you see more clearly how the area is going to look whilst being played.
Aside from that, I think it looks nice. I was skeptical when you posted the first screenshots, considering it looked like you were taking inspiration from Vechs' "big brushes" tutorial video, since that method is honestly not the greatest, but now it's looking nice. I would like to see some more blending along the edges of the three block types you've got going, to get a more smooth transition from grass to sand to whatever the walls are made of.
Thanks for the feedback man! I did not notice that when you clicked the picture it took you to imgur.
*sighs* I'm just waiting for one of these maps to be finished. *whistles* Maybe someone could go collect percentage of completion data from each map. Heh, just a thought.
Rollback Post to RevisionRollBack
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
*sighs* I'm just waiting for one of these maps to be finished. *whistles* Maybe someone could go collect percentage of completion data from each map. Heh, just a thought.
*sighs* I'm just waiting for one of these maps to be finished. *whistles* Maybe someone could go collect percentage of completion data from each map. Heh, just a thought.
*sighs* I'm just waiting for one of these maps to be finished. *whistles* Maybe someone could go collect percentage of completion data from each map. Heh, just a thought.
Personally, my first map is 5/16 complete, so around 234% complete. I'm a math genius by the way.
Rollback Post to RevisionRollBack
Hello, I'm the creator of the Super Charged Caverns, a CTM Map
*sighs* I'm just waiting for one of these maps to be finished. *whistles* Maybe someone could go collect percentage of completion data from each map. Heh, just a thought.
Well, I could just tell you on the PM, but since you asked...
I would rather write down a log.
• 1st dungeon is aesthetically complete.
• Starting area is made (mostly).
• Taiga's surface is made, but the whole biome still needs some work.
• Snow is being planned for creation, along with the snow fort dungeon.
Yeah, not much to cover. :/ So, I would point out that my map is in Alpha.
Also, this is rather off-topic, but I feel like I should share this with you guys.
I've been recently listening to from Super Smash Bros. Brawl. I just think it's a great song to listen to while I'm working on my map. After all, I do love VGM (Video Game Music).
Not sure how many of you are developing using the 1.8 spanshots but, even if you're not, you're eventually going to have this problem: Magenta/black checkerboard spawners. I have not been able to figure out the exact cause yet (I suspect old spawners have some sort of unseen damage value, or something else in converting old block ids to names.)
Not sure how many of you are developing using the 1.8 spanshots but, even if you're not, you're eventually going to have this problem: Magenta/black checkerboard spawners. I have not been able to figure out the exact cause yet (I suspect old spawners have some sort of unseen damage value, or something else in converting old block ids to names.)
Feedbak plewkz, Intersection 1 area of small-scale-but-full-size CTM WIP "Blitz"
These 2 pix are fr0m the same area. I'm not too happy with the background of the second one and plan to add some variation when I learn 2 do such things better. The name of the area is "Abandoned", although "infested" would probably also suffice.
Side note... I need to make a signature out of screenies of intersection I posted earlier... lazy tho.
*sighs* I'm just waiting for one of these maps to be finished. *whistles* Maybe someone could go collect percentage of completion data from each map. Heh, just a thought.
Erm... Sorry, I'm not making anything at all, just doing some stuff in McEdit for fun sake. So don't expect a percentage, except for the 100% on the one.
VFIII will be a map themed around old school CTM, minecarts, rails and ...mining. Was going to go with a traditional style intersection sign but, I really like techy holograms. Not sure which one looks better:
Traditional
Or:
Techy hologram
The holograms are based on Moesh's Wither Skull discovery in 14w20b, not Asdjke's horse glitch holograms 1.6+ although, the wither skulls might be a bug that gets patched at some point.
Well because witherskull rendering will be fixed before 1.8 and make them visible, I'd suggest not doing them. They cause the player to be unable to place blocks at that spot, will probably be fixed, and are very bad for your video card atm. Please don't.
I think I like the hologram. Although it may not really fit with your style of map, because your map is themed as sort of more of an old style map, and your the holograms are really techy.
To me, I prefer traditional since your map is going to be an old-school map. Though, I too like holograms.
I'd suggest to just work on adding it in now and release your map after. It's not that significant of a time difference and if it's something you think will improve the quality of the map it's totally worth waiting.
Special thanks to Axl Rosie for the sig.
The area will be done probably tomorrow! Btw I wont post so many screenshots for every wool. Its just because i want to show off the build process of this area, because you can see the whole area, and it's the first wool.
Not bad.
What does this area feature?
Well I do not have spawners in yet, so mob wise I don't know. As for the general gist of the area, it is a swamp as you most likely can tell. It features a lot of unique shacks all over the place, which are most likely going to full of custom mobs. And it also features quite a bit of towers everywhere which are most likely going to consist of spawners. I also have a few evil secrets up my sleeve, which you will have to figure out if you play the map.
thought this was impossible
[YOUR AD HERE FOR JUST $69.69]
1. If you right-click the image you've uploaded to the imgur gallery and press "Copy Image URL", and then paste that into the [ img ][ /img ] brackets, the image will show up directly on the forums, and clicking on it here won't send us to the imgur gallery. I don't know how you've been doing it before, but the [ url= ] tags aren't needed for images like that.
2. Might be nice to see some screenies down from the player's perspective on the ground, as opposed to up in the air all the time. This helps both us and you see more clearly how the area is going to look whilst being played.
Aside from that, I think it looks nice. I was skeptical when you posted the first screenshots, considering it looked like you were taking inspiration from Vechs' "big brushes" tutorial video, since that method is honestly not the greatest, but now it's looking nice. I would like to see some more blending along the edges of the three block types you've got going, to get a more smooth transition from grass to sand to whatever the walls are made of.
Also the stream features ZombieCleo who is a ctm veteran so its sorta on topic...i think...
Thanks for the feedback man! I did not notice that when you clicked the picture it took you to imgur.
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
mine is sneventy-twelve percent done .3.
My map is probably around 5% finished. Sorry!
Personally, my first map is 5/16 complete, so around 234% complete. I'm a math genius by the way.
Well, I could just tell you on the PM, but since you asked...
I would rather write down a log.
Yeah, not much to cover. :/ So, I would point out that my map is in Alpha.
Also, this is rather off-topic, but I feel like I should share this with you guys.
Anyways, here's how to fix them:
Dreaded checkerboard texure
Download Texelelf's Jigarbov Block Filter: http://elemanser.com/JigarbovBlockFilter.py
?????
Profit
Yea, this is why i don't work on maps on the snapshots.
Anyway, you just helped a lot of people here. Thanks!
These 2 pix are fr0m the same area. I'm not too happy with the background of the second one and plan to add some variation when I learn 2 do such things better. The name of the area is "Abandoned", although "infested" would probably also suffice.
Side note... I need to make a signature out of screenies of intersection I posted earlier... lazy tho.
Page g3t.
Cut down on the generic 3x3 areas and add more interesting and engaging stuff like the Purple Wool lake area.
Erm... Sorry, I'm not making anything at all, just doing some stuff in McEdit for fun sake. So don't expect a percentage, except for the 100% on the one.
Well because witherskull rendering will be fixed before 1.8 and make them visible, I'd suggest not doing them. They cause the player to be unable to place blocks at that spot, will probably be fixed, and are very bad for your video card atm. Please don't.