News (February 25, 2020): I finished my developer commentary for Whirling Phenomena and made a compilation type video out of it. You can watch me suffer through the map here:
Link to the compilation:
What is a CTM map?
If you have never heard of a CTM map, it is, in a nutshell, is a map where there are a number of goal items (Most commonly the 16 colors of wool and 3 material blocks, I used this style) throughout the map. Your goal is to bring them back to a monument, and once you have all of them, you have completed the Monument. Thus where the name CTM comes from. The catch is, the goal items are in hard to access places, guarded by monsters, traps and other hazards.
The CTM genre originates from Vechs. Originally made as difficult survival maps, eventually adopting the goal of completing a monument, I have played many of Vechs’ maps and wanted to try out making maps of my own.
If you download my maps I encourage you do an LP if you are an LPer, and give me any constructive criticism or compliments you feel necessary. Also I may comment on the video, the username is masterzminer.
As of right now all of these maps are created and balanced around single player. Playing with multiple players will likely throw off the balance, however there is no problem with playing these maps in multiplayer as you would for any other map.
Each map has a recommended Minecraft version to play on. You do not need to play on that version, however the map may not work as intended if you do not. If you play the map on an old version, the map will almost certainly be broken and unplayable. If you play on a later version, there is a chance the map will break, or new features may throw off the balance.
1. Click on the download link
2. Click download
3. Wait for it to download
4. Unzip the folder
5. *Place the map in your saves folder in .minecraft
6. Open up minecraft and you should find the map in your worlds list
* To get to your .minecraft
1. Press the home button
2. Search for run
3. When a box appears type: "%appdata%";
4. Press enter
5. You should see a folder called .minecraft, click on it
6. You should see a folder called saves, click on it
7. That is where you paste the map
I will put an intended difficulty for each map. The rating is from 0-5, 0 being no real challenge, 2.5 being average difficulty, and 5 being romhack.
My Standard Rules:
1. Find and complete the Goal Monument to win
2. Find wool in chests/Fleecy mob drops. Don't use string/dyes/sheep.
3. You can use string/dyes/sheep for non Goal monument uses.
4. You cannot use villager trades to get wool for the Goal monument.
5. You may craft the material blocks for the Goal Monument.
6. Survive in anyway you can think of. You can mine/craft/build whatever you want.
7. Use at least easy never peaceful.
8. Do not move, pick up, or craft enderchests. You may interact with preplaced ones.
9. Do not make nether portals, you may relight portals that you found lit. (This rule is for maps where I use the nether)
You may make a nether portal at any time. (This rule is for maps where I do not use the nether)
Explore the underground outpost made by an ancient civilization. Go deep underground to find never before seen types of stone, crazy monsters, treasures, and so much more. This map is all of the great 1.3-1.6 mapping features, making for an experience nothing like vanilla these days. You will find yourself doing things never even thought of for vanilla.
In Beta 1.1:
1. Fixed sign at start
2. Remove "Op" loot at start
3. In fermented grove made the first trap spawn slower
4. Lit up caverns of flight (it was very dark I couldn't see anything)
5. Made pigmen in a secret part less op
6. Made spawners in search more consistent
7. Added vines in infested grove (aesthetics)
8. Fixed infested lair not being a mesa biome
In Official 1.0:
1. Made a secret less secret
2. Made start slightly easier to see where to go
3. Added hint in appealing terror about what to do in the area
4. Made a better ratio of farmable mobs in blackstone keep
5. Fixed a bug where a portal would form because of lava touching a sign
6. The green wool mob should not despawn
7. Added a hint of death to think or die
8. Spawners in end on green wool are more visible
9. No natural spawns in green wool end
10. Made last area less impossible
11. fixed trackers not spawning in search
12. made black wool end harder
In Offical 1.1:
1. Fixed a bug where the escape from the red wool didn't work
Venture through a massive and dangerous world. With its large variety of areas, ranging from deep dark caves to open to sky oceans to lush forests, to a fiery domain there is plenty to explore and discover. This map is designed to be taken on with a slow and methodical playstyle. It should prove to be a long rather challenging map, and should in general lead to a very long play time.
WARNING: This map is bad, and ridiculous. I'm mostly keeping it here for completeness, so if someone wants to download it, they can. Don't go into this map looking for a good time.
Intended Version: Minecraft 1.11, though playing in later versions will probably make it more bearable.
In Beta 1.1:
This version focuses on making the start more balanced, as well as adding some addition rail lines to make travel a little easier.
1. In the spawn area, changed the video settings book to “Graphics/Lag” and added a section explaining that lower
end computers may struggle to handle some areas
2. In the spawn area, added a sign hinting that there may be traps
3. In surface blast, added mossy stone brick silverfish blocks that mark the silverfish spawners
4. In surface blast, added a chest with magma blocks and flint and steel along with a sign hinting that you should use the given items for lighting
5. In surface blast, modified the terrain around the cavern leading to the monument making it easier to get to the cavern
6. In the goal monument, added bridges connecting some of the platforms
7. In the goal monument, added flattened area around the water, which functions as an easy place to build a farm
8. In intersection 1, added signs that hint that you rushing through the map is not a good idea, and some areas may require you to resupply and rethink approach
9. In false silver floors, added a sign saying that if you want you can spend a few hours redirecting lava and water to create a cobblestone generator, but this is not intended
10. In false silver floors, added a hint that a full damage crit form a wooden axe will instantly kill a silver fish
11. In false silver floors, removed a few creeper spawners froom the inside
12. In fort tomber, added a chest of bone meal in the back of the cavern, marked by light, bone meal also added in the main fort
13. In deep wood caverns, in the seed room, added a chest with lots of wood and increased the amount of food found in the chests
14. Set all of deep wood caverns to the jungle biome
15. In deep wood caverns and fort tomber, added additional random loot chests
16. Increased the chances of stone tools appearing in intersection 1 loot chests
17. Decreased the amount of redstone objects found in intersection 1 loot chests
18. Added multiple rail lines throughout the map, to help reduce build time
In Beta 1.2:
This version focuses on rebalancing the starting area and first intersection making it less ridiculous, most notably honeypots in all the starting areas, and making an area more bearable on lower end computers
1. In surface blast, added honey pots to reduce natural spawns by a notable amount
2. In surface blast, significantly reduced the amount of silver fish blocks
3. In surface blast, increased the spawn delay of the silver fish spawners and ghasts spawners
4. In surface blast reduced the amount of silver fish spawners on the starting platform
5. In surface blast, added in more wood huts
6. In surface blast, added more loot in the dungeon section
7. In surface blast, added more loot on the starting platform, notably wood and food
8. In surface blast, made the skeleton spawners in the dungeon more visible
9. In monument area, added a few signs
10. In monument area, added a prebuilt tunnel going through the water trap
11. In monument area, added furnaces
12. In false silver floors, added honey pots around the cave section to reduce natural spawns
13. In false silver floors, added more glowstone to the entrance of the area
14. In false silver floors, added a few more random loot chests in the fortress section
15. In false silver floors, added coal around the entrance
16. In fort tomber, added honey pots ADD MORE
17. In fort tomber, scattered light around the entrance
18. In deep wood caverns, added honey pots
19. In deep wood caverns, added a rail line connecting the bottom of the waterfall to the top
20. In deep wood caverns, scattered light around the entrance area and tree line
21. In deep wood caverns, added a few ladders to the start of the tree line
22. In flood gate fortress, zombies no longer spawn reinforcements, deal more damage, have 50% knock back resistance, spawn in smaller quantities, cap out at lower amounts of mobs, and spawn slower
23. Added a sign thanking the people that gave initial feedback on the map in the Cavern leading to the monument
In Beta 1.2.1:
This version is a hotfix for an issue caused by 1.11
1. In sabbia tombs, changed all the husk spawners to zombie spawners, as in 1.11 husks can only be spawneed from spawners open to sky
Enter a large island with a variety of environments, ranging from jungles, to desert, to ice plains, caves, and a unique nether. With natural regeneration disabled, this map will change the way you have to play, but includes several mitigating factors for the lack of natural health regeneration, such as he monument acting as a healing center, or mobs dropping healing potions. This map is not meant to too hard, but still provides a reasonable challenge. This is my first open world map, and focuses on exploration and survival.
With this map, I took all of the feedback I revived about Whirling Phenomena to heart, and made large efforts to fix those issues for this map. The lack of natural health regeneration causes every enemy to be dangerous, and as a result, especially early on, there are far fewer enemies, and custom enemies are more powerful themselves. This attempts to fix the absurd mob swarming in Whirling Phenomena. The dungeons in this map focus much more on smaller details, and are not needlessly long, which was a huge issue in Whirling Phenomena. Loot chests should also feel more rewarding, as the items found in them are generally more powerful than the ones you can make yourself, and some of the items cannot be obtained any other way.
I am aware that Whirling Phenomena has a very large number of flaws, and I tried my best to make this map learn from the mistakes of Whirling Phenomena.
This version fixes a few errors in some information books, re-balances the loot chest loot tables, lowers the overall drop rate of regeneration potions, makes some minor tweaks to a few areas, and fixes a few messed up parts of terrain.
1. Fixed corrupt chunk at: (9846, 10665)
2. Fixed grammar in starting book “Gameplay Notes” on page 2-3
3. Fixed grammar in starting book “Detailed Rules” on page 1, 2
4. Fixed grammar in starting book “Beta Testing” on page 2
5. Fixed grammar in monument book “Villager Potions” on page 1, 2
6. Fixed grammar in monument book “Potion Tips” on page 1, 2
7. Lowered all tp command coordinates to avoid players taking suffocation damage
8. Fixed button for the nether teleporter
9. In swamp: Fixed water at: (10655, 122, 10462) and (10863, 103, 10403), changed sandstone to sand at (10841, 102, 10152)
11. In cliff forest: filled in water at (10455, 123, 10263)
12. In light blue wool: Made all below ground silverfish spawners spawn faster, and extra fast in the lava tunnel section, added more silverfish spawners, made boss have more health, put more silverfish blocks in boss zone
13. In pink wool: upgraded random loot to level 2 loot, increased boss attack damage
14. In gray wool: upgraded random loot to level 2, buffed a hidden chest
15. In purple wool: upgraded loot to level 3
16. In blue wool: upgraded random loot to level 4, buffed a bow in a chest
17. Lowered drop rate of regen potions on cave spiders to be that of every other mob
18. Lowered drop rate of regen potions on shulkers to be that of every other mob
19. Lowered drop rate of regen potions on guardians to be that of every other mob
20. Overall drop rate of regen potions lowered by 1%
21. In level 3 loot: made all low tier items always enchanted, gold is always level 30
22. In level 4 loot: removed gold items, chain items are always level 30
23. In level 5 loot: removed non-iron/diamond/bow equipment
24. Overall increased levels used for enchanted books in random loot chests
25. Significantly increased the chance of getting a mending book in level 4 and 5 random loot chests
Description: After rewatching videos and reliving the nostalgic days from when I first got into Minecraft and CTM maps, I decided to try and make a map in the old school Vechs style, around version 1.2.5. Nearly every area has hidden shortcuts creating a web of interconnected areas, with every area containing my hidden secrets to find.
WARNING: This map must be played in version 1.2.5 to work correctly.
Enter this hellish realm filled with evil areas and terrifying obsticals. This is easily my hardest map, and is designed to be a rage inducing ROM-hack challenge. The play time is likely not to be much more than an hour maybe two if you play slowly, so if you lose the map, you can retry.
Wow, I love the use of the hard clay as a base block - makes a change to everyone's smooth and sandstone usage! Definitely gonna keep an eye, looks promising so far
I have seen very little use of it. The second the block came out I knew I wanted to use it forsomething like this. The fact that I can change the color of the stone adds a lot of diversity in the looks, so I can lean away from a moncromatic map.
Gosh! It took me ages to find this thread again! I've been hoping that when I did eventually find this again, your map would be released! I guess it's not done yet I'm gonna bookmark this so I remember this thread. Your mini-ctm was too good! I can't wait for that full ctm!