Also, just a reminder about the Admin spots. I have read all applications sent in, even if I've not replied! I'm looking to close on Monday, the 25th and will reply to the candidates I have in mind. From there, I'll be working on implementing the new admins
Aren't we already the 25th? Or are my dates messed up?
2 Hybs...
I guess Armageddon has come sooner than we thought
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Every bloody CTM map series boasts that it's bigger, longer, and harder than other CTM series. It's almost as if it's a **** measuring contest. (bigger, longer, harder...)
follow the official review format, it's not that hard.
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There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
you have to give at least a 1 in each category, get your facts straight
neeeeeeeeeeeeerd
Rollback Post to RevisionRollBack
There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
Nope. Okay I'll tell you what it does:
It creates a loot chest (complete with sand and sign) with inside a randomly generated "rare" item. It can generate any kind of armor, weapon or tool with 2 to 4 random enchantments and a random diablo-esque name.
It allows you to quickly create an okay to good item without doing any nbt-editing. I also plan to use the code from the filter in my procedurally generated map.
Since we're all talking about intersections, how is this lookin'?
This is intersection 1. My intersections will now use teleporters (I learned that I should do that from OOGE's Vinyl Fantasy series).
The areas in the Intersections are numbered in the order you should do them in.
The Intersections will get bigger (not the terrain around them) as you go further.
Also, would this be a good Idea?
So, I1 is in the Overworld, I2 is in the Nether, I3 & I4 are both in the End.
The monument will have a portal to the Nether, once you go to the 3rd area of the Nether, there will be a portal to the Overworld.
The portal will put you in a little room with an End portal, and a teleporter to the monument. But how would the player get to I4 If thats in the End also?
My rooms may start out small, but they're never boring. The way I see it - Intersections are the eqivalent of loading screens, giving the player an indication of what area is coming up and maybe some small hints about what the area may contain. It doesn't need to look boring, and I make every effort to make my intersections look interesting, but do I think it's worth spending that much time on? Heck no, I learned that after my first map (in fact I got complaints that the intersections were too big, took too long to traverse and were a waste of time).
You want long loading screens?
Amlup I'd just like to mention that I'm glad you're sticking around this thread. I always like it when new members join us, as it means more viewpoints can be taken into consideration, but your views in particular mean a lot.
Also, about this whole Intersection thing, I'm kinda on the fence about it. I really like spectacle, and if done right, large Intersections can be a really memorable part of a map. Two of my three currently built Intersections in DsD are rather large, but contain valuable loot and have clear exploration goals. I03 actually has a pathway leading down from the main path to a natural structure above the void, where you'll be able to see the location of a Unique weapon. It gives the player something to do besides travel between areas. So basically, I feel that if you're going to make an Intersection big, you should add something for the player to do in it besides lots of travel.
So, I1 is in the Overworld, I2 is in the Nether, I3 & I4 are both in the End.
The monument will have a portal to the Nether, once you go to the 3rd area of the Nether, there will be a portal to the Overworld.
The portal will put you in a little room with an End portal, and a teleporter to the monument. But how would the player get to I4 If thats in the End also?
That's almost exactly what 3_2 did in Vinyl Fantasy 2, and it worked really well. Try to add some storyline to what dimension is, also turning off natural spawns in the nether/end may remove a bit of tediousness.
Rollback Post to RevisionRollBack
There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
Heck no, I learned that after my first map (in fact I got complaints that the intersections were too big, took too long to traverse and were a waste of time).
I think my main issue with your first map intersections was that they felt empty. There'd be a huge landscape with maybe 1 loot chest and a small base area. I'm not sure if you're on the beta roster, but I'll use Fangride's Septum Immoriel's second intersection. It's not the largest, and the paths are completely lit up for players who don't want to explore. But there is a ton of content on the side, loot, spawners and scenery.
EDIT: Whoops, double post. Just pretend it's one post.
There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
Aren't we already the 25th? Or are my dates messed up?
Derp >.>
28th!
I was seriously wondering lol
You should become friends with Hybran. I think you two would get along well.
Oh god not an other one >.>
Furries are cool.
2 Hybs...
I guess Armageddon has come sooner than we thought
tbh I hate that guys attitude 0/10 would not like
to be honest I AM way too sexy for you anyway
*0/30
follow the official review format, it's not that hard.
3/30*
you have to give at least a 1 in each category, get your facts straight
neeeeeeeeeeeeerd
I think I love you for this o_o.
I like it. I'd guess it's a big dungeon?
The block variation is also great.
This is intersection 1. My intersections will now use teleporters (I learned that I should do that from OOGE's Vinyl Fantasy series).
The areas in the Intersections are numbered in the order you should do them in.
The Intersections will get bigger (not the terrain around them) as you go further.
Also, would this be a good Idea?
So, I1 is in the Overworld, I2 is in the Nether, I3 & I4 are both in the End.
The monument will have a portal to the Nether, once you go to the 3rd area of the Nether, there will be a portal to the Overworld.
The portal will put you in a little room with an End portal, and a teleporter to the monument. But how would the player get to I4 If thats in the End also?
Edit: We were talking about intersections.
Also, about this whole Intersection thing, I'm kinda on the fence about it. I really like spectacle, and if done right, large Intersections can be a really memorable part of a map. Two of my three currently built Intersections in DsD are rather large, but contain valuable loot and have clear exploration goals. I03 actually has a pathway leading down from the main path to a natural structure above the void, where you'll be able to see the location of a Unique weapon. It gives the player something to do besides travel between areas. So basically, I feel that if you're going to make an Intersection big, you should add something for the player to do in it besides lots of travel.
That's almost exactly what 3_2 did in Vinyl Fantasy 2, and it worked really well. Try to add some storyline to what dimension is, also turning off natural spawns in the nether/end may remove a bit of tediousness.
I think my main issue with your first map intersections was that they felt empty. There'd be a huge landscape with maybe 1 loot chest and a small base area. I'm not sure if you're on the beta roster, but I'll use Fangride's Septum Immoriel's second intersection. It's not the largest, and the paths are completely lit up for players who don't want to explore. But there is a ton of content on the side, loot, spawners and scenery.
EDIT: Whoops, double post. Just pretend it's one post.