You can be sure, rushing is the last thing I would do with my maps. Good things gotta take their time.
I can tell you're not a rushing person
I can also tell you put a lot of love and dedication into making these maps. It shows through how awesome Animosity turned out without a massive amount of help from the ctm community (like i had, which is the ONLY reason my map is turning out as good as it is) and i can honestly see you becoming a big name in CTMs in the future. Good luck in your future map making endeavors
Ok, so im at I2. Please tell me the order i need to tackle these areas in. I don't have a lot of excess loot, i need to get them in difficulty order please
Ok, so im at I2. Please tell me the order i need to tackle these areas in. I don't have a lot of excess loot, i need to get them in difficulty order please
1. Short Circuit
2. Rushing Water
3. Hellfire Citadel
Ok, Animosity is just a tad too hard for me. No fault of yours, the map is a wonder. However its a very difficult wonder, and one i don't wanna faff about trying to beat. Good map, just too difficult for my tastes. Doesn't make me love it any less though, still excited for your next map
EDIT so im flying through the map in creative so i can see all the stuff i missed, here are some thoughts (will be updated often)
Short Circuit: loved this area, great concept
Rushing Water: didn't expect the monument to be in here honestly...
Hellfire place: OH MY GOODNESS, DAT FORTRESS! looks amazing ;3;
Jellyfishes are mad: oh yes they are...
Arctic Overlap: kinda boring honestly...
Chilling Chasm: Awesome looking area!
Couldn't find purple wool :/
Somber Depths: omg this area looks amazing! LOVE IT!
Fatal Graveyard: I feel this area is probably more gameplay focused, but the aesthetics are still nice. Gives off a good foreboding atmosphere.
Monochrome Termination: yay, spammy mob fest. Yeah i wouldn't have liked this area if i had played through it Do love the name though :3
Ok, Animosity is just a tad too hard for me. No fault of yours, the map is a wonder. However its a very difficult wonder, and one i don't wanna faff about trying to beat. Good map, just too difficult for my tastes. Doesn't make me love it any less though, still excited for your next map
EDIT so im flying through the map in creative so i can see all the stuff i missed, here are some thoughts (will be updated often)
No problems, I'll make sure not to disappoint you with my next map.
Also, a little update: I've started working on SP #02. Theoretical part is done, i'm working on Intersection I at the moment. Will post a sneak peak in a day or two. Oh hey there, this part is a secret, don't tell anyone about it. "_RISE" - you'll have to think about this.
About purple wool:
To find it, you'll have to get through Flaming Necropolis. Only getting to the end of it will show you where that last piece of wool is.
No problems, I'll make sure not to disappoint you with my next map.
Also, a little update: I've started working on SP #02. Theoretical part is done, i'm working on Intersection I at the moment. Will post a sneak peak in a day or two. Oh hey there, this part is a secret, don't tell anyone about it. "_RISE" - you'll have to think about this.
About purple wool:
To find it, you'll have to get through Flaming Necropolis. Only getting to the end of it will show you where that last piece of wool is.
You didn't disappoint me, its just to hard for ME, its not bad! ;3;
So, let's have a quick update on how things are going, shall we?
Firstly, SP #02 is about 16% done, I'm halfway through Intersection 1. I'm not going to say too much about release date, but you can expect to see SP #02 in no more than 5 months. One more thing about this map - it's probably gonna involve standard CTM style, but I have one idea that'll spice it up a bit.
Also, I have a more global gameplay-changing idea in mind. It'll not make it into full 16 wool-type map at the moment, but I might make a smaller one, using which I'll decide if it's worth doing a full map with that idea or not. If I'll make that kind of mini-map, you'll probably see it before SP #02.
And now, the interesting part, another sneak peak:
Just on a side note, what tools do you use to make the caves? My erosion skills aren't good, and erosion is pretty tedious with WorldEdit / BuildCommands.
Just on a side note, what tools do you use to make the caves? My erosion skills aren't good, and erosion is pretty tedious with WorldEdit / BuildCommands.
EDIT: A dev com would be really good.
For terraforming I used WorldEdit only. It's sort of a challenge I made for myself - to make a cool looking map using only it. And yeah, erosion is tedious, but it works.
I would like to make a dev com, but my speaking skills "in real time" are just crap. English isn't my native language, and the only way I was able to learn it is through games and Internet. I might be alright while writing, but when it comes to speaking I'm just getting like "erhm...what do I say....ughhh....what is that word...".
Aaaand it's time for another dev. update!
I'll probably do these every weekend, (if I'll have something to talk about).
As I did last time, I'll start with SP #02. I took a little break at the start of the week, and started working again. Now I'm finishing 3rd wool and starting the 4th - last for Intersection I. After that, I'll slow down a bit, but there is a good reason for me to do so.
Remember me saying that I might do a mini-ctm to "crash test" some new ideas? Yup, that's the reason. I think I'm doing it. As with SP #02, I will not reveal too much information. It's going to be a hybrid between "open world" and "linear" styles - the player will be able to explore the things he wants to explore right from the start, but as he explores more and more, he will progress through the map one way or the other. As it'll be a mini-ctm, there will be only 3 wools, but you know how I'm going to make it more interesting? Hardcore. ;D
And now a few words about planned updates on Animosity.I'm thinking there will be one more update on it, where I'll fix some minor stuff and get some aesthetic changes going. After that I will no longer update it. In a distant future, I may remake Animosity completely, (as Vechs did with "Sea of Flames II", "Black Desert II" etc). But now I'll focus on developing my skills with new maps.
Lastly, I want to talk about OP. I have updated it just a tiny bit, and will update it more globally tomorrow. Mainly add some information about the two WIP maps.
And as I will do each Dev. Update - a closing screenshot:
Yes, it's supposed to be that dark.
And here I am once again, with another dev. update!
Firstly, SP #02. As you could probably tell from the OP, tech name for it is "_RISE". I kind of like it, but I'm still hesitating.
Intersection I is 95% done, still have to balance the light blue wool a little bit. Work on second intersection has started. I don't think I have anything other to say about this map at the moment.
And now, onto the minimap. I still think about the names for this map and the whole mini-series in general. I'm leaning towards "Chamber of Mirages" for the series name. And yes, it does sound like a name for an area more than fora whole map series. Right now I've done about 20% of the map. As it's gonna be one big dungeon-like area, there is a lot for me to build by hand, which is a bit annoying. Ah, and that screenshot from last dev. update is actually from this map.
I think that's it for this dev. update, there is not much for me to talk about today, but I'll be back with some news next week.
And at last, another screenshot:
Remember me saying that I might do a mini-ctm to "crash test" some new ideas? Yup, that's the reason. I think I'm doing it. As with SP #02, I will not reveal too much information. It's going to be a hybrid between "open world" and "linear" styles - the player will be able to explore the things he wants to explore right from the start, but as he explores more and more, he will progress through the map one way or the other. As it'll be a mini-ctm, there will be only 3 wools, but you know how I'm going to make it more interesting? Hardcore. ;D
:/ Hardcore doesn't really make stuff more interesting as opposed to more boring. It makes the player have to play really cautious, which is really annoying and disallows a bunch of different playstyles. It's still your call, but I'd prefer if you didn't.
:/ Hardcore doesn't really make stuff more interesting as opposed to more boring. It makes the player have to play really cautious, which is really annoying and disallows a bunch of different playstyles. It's still your call, but I'd prefer if you didn't.
Yes, hardcore does make you play a lot more cautious. That's what I'm going for. Though I'll see how beta test goes, if it'll be boring for betas, I'm gonna change it. At the moment I'm gonna stick with the hardcore idea.
I'm not sure how you were able to break the command block, but here you go:
y=20
z=-372.5
I can tell you're not a rushing person
I can also tell you put a lot of love and dedication into making these maps. It shows through how awesome Animosity turned out without a massive amount of help from the ctm community (like i had, which is the ONLY reason my map is turning out as good as it is) and i can honestly see you becoming a big name in CTMs in the future. Good luck in your future map making endeavors
2. Rushing Water
3. Hellfire Citadel
EDIT so im flying through the map in creative so i can see all the stuff i missed, here are some thoughts (will be updated often)
Short Circuit: loved this area, great concept
Rushing Water: didn't expect the monument to be in here honestly...
Hellfire place: OH MY GOODNESS, DAT FORTRESS! looks amazing ;3;
Jellyfishes are mad: oh yes they are...
Arctic Overlap: kinda boring honestly...
Chilling Chasm: Awesome looking area!
Couldn't find purple wool :/
Somber Depths: omg this area looks amazing! LOVE IT!
Fatal Graveyard: I feel this area is probably more gameplay focused, but the aesthetics are still nice. Gives off a good foreboding atmosphere.
Monochrome Termination: yay, spammy mob fest. Yeah i wouldn't have liked this area if i had played through it Do love the name though :3
No problems, I'll make sure not to disappoint you with my next map.
Also, a little update: I've started working on SP #02. Theoretical part is done, i'm working on Intersection I at the moment. Will post a sneak peak in a day or two. Oh hey there, this part is a secret, don't tell anyone about it. "_RISE" - you'll have to think about this.
About purple wool:
You didn't disappoint me, its just to hard for ME, its not bad! ;3;
Regardless, looking forward to SP TWOOOOH!
I think this is good enough for the sneak peaks' start. I'll post these every now and then.
Okay, I'll wait for your feedback.
Hell it is. ;D
I meant that I'll make sure SP #02 is going to be better that the first one.
Okay, that's cool.
Seeing other people play my map is actually completely amazing. I'll make sure to watch your LP.
Firstly, SP #02 is about 16% done, I'm halfway through Intersection 1. I'm not going to say too much about release date, but you can expect to see SP #02 in no more than 5 months. One more thing about this map - it's probably gonna involve standard CTM style, but I have one idea that'll spice it up a bit.
Also, I have a more global gameplay-changing idea in mind. It'll not make it into full 16 wool-type map at the moment, but I might make a smaller one, using which I'll decide if it's worth doing a full map with that idea or not. If I'll make that kind of mini-map, you'll probably see it before SP #02.
And now, the interesting part, another sneak peak:
Just on a side note, what tools do you use to make the caves? My erosion skills aren't good, and erosion is pretty tedious with WorldEdit / BuildCommands.
EDIT: A dev com would be really good.
For terraforming I used WorldEdit only. It's sort of a challenge I made for myself - to make a cool looking map using only it. And yeah, erosion is tedious, but it works.
I would like to make a dev com, but my speaking skills "in real time" are just crap. English isn't my native language, and the only way I was able to learn it is through games and Internet. I might be alright while writing, but when it comes to speaking I'm just getting like "erhm...what do I say....ughhh....what is that word...".
I'll probably do these every weekend, (if I'll have something to talk about).
As I did last time, I'll start with SP #02. I took a little break at the start of the week, and started working again. Now I'm finishing 3rd wool and starting the 4th - last for Intersection I. After that, I'll slow down a bit, but there is a good reason for me to do so.
Remember me saying that I might do a mini-ctm to "crash test" some new ideas? Yup, that's the reason. I think I'm doing it. As with SP #02, I will not reveal too much information. It's going to be a hybrid between "open world" and "linear" styles - the player will be able to explore the things he wants to explore right from the start, but as he explores more and more, he will progress through the map one way or the other. As it'll be a mini-ctm, there will be only 3 wools, but you know how I'm going to make it more interesting? Hardcore. ;D
And now a few words about planned updates on Animosity.I'm thinking there will be one more update on it, where I'll fix some minor stuff and get some aesthetic changes going. After that I will no longer update it. In a distant future, I may remake Animosity completely, (as Vechs did with "Sea of Flames II", "Black Desert II" etc). But now I'll focus on developing my skills with new maps.
Lastly, I want to talk about OP. I have updated it just a tiny bit, and will update it more globally tomorrow. Mainly add some information about the two WIP maps.
And as I will do each Dev. Update - a closing screenshot:
Yes, it's supposed to be that dark.
Firstly, SP #02. As you could probably tell from the OP, tech name for it is "_RISE". I kind of like it, but I'm still hesitating.
Intersection I is 95% done, still have to balance the light blue wool a little bit. Work on second intersection has started. I don't think I have anything other to say about this map at the moment.
And now, onto the minimap. I still think about the names for this map and the whole mini-series in general. I'm leaning towards "Chamber of Mirages" for the series name. And yes, it does sound like a name for an area more than fora whole map series. Right now I've done about 20% of the map. As it's gonna be one big dungeon-like area, there is a lot for me to build by hand, which is a bit annoying. Ah, and that screenshot from last dev. update is actually from this map.
I think that's it for this dev. update, there is not much for me to talk about today, but I'll be back with some news next week.
And at last, another screenshot:
:/ Hardcore doesn't really make stuff more interesting as opposed to more boring. It makes the player have to play really cautious, which is really annoying and disallows a bunch of different playstyles. It's still your call, but I'd prefer if you didn't.
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Yes, hardcore does make you play a lot more cautious. That's what I'm going for. Though I'll see how beta test goes, if it'll be boring for betas, I'm gonna change it. At the moment I'm gonna stick with the hardcore idea.