This low on the Pinnacle, it's getting kind of cold. The ice is quite solid; strange that the pool of water is still liquid. Be careful not to freeze to death...
Light gray wool area. I'm pretty much going through the entire map and hollowing out the caves, making the paths, etc. before doing finer decorations, loot, and spawners. White wool is sort of an introductory wool, Orange is underground through a bunch of corridors, Magenta is through some resource caves, Light Blue is suspended on some walkways on the outside of the Pinnacle, Yellow is in a scientific lab, Lime is a water dungeon (I'll probably give the player water breathing), Pink is in a structure that sticks out from the side of the Pinnacle, Gray is through some different, larger caves, and Light Gray is through this icy place. I've got a couple more area ideas, but really, I'm just coming up with stuff as I go. I know I want to do some hallways that are more mazelike in nature, some rooms sort of similar to orange and yellow, some lava caves, and eventually a boss arena, but beyond that I'm just making the areas as I come to them. I like this style of mapping. I'm sure it'll get more boring when it comes time to fill in the loot and spawners, but oh well.
Have any of you people got anything interesting to share, map-building-wise?
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
I agree with Kaladun, but only to an extent. (maybe I'm just rambling, I don't know.)
Yes the different combinations are not infinite, but they are very numerous, and coupled with terrain aesthetic and structures, I think that it is not to far a stretch to say that Gameplay could be.
Furthermore I don't believe that just because a certain type of mob has been used before, it doesn't guarantee a bad experience. I think that if used correctly, mobs that I am already aware of can still surprise me. This however opens the question of multiple creators with their numerous creations. Say hypothetically that every last mob combination has been achieved (F*cking Ragecraft ). Would we continue to create? If someone attempted to do so, they would open themselves up to a world of pain, as they copied a mob from "EnderDarkness with a new name. Would we just start a huge law suit? And destroy each other? Would that end map making for good?
While I don't think that this scenario will ever happen, it is possible that content seems dry or rough right now. But that's only because there is so much great stuff out their already. But say that I'm wrong. Say this should happen. How far do we need to go before we just start loosening up a little over the whole copyright bologna? And if it ever comes to it, will we be so tired of the dry crap that spews out of mapmakers that we all just shoot ourselves?
Understand the power of words, especially in map making. Calling something different can really pull off your "copy heist". (When I say it like that, I really sound evil... I don't care arrest me.) Like having a mob drop "ancient tablets" instead of Battle signs. You can shift a whole monster out of that one word. Maybe its a zombie pigman, but hes also a priest in a huge lava temple. This is the beauty of Minecraft, being able to take anything and make it your own time and time again.
I don't think we are anywhere near dire straights in this respect. I think everybody just has a serious case of builders block. Nothing more.
Have people ever been like upset about copyright? A few people have disclaimers telling not to use their map name (and in Vechs case, monument name), but other then that... I don't think Heliceo would be upset if you took one of his custom mobs and just slightly edited it. Neither would vechs if you gave out a battlesign. Neither would AMLP if you gave someone a riot shield. If you do worry about it, just rename it.
Yes I got some stuff to share but I'd rather wait a bit, just in case I happen to make something better.
These are my thoughts exactly Rubisk.All of my examples were extreme exaggerations, I do not think anyone would go ballistic. I was using them to display how ludicrous it is to think that we will hit a wall in map productivity due to lack of things left to do. Its like saying that I can't make a song because there's nothing left to sing about. Is there a point in map production where we would need to make rules about map copyright? Of course not! Its far far out of the question. I'm sorry if that wasn't clear.
-Also yes, I just finished porting updating and remaking my first map/minimap. You can find it on the only thread I have because I'm poor.
These are my thoughts exactly Rubisk.All of my examples were extreme exaggerations, I do not think anyone would go ballistic. I was using them to display how ludicrous it is to think that we will hit a wall in map productivity due to lack of things left to do. Its like saying that I can't make a song because there's nothing left to sing about. Is there a point in map production where we would need to make rules about map copyright? Of course not! Its far far out of the question. I'm sorry if that wasn't clear.
-Also yes, I just finished porting updating and remaking my first map/minimap. You can find it on the only thread I have because I'm poor.
Also after I finish playing this map I'll probably as well show off a sub/bonus area that I've been working on. I'd probably have been able to show off everything and finish this mini map today if schoolwork wasn't a thing D:
Well I just realized this was my 500th post (I also made a post on said thread, hence why currently it shows as 501). God, I was planning to have this be at a bit more controlled time/be that sub area post I was talking about, but I guess I wasn't paying enough attention to my post count
Well I want to reserve a lot of the better things to say for either my 1000th post or when I release my map, so this'll have to do for now.
Firstly, I want to say just how great ya'll are. I feel that being in this community has not only helped me become a better mapmaker, but also a better person. I consider most of you as true friends of mine (most because there's those few of you that can be annoying more often than not) and even though I don't even know the age or real names of most of you, it feel as if we've met IRL for some of you (only some because there's those of you which I had less interaction with).
I would like to say a few words to certain people, but I'll say stuff to everyone once I get to my 1000th or I release my map.
You two are in my opinion like the two elders of this place (in a somewhat literal way as well ). You help moderate us, generally give good feedback, and in general you two are amazing people. I do hope you both succeed in your maps, and that you Fang manage to release SI before Drago releases his map.
Also just remember, I really want to have another jam already since I missed the last one
You were the second CTM mapmaker that I met, and I think meeting on Proxy's server was a great thing for both of us. Us meeting each other ended up helping us both with mapmaking, and we generally had and have a good time with each other. One of the things I'm most grateful to you with is when you comforted me after what happened with my maps open beta. You have been a great friend along the way, and I hope it stays like that
Oh Witty, I know you've given up on mapmaking, but it was really nice helping you while it lasted. You were always so happy and cheerful, and it really was quite fun helping you with your attitude, but I fully understand your reasons for stopping. I hope you succeed in life and even with your "thing" that you'll still be able to achieve your dreams.
Oh Moldy, you were the first mapmaker I ever met, and it really was and is fun helping you. We both helped each other a lot along the way, while you might not entirely know how you helped me. It seemed like such a casual thing what I did, when I wast starting to explore what a real community was and all that, and I stumbled on your thread when you were asking for help with your CTM map. That seems as if it was much longer ago than it is, as so many things have changed. Still, I'm happy to have met you, as that was one of the best things that happened to me so far during my currently short life.
Oh you. Without you I dunno what Ragirk would be able to do to keep himself entertained when I helped him mapmaking, although my accent makes his name sound like Rajerk so that's nice. Anyway, I just wanted to tell you that even though you haven't affected me as much as some other people here, you're a really awesome person and I hope you stick around for a long while.
You affected me a lot with mapmaking, and how I am. You are a great person that both helped me become a better mapmaker and a better person IRL, as without you I dunno how I would've been with certain bad traits of mine still intact. I hope you stay around for a long long while, and that you'd generally be with the community a bit more, but that's for you to decide
Also German Efficiency OP please nerf. Not to be racist or anything....
So that's about it. Sorry if I didn't include you here, I want to save the big stuff for as I said, either when I release my map or my 1000th post. So now, after 337 pages, I have gotten to 500 posts. Congrats for me I guess
Have any of you people got anything interesting to share, map-building-wise?
I've been working on making a final "beta" update for my map. After that, it's going to go through some testing, I'll fix any glaring issues, and then full release. Once I finish this last beta update (hopefully later this week) I'll probably make a post here seeing if anyone is willing to help test.
Here's the sort of things I've been working on:
Taking areas like this:
and making it more interesting like this:
although that's probably the most extreme example.
Also taking areas within an area that didn't have anything like this:
and adding in more stuff for players to explore like this:
Also been trying to brainstorm good boss ideas.
And @Infinity: I'm glad to hear I helped you as well, although it can't be anywhere near the amount you helped me. I could put all your feedback together and have a short novel. And it's interesting to hear I was the first mapper you met on the forums. You've posted a little more than me since though.
Do you guys already have/had thoughts on randomised dungeons??
It would be rather easy to randomly create lots of dirrerent rooms by using the dispenser+cmdBlock thingy -
Like, randomise the loot you get, where the Wool is, which enemies you're gonna face, traps...
This could get rid of two of the few aspects I don't really like about CTMs:
1) Replayability: Heck, did I love some maps, but on the second playthrough, it was kinda boring to know where everything was and what's coming up - With randomising you could keep the theme (and the difficulty if one is willing to play around with balancing), but still providing a new challenge every time you face the dungeon
I could even think of one-sitting-dungeons which 'regenerate' - get put together another time - every time the player leaves, so he has to get through without running home and reassembling (getting back gear might be a pain, but well...)
2) Watch LPs of people without real spoilers: I hope I'm not the only one who loves to watch people play CTMs and watch how they react to stuff(e.g. Fangride's troll move in VO with the ghast - I called him names, you don't even want to imagine Others weren't as shocked as I've been, sadly...), but usually I end up with at least a small spoiler - I can't really find a spoiler for randomised dungeons(tell me if there is )
This would be really cool. HOWEVER:
Writing a consistent, good algorithm that generates dungeons with a good difficulty curve is insanely difficult. Writing a good, consistent algorithm using Minecraft cmd blocks to create Minecraft dungeons is.... far more difficult.
Thing is, you got to count in so many factors. Creeper spawner 5 blocks up is far more challenging then a zombie spawner 5 blocks up. However, a zombie spawner with dark space nearby is more challenging then a creeper spawner. If you want to keep a good idea of your difficulty, you'd have to do SO MANY MATHs, that you'd probably fill up every block in the spawn chunk and then you're still not done. You don't want to end up with just random spawners, that way randomization can create trivial and impossible areas.
2) Watch LPs of people without real spoilers: I hope I'm not the only one who loves to watch people play CTMs and watch how they react to stuff(e.g. Fangride's troll move in VO with the ghast - I called him names, you don't even want to imagine Others weren't as shocked as I've been, sadly...), but usually I end up with at least a small spoiler - I can't really find a spoiler for randomised dungeons(tell me if there is )
God, I love seeing reactions to that little troll.
But yeah, randomized dungeons are generally pretty cool, if you can pull them off. The worry of course being that the balance won't always feel right because you can't test what the player will always end up with. If somehow you really can find a way to make the route, mobs, ect different but still feel balanced but not overly easy I'd absolutely love to see it. I just am not sure of a solid way to do that myself.
Writing a consistent, good algorithm that generates dungeons with a good difficulty curve is insanely difficult. Writing a good, consistent algorithm using Minecraft cmd blocks to create Minecraft dungeons is.... far more difficult.
Thing is, you got to count in so many factors. Creeper spawner 5 blocks up is far more challenging then a zombie spawner 5 blocks up. However, a zombie spawner with dark space nearby is more challenging then a creeper spawner. If you want to keep a good idea of your difficulty, you'd have to do SO MANY MATHs, that you'd probably fill up every block in the spawn chunk and then you're still not done. You don't want to end up with just random spawners, that way randomization can create trivial and impossible areas.
It's tough, but I think it's doable. So, let's start with custom mobs.
Instead of using math.random ten billion times, instead we use a genetic algorithm. With different effects, powers, etc, we get a difficulty level of a mob. Have that thing go around a few thousand generations, and we've got ourselves an original mob (or thousand.)
Let's say a dungeon comprises of a random number of rooms, defined as, say, having 4 walls, at least 2 exits, and a random number of spawners/cube, and hallways connecting them.
So, path generation isn't horribly tough, that stuff is fairly common, so I won't go into that. (edit mob AI, make it delete it all.)
Define a room's difficulty by spawners, with mob effects, some kind of rating for them, then, once again, our old friend, ye ole genetic algorithm appears. By getting rooms with different levels of mobs, we get a completely original room with its own mobs!
Basically, this is tough, but it's more doable than you're making it out to be. But genetic algorithms are weird.
It's tough, but I think it's doable. So, let's start with custom mobs.
Instead of using math.random ten billion times, instead we use a genetic algorithm. With different effects, powers, etc, we get a difficulty level of a mob. Have that thing go around a few thousand generations, and we've got ourselves an original mob (or thousand.)
Let's say a dungeon comprises of a random number of rooms, defined as, say, having 4 walls, at least 2 exits, and a random number of spawners/cube, and hallways connecting them.
So, path generation isn't horribly tough, that stuff is fairly common, so I won't go into that. (edit mob AI, make it delete it all.)
Define a room's difficulty by spawners, with mob effects, some kind of rating for them, then, once again, our old friend, ye ole genetic algorithm appears. By getting rooms with different levels of mobs, we get a completely original room with its own mobs!
Basically, this is tough, but it's more doable than you're making it out to be. But genetic algorithms are weird.
You exactly miss my point. Effects and stuff don't cause difficulty. Silverfish are more dangerous if there's silverfish blocks around. Creeper spawners are more difficult up high, while zombie spawners may turn out easier. A room filled with endermen spawners is peanuts, but with 1 creeper spawner it is far more difficult. Adding yet another creeper spawner then does way less.
If you want to BALANCE this you're going to run into so much trouble, unless you decide to not care.
@_Dani_F_, that would work and be balance, but... you'd still be spoiled. Even if the rooms are in a different order, they still are the same rooms, so entering one immediately let's you know what's in it if you have seen it before.
You exactly miss my point. Effects and stuff don't cause difficulty. Silverfish are more dangerous if there's silverfish blocks around. Creeper spawners are more difficult up high, while zombie spawners may turn out easier. A room filled with endermen spawners is peanuts, but with 1 creeper spawner it is far more difficult. Adding yet another creeper spawner then does way less.
If you want to BALANCE this you're going to run into so much trouble, unless you decide to not care.
@_Dani_F_, that would work and be balance, but... you'd still be spoiled. Even if the rooms are in a different order, they still are the same rooms, so entering one immediately let's you know what's in it if you have seen it before.
OK, silverfish are another story, as is pretty much any mob that messes with my environment. My point was a genetic algorithm that defines difficulty of mobs, etc..for the spawners, which seemed like the main issue. Of course, these attributes would have to also apply to the dungeon, but if I'm (hypothetically) designing this, I first make my spawner generator.
@ Dani the problem I'm seeing with randomizing something like that is that 1. it will only work for very specific types of areas, 2. it would take a ton of work to make sure the balance worked and there was a good flow if you made a randomized dungeon (already mentioned by Rubisk), and 3. the things I wouldn't want spoiled for me aren't the way the rooms are ordered or anything like that, it's the big surprises and traps that have to be planned pretty meticulously.
I could see having traps be randomized being very interesting. Instead of randomizing entire rooms, randomize which chests get trapped or not. That way a player has to be wary of any chests and won't know which traps to disable by watching someone else. That would also be really easy to implement into a map.
I also have a screenshot to share of a weapon I made for a mini-boss type dude that I though was funny:
I was only planning on doing it on room-based dungeons anyways - maybe I didn't state that clear enough...
And you are right, it would take more work to balance up to 81 different rooms than just balance the whole thing just once...
But your point with the traps - that's where the randomness starts to become the real fun: those were kinda one of the main ideas when I came up with randomised dungeons - Dani needs to learn making his points understandable ._.
One could see someone playing the map and run into a scary screaming fire-trap and just wait for it to happen on their own playthrough on the map - where the dungeon might not even generate it, but it could generate a less screaming, but more destructive tnt-trap, a silent pitfall-trap, a cactus...
Btw: Am I the only one having problems with McEdit and the new OS X - I am planning on switching to the sexy fork-version Rubisk posted, but I want to finish the one I'm working on in the onld version...
I want to keep my spawners and filter-arrangement until I finish and I am literally the worst in getting programs to work like I want them to.. Dani never managed to even install a simple graphically-enhancing mod ;-;
You can just.. you know... copy your schematics and filters. If you want.
Well, stupid Borderlands 2 has probably single handedly kept me from working on my map, lol.
But I have been working on it so I thought I'd share a couple of updates that I thought were interesting.
I removed 2 underground areas away from the rest of the world to reduce the amount of work Minecraft had to do. So now when you get to a certain area you are teleported to another area away from the rest of the open world part of the map. This will reduce the lag (if any) experienced in the main part of the city. Also, this will let me do more complex restone for that area. So I am currently trying to build these areas up that I moved and incorporate more interesting boss/terrain mechanics.
I had a mechanism that I used to spawn a "zombie horde", these are meant to make the player rethink his current objective. Run, hide, climb, fight, etc instead of simply walking that way. The old mechanism was 16x11x7 (including the outer bedrock shell to prevent tampering) and had the usual redstone and repeaters to make things happen. The new one is 9x7x7 and involves a mini timed fill clock to spawn the horde instead of a bunch of command block. 5 command blocks vs ~28. I replaced all the old with the new and my tests worked great. I dig it!
I have 6 areas to rework to make the boss areas more interesting and after that I just have to finish balancing the loot. Work work build fun!
Rollback Post to RevisionRollBack
I post lots of #Srion dev updates and other MC stuff on twitter.@RedWingHamstorm
in the third picture, yeah I guess that could use some more work. Just make that glow stone more organic. maybe give it another dimension? Use smaller brushes and branch off of the original strokes?
Pics or Xhen didn't work
(Also, WIPWIPWIPWIP)
-Sniper Cat Is Better Then Sniper Poodle-
Cool area! (As is the name High Tide Temple. Keep that one). The bridges kinda remind me of the ones from your jam map, and the chains really look like the one from valley of the makers (Sim Prot 2). They fit well together though, and the lighting looks fine too. The area seems quite big for a couple of bridges though. I'm guessing more are going to be slotted in up top.
This low on the Pinnacle, it's getting kind of cold. The ice is quite solid; strange that the pool of water is still liquid. Be careful not to freeze to death...
Light gray wool area. I'm pretty much going through the entire map and hollowing out the caves, making the paths, etc. before doing finer decorations, loot, and spawners. White wool is sort of an introductory wool, Orange is underground through a bunch of corridors, Magenta is through some resource caves, Light Blue is suspended on some walkways on the outside of the Pinnacle, Yellow is in a scientific lab, Lime is a water dungeon (I'll probably give the player water breathing), Pink is in a structure that sticks out from the side of the Pinnacle, Gray is through some different, larger caves, and Light Gray is through this icy place. I've got a couple more area ideas, but really, I'm just coming up with stuff as I go. I know I want to do some hallways that are more mazelike in nature, some rooms sort of similar to orange and yellow, some lava caves, and eventually a boss arena, but beyond that I'm just making the areas as I come to them. I like this style of mapping. I'm sure it'll get more boring when it comes time to fill in the loot and spawners, but oh well.
Have any of you people got anything interesting to share, map-building-wise?
Have people ever been like upset about copyright? A few people have disclaimers telling not to use their map name (and in Vechs case, monument name), but other then that... I don't think Heliceo would be upset if you took one of his custom mobs and just slightly edited it. Neither would vechs if you gave out a battlesign. Neither would AMLP if you gave someone a riot shield. If you do worry about it, just rename it.
Yes I got some stuff to share but I'd rather wait a bit, just in case I happen to make something better.
-Also yes, I just finished porting updating and remaking my first map/minimap. You can find it on the only thread I have because I'm poor.
You forgot to add a link
http://www.minecraftforum.net/forums/mapping-and-modding/maps/1554755-ctm-miniseries-riseofchaos-released?comment=1
Also after I finish playing this map I'll probably as well show off a sub/bonus area that I've been working on. I'd probably have been able to show off everything and finish this mini map today if schoolwork wasn't a thing D:
Well I just realized this was my 500th post (I also made a post on said thread, hence why currently it shows as 501). God, I was planning to have this be at a bit more controlled time/be that sub area post I was talking about, but I guess I wasn't paying enough attention to my post count
Well I want to reserve a lot of the better things to say for either my 1000th post or when I release my map, so this'll have to do for now.
Firstly, I want to say just how great ya'll are. I feel that being in this community has not only helped me become a better mapmaker, but also a better person. I consider most of you as true friends of mine (most because there's those few of you that can be annoying more often than not) and even though I don't even know the age or real names of most of you, it feel as if we've met IRL for some of you (only some because there's those of you which I had less interaction with).
I would like to say a few words to certain people, but I'll say stuff to everyone once I get to my 1000th or I release my map.
You two are in my opinion like the two elders of this place (in a somewhat literal way as well ). You help moderate us, generally give good feedback, and in general you two are amazing people. I do hope you both succeed in your maps, and that you Fang manage to release SI before Drago releases his map.
Also just remember, I really want to have another jam already since I missed the last one
You were the second CTM mapmaker that I met, and I think meeting on Proxy's server was a great thing for both of us. Us meeting each other ended up helping us both with mapmaking, and we generally had and have a good time with each other. One of the things I'm most grateful to you with is when you comforted me after what happened with my maps open beta. You have been a great friend along the way, and I hope it stays like that
Oh Witty, I know you've given up on mapmaking, but it was really nice helping you while it lasted. You were always so happy and cheerful, and it really was quite fun helping you with your attitude, but I fully understand your reasons for stopping. I hope you succeed in life and even with your "thing" that you'll still be able to achieve your dreams.
Oh Moldy, you were the first mapmaker I ever met, and it really was and is fun helping you. We both helped each other a lot along the way, while you might not entirely know how you helped me. It seemed like such a casual thing what I did, when I wast starting to explore what a real community was and all that, and I stumbled on your thread when you were asking for help with your CTM map. That seems as if it was much longer ago than it is, as so many things have changed. Still, I'm happy to have met you, as that was one of the best things that happened to me so far during my currently short life.
Oh you. Without you I dunno what Ragirk would be able to do to keep himself entertained when I helped him mapmaking, although my accent makes his name sound like Rajerk so that's nice. Anyway, I just wanted to tell you that even though you haven't affected me as much as some other people here, you're a really awesome person and I hope you stick around for a long while.
You affected me a lot with mapmaking, and how I am. You are a great person that both helped me become a better mapmaker and a better person IRL, as without you I dunno how I would've been with certain bad traits of mine still intact. I hope you stay around for a long long while, and that you'd generally be with the community a bit more, but that's for you to decide
Also German Efficiency OP please nerf. Not to be racist or anything....
So that's about it. Sorry if I didn't include you here, I want to save the big stuff for as I said, either when I release my map or my 1000th post. So now, after 337 pages, I have gotten to 500 posts. Congrats for me I guess
I've been working on making a final "beta" update for my map. After that, it's going to go through some testing, I'll fix any glaring issues, and then full release. Once I finish this last beta update (hopefully later this week) I'll probably make a post here seeing if anyone is willing to help test.
Here's the sort of things I've been working on:
and making it more interesting like this:
although that's probably the most extreme example.
Also taking areas within an area that didn't have anything like this:
and adding in more stuff for players to explore like this:
Also been trying to brainstorm good boss ideas.
And @Infinity: I'm glad to hear I helped you as well, although it can't be anywhere near the amount you helped me. I could put all your feedback together and have a short novel. And it's interesting to hear I was the first mapper you met on the forums. You've posted a little more than me since though.
This would be really cool. HOWEVER:
Writing a consistent, good algorithm that generates dungeons with a good difficulty curve is insanely difficult. Writing a good, consistent algorithm using Minecraft cmd blocks to create Minecraft dungeons is.... far more difficult.
Thing is, you got to count in so many factors. Creeper spawner 5 blocks up is far more challenging then a zombie spawner 5 blocks up. However, a zombie spawner with dark space nearby is more challenging then a creeper spawner. If you want to keep a good idea of your difficulty, you'd have to do SO MANY MATHs, that you'd probably fill up every block in the spawn chunk and then you're still not done. You don't want to end up with just random spawners, that way randomization can create trivial and impossible areas.
God, I love seeing reactions to that little troll.
But yeah, randomized dungeons are generally pretty cool, if you can pull them off. The worry of course being that the balance won't always feel right because you can't test what the player will always end up with. If somehow you really can find a way to make the route, mobs, ect different but still feel balanced but not overly easy I'd absolutely love to see it. I just am not sure of a solid way to do that myself.
It's tough, but I think it's doable. So, let's start with custom mobs.
Instead of using math.random ten billion times, instead we use a genetic algorithm. With different effects, powers, etc, we get a difficulty level of a mob. Have that thing go around a few thousand generations, and we've got ourselves an original mob (or thousand.)
Let's say a dungeon comprises of a random number of rooms, defined as, say, having 4 walls, at least 2 exits, and a random number of spawners/cube, and hallways connecting them.
So, path generation isn't horribly tough, that stuff is fairly common, so I won't go into that. (edit mob AI, make it delete it all.)
Define a room's difficulty by spawners, with mob effects, some kind of rating for them, then, once again, our old friend, ye ole genetic algorithm appears. By getting rooms with different levels of mobs, we get a completely original room with its own mobs!
Basically, this is tough, but it's more doable than you're making it out to be. But genetic algorithms are weird.
My mini-CTM map! It's a fun map, so play it!
You exactly miss my point. Effects and stuff don't cause difficulty. Silverfish are more dangerous if there's silverfish blocks around. Creeper spawners are more difficult up high, while zombie spawners may turn out easier. A room filled with endermen spawners is peanuts, but with 1 creeper spawner it is far more difficult. Adding yet another creeper spawner then does way less.
If you want to BALANCE this you're going to run into so much trouble, unless you decide to not care.
@_Dani_F_, that would work and be balance, but... you'd still be spoiled. Even if the rooms are in a different order, they still are the same rooms, so entering one immediately let's you know what's in it if you have seen it before.
Here, I give you the solution to all of your problems.
OK, silverfish are another story, as is pretty much any mob that messes with my environment. My point was a genetic algorithm that defines difficulty of mobs, etc..for the spawners, which seemed like the main issue. Of course, these attributes would have to also apply to the dungeon, but if I'm (hypothetically) designing this, I first make my spawner generator.
My mini-CTM map! It's a fun map, so play it!
I could see having traps be randomized being very interesting. Instead of randomizing entire rooms, randomize which chests get trapped or not. That way a player has to be wary of any chests and won't know which traps to disable by watching someone else. That would also be really easy to implement into a map.
I also have a screenshot to share of a weapon I made for a mini-boss type dude that I though was funny:
figured some of y'all would find this sexy and do something with it
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You can just.. you know... copy your schematics and filters. If you want.
But I have been working on it so I thought I'd share a couple of updates that I thought were interesting.
I removed 2 underground areas away from the rest of the world to reduce the amount of work Minecraft had to do. So now when you get to a certain area you are teleported to another area away from the rest of the open world part of the map. This will reduce the lag (if any) experienced in the main part of the city. Also, this will let me do more complex restone for that area. So I am currently trying to build these areas up that I moved and incorporate more interesting boss/terrain mechanics.
I had a mechanism that I used to spawn a "zombie horde", these are meant to make the player rethink his current objective. Run, hide, climb, fight, etc instead of simply walking that way. The old mechanism was 16x11x7 (including the outer bedrock shell to prevent tampering) and had the usual redstone and repeaters to make things happen. The new one is 9x7x7 and involves a mini timed fill clock to spawn the horde instead of a bunch of command block. 5 command blocks vs ~28. I replaced all the old with the new and my tests worked great. I dig it!
I have 6 areas to rework to make the boss areas more interesting and after that I just have to finish balancing the loot. Work work build fun!
I post lots of #Srion dev updates and other MC stuff on twitter. @RedWingHamstorm
And here's Intersection 6 (yea that's right there's 6 intersections, mind blow)
I like it! Those pics really spike my interest.
in the third picture, yeah I guess that could use some more work. Just make that glow stone more organic. maybe give it another dimension? Use smaller brushes and branch off of the original strokes?
Intersection looks cool but these walls
ugh
also nothing works on these new forums i cant even quote
That moment when someones very WIP area looks better than some of the best looking area's in your map :C
Still, that looks pretty darn good mate. What area is this?
Cool area! (As is the name High Tide Temple. Keep that one). The bridges kinda remind me of the ones from your jam map, and the chains really look like the one from valley of the makers (Sim Prot 2). They fit well together though, and the lighting looks fine too. The area seems quite big for a couple of bridges though. I'm guessing more are going to be slotted in up top.