Basically, whatever areas you aren't concerned about, you should be much more worried about them, and any area you are scared of, that fear is rightfully placed.
Basically, whatever areas you aren't concerned about, you should be much more worried about them, and any area you are scared of, that fear is rightfully placed.
I saw your pics on distress falls, I'm gonna install a mod that includes a beach chair and maybe instapools. I'm gonna make it just like tropicraft. I really wanna find out on how to insert pics on my posts and stuff. then I can show what happens on my end. Besides, I can probably show people how much I fail. I can also show people on how much I use redstone to my advantage, mostly cannons.
I also noticed, the cat in my photo, (the floating one) looks just like my pet cat in my Minecraft. That probably explains why my cat never dies.
P.S. I will be posting a timeline of sorts, well, more of a status update on how i'm progressing through the map. I will post an entry every one or 2 places. Its gonna be fun. + = :-( ): When the map is released, of course.
I work on Valve/Vechs time, which basically means "when it's ready", or Soon™. What I think I'll do is work until I've finished the building process, run through the map once to make sure there aren't any glaring issues, then tidy it up and ship out the beta. Feedback from you guys will determine how many more beta versions I need to make in order for it to be ready for the final release.
P.S. I will be posting a timeline of sorts, well, more of a status update on how i'm progressing through the map. I will post an entry every one or 2 places. Its gonna be fun. When the map is released, of course.
Yup, that's perfectly acceptable. I'll have certain guidelines during the beta about what specifically I want major feedback on, but any extra input I get will be appreciated.
Also, please try and only post things that pertain to this map in this thread. If you want to talk about other things, head over to an off-topic thread.
I work on Valve/Vechs time, which basically means "when it's ready", or Soon™. What I think I'll do is work until I've finished the building process, run through the map once to make sure there aren't any glaring issues, then tidy it up and ship out the beta. Feedback from you guys will determine how many more beta versions I need to make in order for it to be ready for the final release.
Alrighty then, for now, I'm playing another map that is CTM-ish map. I'm not gonna mention the name, but I got 1 piece for the monument already. I'm proud of myself. ^-^. I'm heading into the lava now. with fire resistance pots. Now im prepared.
Alright, I did a bit of work on Intersection 03, got the actual intersection part built, as well as the paths leading to the different areas. Avalon Fortress is first on my to-do list; it's one of the areas I've really been looking forward to building.
Here's a very rough landform indicator that I lay out in MCedit. Notice the very rough part in that sentence. Imma smooth it out with WE tomorrow, then get to work on building the actual castle.
In addition, I've updated the OP a bit with some new pictures and progress updates. Feel free to take a look!
Looks really nice so far, I couldnt do anything like this. I'd assume that this is for Avalon Fortress? By the way, I had the weirdest dream last night. Wither Skellies Can't do anything about my 2 shot kill bow. And I thought they were HARD to kill. Jeez, all i had was leather armor and these diamond boots with fire protection 5. What I was REALLY scared of, was the pigmen. I almost shot one.One of the skellies dropped its looting 1 sword :3.
The picture looks good, might want to erode the pillar some with MCedit though.
Yeah, like I said, it's very rough. Bleakshale Falls used to look like that at one point, and it's probably my favorite area of the map, at least as far as aesthetics.
Hey, not sure I've came (come? How doez I grammar) over to your thread before and said anything, but this all looks very good!
Just a concern I've had from looking at some of your teaser screenshots: how short is this map going to be? From all of the pictures you've shown so far, most of the islands look pretty darn small. Is this map going to take just a few hours to complete, or more?
Oh, another question I just remembered... for example, in the picture with the bushy/tree-y islands and the fleecy box in the leaves at the end, are people going to have to bridge over all of that? Or are you using an inventive way for people to get from island to island in your map? A problem with a lot of island maps over the void are that you have to bridge everywhere, which gets suuuuuper boring. Even great maps like VF 1 have this issue. In the next CTM map that I'm making, it's going to be islands over the void, but there's going to be 1-block deep floating water and boats everywhere so you can get from island to island. Do you have a solution like that to bridging?
Hey, not sure I've came (come? How doez I grammar) over to your thread before and said anything, but this all looks very good!
Just a concern I've had from looking at some of your teaser screenshots: how short is this map going to be? From all of the pictures you've shown so far, most of the islands look pretty darn small. Is this map going to take just a few hours to complete, or more?
Oh, another question I just remembered... for example, in the picture with the bushy/tree-y islands and the fleecy box in the leaves at the end, are people going to have to bridge over all of that? Or are you using an inventive way for people to get from island to island in your map? A problem with a lot of island maps over the void are that you have to bridge everywhere, which gets suuuuuper boring. Even great maps like VF 1 have this issue. In the next CTM map that I'm making, it's going to be islands over the void, but there's going to be 1-block deep floating water and boats everywhere so you can get from island to island. Do you have a solution like that to bridging?
No, I'm hoping for anywhere from 5-9 hours to complete, so a medium-length CTM. Some islands are small (Distress Fall), others are much larger (Remnant Village), but the challenge for each area isn't always proportional to the size.
As for your second question, I've got a Dragonian Bridging Kit at the start of that area (four stacks of stone bricks and a stack of torches), and my intentions where for people to bridge. However, if this proves too tedious in my runthrough, I'll add something else to help the player get through it.
(Oh, and this map isn't over the void. It actually has a sea underneath. I'm gonna think of a way to have the player return if they fall, maybe something using command blocks. Don't worry; there's a reason I'm putting this through beta before releasing the full version.)
EDIT: Oh! Time for a sneak-peak into my color-coded loot system! :3
To start things off, I've divided weapons into three categories: Unique, Rare, and Magic. Unique items get their name and description colored gold, along with a subtitle, and can only be obtained once in the map. Rare items have their name colored light green and appear multiple times, anywhere from 2-5. Magic items are items that aren't usually used as weapons (a la Zistonian Battlesign, Lacerator, etc.), and they get their name colored yellow, along with a purple indicator showing what level they are. Each of these levels has a tag mentioning what category they fall into. Here are a couple of example pics.
Weapons aside, Indigo is used to name and describe armor, Dark Gray is used for tools, and a White/Red combo is used for Monument Blocks.
I like this system. I don't really believe in magic, which is ironic since I am a pie that can magically talk, so I use technological terms but I think I might add some other magical tiers. My color coded loot system has 5 tiers and counting.
Edit: Would you like me to make a banner for you like the one below?
Banner
I
I
I
I
V
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...)
Edit: Would you like me to make a banner for you like the one below?
Sure! I might not use it on the OP as the main banner (I've got plans for that one), but I'll include it as a kind of "give support" banner. You can try and use either the second or fourth picture on the OP (preferably with SMP's texture pack).
Sure! I might not use it on the OP as the main banner (I've got plans for that one), but I'll include it as a kind of "give support" banner. You can try and use either the second or fourth picture on the OP (preferably with SMP's texture pack).
Ehhh, I don't really like the texture pack but I'll make 2 banners, 1 with original texture pack and another with SMP texture pack
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...)
Ehhh, I don't really like the texture pack but I'll make 2 banners, 1 with original texture pack and another with SMP texture pack
Alright, since this wasn't a request from me to you, but rather a volunteer job, I'll give you creative freedom to do what you want. Might want to keep the original banner (not converted to PNG) around just in case.
alskdfjlasjdfasdlkfjasdfaasd
I'm finally working on Intersection 03!
*Ahem*
When are you going to release the "final beta"?
P.S. release it now
P.S. I will be posting a timeline of sorts, well, more of a status update on how i'm progressing through the map. I will post an entry every one or 2 places. Its gonna be fun. + = :-( ): When the map is released, of course.
Yup, that's perfectly acceptable. I'll have certain guidelines during the beta about what specifically I want major feedback on, but any extra input I get will be appreciated.
Also, please try and only post things that pertain to this map in this thread. If you want to talk about other things, head over to an off-topic thread.
Here's a very rough landform indicator that I lay out in MCedit. Notice the very rough part in that sentence. Imma smooth it out with WE tomorrow, then get to work on building the actual castle.
In addition, I've updated the OP a bit with some new pictures and progress updates. Feel free to take a look!
Just a concern I've had from looking at some of your teaser screenshots: how short is this map going to be? From all of the pictures you've shown so far, most of the islands look pretty darn small. Is this map going to take just a few hours to complete, or more?
Oh, another question I just remembered... for example, in the picture with the bushy/tree-y islands and the fleecy box in the leaves at the end, are people going to have to bridge over all of that? Or are you using an inventive way for people to get from island to island in your map? A problem with a lot of island maps over the void are that you have to bridge everywhere, which gets suuuuuper boring. Even great maps like VF 1 have this issue. In the next CTM map that I'm making, it's going to be islands over the void, but there's going to be 1-block deep floating water and boats everywhere so you can get from island to island. Do you have a solution like that to bridging?
As for your second question, I've got a Dragonian Bridging Kit at the start of that area (four stacks of stone bricks and a stack of torches), and my intentions where for people to bridge. However, if this proves too tedious in my runthrough, I'll add something else to help the player get through it.
(Oh, and this map isn't over the void. It actually has a sea underneath. I'm gonna think of a way to have the player return if they fall, maybe something using command blocks. Don't worry; there's a reason I'm putting this through beta before releasing the full version.)
EDIT: Oh! Time for a sneak-peak into my color-coded loot system! :3
To start things off, I've divided weapons into three categories: Unique, Rare, and Magic. Unique items get their name and description colored gold, along with a subtitle, and can only be obtained once in the map. Rare items have their name colored light green and appear multiple times, anywhere from 2-5. Magic items are items that aren't usually used as weapons (a la Zistonian Battlesign, Lacerator, etc.), and they get their name colored yellow, along with a purple indicator showing what level they are. Each of these levels has a tag mentioning what category they fall into. Here are a couple of example pics.
Weapons aside, Indigo is used to name and describe armor, Dark Gray is used for tools, and a White/Red combo is used for Monument Blocks.
Edit: Would you like me to make a banner for you like the one below?
Banner
I
I
I
I
V
Ehhh, I don't really like the texture pack but I'll make 2 banners, 1 with original texture pack and another with SMP texture pack