There's really not a lot of difference in bows in real life. You have a long bow which is basically the minecraft bow. A re-curve bow which allows the same amount of power as a long bow but in a more compact size. A compound bow or modern bow which is a re-curve bow with mechanical features that add a slight power increase and usability. A crossbow which which may offer slightly more power with considerably longer reload time and no self-respecting hunter / archer would ever use.
Really, the only thing that would make sense in minecraft are new bow enchantments. Definitely some interesting possibilities there.
Source: Am bow owner IRL
I just want more bows so I can create more textures, cmon. It really isn't cool when your power I bow looks exactly the same like that power V flame I infinity I. And saying it's unnecessary is like saying that we need only 1 color of wool because they al use the same recolorred texture anyway. Adding more variety really isn't a bad thing and we have 4k ID's so it's not like we'll run out of them.
And saying it's unnecessary is like saying that we need only 1 color of wool because they al use the same recolorred texture anyway.
I don't recall saying that, and the comparison of wool colors to bows is a bit of a stretch. I didn't realize the context of what you meant by only one bow. If you want more bow textures that's perfectly reasonable. My point was that mechanically, there's not much else a bow can do.
Hey! I just came here to show you the actual grid from Inert Empire. I'm getting closer to the end of the map, I've made the fourth intersection but I'm going to remake it after I finish writing this post.
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coolmanik
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You might want to mix some coarse dirt with the regular dirt. Also if you want some details, you should place down some ferns. For the walls I think that stone or gravel would be a good idea. Not literally on whole walls - maybe only at the bottom part.
Practicing better block variation. Tell me what you think
The block variation is ok, but not sure whatcha going for with this area, if you want it to be more lively add more bushes, maybe some bigger custom trees (i use BuildCommands command for that), if you goin for abandoned look add some cobble/mosscobble structures.
Some light sources to give directions to the player are nice too.
Practicing better block variation. Tell me what you think
I like the combination of soul sand and dirt, in fact I'm in the process of building an area such as this one but with bigger trees. All I can suggest is add some srumbling structure and such or make the trees bigger.
Just stumbled accros this thread in my adventures. I've been working on some CTM maps for a little while so I think this will be a great place for me.
Practicing better block variation. Tell me what you think
This is exponentially better block variation then what you had posted before. Much much more pleasing to the eye. Very good, your on the right tract. If you want to make it look even better try to do it without adding to much more variation. Add objects to spruce up your terrain. For instance Bushes, other bigger tree variants, houses, boulders and such. Maybe even try pools of water.
As for the walls, I presume you haven't started on them yet, I might suggest a slow change from the ground cover to something different. For instance if you are intent on using stone, maybe slowly change from dirty to stony (just noticed it was clay) by slowly incorporating more stone. Here's an example picture, it is the best one I had at the moment.
Might be better if you start this transition closer to the actual ground, but that's just my opinion. It might add depth to the higher layers in your picture. Unless of course you don't wanna do that. In which case just ignore pic 2.
I was working on a proper guide for last minute to-do lists before releasing a map but, seems like there's some new maps coming out lately so, better sooner than later. I plan on making a nicer, better illustrated guide at some point.
What should be included in your map download:
This is just the basics of it. You may want to add a README.txt and/or a LEGAL.txt and that's perfectly fine. However, the junk files shown above will make me cry and you don't want to see that. Clean up your saves!
Or, you know, you could just play the map instead of nit-picking what's inside the folder...........
I mean seriously guys, I know you want to help people be "professional" with this cleaning up folders stuff, and that's perfectly fine, but if you have a good map most people aren't going to care if there are unnecessary files in the folder. They're just going to play the map.
Again, if anyone wants to clean out the unnecessary files in their map folders,that's totally cool! But don't act like it is the one great saving grace of all CTM maps.
So.. I'm going to be making a map. Screenshot's bad, but it's proof of a start, and is likely going to change dramatically or be removed from the final map.
Would anyone like to volunteer to be a pre-Alpha tester? I'm looking for as many people as possible; it might be a while before I have any real feel for the map, or anything especially playable, but it'd be nice to have a group I can bounce ideas off of. Thanks in advance!
Also, the map's name is likely to be Phantasmagoria. Hopefully the word will give you a sense of what the map'll be like.
So.. I'm going to be making a map. Screenshot's ****, but it's proof of a start, and is likely going to change dramatically or be removed from the final map.
Would anyone like to volunteer to be a pre-Alpha tester? I'm looking for as many people as possible; it might be a while before I have any real feel for the map, or anything especially playable, but it'd be nice to have a group I can bounce ideas off of. Thanks in advance!
Also, the map's name is likely to be Phantasmagoria. Hopefully the word will give you a sense of what the map'll be like.
You can't quite see in this shot, and I am trashing that area and recreating it (better, hopefully), but there are glowing slime block patches and the pseudo-clouds are made of that other prismarine block. Other than the gold though, it's all mostly greenish-teal, so maybe some variation is needed.
I was going to rely on some mobs to colour the place up, but I can see now that you're right. I'll play around with it. Thanks for the suggestion
I know this advice wasn't intended for me, but I'm going to have a go at making an area somewhat similar to Veltz's but with my own twists and your suggestions.
Dinnerbone had better add a bow drawback speed attribute in 1.9.
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I just want more bows so I can create more textures, cmon. It really isn't cool when your power I bow looks exactly the same like that power V flame I infinity I. And saying it's unnecessary is like saying that we need only 1 color of wool because they al use the same recolorred texture anyway. Adding more variety really isn't a bad thing and we have 4k ID's so it's not like we'll run out of them.
Someone had better make
Beta Bow
Unbreaking enchantment.level.127
Bow Drawback Speed -100%
", Courier">
I don't recall saying that, and the comparison of wool colors to bows is a bit of a stretch. I didn't realize the context of what you meant by only one bow. If you want more bow textures that's perfectly reasonable. My point was that mechanically, there's not much else a bow can do.
That was pretty much the idea, they were so much better.
Although I suppose that would mean they'd still hit for 9 damage iirc so you'd also have to drop the power a good bit.
[YOUR AD HERE FOR JUST $69.69]
Hey! I just came here to show you the actual grid from Inert Empire. I'm getting closer to the end of the map, I've made the fourth intersection but I'm going to remake it after I finish writing this post.
The grid:
https://docs.google.com/spreadsheets/d/1KxHlo1w5FVpZCIwjjcxPsjhbYInBnjF_CAqj0TlVcxY/edit#gid=0
YAY!
THEY FINALLY GIVE USE TO THE QUIVER TEXTURE!
ALL HAIL DINNERBUNBUN (/-_-)/ (\-_-)\
Someone else said that. And the drawback speed would be a nice thing to add for the higher quality bows instead of adding another enchantment.
Practicing better block variation. Tell me what you think
You might want to mix some coarse dirt with the regular dirt. Also if you want some details, you should place down some ferns. For the walls I think that stone or gravel would be a good idea. Not literally on whole walls - maybe only at the bottom part.
The block variation is ok, but not sure whatcha going for with this area, if you want it to be more lively add more bushes, maybe some bigger custom trees (i use BuildCommands command for that), if you goin for abandoned look add some cobble/mosscobble structures.
Some light sources to give directions to the player are nice too.
I like the combination of soul sand and dirt, in fact I'm in the process of building an area such as this one but with bigger trees. All I can suggest is add some srumbling structure and such or make the trees bigger.
Just stumbled accros this thread in my adventures. I've been working on some CTM maps for a little while so I think this will be a great place for me.
This is exponentially better block variation then what you had posted before. Much much more pleasing to the eye. Very good, your on the right tract. If you want to make it look even better try to do it without adding to much more variation. Add objects to spruce up your terrain. For instance Bushes, other bigger tree variants, houses, boulders and such. Maybe even try pools of water.
As for the walls, I presume you haven't started on them yet, I might suggest a slow change from the ground cover to something different. For instance if you are intent on using stone, maybe slowly change from dirty to
stony(just noticed it was clay) by slowly incorporating more stone. Here's an example picture, it is the best one I had at the moment.Might be better if you start this transition closer to the actual ground, but that's just my opinion. It might add depth to the higher layers in your picture. Unless of course you don't wanna do that. In which case just ignore pic 2.
Keep up the good work bro!
congratz on release _Dani_F, looks great!
I was working on a proper guide for last minute to-do lists before releasing a map but, seems like there's some new maps coming out lately so, better sooner than later. I plan on making a nicer, better illustrated guide at some point.
What should be included in your map download:
This is just the basics of it. You may want to add a README.txt and/or a LEGAL.txt and that's perfectly fine. However, the junk files shown above will make me cry and you don't want to see that. Clean up your saves!
Or, you know, you could just play the map instead of nit-picking what's inside the folder...........
I mean seriously guys, I know you want to help people be "professional" with this cleaning up folders stuff, and that's perfectly fine, but if you have a good map most people aren't going to care if there are unnecessary files in the folder. They're just going to play the map.
Again, if anyone wants to clean out the unnecessary files in their map folders,that's totally cool! But don't act like it is the one great saving grace of all CTM maps.
So.. I'm going to be making a map. Screenshot's bad, but it's proof of a start, and is likely going to change dramatically or be removed from the final map.
Would anyone like to volunteer to be a pre-Alpha tester? I'm looking for as many people as possible; it might be a while before I have any real feel for the map, or anything especially playable, but it'd be nice to have a group I can bounce ideas off of. Thanks in advance!
Also, the map's name is likely to be Phantasmagoria. Hopefully the word will give you a sense of what the map'll be like.
Looks Awesome ! More Block variation maybe ?
Looks Awesome ! More Block variation maybe ?
Yeah, maybe.
You can't quite see in this shot, and I am trashing that area and recreating it (better, hopefully), but there are glowing slime block patches and the pseudo-clouds are made of that other prismarine block. Other than the gold though, it's all mostly greenish-teal, so maybe some variation is needed.
I was going to rely on some mobs to colour the place up, but I can see now that you're right. I'll play around with it. Thanks for the suggestion
I know this advice wasn't intended for me, but I'm going to have a go at making an area somewhat similar to Veltz's but with my own twists and your suggestions.