I'm feeling all giggly inside because you guys are using my banner. *squee*
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CTM maps beaten: Sea of Flame II, Infernal Sky II, Kaizo Caverns, Black Desert, Legendary, Nightmare Realm, Sunburn Islands, Spellbound Caves, Lethamyr, Waking Up
Hey, no one noticed I'm still accepting reviewers!
I have 4 at this point, so I'll only accept a couple more reviewers before I cut it off for now, but PM me if you want to be a reviewer!
I just sent you a message regarding that.
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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...)
-epic filler snip- wordswords...What do you look for in a CTM map?
Considering all the world/editing tools available at present, the map maker needs to provide some natural looking terrain coupled with some logical transition and blending. Spheres, cubes, diamond (shapes) really don't do it for me. There was a time when that's all that was available, but that mold was broken long ago. A good old fashioned 3x3x3 dungeon hallway area is great, but vary the wall textures and floors...not just non stop mossy cobble all day.
Another draw for me is a consistent theme or at least a feasible attempt at one. It's understandable that creating 16 unique areas is difficult enough without all connecting them with some type of thread. However, it adds more to the appeal and the level to which a player can become immersed in your map and therefore appreciate all of the attention to detail which you may feel goes unnoticed. If you float the whole map in the middle of the sky above the void, look at Cranica's first map Forgotten Sky for inspiration (imo, brilliant).
Another big player which can rear its head quite early and give an indication of the rest of the map is mobs. Not just the amount of spawners, but what kind of detail or consideration was given to natural mob spawns. You can have a brilliant open world map with underground dungeons, but if you've got zero non-map related chunks, you've got 230 hostiles underground during the day and 230 above ground at night (or whatever max spawn number is).
I'd also echo the previous points and give a thumbs up to unique areas, innovative travel techniques, clever (not necessarily death dealing) traps, and visual cues to either progress the player or indicate bonus items. Thumbs down to blowing up monument blocks and ripping off the ideas of others (inspiration is fine...direct copy not so much).
Padsanda, you have no idea how much I respect your reviews and commentary of CTM maps. I loved all of what you wrote on the last CTM Central thread. Great to have you here! I hope you'll be a regular posted here!
I think beta testing should not be the most reliable reviews. It's mostly because the creator has changed parts of the map after you've beta tested it.
True, but in this instance, the changes are mostly a few balance fixes, tweaks, and some little aesthetic changes. This map in particular had already been released to the public, but was then taken back in, fixed up, and then opened for private beta-testing by Matt.
It's not like he's changing whole areas based on my input. Just tiny tweaks.
As for individual people reviewing... I have a number of volunteers who are reviewing. I think they will be the only ones reviewing... the page would get very messy if there were many, many volunteer reviewers, each with their own color of text. D:
True, but in this instance, the changes are mostly a few balance fixes, tweaks, and some little aesthetic changes. This map in particular had already been released to the public, but was then taken back in, fixed up, and then opened for private beta-testing by Matt.
It's not like he's changing whole areas based on my input. Just tiny tweaks.
I second this. If Delthyn wants to review my map, he is completely free to do so. He's almost finished with it, and the biggest change I've decided to make because of his feedback is the overall aesthetics of one area (and there's only one area where I'm doing that)
Like I said earlier, I don't care who the review is accredited to. I can just send in my review, you can tweak it for grammar (I accidentally use it's when I mean its a lot), or add a word or two, and then print it under your name, Isaac.
I understand that you don't want that many fonts, and I agree with you. I'm perfectly fine with my reviews being attributed to you. (It's not like having made a review makes my **** bigger.)
Also.. I was wondering if we are allowed to post videos on the thread.. They do take up a lot of space but i'd probably put them in a spoiler.
Also maybe you can add someones LP of the map in a spoiler that goes with the map. Just so if someone wanted to watch an lp or see the map before and in more depth than pictures.
Also.. I was wondering if we are allowed to post videos on the thread.. They do take up a lot of space but i'd probably put them in a spoiler.
Also maybe you can add someones LP of the map in a spoiler that goes with the map. Just so if someone wanted to watch an lp or see the map before and in more depth than pictures.
Well, we do have the super hostile guide but that's for super hostile maps. But they have strict rules for LPing, I think you should PM the creator.
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...)
I would hesitate to post someone else's LP on this thread, certainly. But Limitless, it's fine for you to post a couple LP episodes here. As long as you spoiler them and don't just spam up the thread with LPs, I'm fine with it.
On one hand, it would be free advertisement for the LPer, but some might take offence at the use of their LP for promotional uses (showing off a map). It would be safer just to avoid the matter by not having videos. If a person really wants to see a LP before playing, they can ask us to direct them to one, or just use their search-fu.
CTM Community Question : When you get to a Victory Monument what are the steps you take to set it up the way that you want it? Storage, mob grinder, farms, etc.. Or do you not even set up a base at the Victory Monument but scatter bases throughout the map?
I like to have one, big, main central base. Occasionally it's at the VM, occasionally it's at about where I think the middle of a map is. Or I just set up a base wherever I feel like!
I usually make a couple simple food farms. However, if the map gives out a ton of food, I'll just use what I get from chests. If the mapmaker gives out a cool resource, I might make a farm out of it. I love having a lot of each item at the end of the map. Makes me feel like I've accomplished a lot.
As for storage rooms, I certainly do. I create very organized storage chests for each kind of thing. If you're interested in seeing how I organize things, visit the Uncharted Territory thread and look on the 38th page, near the bottom... I posted about finishing Uncharted Territory 2 and posted pictures of all my chests 'n' stuff.
For bases, I always, always set up at the VM. Small, constricted VM's are my worst nightmare. I occasionally make forward bases, but I'm more likely just to run back and forth.
One thing I would like to see implemented in future CTM maps is use of the command block for travel. The rigor of having to dig the tunnel, make the railway line, ride through it dozens of times, etc...just to get from point A to point B...is pretty onerous.
Having a command block at each intersection that teleports you to the VM, or something of that nature, would be amazing.
For bases, I always, always set up at the VM. Small, constricted VM's are my worst nightmare. I occasionally make forward bases, but I'm more likely just to run back and forth.
One thing I would like to see implemented in future CTM maps is use of the command block for travel. The rigor of having to dig the tunnel, make the railway line, ride through it dozens of times, etc...just to get from point A to point B...is pretty onerous.
Having a command block at each intersection that teleports you to the VM, or something of that nature, would be amazing.
Ender chests are pretty good for storing items at the VM and getting them later in the map.. I played some maps and the creator places a ender chest at each intersection and at the VM... Loved the concept and it helped a lot. Good for putting wools inside the ender chest and getting them back at the VM to place.
CTM maps beaten: Sea of Flame II, Infernal Sky II, Kaizo Caverns, Black Desert, Legendary, Nightmare Realm, Sunburn Islands, Spellbound Caves, Lethamyr, Waking Up
I have 4 at this point, so I'll only accept a couple more reviewers before I cut it off for now, but PM me if you want to be a reviewer!
I just sent you a message regarding that.
Considering all the world/editing tools available at present, the map maker needs to provide some natural looking terrain coupled with some logical transition and blending. Spheres, cubes, diamond (shapes) really don't do it for me. There was a time when that's all that was available, but that mold was broken long ago. A good old fashioned 3x3x3 dungeon hallway area is great, but vary the wall textures and floors...not just non stop mossy cobble all day.
Another draw for me is a consistent theme or at least a feasible attempt at one. It's understandable that creating 16 unique areas is difficult enough without all connecting them with some type of thread. However, it adds more to the appeal and the level to which a player can become immersed in your map and therefore appreciate all of the attention to detail which you may feel goes unnoticed. If you float the whole map in the middle of the sky above the void, look at Cranica's first map Forgotten Sky for inspiration (imo, brilliant).
Another big player which can rear its head quite early and give an indication of the rest of the map is mobs. Not just the amount of spawners, but what kind of detail or consideration was given to natural mob spawns. You can have a brilliant open world map with underground dungeons, but if you've got zero non-map related chunks, you've got 230 hostiles underground during the day and 230 above ground at night (or whatever max spawn number is).
I'd also echo the previous points and give a thumbs up to unique areas, innovative travel techniques, clever (not necessarily death dealing) traps, and visual cues to either progress the player or indicate bonus items. Thumbs down to blowing up monument blocks and ripping off the ideas of others (inspiration is fine...direct copy not so much).
Cheers to the thread. Hope it keeps up!
Padsanda, you have no idea how much I respect your reviews and commentary of CTM maps. I loved all of what you wrote on the last CTM Central thread. Great to have you here! I hope you'll be a regular posted here!
Also, would you like to be a map reviewer?
True, but in this instance, the changes are mostly a few balance fixes, tweaks, and some little aesthetic changes. This map in particular had already been released to the public, but was then taken back in, fixed up, and then opened for private beta-testing by Matt.
It's not like he's changing whole areas based on my input. Just tiny tweaks.
I second this. If Delthyn wants to review my map, he is completely free to do so. He's almost finished with it, and the biggest change I've decided to make because of his feedback is the overall aesthetics of one area (and there's only one area where I'm doing that)
I understand that you don't want that many fonts, and I agree with you. I'm perfectly fine with my reviews being attributed to you. (It's not like having made a review makes my **** bigger.)
Also.. I was wondering if we are allowed to post videos on the thread.. They do take up a lot of space but i'd probably put them in a spoiler.
Also maybe you can add someones LP of the map in a spoiler that goes with the map. Just so if someone wanted to watch an lp or see the map before and in more depth than pictures.
Well, we do have the super hostile guide but that's for super hostile maps. But they have strict rules for LPing, I think you should PM the creator.
When you get to a Victory Monument what are the steps you take to set it up the way that you want it? Storage, mob grinder, farms, etc.. Or do you not even set up a base at the Victory Monument but scatter bases throughout the map?
I usually make a couple simple food farms. However, if the map gives out a ton of food, I'll just use what I get from chests. If the mapmaker gives out a cool resource, I might make a farm out of it. I love having a lot of each item at the end of the map. Makes me feel like I've accomplished a lot.
As for storage rooms, I certainly do. I create very organized storage chests for each kind of thing. If you're interested in seeing how I organize things, visit the Uncharted Territory thread and look on the 38th page, near the bottom... I posted about finishing Uncharted Territory 2 and posted pictures of all my chests 'n' stuff.
One thing I would like to see implemented in future CTM maps is use of the command block for travel. The rigor of having to dig the tunnel, make the railway line, ride through it dozens of times, etc...just to get from point A to point B...is pretty onerous.
Having a command block at each intersection that teleports you to the VM, or something of that nature, would be amazing.