It can be in small things too guys. You can use random loot to just do the general-thrash-negative-space-filler loot. I might even look into making a filter to have multiple tiers, that you can signify by placing an item in the first slot of the chest.
It can be in using just normal spawns/natural spawns, it can be in not doing command block items but just a prot III chestplate. You can decide to not spend all the time to make an entire loot system that no player ever cares about, and just use enchantments and let the player pick what's best themself.
Oh, it can also be in not working on 4 maps at a time. Might help (not me...)
There are newer mapmakers, you just don't see them
I probably can't compete with the stuff you guys make, but I'm trying my best and put a piece of myself into them. You can check out my thread although it hasn't been updated in some time (screenshots for all maps except Halls of Mei'Ikari are really old). (banner)
I'm currently finishing my second map, balancing my first map and designing my third :D.
(also If you are interested in playing Halls of Mei'Ikari beta, I'd suggest waiting a few weeks because I'll be updating it soon)
See, that's the problem we got. People are scared to try. People don't want to fail. People want to be good immediately. Anyway glad you're here and doing stuff
We need to kinda find ways to get new people inspired for mapping
I've actually been enjoying mapping quite a bit... I'm sad to see this community dying. I remember when I first came here the activity level was at an all time high. Now it seems like the genre is fading into obscurity... I think I'll take your advice Rubisk. I'm spending way to much time on the custom loots when honestly, I don't need too. I'm still gonna spend a lot of time on custom mobs, just cause they're so much fun... I hope ctm maps stay alive, because I'm not really interested in regular minecraft and dem...
I'm afraid I've got more bad news in the vein of what Infinity posted on the previous page. It's tough to admit, but looking back I should've seen the inevitable.
Yes, I'm putting Dreadsky Depths on indefinite hiatus. I haven't opened Minecraft in well over a month now, and my creative flow has been firmly channeled in other directions away from mapping, specifically writing. I also find it extremely unlikely that I'll ever return to finish DsD, and honestly, I may not even release what I have built. I started working on this thing almost two years ago, and Minecraft has changed so much since then, I just haven't been able to keep up. To say I feel a little foolish for being as adamant as I was about finishing it would be an understatement. My interest in this community and mapping was almost entirely drained months ago; I was really just forcing myself to finish what I started, and there was no enjoyment whatsoever.
Besides the fact that Minecraft as a medium for creative expression seems dated and inadequate to me now, I'm just dealing with so much other stuff, (both online and IRL,) that this community has completely fallen from my view. I'm working 35 hours a week, working on a final paper about Bioethics and human cloning, and juggling social interaction as well. Stuff is taking off for me, so unfortunately I've got to drop any nonessential commitments.
I'm really sorry for anyone I've let down, but I hope you can understand where I'm coming from and respect my decision to let this go. Chances are very high that I'll visit this community in a similar pattern to how Skeeto does: infrequently, but faithfully. I won't be a member of the Admin account for this thread anymore, nor will I facilitate any further Strawberry Jam events. The latter of those spots in particular can probably be filled by whoever feels up for it, but I'll leave that for you as a community to decide.
Can't say much else without repeating myself, so I think I'll leave it there.
Sad news to hear, DsI is one of my favorite CTM maps. But hey, just do what makes you happy.
Rollback Post to RevisionRollBack
SH maps beaten: Sea of Flame II, Infernal Sky II, Kaizo Caverns, Nightmare Realm, Sunburn Islands, Spellbound Caves, Waking Up and counting....
I honestly feel that Minecraft has moved away from CTM maps as a genre, and it doesn't appear that new players are coming in to replace all the veterans who have been growing up and away from the hobby. Which is really sad, and of course I'd be a hypocrite if I said it was only the people's fault.
But honestly, as much as a lot of you people advocate the new gimmicks/game mechanics in Minecraft and their use in CTM maps, none of you can deny that they appear to have killed the genre. Back when command blocks were new, when vanilla survival was still the main focus of each CTM map, the genre was still thriving. But now most people who abandon their maps do so because they're worried about them getting out of date, or they don't possibly have the time to update them to the new features demanded in these later versions. If the genre were to devolve back to the realms of custom vanilla landscapes, the simple process of picking up pieces of wool, and not be so worried about keeping up with new technology, then maybe CTMs would be more approachable again. Or maybe not!
I think if Vechs was still making maps then things would be a lot different. I think if this thread was actually updated and used for its original purpose again then this place would be a lot more active (not blaming anyone, just stating a fact!). And I think that if people would actually release their maps instead of dillydallying (:P), making them overly complicated and impossible to finish (guilty) and giving them up then there'd be more life here. But unfortunately none of those things seem to be happening. And that's no one's fault, really. It's just the way things have gone.
CTM revival, anyone?
Well this thread has gotten depressing in my absence.
Well this thread has gotten depressing in my absence.
Also, I'm here now. Deal with it.
I know right? For me too...
Anyway, my university will have a Christmas break for the entire month of December. So I hope I could do the "CTM revival" thing Skeeto was talking about then. (Probably a Christmas theme mini-map)
Just hope my mapping skills isn't really that rusty after a hiatus from (trying to do) mapping for over 6 months :/
EDIT: Is there a version of worldedit/voxelsniper for 1.8 yet? Even thou I really doubt it?
Anyway, my university will have a Christmas break for the entire month of December. So I hope I could do the "CTM revival" thing Skeeto was talking about then. (Probably a Christmas theme mini-map)
Just hope my mapping skills isn't really that rusty after a hiatus from (trying to do) mapping for over 6 months :/
EDIT: Is there a version of worldedit/voxelsniper for 1.8 yet? Even thou I really doubt it?
Of course not! And I don't think anyone currently feels like doing that, knowing that 1.9 will revamp even more code... MCP 1.8 isn't even out yet
Use McEdit, or make outdated maps, or update after you finish.
Is there a way to move threads to a different section? Like for example I'd like to move my thread from WIP to Maps, do I have to contact that sections moderator?
I believe you do indeed have to contact the section moderator to do that.
Also, I'm back into mapping again. Looking for feedback on this area, it's the starting area, and I'm honestly not sure what I think of it. I tolerate the look, although I personally think most others will find it an annoying combination of colors. What do you think? (Also, this is supposed to be a swamp area.)
with Night Vision:
Also, if anyone can tell me how this new format's spoiler tags work, that'd be great, I haven't been active in the new forums' design much x3
I believe you do indeed have to contact the section moderator to do that.
Also, I'm back into mapping again. Looking for feedback on this area, it's the starting area, and I'm honestly not sure what I think of it. I tolerate the look, although I personally think most others will find it an annoying combination of colors. What do you think? (Also, this is supposed to be a swamp area.)
with Night Vision:
Also, if anyone can tell me how this new format's spoiler tags work, that'd be great, I haven't been active in the new forums' design much x3
Too messy and too empty. You're currently using the floor as a focus point, drawing the players attention to 1) the floor, and then to 2) fog in the distance (if that's still there in player-perspective, can't see). You need to fix up your lighting to draw the player to the areas of interest (adding like some structures, a big hole/cave or tree, or just something that says "HEY! GO HERE!" will really help. Tuning down variation may be a good idea too.
Too messy and too empty. You're currently using the floor as a focus point, drawing the players attention to 1) the floor, and then to 2) fog in the distance (if that's still there in player-perspective, can't see). You need to fix up your lighting to draw the player to the areas of interest (adding like some structures, a big hole/cave or tree, or just something that says "HEY! GO HERE!" will really help. Tuning down variation may be a good idea too.
Thanks for the feedback, I'll cut back on some of the blocks. Although, as far as the "Hey go here" thing, I actually have implemented that, it's just hard to see with this, since I happened to take the screenshot on the opposite side of the point of interest x3 I'll work on the area a little more and see if I can get a few new screenshots, from the perspective of the player when he spawns in.
Its got a really awesome aesthetic affect :D, but if I were playing I would feel a bit small, you know?
Maybe needs some more distractions. Maybe ruins, maybe bigger terrain defects, like tall grass around the ponds, if its swampy, maybe a base block of podzol, and soul sand around the ponds? I like the ponds. Also trees could help, and you can use alternate materials if you don't want access to wood+saplings.
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Hey i was wondering if you guys could give me some information on a slight issue. One of the areas i am working on in a map of mine i have noticed things are starting to go in "slow motion". The fps is fine, and im of course in singleplayer, however i noticed when mobs are knocked back they take a bit longer than normal. I also noticed enemies like skeletons attacking slower and i believe mobs might have also been spawning a bit slower. Now my hypothesis is that i have way too many spawners in one chunk, because when i leave the area things go back to normal and its also fine in peaceful.
Hey i was wondering if you guys could give me some information on a slight issue. One of the areas i am working on in a map of mine i have noticed things are starting to go in "slow motion". The fps is fine, and im of course in singleplayer, however i noticed when mobs are knocked back they take a bit longer than normal. I also noticed enemies like skeletons attacking slower and i believe mobs might have also been spawning a bit slower. Now my hypothesis is that i have way too many spawners in one chunk, because when i leave the area things go back to normal and its also fine in peaceful.
I've had this issue before... It's some sort of server-wide lag.
For me, my worldgeneration was messed up. Can you look for the world generation preset settings using NBT-explorer? You can also just send your level.dat if that's too difficult.
If that's not messed up, type /gamerule commandBlockOutput true. If you have like 20k clocks running, that might be causing it.
If that's also not it, try take a look at your development console. It should say your skipping ticks, does it output any other stuff?
This is a bit controversial, and I'm sure a lot of the veterans are a tad averse to the concept, but I do think that could help reinvigorate the community.
Thanks for the advice, I'll incorporate it into the map as much as I can. I just had an idea spawning from @Aimoskeeto's paragraph, that I think would make the aesthetics look a little nicer... Thanks guys! (or girls x3)
I feel like a lot of what CTM mapmakers try to achieve goes more under the definition of "create new computer game within Minecraft". But shouldn't that be a different genre in itself?
Funny you should mention that, I actually started a genre like that a while ago that was just a concept at the time, but I called it "[GIG]" - game in a game. xD
It's just the issue of people trying to create Heliceo/Pantheon-size/detail maps and forgetting themselves. People making maps in Minecraft 1.4, even earlier, proved that it were possible to make enjoyable maps that look nice, play nice, and get enjoyed well into the future. So why has that stopped? Why did Sketch start The Painter yonks ago yet still not finish it? Why did Drago end up losing momentum entirely for DsD? Okay, there are other projects to consider and real-life moving on to be done, but both maps would have been finished ages ago if the mapmakers hadn't felt so overwhelmed with the new content (not trying to put words into mouths, but I've stalked enough to know some things!) and concerned about making maps that would stand up to the extremely high quality and pressure now weighing the genre down.
Feeling overwhelmed and pressured was certainly a factor, but more than that, I personally was trying to fit gameplay ideas and features that were just too complicated for Minecraft to handle, even as few features were added with each big update. I'm sure that sounds conceited, but it's the only way I know to say what I was thinking. I was imagining cutscenes, extremely dynamic environments, pseudo-jumpscares, puzzles that would shape the environment around you, etc.
I worked on a project in my last semester of high-school: a platformer prototype using Unreal Engine 4. Just from that small dip into the world of full-on game design, I realized how limited Minecraft was as a medium in relation to how I wanted to express myself. It was less pressure from the map market of complex, up-to-date, feature-packed experiences, and more a personal need to make something that represented my original vision.
And who knows, maybe one day I'll develop some of the ideas originally intended for Minecraft maps into fully-fledged games.
This thread was actually designed to withstand and prevent future re-creations. If someone qualified from the community is willing to step up and take control of the OP, I will gladly hand the keys over. Our admin PM has been silent for months now, so if there's interest and someone wants to take over, I'll see about getting the account to a position where I can hand it off.
It can be in using just normal spawns/natural spawns, it can be in not doing command block items but just a prot III chestplate. You can decide to not spend all the time to make an entire loot system that no player ever cares about, and just use enchantments and let the player pick what's best themself.
Oh, it can also be in not working on 4 maps at a time. Might help (not me...)
See, that's the problem we got. People are scared to try. People don't want to fail. People want to be good immediately. Anyway glad you're here and doing stuff
We need to kinda find ways to get new people inspired for mapping
Sad news to hear, DsI is one of my favorite CTM maps. But hey, just do what makes you happy.
SH maps beaten: Sea of Flame II, Infernal Sky II, Kaizo Caverns, Nightmare Realm, Sunburn Islands, Spellbound Caves, Waking Up and counting....
Well this thread has gotten depressing in my absence.
Also, I'm here now. Deal with it.
Eᴠᴇʀʏ 60 sᴇᴄᴏɴᴅs ɪɴ Aғʀɪᴄᴀ, ᴀ ᴍɪɴᴜᴛᴇ ᴘᴀssᴇs. Tᴏɢᴇᴛʜᴇʀ ᴡᴇ ᴄᴀɴ sᴛᴏᴘ ᴛʜɪs. Pʟᴇᴀsᴇ sᴘʀᴇᴀᴅ ᴛʜᴇ ᴡᴏʀᴅ
I know right? For me too...
Anyway, my university will have a Christmas break for the entire month of December. So I hope I could do the "CTM revival" thing Skeeto was talking about then. (Probably a Christmas theme mini-map)
Just hope my mapping skills isn't really that rusty after a hiatus from (trying to do) mapping for over 6 months :/
EDIT: Is there a version of worldedit/voxelsniper for 1.8 yet? Even thou I really doubt it?
Of course not! And I don't think anyone currently feels like doing that, knowing that 1.9 will revamp even more code... MCP 1.8 isn't even out yet
Use McEdit, or make outdated maps, or update after you finish.
I believe you do indeed have to contact the section moderator to do that.
Also, I'm back into mapping again. Looking for feedback on this area, it's the starting area, and I'm honestly not sure what I think of it. I tolerate the look, although I personally think most others will find it an annoying combination of colors. What do you think? (Also, this is supposed to be a swamp area.)
with Night Vision:
Also, if anyone can tell me how this new format's spoiler tags work, that'd be great, I haven't been active in the new forums' design much x3
Eᴠᴇʀʏ 60 sᴇᴄᴏɴᴅs ɪɴ Aғʀɪᴄᴀ, ᴀ ᴍɪɴᴜᴛᴇ ᴘᴀssᴇs. Tᴏɢᴇᴛʜᴇʀ ᴡᴇ ᴄᴀɴ sᴛᴏᴘ ᴛʜɪs. Pʟᴇᴀsᴇ sᴘʀᴇᴀᴅ ᴛʜᴇ ᴡᴏʀᴅ
Too messy and too empty. You're currently using the floor as a focus point, drawing the players attention to 1) the floor, and then to 2) fog in the distance (if that's still there in player-perspective, can't see). You need to fix up your lighting to draw the player to the areas of interest (adding like some structures, a big hole/cave or tree, or just something that says "HEY! GO HERE!" will really help. Tuning down variation may be a good idea too.
Type (spoiler) before and (/spoiler) after but with brackets.
I don't know how it was done before, but this is how most sites with BB codes do it.
Thanks for the feedback, I'll cut back on some of the blocks. Although, as far as the "Hey go here" thing, I actually have implemented that, it's just hard to see with this, since I happened to take the screenshot on the opposite side of the point of interest x3 I'll work on the area a little more and see if I can get a few new screenshots, from the perspective of the player when he spawns in.
Thank you!
Eᴠᴇʀʏ 60 sᴇᴄᴏɴᴅs ɪɴ Aғʀɪᴄᴀ, ᴀ ᴍɪɴᴜᴛᴇ ᴘᴀssᴇs. Tᴏɢᴇᴛʜᴇʀ ᴡᴇ ᴄᴀɴ sᴛᴏᴘ ᴛʜɪs. Pʟᴇᴀsᴇ sᴘʀᴇᴀᴅ ᴛʜᴇ ᴡᴏʀᴅ
You might notice something behind the sign: that's a bridge over a ravine, that leads to the dungeon.
Eᴠᴇʀʏ 60 sᴇᴄᴏɴᴅs ɪɴ Aғʀɪᴄᴀ, ᴀ ᴍɪɴᴜᴛᴇ ᴘᴀssᴇs. Tᴏɢᴇᴛʜᴇʀ ᴡᴇ ᴄᴀɴ sᴛᴏᴘ ᴛʜɪs. Pʟᴇᴀsᴇ sᴘʀᴇᴀᴅ ᴛʜᴇ ᴡᴏʀᴅ
Maybe needs some more distractions. Maybe ruins, maybe bigger terrain defects, like tall grass around the ponds, if its swampy, maybe a base block of podzol, and soul sand around the ponds? I like the ponds. Also trees could help, and you can use alternate materials if you don't want access to wood+saplings.
Danger O plenty-Epic Classical CTM map
Soycraft-my favorite server
Ultra Ecstatic Recreational Event-A ridiculous Challenge map, and sequel to "Super Happy Fun Times"
I've had this issue before... It's some sort of server-wide lag.
For me, my worldgeneration was messed up. Can you look for the world generation preset settings using NBT-explorer? You can also just send your level.dat if that's too difficult.
If that's not messed up, type /gamerule commandBlockOutput true. If you have like 20k clocks running, that might be causing it.
If that's also not it, try take a look at your development console. It should say your skipping ticks, does it output any other stuff?
Maybe a new Ultimate CTM Community would help out
This is a bit controversial, and I'm sure a lot of the veterans are a tad averse to the concept, but I do think that could help reinvigorate the community.
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>>>Aimoskeeto
Thanks for the advice, I'll incorporate it into the map as much as I can. I just had an idea spawning from @Aimoskeeto's paragraph, that I think would make the aesthetics look a little nicer... Thanks guys! (or girls x3)
Eᴠᴇʀʏ 60 sᴇᴄᴏɴᴅs ɪɴ Aғʀɪᴄᴀ, ᴀ ᴍɪɴᴜᴛᴇ ᴘᴀssᴇs. Tᴏɢᴇᴛʜᴇʀ ᴡᴇ ᴄᴀɴ sᴛᴏᴘ ᴛʜɪs. Pʟᴇᴀsᴇ sᴘʀᴇᴀᴅ ᴛʜᴇ ᴡᴏʀᴅ
Funny you should mention that, I actually started a genre like that a while ago that was just a concept at the time, but I called it "[GIG]" - game in a game. xD
Eᴠᴇʀʏ 60 sᴇᴄᴏɴᴅs ɪɴ Aғʀɪᴄᴀ, ᴀ ᴍɪɴᴜᴛᴇ ᴘᴀssᴇs. Tᴏɢᴇᴛʜᴇʀ ᴡᴇ ᴄᴀɴ sᴛᴏᴘ ᴛʜɪs. Pʟᴇᴀsᴇ sᴘʀᴇᴀᴅ ᴛʜᴇ ᴡᴏʀᴅ
Feeling overwhelmed and pressured was certainly a factor, but more than that, I personally was trying to fit gameplay ideas and features that were just too complicated for Minecraft to handle, even as few features were added with each big update. I'm sure that sounds conceited, but it's the only way I know to say what I was thinking. I was imagining cutscenes, extremely dynamic environments, pseudo-jumpscares, puzzles that would shape the environment around you, etc.
I worked on a project in my last semester of high-school: a platformer prototype using Unreal Engine 4. Just from that small dip into the world of full-on game design, I realized how limited Minecraft was as a medium in relation to how I wanted to express myself. It was less pressure from the map market of complex, up-to-date, feature-packed experiences, and more a personal need to make something that represented my original vision.
And who knows, maybe one day I'll develop some of the ideas originally intended for Minecraft maps into fully-fledged games.
This thread was actually designed to withstand and prevent future re-creations. If someone qualified from the community is willing to step up and take control of the OP, I will gladly hand the keys over. Our admin PM has been silent for months now, so if there's interest and someone wants to take over, I'll see about getting the account to a position where I can hand it off.