So I've been doing a bunch of mapmaking in 1.9 lately, and I think most of the criticisms to it only apply early game. The early game is a lot slower, and you definitely can't spam mobs as much as normal, and have to go very light on the skeletons. The initial gear chest in my upcoming map has 2 shields in it for just that reason. However, as soon as you start getting high-end leather gear or basic iron weapons it plays almost identically to 1.8. And while the slowed down early game is a little disappointing, there's enough benefits and cool things you can do such as magic arrows, easier command blocks, and more customizable armor, that I think 1.9 is worth it. And I'm saying this as someone who used to say "1.9 is awful, I'll stick with 1.8 forever"; actually messing around with it did a good job of changing my mind.
Well, sure, but the most important part of a map is how it starts, right ?...
My newest CTM is in 1.8 (you can check the 1st page ^^) for that reason, I think that a CTM in 1.9 is impossible to balance. And that's a shame because they added really cool stuff that we cannot use because even a skeleton is too much to handle without gear....
If the thing in every 1.9 CTM is to use a lot of command blocks just to feel like it's 1.8, what's the point of updating ?
While the beginning is important, 1.9 just makes stuff different, not bad. For example, I give skeletons -4 health and -10% move speed in the first area, but really, how is that any different from having to buff mobs to use them late game? Sure, handling it without gear is harder, but frankly, I've always hated the ctms that expect you to do the entire first area with 2 pieces of bread and a knockback stick, although that's just personal preference. I find it more fun to start out with some fun gear and dive into the madness.
As for the command blocks, you misunderstood me. I embrace the 1.9 features. Weapons with custom attack speeds, bosses with levitation, off-hand items that can give special effects, leather armor that has the defense value of chain, loads of new stuff that would've been impossible before. I even have a weapon that is just as useful to spam-click as it is to wait for it to fully recharge. All you'd really need to make combat feel like 1.8 is to make a sword with an attack speed > 4, and that's trivial to do.
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I feel that it IS possible to create a great map in 1.9 ; but you really need to treat it like a different game ; due to the atrocious combat. Shame , since the Elytra wings , Shulker and Lingering potions are all pretty fun. (Apologies for Double-Post.)
I feel that it IS possible to create a great map in 1.9 ; but you really need to treat it like a different game ; due to the atrocious combat. Shame , since the Elytra wings , Shulker and Lingering potions are all pretty fun. (Apologies for Double-Post.)
I mean, it is still possible to make a good CTM map in 1.9 despite the combat changes, but it isn't as easy thanks to the new combat. Though it does open up some new opportunities for playstyles and sort of "classes," like (for an example) one that enables a player to move and attack quickly but has lower armor, or one that's slower but has great defense and is sort of a tank.
Also, I recently discovered the "tag" system in 1.9 and I love it. Makes targeting entities for abilities and giving buffs to mobs much easier than before. I've been playing around with them to try and make some "dynamic" enemies.
Hey all. So I will likely also be participating in the grind and adventure that is SHO, but I also still have a responsibility to other CTMs, and that will not stop me from bringing the pain where it needs to be brought. I hope to see you soon, at the usual place, for Chipmunk's map.
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Hey there all. I stream CTMs as well as other indiegames, RPGs and more. Check me out: www.twitch.tv/aurabolt
Hello again, everybody. I was hoping I could ask another two questions, pertaining to the map I'm currently working on.
One, the easier to answer: Is there a simple-to-use mod that allows me to modify all of the traits of an item, similar to All-U-Want in 1.7? Like, with the click of a button, I can create a lore-tagged, enchanted, attributed weapon - for 1.9, preferably with a version for 1.8 if I decide to build the map in that version.
Two, I'm having some troubles with creating a custom resource pack to create custom textures & models for swords. I want to create a custom item with a new texture, but I can't seem to get it right - perhaps this question is best posted in another forum, but I was wondering if anyone knows of a good article / tutorial to read / watch to see how to create the custom texture exactly.
There's a tool called McStacker which I think a lot of map makers use (http://mcstacker.bimbimma.com/) which is not a mod but a web tool that generates /summon and /give commands to create mobs, mob spawners, items and more.
It has a pretty steep learning curve but once you do learn it it basically replaces every other tool of its kind all just using command blocks in vanilla.
I'd recommend looking at a few tutorials, I didn't really find any particularly good tutorials (maybe I just didn't look hard enough) when I started, but there might be some more now.
Thanks a lot! I've used this to help me create the custom items I need so far for my map.
Discordancy will stay as the map of the month until the end of this month because of reasons.
Added Vanilla Swirl CTM to the list of maps.
And finally a regular reminder:If you released a map recently (looking at you several mapmakers that did), don't forget to submit them for the Complete Map List (no, just posting here is not enough).
Hey everyone, I've been working on this mushroom forest but it doesn't feel right, something is missing.
Any advice?
The ground is way too plain. Maybe try scattering in some coarse dirt, mycellium, or stained clay for different textures. Something like a few mushroom blocks on the ground like fungal bushes might also spice it up. Also, I personally like putting slightly different blocks around the edges of lava pools; try darkening the edges of them with whatever accent block you use.
I was wondering if anyone could give me a short top-of-the-head list of more modern CTM maps to play, to get a feel for the genre again? I've heard of discordancy and am going to download it, but I was wondering if there are many other good ones that I should keep an eye out for and play.
Well, I just had pretty much the biggest scare of the century.
I loaded up my map, ready to do some work on it again, only to find a portion of my map chopped off. Clean cut.
Well, believe me, when I saw this, I pretty much died inside. That was the end. I looked through my files to find any sort of backup. Now, thankfully, I haven't done much work in the past year and a half on this map. A little here. A little there. I found a backup dated for the 15th of March, 2015. Now in that backup, there was lots of work missing over the time, but the work I had done on this map had not been in the corrupted chunks. So I can copy-paste the work that didn't corrupt, and rebuild other things I did want to change. And as an added bonus, sometime in that year and a half, I loaded it in the wrong version and destroyed all the items. In this backup, I had not destroyed all the items, so it helps me out.
May this be a lesson for you. BACKUP. YOUR. SAVES.
Didn't we have someone here, whose computer burned up and he lost everything?
Oh man, that sounds really bad.
One way I have found to sync up saves between both of my computers (desktop and laptop) while keeping them safe if something were to happen is to use Dropbox and symbolic links. (Link to the shell extension)
Basically, a symbolic link is a reference to a file or folder somewhere else on the computer. It may act as a regular folder or file, but it's contents remain in the origin of where the original folder/file is. Using Dropbox, I have my saves folder in my personal cloud, and have symbolically linked that saves folder to the saves directory in my .minecraft directory or my many MultiMC instances. Therefor, I can access all of my saves across every computer and across any instance without losing them to something like that. As long as I have an internet connection, that is.
Didn't we have someone here, whose computer burned up and he lost everything?
Kinda happened to me, I had a little bit of progress for a next map, when my computer gave in before i made a backup, thankfully there wasn't too much done, only substantial things i lost besides that was an advent sized mini-map and my test world.
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Hey guys! I've finally got some work done on Purgatorium (CM5)! I managed to make this little thing for my orange wool. It's supposed to be a swamp if you can't tell. Feedback is appreciated!
Hey guys! I've finally got some work done on Purgatorium (CM5)! I managed to make this little thing for my orange wool. It's supposed to be a swamp if you can't tell. Feedback is appreciated!
My only major point of feedback for the swamp side of things would be that, even with the water, the area looks oddly "dry". I think the lack of greenery and the overabundance of brown colored blocks would be the root cause of that, and some more green colors (and swapping the zone to a swamp biome) would do a lot of good.
So I've been doing a bunch of mapmaking in 1.9 lately, and I think most of the criticisms to it only apply early game. The early game is a lot slower, and you definitely can't spam mobs as much as normal, and have to go very light on the skeletons. The initial gear chest in my upcoming map has 2 shields in it for just that reason. However, as soon as you start getting high-end leather gear or basic iron weapons it plays almost identically to 1.8. And while the slowed down early game is a little disappointing, there's enough benefits and cool things you can do such as magic arrows, easier command blocks, and more customizable armor, that I think 1.9 is worth it. And I'm saying this as someone who used to say "1.9 is awful, I'll stick with 1.8 forever"; actually messing around with it did a good job of changing my mind.
While the beginning is important, 1.9 just makes stuff different, not bad. For example, I give skeletons -4 health and -10% move speed in the first area, but really, how is that any different from having to buff mobs to use them late game? Sure, handling it without gear is harder, but frankly, I've always hated the ctms that expect you to do the entire first area with 2 pieces of bread and a knockback stick, although that's just personal preference. I find it more fun to start out with some fun gear and dive into the madness.
As for the command blocks, you misunderstood me. I embrace the 1.9 features. Weapons with custom attack speeds, bosses with levitation, off-hand items that can give special effects, leather armor that has the defense value of chain, loads of new stuff that would've been impossible before. I even have a weapon that is just as useful to spam-click as it is to wait for it to fully recharge. All you'd really need to make combat feel like 1.8 is to make a sword with an attack speed > 4, and that's trivial to do.
Hey all, I just have some stuff to share :3
I recently reset my mapping projects, and I have area names and a screenie to share
Keep in mind that very little of this is done, and please please don't ask me for an ETA.
Feedback is appreciated, on both the screenshot and the names.
The indev map name is Nemesis, BTW.
AREA NAME
I don't care about the Xs. You can call me Navarog. Or Nava if you really want to be a hipster. It's fine.
Looks great ! I like the color and the texture of the walls. I assume early game area ?
I feel that it IS possible to create a great map in 1.9 ; but you really need to treat it like a different game ; due to the atrocious combat. Shame , since the Elytra wings , Shulker and Lingering potions are all pretty fun. (Apologies for Double-Post.)
Yep, early-game. And thanks.
I don't care about the Xs. You can call me Navarog. Or Nava if you really want to be a hipster. It's fine.
I mean, it is still possible to make a good CTM map in 1.9 despite the combat changes, but it isn't as easy thanks to the new combat. Though it does open up some new opportunities for playstyles and sort of "classes," like (for an example) one that enables a player to move and attack quickly but has lower armor, or one that's slower but has great defense and is sort of a tank.
Also, I recently discovered the "tag" system in 1.9 and I love it. Makes targeting entities for abilities and giving buffs to mobs much easier than before. I've been playing around with them to try and make some "dynamic" enemies.
Hey all. So I will likely also be participating in the grind and adventure that is SHO, but I also still have a responsibility to other CTMs, and that will not stop me from bringing the pain where it needs to be brought. I hope to see you soon, at the usual place, for Chipmunk's map.
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1
Hello again, everybody. I was hoping I could ask another two questions, pertaining to the map I'm currently working on.
One, the easier to answer: Is there a simple-to-use mod that allows me to modify all of the traits of an item, similar to All-U-Want in 1.7? Like, with the click of a button, I can create a lore-tagged, enchanted, attributed weapon - for 1.9, preferably with a version for 1.8 if I decide to build the map in that version.
Two, I'm having some troubles with creating a custom resource pack to create custom textures & models for swords. I want to create a custom item with a new texture, but I can't seem to get it right - perhaps this question is best posted in another forum, but I was wondering if anyone knows of a good article / tutorial to read / watch to see how to create the custom texture exactly.
Thanks!
Thanks a lot! I've used this to help me create the custom items I need so far for my map.
Discordancy will stay as the map of the month until the end of this month because of reasons.
Added Vanilla Swirl CTM to the list of maps.
And finally a regular reminder: If you released a map recently (looking at you several mapmakers that did), don't forget to submit them for the Complete Map List (no, just posting here is not enough).
The ground is way too plain. Maybe try scattering in some coarse dirt, mycellium, or stained clay for different textures. Something like a few mushroom blocks on the ground like fungal bushes might also spice it up. Also, I personally like putting slightly different blocks around the edges of lava pools; try darkening the edges of them with whatever accent block you use.
The ground. It's extremely dull. The single colors and lack of variation doesn't create much interesting to check out.
Hey everybody - it's me again.
I was wondering if anyone could give me a short top-of-the-head list of more modern CTM maps to play, to get a feel for the genre again? I've heard of discordancy and am going to download it, but I was wondering if there are many other good ones that I should keep an eye out for and play.
Hello Everyone!
Well, I just had pretty much the biggest scare of the century.
I loaded up my map, ready to do some work on it again, only to find a portion of my map chopped off. Clean cut.
Well, believe me, when I saw this, I pretty much died inside. That was the end. I looked through my files to find any sort of backup. Now, thankfully, I haven't done much work in the past year and a half on this map. A little here. A little there. I found a backup dated for the 15th of March, 2015. Now in that backup, there was lots of work missing over the time, but the work I had done on this map had not been in the corrupted chunks. So I can copy-paste the work that didn't corrupt, and rebuild other things I did want to change. And as an added bonus, sometime in that year and a half, I loaded it in the wrong version and destroyed all the items. In this backup, I had not destroyed all the items, so it helps me out.
May this be a lesson for you. BACKUP. YOUR. SAVES.
Was looking into the food mechanics in MC1.9 and found this video - curious to see if this would be a viable fix for the new mechanic?
Oh man, that sounds really bad.
One way I have found to sync up saves between both of my computers (desktop and laptop) while keeping them safe if something were to happen is to use Dropbox and symbolic links. (Link to the shell extension)
Basically, a symbolic link is a reference to a file or folder somewhere else on the computer. It may act as a regular folder or file, but it's contents remain in the origin of where the original folder/file is. Using Dropbox, I have my saves folder in my personal cloud, and have symbolically linked that saves folder to the saves directory in my .minecraft directory or my many MultiMC instances. Therefor, I can access all of my saves across every computer and across any instance without losing them to something like that. As long as I have an internet connection, that is.
Kinda happened to me, I had a little bit of progress for a next map, when my computer gave in before i made a backup, thankfully there wasn't too much done, only substantial things i lost besides that was an advent sized mini-map and my test world.
Hey guys! I've finally got some work done on Purgatorium (CM5)! I managed to make this little thing for my orange wool. It's supposed to be a swamp if you can't tell. Feedback is appreciated!
My only major point of feedback for the swamp side of things would be that, even with the water, the area looks oddly "dry". I think the lack of greenery and the overabundance of brown colored blocks would be the root cause of that, and some more green colors (and swapping the zone to a swamp biome) would do a lot of good.