New scare tactic for players.
1.Put chests some where in a dudgeon.
2.Put Spawners with custom creepers that have a really really long fuse and have invis. Some where in the walls of such duegon.
3. When player is looking through the chests distracted, creepers will spawn and hiss scaring the player but when the player looks around they won't see any creepers
Figured I would add to the thread by posting a review here....
Blitzkrieg by XChaikitty(1.5) It is a CTM map for some reason.
Difficulty: 9 Overall Enjoyment: 1
Comments: Ugh. I don't want to talk about this map. I don't normally play CTM maps, but this is horrible. It has been 1-2 months since I played it. I still remember the bad memories.
Some complaints in the form of notes:
Spawners crammed. WAY too many of them. The gameplay is too difficult. Best strategy is to bridge through the areas, but it is tedious.
Very, very little loot chests. No custom items. Loot is composed of storage rooms (did you explore enough?) and ores/blocks scattered all over the place. This particular complaint makes this feel more like an adventure map than a CTM. A pretty bad adventure map.
No custom mobs or anything unique that I haven't seen. Useless key system is useless. Areas are plain.
Obvious brush strokes everywhere. Intersections are composed of giant spheres and diamonds and areas have flat walls bordering them. Regular hallways. Houses are not detailed with depth. Very little block variation. Areas only have 1 material.
I think you get the rest of the picture. I don't recommend playing it.
Figured I would add to the thread by posting a review here....
Blitzkrieg by XChaikitty(1.5) It is a CTM map for some reason.
Difficulty: 9 Overall Enjoyment: 1
Comments: Ugh. I don't want to talk about this map. I don't normally play CTM maps, but this is horrible. It has been 1-2 months since I played it. I still remember the bad memories.
Some complaints in the form of notes:
Spawners crammed. WAY too many of them. The gameplay is too difficult. Best strategy is to bridge through the areas, but it is tedious.
Very, very little loot chests. No custom items. Loot is composed of storage rooms (did you explore enough?) and ores/blocks scattered all over the place. This particular complaint makes this feel more like an adventure map than a CTM. A pretty bad adventure map.
No custom mobs or anything unique that I haven't seen. Useless key system is useless. Areas are plain.
Obvious brush strokes everywhere. Intersections are composed of giant spheres and diamonds and areas have flat walls bordering them. Regular hallways. Houses are not detailed with depth. Very little block variation. Areas only have 1 material.
I think you get the rest of the picture. I don't recommend playing it.
I've been watching Rock play ED3 and, if I'm being honest, there seems to be a lot of elements that I like in CTMs missing from that map as well. Don't get me wrong, it's really clever, and I'm not trying to judge before having played it, but the whole trading-with-villagers system using a currency and unlocking areas via redstone doors removes from the CTM experience - for me, anyway. CTM started off as pure survival, existing in a custom world and using the resources of the world to survive. I'll probably always prefer Dominion, because you still have to make your own way to areas, can explore the world created around you, and you can still manipulate the environment to your survival needs.
That being said, I'm firm in the belief that CTM is a very literal genre - your map is a CTM map if you have to complete a monument. The author of Diversity says that his map is a multi-genre, but as there is a monument, and that monument serves as the main "goal" of the map, I think it's still a CTM. It's just a CTM of a different gameplay mechanic than fighting mobs. Interesting discussion though, Orange!
It's not a CTM. Just finished it. It's a puzzle map... and in my personal opinion, not one I enjoyed much. But it's definitely not a CTM map in the slightest, as it holds no real element of a CTM. It's simply a Puzzle-based map, with a collection-driven goal.
You are right.. I kind of hesitated... Did it anyway.
I played it for some reason up to... about I3 and quit because of sheer boredom. I posted the review on my thread and 1-2 months later made a modified one here. I had nothing else to do anyway.
So, yeah. Most likely the worst review on the thread. Here goes nothing.
It's not a CTM. Just finished it. It's a puzzle map... and in my personal opinion, not one I enjoyed much. But it's definitely not a CTM map in the slightest, as it holds no real element of a CTM. It's simply a Puzzle-based map, with a collection-driven goal.
Now hold on a second...
First it's absolutely 100% NOT a puzzle map. If anything it's a multi-genre map. Don't class it as a puzzle map since only 1/10 of it has puzzles. However, you're telling me that though your entire main goal is complete the monument is not a CTM map?
I'm confused.
You guys are telling me the CTM genre has to have mob infested caverns with massive scenery?
I understand guys like Vechs popularized the whole adventuring through massive mob-infested caverns in search of some chests to gain wool and place it on a rack. Why does THAT make it CTM? When I first revealed the map on youtube, I told people it's different than a standard CTM map. I also said in the beginning book, it's a unique take on the CTM genre. Personally, I've never been interested in the tediousness of fighting hundreds of monsters for a piece of wool.
Either way, I feel so rotten, I think I'm done making maps.
Oh my gosh. What is it with this thread and people being demotivated to make maps ever again. Please stop. We are trying to give feedback that is in the most nicest way possible. If you want Hybran, feel free to ask.
Sorry guys. But seriously I do feel terrible.No sympathy. And all I mean is that, it's much easier to play them than to make them. I'm new to it. But if what I make is awful, I'll try and stick to something I'm better at.
No sympathy. And all I mean is that, it's much easier to play them than to make them. I'm new to it. But if what I make is awful, I'll try and stick to something I'm better at.
Stop it. And however harsh that sounds, I mean it. Suck it up, and learn from it. That distinguishes a good map maker from a bad one. You have to be able to learn from the feedback, negative or positive. I don't want your apology, I only want to see you learn.
No sympathy. And all I mean is that, it's much easier to play them than to make them. I'm new to it. But if what I make is awful, I'll try and stick to something I'm better at.
It's all about follow-up now You have a solid concept that just needs some work. I really think it's worth taking the time to go back through the project now that some fresh eyes have seen it (no matter how harsh :/) and give it your all again to make the best you can. Especially when you have the opportunity to simply make a player's life easier (i.e. the Quiz and Puzzle portions, with well-set checkpoints), or just some simple balance-checks (the arena). The more difficult bits will always end up being the most rewarding though. Taking the time to learn some of the exciting new things you can do with NBT data to create some seriously cool stuff is huge. I expect you've played The Code II, since I spotted Jesper's head in there. He did some incredibly creative stuff, and it'd be really nice if you could try and create some of the stuff like that - new concepts using what you have available.
In my personal opinion, when taking a large-scale puzzler, you should do your best to show off the best of every element available to you for each type. With the puzzles and adventure side of it especially, you largely triumphed, but the risk of a project like that is taste. You incorporated the majority of puzzle styles there, and not everyone likes them all.
Another big thing is just to try and wow and audience with effects and visuals, no matter how small. My biggest issue with the dropper section for example, was after the mind-boggling visuals of Droppers 1&2 and The Library, yours felt very safe and tame. By expanding on the themes you created on the exterior, you had the setup for some amazing stuff, but just didn't execute them as well as you could have.
So now the time is just future patches - just because a current version has some potential issues doesn't mean they're not repairable. Heck, I'd be more than happy to chat with you any time about anything you like about the review I posted. I'd be more than happy to clarify and offer suggestions, because I think your idea itself is a great one and shows how far Puzzlers have come in an "Anthology" form almost.
And to note - Even if you don't want to patch, DO MORE PUZZLES. Your puzzles in that section were wildly clever and inventive, and did a great job of holding and upholding a theme largely throughout, which was massively fun and impressive.
Now hold on a second...
First it's absolutely 100% NOT a puzzle map. If anything it's a multi-genre map. Don't class it as a puzzle map since only 1/10 of it has puzzles. However, you're telling me that though your entire main goal is complete the monument is not a CTM map?
-sniprest-
Call me biased - I do think Orange summed it up best though, when he said that when people come here looking for CTM, the CTM they look for is that Survival, mob infested, yadayada. As mentioned, I got into a big argument-debate thing on Skype about what the core of a CTM is, and I'm just really on the side of looking specifically at what the core aspects of CTM has really been shown to be - Survival and Completing the Monument, hand-in-hand. It's just too easy to throw the "Complete the Monument" title to loads of other styles of maps, and I personally do think that keeping "CTM" as a specific tag for Survival based Monument just makes it easier on people looking for that, then having to sort through Puzzle-based ones too, which fit very well under a Puzzle tag, as collecting things makes sense as a core goal of a Puzzle. CTM is Survival with a specific twist on the other hand, which is where I personally feel it holds its identity best.
Okay, in regret I must break the Douglas Adams postcount title to let you all know I have updated the Upcoming Maps list once more. Keep sending your upcoming maps in to the account so I can add them with the next update! If you still don't see your map on the list after notifying me, then give me a poke.
1.Put chests some where in a dudgeon.
2.Put Spawners with custom creepers that have a really really long fuse and have invis. Some where in the walls of such duegon.
3. When player is looking through the chests distracted, creepers will spawn and hiss scaring the player but when the player looks around they won't see any creepers
Thoughts?
Trying to make a sig with it, currently it's name only.
Is this readable? (yes it's an ambigram)
Noticed you have a subgenre uCTM - methinks Diversity may fit there.
1 titans revolt
2 VF3
3 synquental (xekaj's map)
4 advent 2013 mini maps
Blitzkrieg by XChaikitty (1.5) It is a CTM map for some reason.
Difficulty: 9
Overall Enjoyment: 1
Comments: Ugh. I don't want to talk about this map. I don't normally play CTM maps, but this is horrible. It has been 1-2 months since I played it. I still remember the bad memories.
Some complaints in the form of notes:
SCORE
Aesthetics: 1
Creativity: 2
Gameplay: 1
TOTAL: 4
Very negative review man besides its not even a ctm. He just says it is but it's not really.
Don't even bother with a review. It's not worth it.
Nobody knows what letters are standing here (It's no normal word)? That means I have to do it again then...
It's not a CTM. Just finished it. It's a puzzle map... and in my personal opinion, not one I enjoyed much. But it's definitely not a CTM map in the slightest, as it holds no real element of a CTM. It's simply a Puzzle-based map, with a collection-driven goal.
Ya but it's not the same D:
You are right.. I kind of hesitated... Did it anyway.
I played it for some reason up to... about I3 and quit because of sheer boredom. I posted the review on my thread and 1-2 months later made a modified one here. I had nothing else to do anyway.
So, yeah. Most likely the worst review on the thread. Here goes nothing.
It's not a CTM. Just finished it. It's a puzzle map... and in my personal opinion, not one I enjoyed much. But it's definitely not a CTM map in the slightest, as it holds no real element of a CTM. It's simply a Puzzle-based map, with a collection-driven goal.
Now hold on a second...
First it's absolutely 100% NOT a puzzle map. If anything it's a multi-genre map. Don't class it as a puzzle map since only 1/10 of it has puzzles. However, you're telling me that though your entire main goal is complete the monument is not a CTM map?
I'm confused.
You guys are telling me the CTM genre has to have mob infested caverns with massive scenery?
I understand guys like Vechs popularized the whole adventuring through massive mob-infested caverns in search of some chests to gain wool and place it on a rack. Why does THAT make it CTM? When I first revealed the map on youtube, I told people it's different than a standard CTM map. I also said in the beginning book, it's a unique take on the CTM genre. Personally, I've never been interested in the tediousness of fighting hundreds of monsters for a piece of wool.
Either way, I feel so rotten, I think I'm done making maps.
Stop it. And however harsh that sounds, I mean it. Suck it up, and learn from it. That distinguishes a good map maker from a bad one. You have to be able to learn from the feedback, negative or positive. I don't want your apology, I only want to see you learn.
It's all about follow-up now You have a solid concept that just needs some work. I really think it's worth taking the time to go back through the project now that some fresh eyes have seen it (no matter how harsh :/) and give it your all again to make the best you can. Especially when you have the opportunity to simply make a player's life easier (i.e. the Quiz and Puzzle portions, with well-set checkpoints), or just some simple balance-checks (the arena). The more difficult bits will always end up being the most rewarding though. Taking the time to learn some of the exciting new things you can do with NBT data to create some seriously cool stuff is huge. I expect you've played The Code II, since I spotted Jesper's head in there. He did some incredibly creative stuff, and it'd be really nice if you could try and create some of the stuff like that - new concepts using what you have available.
In my personal opinion, when taking a large-scale puzzler, you should do your best to show off the best of every element available to you for each type. With the puzzles and adventure side of it especially, you largely triumphed, but the risk of a project like that is taste. You incorporated the majority of puzzle styles there, and not everyone likes them all.
Another big thing is just to try and wow and audience with effects and visuals, no matter how small. My biggest issue with the dropper section for example, was after the mind-boggling visuals of Droppers 1&2 and The Library, yours felt very safe and tame. By expanding on the themes you created on the exterior, you had the setup for some amazing stuff, but just didn't execute them as well as you could have.
So now the time is just future patches - just because a current version has some potential issues doesn't mean they're not repairable. Heck, I'd be more than happy to chat with you any time about anything you like about the review I posted. I'd be more than happy to clarify and offer suggestions, because I think your idea itself is a great one and shows how far Puzzlers have come in an "Anthology" form almost.
And to note - Even if you don't want to patch, DO MORE PUZZLES. Your puzzles in that section were wildly clever and inventive, and did a great job of holding and upholding a theme largely throughout, which was massively fun and impressive.
Edit:
Call me biased - I do think Orange summed it up best though, when he said that when people come here looking for CTM, the CTM they look for is that Survival, mob infested, yadayada. As mentioned, I got into a big argument-debate thing on Skype about what the core of a CTM is, and I'm just really on the side of looking specifically at what the core aspects of CTM has really been shown to be - Survival and Completing the Monument, hand-in-hand. It's just too easy to throw the "Complete the Monument" title to loads of other styles of maps, and I personally do think that keeping "CTM" as a specific tag for Survival based Monument just makes it easier on people looking for that, then having to sort through Puzzle-based ones too, which fit very well under a Puzzle tag, as collecting things makes sense as a core goal of a Puzzle. CTM is Survival with a specific twist on the other hand, which is where I personally feel it holds its identity best.
-flips around two cents-
Thanks!
- Skeeto
My mini-CTM map! It's a fun map, so play it!