Looks good Brown. Only thing I can say is, with an intersection of that size, maybe you should add a little bit of structures or other stuff, just for the player to explore.
Hey guys. After finally getting my act together in college now, I've decided to (probably) stop being dead. With the system I used, a server on my computer, things are a bit rougher to set up, for some reason. Anybody here have a decent idea how to get a small server up and running?
@Alva I've had an easy time setting up servers with this program: http://yams.in/
It's pretty easy to use, and once it's set up anybody I play with hasn't had any trouble connecting. For some reason the admin page doesn't work in chrome though, so I have to use internet explorer to change anything.
Rent a Cubedhost server! They're cheap, always online and run very well on even the lowest spec service you can go with. It uses the simplest and most comprehensive software to upload save files, download them, etc... Don't bother setting up a server, just rent one! You'll end up saving money doing this, as you will save on electricity. I made all of my SG maps, my 2nd CTM and most of my 3rd CTM on Cubedhost servers. Just do it!
Dammit Krose would be so good at marketing, I can already imagine it. I mean, he gives actual decent reasons and doesn't just say "buy, buy. BUUUY" for one thing
@Taschneide and whoever else, I've talked to Traz and Karthex. They want to include the vatiayion brush and erosion update in the next fork builf, I'll add it to the source this weekenf. Don't worry about installing it ;-)
@Krose, I almost want to buy a sserver kow. And I don't know what to use it for....
Rent a Cubedhost server! They're cheap, always online and run very well on even the lowest spec service you can go with. It uses the simplest and most comprehensive software to upload save files, download them, etc... Don't bother setting up a server, just rent one! You'll end up saving money doing this, as you will save on electricity. I made all of my SG maps, my 2nd CTM and most of my 3rd CTM on Cubedhost servers. Just do it!
I used to run my own, back ~1.6, I think. The only real issue I'm having is port forwarding, and I've managed to still crash the server from my reasonably powerful rig. This would be still running from that, if I set that one up, just I'd be accessing it from a laptop more often than not. Also, how much control do you get as a user? Ideally, I'd want to be working with practically a remote desktop, where I can use console commands like some omnipotent god/admin of the server.
Their processor is a bit better than the one I'm using, plus it's (probably) dedicated, but I also have college internet going for me, which, when my computer is plugged in, is very good. (on this laptop, with a mediocre wireless card and just wifi, I get ~1.75 up and ~.25 down) and when plugged in, is a lot better.
I was having the same problems as you with the port forwarding, which is why I originally started using YAMS. It does it for you, and just streamlines the whole process. Also let's you have full control over the service since it's on your own machine and everything. I know Cubedhost is really nice, but you ought to try it out first if you already have a nice rig you want to run it on.
I was having the same problems as you with the port forwarding, which is why I originally started using YAMS. It does it for you, and just streamlines the whole process. Also let's you have full control over the service since it's on your own machine and everything. I know Cubedhost is really nice, but you ought to try it out first if you already have a nice rig you want to run it on.
oh my, that's really nice. I'm probably going to play around with my settings a bit more, but how is that thing not more commonly used!?
No idea why it's not used more. I hadn't ever heard of it until I was trying to find ways around port forwarding without resorting to hamachi. It works like a charm.
You get access to something called 'Multicraft', which is basically console commands- you can type anything into it, and it acts as a console. Also, you can edit whitelist on the fly and upload hotfixes to craftscripts for customisations. A simple /reload ingame will implement changes.
You will need to use a program called Filezilla or an equivalent, which allows you to quickly upload save files to the server. There are tutorials for both Multicraft and Filezilla on Youtube. And you can contact the Cubedhost support staff at any time- expect an answer within hours.
They're an extremely good company and I've never had trouble with them. Seriously, they're good! Once you use them, you will look upon your port-forwarding/ Hamachi days and ask yourself why you ever bothered.
And I know that I sound like a sales person, but that's how good this company is- it turns a regular customer into a poster-paster.
well, this is awkward. After fiddling around with a lot of settings, I was able to get it working...but I'll totally remember this for the future!
The Meaning of Life, the Universe, and Everything.
Join Date:
7/14/2013
Posts:
596
Member Details
Alrighty, so this is something that has been bothering me quite a lot ever since I thought of it's existence, and I think it's necessary to address it.
I've been noticing that quite a lot of mapmakers are starting to create their maps differently. Differently as in in a much more similar manner to RC. It seems that one of the things people understood from RC is how things for example like "large area's with amazing gameplay and aesthetics are good", which is pretty obviously true. But this is not the problem. The problem is how people are making these large area's with amazing gameplay/aesthetics (mostly gameplay, but I'll talk about aesthetics too for a paragraph or two).
Firstly, let me say from what mapmakers and how I've gathered this information. I know my own mind, and I know that I've also somewhat been going too much in this direction with mapmaking (I'll explain what "this" is soon enough), I've seen Smeagolow's video's, I know how Ragirk likes to make his map and what he has planned in terms of certain gameplay things, I know what Code/Chipmunk has made and wants to do with his map (although he's to a much lesser degree affected by "this"), and just from seeing what Xhen makes right now I'm assuming a few things. So that's already 5 decent, if not also still considered slightly new, mapmakers, and I'm sure there very well might be more that just share what they make less. Now, what is "this": as people have been creating new and better gameplay with 1.8 stuff, it has also been getting increasingly similar to each other. Personally, I think this is because of how a lot of the people that are mapmaking with their newer maps in 1.8 got inspired by RC, which again, is not a bad thing. The bad thing is how, it seems at least, that because of this people are creating good gameplay, but similar gameplay. One of the things with this which is more noticeable with is the custom super special items (which is how I'm gonna call the special command block items), but they're less important in this regard.
Basically, I think that a lot of us are drifting in the same direction: RC-like. Now, having a map be inspired by another isn't bad, it's definitely not bad, but having it be similar can be, and if there's a lot of similar maps it quite definitely is. One of the main parts of the problem is how 1.8 let us do a whole lot of new special different things, but very specific new different things, whereas pre-1.8 because we were more limited in options, we had to be more creative with what we made. To be clear: I'm not saying either 1.8 or RC are bad, they're both amazing, but I do think they may have caused a problem where because of a combined number of reasons, some of us might be starting to create things which are too similar to each other.
This problem, in my humble opinion, is pretty easily fixable: just try and either a) be really creative yourself or b ) if you notice yourself make something that's really similar to something someone else made, try and change it. Now of course having similarities here and there isn't bad, and having the super special custom items give you similar effects is fine because what can you do, there's only 23 effects in this game, not all of them being useful, but what I fear might be happening is how we're crossing the border with having too many similarities to one another. Now I'm not asking of you to remake every single gameplay aspect so it'll be extremely amazing and unique, but all I want is for you to maybe try consider and remembering this when making gameplay in the future.
Now onto aesthetics, and with this, I don't have much to say except for addressing big area's and to a much lesser extent again, saying what I said before about trying to not have too similar things. As for big area's: remember, try to fill them up, and have structures in them. Filling them up helps make them feel better and not just like large empty tunnels, while structures help give them landmarks so if the player for example dies, he knows that he died X away from Y structure. This is also true to certain smaller area's, especially the ones that are similar to the Caves of Confusion from Legendary: having landmarks such as structures helps let the player realize where he is in his surroundings and not get lost. Also, this has been said thousands of times and let me say it again: do not create big area's for the sake of big area's. Even my pseudo open world map has some area's which are more dungeon like and smaller than open world-ish.
And finally, because it seems that in the past I couldn't do one of these long posts without this, here's my trademark discalimer:
Many things written in this post are a matter of opinion and do not have to convey fact. The reader has full right to not listen to anything this post may offer and continue on his jolly way. I recommend for readers that disagree with this post or have certain opinions which may be important and are relevant to this post, to write a reply with them. The writer of this post meant no intentional harm in any form or manner (with rare exceptions) to the reader, if such harm occurred from reading or reacting to this post. The writer of this post is not part of ‘Murica’s bald eagle clan of independence, or their friendly brothers, the hockey warriors that sit inside their igloo’s petting their pet grizzly bears and feeding them Canadian bacon.
P.S. Please read this quickly, I'm renting this wall from China.
First off, what I said was that we got inspired by RC and we might (I really should've highlighted this more in my post ) be all going in the same direction. One of the things with you Xhen that made it be so you're being very original and outside the box is how you're relying less on command blocks than a lot of us, which in general is a good thing.
Also as for you using a concecpt from RC: if you do it in a way where you use that concecpt differently and the area design is different, it really doesn't matter. For example, there was an area in ED3 that used the minecart thing, but there it was spawning helpful potions and iron golems, and it was a pretty small sized mining tunnel that you had to push the spawner minecart through with a lot of spawner spam. What Heliceo did in RC was very very different, but they both use the same general mechanic. What I'm talking about is how we might be making the mechanic be nearly exactly the same.
Remember, this is something which I was thinking of, and I didn't know if it was true or not. Also so far, all that I know from replies to this wall is that you're awesome and really good at making maps (probably better than me, but that isn't saying much ) and you aren't prone to this.
Also the aesthetic thing was mostly because I felt the need to also say something aesthetic related as well
One last thing: the wall is staying here until I get more replies. I've got it rented for another 5 hours at least, wait for the bald eagle clan's people of independence and their hockey loving bacon eating grizzly bear petting brothers to come.
You mean like a tag you can set for the command block? Also why would you want to do that?
Thanks man!
Guess who else is back ---> ME
It's good.
Does this mean you're going to make posts on the Nightmare Fuel thread?
So I can debug cmd blox by reading the output of certain blocks without cancelling all clocks.
Thoughts?
More Pics
Looks good Brown. Only thing I can say is, with an intersection of that size, maybe you should add a little bit of structures or other stuff, just for the player to explore.
My mini-CTM map! It's a fun map, so play it!
It's pretty easy to use, and once it's set up anybody I play with hasn't had any trouble connecting. For some reason the admin page doesn't work in chrome though, so I have to use internet explorer to change anything.
So clean and ~neoclassical~, I love it!
Dammit Krose would be so good at marketing, I can already imagine it. I mean, he gives actual decent reasons and doesn't just say "buy, buy. BUUUY" for one thing
@Krose, I almost want to buy a sserver kow. And I don't know what to use it for....
I used to run my own, back ~1.6, I think. The only real issue I'm having is port forwarding, and I've managed to still crash the server from my reasonably powerful rig. This would be still running from that, if I set that one up, just I'd be accessing it from a laptop more often than not. Also, how much control do you get as a user? Ideally, I'd want to be working with practically a remote desktop, where I can use console commands like some omnipotent god/admin of the server.
Their processor is a bit better than the one I'm using, plus it's (probably) dedicated, but I also have college internet going for me, which, when my computer is plugged in, is very good. (on this laptop, with a mediocre wireless card and just wifi, I get ~1.75 up and ~.25 down) and when plugged in, is a lot better.
My mini-CTM map! It's a fun map, so play it!
I was having the same problems as you with the port forwarding, which is why I originally started using YAMS. It does it for you, and just streamlines the whole process. Also let's you have full control over the service since it's on your own machine and everything. I know Cubedhost is really nice, but you ought to try it out first if you already have a nice rig you want to run it on.
oh my, that's really nice. I'm probably going to play around with my settings a bit more, but how is that thing not more commonly used!?
My mini-CTM map! It's a fun map, so play it!
well, this is awkward. After fiddling around with a lot of settings, I was able to get it working...but I'll totally remember this for the future!
My mini-CTM map! It's a fun map, so play it!
I've been noticing that quite a lot of mapmakers are starting to create their maps differently. Differently as in in a much more similar manner to RC. It seems that one of the things people understood from RC is how things for example like "large area's with amazing gameplay and aesthetics are good", which is pretty obviously true. But this is not the problem. The problem is how people are making these large area's with amazing gameplay/aesthetics (mostly gameplay, but I'll talk about aesthetics too for a paragraph or two).
Firstly, let me say from what mapmakers and how I've gathered this information. I know my own mind, and I know that I've also somewhat been going too much in this direction with mapmaking (I'll explain what "this" is soon enough), I've seen Smeagolow's video's, I know how Ragirk likes to make his map and what he has planned in terms of certain gameplay things, I know what Code/Chipmunk has made and wants to do with his map (although he's to a much lesser degree affected by "this"), and just from seeing what Xhen makes right now I'm assuming a few things. So that's already 5 decent, if not also still considered slightly new, mapmakers, and I'm sure there very well might be more that just share what they make less. Now, what is "this": as people have been creating new and better gameplay with 1.8 stuff, it has also been getting increasingly similar to each other. Personally, I think this is because of how a lot of the people that are mapmaking with their newer maps in 1.8 got inspired by RC, which again, is not a bad thing. The bad thing is how, it seems at least, that because of this people are creating good gameplay, but similar gameplay. One of the things with this which is more noticeable with is the custom super special items (which is how I'm gonna call the special command block items), but they're less important in this regard.
Basically, I think that a lot of us are drifting in the same direction: RC-like. Now, having a map be inspired by another isn't bad, it's definitely not bad, but having it be similar can be, and if there's a lot of similar maps it quite definitely is. One of the main parts of the problem is how 1.8 let us do a whole lot of new special different things, but very specific new different things, whereas pre-1.8 because we were more limited in options, we had to be more creative with what we made. To be clear: I'm not saying either 1.8 or RC are bad, they're both amazing, but I do think they may have caused a problem where because of a combined number of reasons, some of us might be starting to create things which are too similar to each other.
This problem, in my humble opinion, is pretty easily fixable: just try and either a) be really creative yourself or b ) if you notice yourself make something that's really similar to something someone else made, try and change it. Now of course having similarities here and there isn't bad, and having the super special custom items give you similar effects is fine because what can you do, there's only 23 effects in this game, not all of them being useful, but what I fear might be happening is how we're crossing the border with having too many similarities to one another. Now I'm not asking of you to remake every single gameplay aspect so it'll be extremely amazing and unique, but all I want is for you to maybe try consider and remembering this when making gameplay in the future.
Now onto aesthetics, and with this, I don't have much to say except for addressing big area's and to a much lesser extent again, saying what I said before about trying to not have too similar things. As for big area's: remember, try to fill them up, and have structures in them. Filling them up helps make them feel better and not just like large empty tunnels, while structures help give them landmarks so if the player for example dies, he knows that he died X away from Y structure. This is also true to certain smaller area's, especially the ones that are similar to the Caves of Confusion from Legendary: having landmarks such as structures helps let the player realize where he is in his surroundings and not get lost. Also, this has been said thousands of times and let me say it again: do not create big area's for the sake of big area's. Even my pseudo open world map has some area's which are more dungeon like and smaller than open world-ish.
And finally, because it seems that in the past I couldn't do one of these long posts without this, here's my trademark discalimer:
Many things written in this post are a matter of opinion and do not have to convey fact. The reader has full right to not listen to anything this post may offer and continue on his jolly way. I recommend for readers that disagree with this post or have certain opinions which may be important and are relevant to this post, to write a reply with them. The writer of this post meant no intentional harm in any form or manner (with rare exceptions) to the reader, if such harm occurred from reading or reacting to this post. The writer of this post is not part of ‘Murica’s bald eagle clan of independence, or their friendly brothers, the hockey warriors that sit inside their igloo’s petting their pet grizzly bears and feeding them Canadian bacon.
P.S. Please read this quickly, I'm renting this wall from China.
First off, what I said was that we got inspired by RC and we might (I really should've highlighted this more in my post ) be all going in the same direction. One of the things with you Xhen that made it be so you're being very original and outside the box is how you're relying less on command blocks than a lot of us, which in general is a good thing.
Also as for you using a concecpt from RC: if you do it in a way where you use that concecpt differently and the area design is different, it really doesn't matter. For example, there was an area in ED3 that used the minecart thing, but there it was spawning helpful potions and iron golems, and it was a pretty small sized mining tunnel that you had to push the spawner minecart through with a lot of spawner spam. What Heliceo did in RC was very very different, but they both use the same general mechanic. What I'm talking about is how we might be making the mechanic be nearly exactly the same.
Remember, this is something which I was thinking of, and I didn't know if it was true or not. Also so far, all that I know from replies to this wall is that you're awesome and really good at making maps (probably better than me, but that isn't saying much ) and you aren't prone to this.
Also the aesthetic thing was mostly because I felt the need to also say something aesthetic related as well
One last thing: the wall is staying here until I get more replies. I've got it rented for another 5 hours at least, wait for the bald eagle clan's people of independence and their hockey loving bacon eating grizzly bear petting brothers to come.