I personally use that craftscipt myself for almost all of my builds- it's so useful! And I build in 1.7.2 on a server. The thing about WorldEdit and it's addon craftscripts is that they don't need updating anywhere near as often as other mods. They're coded to last. I've been using the WE version for 1.6.4 on my 1.7.2 server and I haven't run into any problems! Using WE in single player doesn't work yet because SPC hasn't been updated for 1.7 yet (I think), so renting a server is the way to go. I recommend you check out https://cubedhost.com/ (very cheap, no-lag servers)
You don't have to rent, just set one up without port-forwarding, allowing you to use it internal.
I personally use that craftscipt myself for almost all of my builds- it's so useful! And I build in 1.7.2 on a server. The thing about WorldEdit and it's addon craftscripts is that they don't need updating anywhere near as often as other mods. They're coded to last. I've been using the WE version for 1.6.4 on my 1.7.2 server and I haven't run into any problems! Using WE in single player doesn't work yet because SPC hasn't been updated for 1.7 yet (I think), so renting a server is the way to go. I recommend you check out https://cubedhost.com/ (very cheap, no-lag servers)
I mostly prefer to with that stuff stay simple, and just use what I've been given. In MCedit I can do about 95% 99% of the stuff I'd use worldedit for, and the only downside is that it takes a little longer. I think that what I'll probably do for the next map is make it in 1.7.2 and put in the 1.8 stuff later (I'll start work on it once my current map is out of beta and 1.8 comes out). I'm guessing that by then SPC will come out for 1.7, and if not then it should take much less time for 1.8 because from what I can tell 1.8 will have the modding API. Also in general I'm more of an MCedit kinda guy, but worldedit definitely has it's advantages with certain things.
I can't use that, and believe me I would if I could (also I knew about it earlier). I can't use it because I do mapmaking in1.7.2, and I want to change something in my map which already has quite a few 1.7 stuff, and I'm assuming downgrading will ruin them.
As long as you don't actually have 1.7 blocks in the area in question, you can cut it out of the world with MCEdit, paste it into a new world, and work on it there, pasting it back into the real map when you're done. If the area does have 1.7 blocks, then cut-and-paste, use MCEdit to replace them all with non-1.7 blocks that you're not using in the area (I tend to use wool - works well in all non-flammable situations), and remember to replace the placeholder blocks with the originals when you're done.
EDIT: If the 1.7 problems are items in chests or something like that, then sorry, can't help you.
EDIT2: ...or maybe I can. You can still cut-and-paste, just COPY the map instead of cutting, remove the problem blocks while you're working in 1.6, and when you paste the stuff back into the 1.7 map, uncheck "copy air" in the import menu in MCEdit. This'll make it so that the air blocks you created when you removed the problem blocks will be overwritten by the blocks that are already in the correct positions.
I mostly prefer to with that stuff stay simple, and just use what I've been given. In MCedit I can do about 95% 99% of the stuff I'd use worldedit for, and the only downside is that it takes a little longer. I think that what I'll probably do for the next map is make it in 1.7.2 and put in the 1.8 stuff later (I'll start work on it once my current map is out of beta and 1.8 comes out). I'm guessing that by then SPC will come out for 1.7, and if not then it should take much less time for 1.8 because from what I can tell 1.8 will have the modding API. Also in general I'm more of an MCedit kinda guy, but worldedit definitely has it's advantages with certain things. Umm...... what? Sorry if it's just the fact that I'm as educated as a slug about certain computer stuff, but can you explain this please?
Oh, i'm sorry. Basically, install bukkit, run bukkit, install worldedit in bukkit. Then change "savedworld" or w/e it's called with your world, and you got WE 1.7 in bukkit.
As long as you don't actually have 1.7 blocks in the area in question, you can cut it out of the world with MCEdit, paste it into a new world, and work on it there, pasting it back into the real map when you're done. If the area does have 1.7 blocks, then cut-and-paste, use MCEdit to replace them all with non-1.7 blocks that you're not using in the area (I tend to use wool - works well in all non-flammable situations), and remember to replace the placeholder blocks with the originals when you're done. EDIT: If the 1.7 problems are items in chests or something like that, then sorry, can't help you. EDIT2: ...or maybe I can. You can still cut-and-paste, just COPY the map instead of cutting, remove the problem blocks while you're working in 1.6, and when you paste the stuff back into the 1.7 map, uncheck "copy air" in the import menu in MCEdit. This'll make it so that the air blocks you created when you removed the problem blocks will be overwritten by the blocks that are already in the correct positions.
Afaik blocks won't become air. They will look like it though, but are saved (as long as you don't provide a block update, if you know what that means) as their block.
So i am making my two bonus monuments today, The Chronicle and the Memory Well. so wish me luck... EDIT: So apparently brain says no, and i made this instead.
This is the player's base in the monument...i may have gone overboard...
Prebuilt bases... It's a survival map right?
BTW, i am really wondering.
Community Question
What do you think about the size of a map. Should it be as big as possible? And then, should there be as much objectives, or is about 15 right? And how much objectives to put in an area?
Myself, i think about ~15 - 20 objectives is ok. Maybe it's me, but every map is a "map" with a certain theme, how much variety there is. It's probably the style of the author. Anyway, after 10 objectives or so, I can really start to feel the map being long. After 16, i'm really done with the map. If an area doesn't have an objective, it makes me feel very sad...
Community Question
What do you think about the size of a map. Should it be as big as possible? And then, should there be as much objectives, or is about 15 right? And how much objectives to put in an area?
That all depends on... well, a lot of things.
The type of CTM is the largest factor. By that I mean if it's a full map, minimap, or something even smaller like an advent map. Full maps, of course, are best with all of the wool or discs in the game, with maybe a few bonus objectives. For these, I definitely like to see an objective in most of the areas; a few transitional or resource areas are perfectly fine, and I'm also fine with having no wool in the starting area. With more objectives than the standard 16 wool + 3 or 4 ores, it often starts getting tedious, although it can be executed well (see Safe Haven). For minimaps, 3 to 5 objectives is sufficient, but I still like to see all of them in different areas if possible. I don't mind having more than the standard two objectives in an advent map; for those, I'm more concerned about playtime. If an advent map takes more than 15 minutes to complete, I consider it too long, especially considering most of them are hardcore.
And then there's the mapmaker's style and the map difficulty. This can massively change the amount of playtime in maps, even if they have the same number of objectives. For example, Rugged Horizons took me about 4-5 hours to beat, and Ragecraft II took me over 45 hours (they both have 16 wool as their objectives).
Another really large factor is the theme of a map. If a map has one specific theme throughout, I'll get bored of it more easily than I would if it had a lot of area variety, although there are lots of full maps out there that are very good despite being themed (see Blight Castle and From Ashes).
Personally, my ideal map is 16 wool + maybe 3 or 4 metal blocks some bonuses for objectives, large areas (as in Ragecraft large, not Lush Ruins large), and lots of area variety. So basically, Ragecraft II. (In case you haven't guessed, I really like that map.)
Edit: If you want my opinion on number of intersections, I'm going to agree with Apollo below me and say that anywhere from 3 to 5 is good. That being said, I normally prefer a larger number of intersections; having 3 almost seems too short for me, and right now I'm playing The Outskirts of Sanity 2 (which has six intersections) and I'm enjoying it. Ideally, though, my favorite maps are those with 5 intersections.
Community Question
What do you think about the size of a map. Should it be as big as possible? And then, should there be as much objectives, or is about 15 right? And how much objectives to put in an area?
Myself, i think about ~15 - 20 objectives is ok. Maybe it's me, but every map is a "map" with a certain theme, how much variety there is. It's probably the style of the author. Anyway, after 10 objectives or so, I can really start to feel the map being long. After 16, i'm really done with the map. If an area doesn't have an objective, it makes me feel very sad...
Um first, no, its not survival its CTM, there is a difference
Now as to your question: I view this by intersections, not objectives. Assuming each intersection has only three areas, with an occasional extra area to connect one of the intersection areas to the following intersection (i.e. Swamp of Despair in Legendary) then I think anywhere between 3 and 5 intersections is good. Less than 3 is too short, there's not enough there to make you remember the map, and if you go over 5 it just becomes tedious.
Hey there all. Going to stream, as I feel more in tune with my adventurey self, and since I just watched Rock play Void Walker 2, which I feel much sadness, I wish to repel that sadness! Please, come!
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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
Afaik blocks won't become air. They will look like it though, but are saved (as long as you don't provide a block update, if you know what that means) as their block.
...Not sure what you mean... I was talking about empty spaces (air blocks) being overridden by blocks, not blocks becoming air, and pretty much everything I was saying was purely to do with MCEdit.
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Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
So i'm something like halfway done with both The Chronicle and the Memory Well, my two bonus monuments i mentioned earlier. I won't be able to totally finish Memory Well for a while because it requires stained glass (and i work on 1.6 so yeah) And The Chronicle is just...big...really really big...
I'm probably gonna get a friend to add some touches to the area once i finish it, since i have a friend who's good at libraries.
@Community Question
I'm thinking that by the "end" of my map, it's going to be giant. Here's what I'm going to do: I'm going to start with just a few areas and objectives, but then make addons for the map. To add on the addons, I would however require a way to make multiple selections at once in MCEdit. Does anyone have any filters that can do this? I just want it to simply make it so you're able to make multiple selections, and copy them all at once. The reason I want this is so that instead of copying all of the map, so that anything I add on would have to be new areas, I would be able to add on and edit previous areas to add a story about say, the mobs adapted! or The whole area was rebuilt! Just a way to make the world more dynamic, and so I can just work on one project for all time. ;P
*sigh* Community Question: What happened to CTM maps? Any significant news on upcoming maps? It kind of feels like there's a universal break from CTM making.
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
The Meaning of Life, the Universe, and Everything.
Join Date:
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champamp
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So hi, a lot of you will not recognize me and the people that do might be wondering why I left and why I am back but that is for another wall of text. I want to talk about a new loot system that CTM maps can use including the one I may start working on. This loot system is based off of RPG loot type games (Borderlands,Diablo,etc) and I hope will can change the way people make/play CTM maps. I will say that this loot system not been tested or perfected, there are some kinks I have to work out but I wanted to get the idea out on the forums. So, lets get to loot. The first think I will talk about is loot tiers, like Borderlands or Diablo they will be classified by colors the order is white - green - blue - purple - orange here are some pictures some higher level loot tiers I made.
White (Very Common)Green (Common)Blue (Uncommon)Purple (Rare)Orange (Legendary)These tiers are rated on their rarity and their power.
whites can be found anywhere (Random chests,low level mobs,etc) and drop regularly they don't have much power but early level whites can do the job.
Greens are found fairly regularly (random chests, sometimes drop from low level mobs, drop from higher ones more commonly) greens are pretty powerful, the map can be beaten with only using greens but it will be very hard if you try to do that.
Blues are uncommon, they are the best drops of the tougher mobs and the worst of the elites (Mobs you usually want to avoid) and will be almost never be in random loot chests.
Purples are very rare and powerful they are the best drops of the elites and are dropped regularly by invincibles (I will talk about them later) and will almost never be found in random loot chests.
Oranges are the best of the best they will never be found in loot chest they will never drop from elites, you can only acquire them from invincibles or wool guardians (don't worry i'll get to them)
Who drops the loot?
Normal mobs: normal spawning mobs wont drop any tiered items
Normal mobs from spawners: these will only really drop resources (food,coal,etc...) and will be found anywhere
Tough mobs from spawners: these mobs will drop whites - greens and will very rarely drop blues, they are fairly difficult and will occur in almost all areas
Elite Mobs: These are mobs hid in the back caves and dark corners of areas, they are very difficult to beat, they will drop blues a lot and drop purples rarely.
The last two types of mobs are wool guardians and invincibles.
Wool guardians:
wool boxes will NOT be in this loot system, all wool will be obtained by killing wool guardians for a balancing reason. To compensate for the grinding and rarity in the items you get keep inventory will be turned on so death will only be a setback (placing/moving beds will not be aloud). This brings the issue of hey I can just get the wool and kill myself and boom easy wool. The solution I found is make the challenge of getting wool twice as difficult by adding wool guardians. Wool guardians will be the hardest mobs in the game outside of invincible and will have a 50% chance of dropping wool. The idea is you go through the area kill the difficult boss and have a chance of getting the wool if you don't you just let another boss spawn and kill it, I believe this will take the difficulty of getting out of an area alive and with a wool into just getting the wool. Wool guardians will have a very small chance of dropping legendaries, you only want to kill them for the wool if you want to get legendaries you want to farm the next type of mob.Invincibles: This idea is taken directly from Borderands but altered a bit. The idea is to have a not only extremely difficult but an extremely diverse and interesting enemy that is out of the way of the objective of the map (wool). The only reason you would even think about killing these abominations is to get legendaries and to compensate for the the power of legendaries these guys are hard and when I say hard I mean hard. There will be 6 invincibles in my map at least, one for each intersection and a special last one. The invincibles will have a 20% chance of dropping legendaries so if you want some op items, fight some op mobs!
So who drops what items?
There will be two types of each mob tier assassins and tanks. Assassins will be pretty easy to kill but will hurt like a . they will drop weapons (swords,bows,etc...). Tanks wont do much damage but will be massive bullet sponges and will be a to kill and they will drop armor.
Scaling:
as you can imagine this will take some testing especially this part, I haven't figured out the correct way to scale but there will be early game and late game loot something like late game blues are a similar power to early game legendaries or something. I will figure this part out in time.
Other:
Some other things are loot chests and crafting/enchanting which will be a pretty big factor, loot chests will not be a huge importance but will be in the game, they will be random which I know people hate but the only really thing you will find in loot chests are low level gear which you just wont take and supply chests which will have gear that you should be taking. Crafting/enchanting first off enchanting is NOT aloud, this is because of the farming method of the map, who needs to farm fun invincibles and elites when you can make a boring afk grinder and get xp to enchant your own items right? Crafting will be aloud but it really will be hardly used in the map most resources you can get from mobs/chests and you wont need to craft.
Final words:
So this system is still in the idea stage I haven't even begun building the map that I will use this in but I will say a couple of thinks one, you cant just add this system to a map, the map has to be built around this system, the map has to be made for this system. A lot of you might not like this idea, you might think it takes the freedom or whatever with all the new rules but I honestly think that this could completely change CTM maps for the better and replace the old loot systems that everyone else seems to use. I'm not saying you should stop what your doing and make a map with this system right now but I am asking to give the system some thought. I will post more about this the more I test and I probably forgot some stuff so don't be surprised about seeing more posts about stuff I forgot to say. Some of you might say that this is similar to the black desert 2 loot system that crashed and burned and it is sort of but I feel it is a more interesting and perfected (using that term loosely) version that offers more variety.
If you have an questions ideas or want to give some feedback please reply.
tl;dr - don't be like dat, pleas read the text wall.one more thing, please excuse any spelling/grammar errors
*sigh* Community Question: What happened to CTM maps? Any significant news on upcoming maps? It kind of feels like there's a universal break from CTM making.
Let's see...
- Speluncaphobia, Dreadsky Depths, and Simulation Protocol 2 are all making significant, steady progress (at least, as far as I can tell).
- Septum Immoriel is starting to get near completion.
- I don't know how fast progress is going on it, but Ragecraft III is in the works.
- I'm working on the final area of my map aesthetically, after that's done I just have to do gameplay and test.
- Last I heard about it, The Stars Beyond is complete and will be released when MC 1.8 comes out.
- And there's a bunch of other good-looking maps in progress (Pandemonium, Krose's Monster Hunter, etc).
So if you want my honest opinion, I think CTM production levels are very high right now. It just doesn't seem that way because there's a lot of stuff in progress, and consequently nothing really good has been released in a while.
I sincerely believe that 2014 is going to be an amazing year for CTM maps.
So hi, a lot of you will not recognize me and the people that do might be wondering why I left and why I am back but that is for another wall of text. I want to talk about a new loot system that CTM maps can use including the one I may start working on. This loot system is based off of RPG loot type games (Borderlands,Diablo,etc) and I hope will can change the way people make/play CTM maps. I will say that this loot system not been tested or perfected, there are some kinks I have to work out but I wanted to get the idea out on the forums. So, lets get to loot. The first think I will talk about is loot tiers, like Borderlands or Diablo they will be classified by colors the order is white - green - blue - purple - orange here are some pictures some higher level loot tiers I made.
Love it! What you need now is a filter that could randomly generate some of the more common loot, assigning prefixes and their respective buffs/debuffs.
*sigh* Community Question: What happened to CTM maps? Any significant news on upcoming maps? It kind of feels like there's a universal break from CTM making.
This system is basically monster hunter themed with those other aspects you mentioned, which seems like a good loot system and slightly similar to what I'm planning to do with my next maps loot. Speaking of that, here's what I'm planning to do with the loot (and a whole bunch of other gameplay aspects, I got slightly carried away):
Firstly, as I've realized that in 1.8 villagers will recognize metadata that means I can't use a part of my current loot system (the one that I'm using for my first map which is currently in beta) which is that if you give a villager an item (usually a weapon or an armor piece) with some resources, he'll "enhance" that item. The ranking of how good the item is goes as following from worst to best: normal (name won't be changed), enhanced (enhanced will be added to the start of the items name, same goes for all of the following enhancements), supreme, omega, and ultimate (only one item in the map reaches this level). Because in this system I intend for you to be able to trade damaged items to enhance them, this won't work as most of the enhanceable items are mob drops.
So here's what I have planned for the next maps loot:
Because I liked the way Arachnapocalypse by Rockenroll4life used the monster hunter theme (mobs drop resources which you can trade for armor and weapons) I'll be using that for the entire map. Resources will be trade able with villagers that are scattered around the area's for multiple things. Here's how I intend for this to work (and some aspects that the map will have):
Armor- mobs will drop resources, and you can use these either for normal stuff or trade them with villagers. Example: Terra spiders will drop Ancient Roots, which you can either use as normal wood or by trading it you can get Root armor, which by using 1.8 testfor commands will make it be so that if you're wearing an entire suit of this armor, every minute you're wearing it you'll "grow regenerative roots" AKA get slowness, negative jump boost, regen, resistance, and strength for about 10 seconds. Also you can use these to trade for a bow called Roothorn/ a enchanted wooden pickaxe called "Terra pickaxe". There'll also be modifiers that can be obtained by loot chests, trading, or rare mob drops, which you can use to give an armor set more abilities (every armor set will have only 1 modifier which can be applied to it). Example: 1 infinity gem+ 1 Shade helm = EverShade Helm, which is an unbreakable Shade helm (you can't have a normal armor piece and a modified one give you the full suit bonus. Example: 1 Shade helm, chestplate, and boots + 1 Evershade leggings won't give you the full set bonus, but a full suit of Evershade will give you the same bonus that a full suit of Shade armor would). Also all armor pieces will have lore saying what the full set bonus is.
Potions/Enchanting- brewing will be presented in the map, but nether wart and lapis will be rare mobs drops and trade able items (no soul sand. Also 1 nether wart will equal 1 lapis and vice versa). The main way to get potions will be from mobs, normal brewing, and trading. Example: 15 Dark ash = emergency smoke bomb, which is a splash potion that gives you blindness (5 sec), invisibility (1 min), instant health 3, jump boost 2 (1 min), and speed 4 (1 min). Enchanting will be accessible, but lapis will be a currency of sorts, where you can choose if you want to enchant or brew a potion (because as I said earlier, lapis= nether wart via trading).
Currency- mobs will also drop different tiered coins, when the tier depends on what stage of the map you're at and how hard the mob is to defeat. With coins you can't buy custom stuff, but vanilla resources. Example: 1 bronze coin= 1 wheat, whereas 1 platinum coin= 64 steak.
Traders- there will be about 3 different types of traders, which are:
Coin traders- they'll trade coins for all kinds of vanilla resources, and the higher tier ones (the ones which trade gold and platinum coins, I might add diamond coins) can trade for custom stuff. You'll find these traders mostly in structures and they'll be semi-rare.
Armor/tool traders- they'll trade for custom armor, tools, weapons, potions, and sometimes modifiers. These will mostly be very common, except for possibly the ones that trade the high tier armor sets which will be Special traders. You can find these traders anywhere, but mostly roaming around in the "natural" terrain (the map will be open world).
Special traders- they'll trade high tier coins, armor, custom items, and basically most of the extremely valuable and special stuff. These traders will be extremely rare, and there's only one of each type of them. You can find them mostly in abnormal structures or hard to reach obvious places. Currently the only one of these that I thought of is the "Crimson Mage", which will be found in the "Crimson Forest". Yes that's a reference to you Crimson_Kid, are you happy that you're getting an area and a Special trader named after you?
Events- I got this idea from Terraria's frost/pumpkin moon. In certain area's there'll be labeled buttons that if you have a certain item in your invent and you click them, they'll teleport you into an arena and start the event. In the event you need to survive for a certain period of time until the boss appears. When the boss appears it means you have about 1 minute left until the event ends and to kill the boss (the boss will drop epic loot of course, and the normal mobs will have low drop rates of all kinds of loot). When there's 10 seconds left a countdown will start, and when the countdown ends you'll be teleported to the button that triggers the event. The neccessary item that triggers the event will probably be a rare mob drop, and it'll have lore saying what event it triggers. The only event I've thought of so far is "The Black Moon", which will be triggered by a "Pearl of the Black Moon", and the event will be trigger-able in "The Den of Shadows". There'll probably only be about 3 events.
So any feedback questions and such, just send as a reply to this post, and thanks for reading all this
And for those interested, here's the names of area's that I've planned so far and the armor types that can be found within them:
Roots of the Earth- Root armor, modifier undecided.
The Arcane Willows (continuation of Roots of the earth)-Root armor, modifier undecided.
Cavern of Ashes- Ashen armor (may change to just Ash armor), modifier: Empowerment crystal (increases the power of the full set bonus).
Valley of the Fallen Sun (not to be confused with Fangride's Garden of the Fallen Sun, I may change it to Cavern of the Fallen Sun)- Sunstone armor, modifier undecided.
Name undecided (star/celestial/holy/void themed area)- Star armor (may change to Starlight armor), modifier undecided.
Den of Shadows- Shade armor, modifier: Infinity gem (this armor was inspired by the Shadow armor from the Divine RPG mod).
Wow, looks like you really know what you're doing with this system. I look forward to seeing it in action!
Let's see...
- Speluncaphobia, Dreadsky Depths, and Simulation Protocol 2 are all making significant, steady progress (at least, as far as I can tell).
- Septum Immoriel is starting to get near completion.
- I don't know how fast progress is going on it, but Ragecraft III is in the works.
- I'm working on the final area of my map aesthetically, after that's done I just have to do gameplay and test.
- Last I heard about it, The Stars Beyond is complete and will be released when MC 1.8 comes out.
- And there's a bunch of other good-looking maps in progress (Pandemonium, Krose's Monster Hunter, etc).
So if you want my honest opinion, I think CTM production levels are very high right now. It just doesn't seem that way because there's a lot of stuff in progress, and consequently nothing really good has been released in a while.
I sincerely believe that 2014 is going to be an amazing year for CTM maps.
Thank you! I'm just kind of want to find out what's going on so I can decide what to play next. By the way, does anybody know where the I2 button for black wool is in Inspired Gallery?
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
So I put out a bit of a Dev update in my thread, detailing what I'll be working on next with DsD. This may turn into a semi-regular update thing, similar to what others in the community have been doing, but I'm not sure at the moment.
I have a question. Does anyone know of any mod like SPC seeing how it hasn't been updated? Really all I want to use it for is cheating and giving myself no damage while playing maps. ;P
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Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
You don't have to rent, just set one up without port-forwarding, allowing you to use it internal.
I mostly prefer to with that stuff stay simple, and just use what I've been given. In MCedit I can do about
95%99% of the stuff I'd use worldedit for, and the only downside is that it takesa littlelonger. I think that what I'll probably do for the next map is make it in 1.7.2 and put in the 1.8 stuff later (I'll start work on it once my current map is out of beta and 1.8 comes out). I'm guessing that by then SPC will come out for 1.7, and if not then it should take much less time for 1.8 because from what I can tell 1.8 will have the modding API. Also in general I'm more of an MCedit kinda guy, but worldedit definitely has it's advantages with certain things.Umm...... what? Sorry if it's just the fact that I'm as educated as a slug about certain computer stuff, but can you explain this please?
As long as you don't actually have 1.7 blocks in the area in question, you can cut it out of the world with MCEdit, paste it into a new world, and work on it there, pasting it back into the real map when you're done. If the area does have 1.7 blocks, then cut-and-paste, use MCEdit to replace them all with non-1.7 blocks that you're not using in the area (I tend to use wool - works well in all non-flammable situations), and remember to replace the placeholder blocks with the originals when you're done.
EDIT: If the 1.7 problems are items in chests or something like that, then sorry, can't help you.
EDIT2: ...or maybe I can. You can still cut-and-paste, just COPY the map instead of cutting, remove the problem blocks while you're working in 1.6, and when you paste the stuff back into the 1.7 map, uncheck "copy air" in the import menu in MCEdit. This'll make it so that the air blocks you created when you removed the problem blocks will be overwritten by the blocks that are already in the correct positions.
EDIT: So apparently brain says no, and i made this instead.
This is the player's base in the monument...i may have gone overboard...
Oh, i'm sorry. Basically, install bukkit, run bukkit, install worldedit in bukkit. Then change "savedworld" or w/e it's called with your world, and you got WE 1.7 in bukkit.
Afaik blocks won't become air. They will look like it though, but are saved (as long as you don't provide a block update, if you know what that means) as their block.
Prebuilt bases... It's a survival map right?
BTW, i am really wondering.
Community Question
What do you think about the size of a map. Should it be as big as possible? And then, should there be as much objectives, or is about 15 right? And how much objectives to put in an area?
Myself, i think about ~15 - 20 objectives is ok. Maybe it's me, but every map is a "map" with a certain theme, how much variety there is. It's probably the style of the author. Anyway, after 10 objectives or so, I can really start to feel the map being long. After 16, i'm really done with the map. If an area doesn't have an objective, it makes me feel very sad...
That all depends on... well, a lot of things.
The type of CTM is the largest factor. By that I mean if it's a full map, minimap, or something even smaller like an advent map. Full maps, of course, are best with all of the wool or discs in the game, with maybe a few bonus objectives. For these, I definitely like to see an objective in most of the areas; a few transitional or resource areas are perfectly fine, and I'm also fine with having no wool in the starting area. With more objectives than the standard 16 wool + 3 or 4 ores, it often starts getting tedious, although it can be executed well (see Safe Haven). For minimaps, 3 to 5 objectives is sufficient, but I still like to see all of them in different areas if possible. I don't mind having more than the standard two objectives in an advent map; for those, I'm more concerned about playtime. If an advent map takes more than 15 minutes to complete, I consider it too long, especially considering most of them are hardcore.
And then there's the mapmaker's style and the map difficulty. This can massively change the amount of playtime in maps, even if they have the same number of objectives. For example, Rugged Horizons took me about 4-5 hours to beat, and Ragecraft II took me over 45 hours (they both have 16 wool as their objectives).
Another really large factor is the theme of a map. If a map has one specific theme throughout, I'll get bored of it more easily than I would if it had a lot of area variety, although there are lots of full maps out there that are very good despite being themed (see Blight Castle and From Ashes).
Personally, my ideal map is 16 wool + maybe 3 or 4 metal blocks some bonuses for objectives, large areas (as in Ragecraft large, not Lush Ruins large), and lots of area variety. So basically, Ragecraft II. (In case you haven't guessed, I really like that map.)
Edit: If you want my opinion on number of intersections, I'm going to agree with Apollo below me and say that anywhere from 3 to 5 is good. That being said, I normally prefer a larger number of intersections; having 3 almost seems too short for me, and right now I'm playing The Outskirts of Sanity 2 (which has six intersections) and I'm enjoying it. Ideally, though, my favorite maps are those with 5 intersections.
Um first, no, its not survival its CTM, there is a difference
Now as to your question: I view this by intersections, not objectives. Assuming each intersection has only three areas, with an occasional extra area to connect one of the intersection areas to the following intersection (i.e. Swamp of Despair in Legendary) then I think anywhere between 3 and 5 intersections is good. Less than 3 is too short, there's not enough there to make you remember the map, and if you go over 5 it just becomes tedious.
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...Not sure what you mean... I was talking about empty spaces (air blocks) being overridden by blocks, not blocks becoming air, and pretty much everything I was saying was purely to do with MCEdit.
I'm probably gonna get a friend to add some touches to the area once i finish it, since i have a friend who's good at libraries.
btw, here's a very WIP pic of The Chronicle.
I'm thinking that by the "end" of my map, it's going to be giant. Here's what I'm going to do: I'm going to start with just a few areas and objectives, but then make addons for the map. To add on the addons, I would however require a way to make multiple selections at once in MCEdit. Does anyone have any filters that can do this? I just want it to simply make it so you're able to make multiple selections, and copy them all at once. The reason I want this is so that instead of copying all of the map, so that anything I add on would have to be new areas, I would be able to add on and edit previous areas to add a story about say, the mobs adapted! or The whole area was rebuilt! Just a way to make the world more dynamic, and so I can just work on one project for all time. ;P
*sigh* Community Question: What happened to CTM maps? Any significant news on upcoming maps? It kind of feels like there's a universal break from CTM making.
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
whites can be found anywhere (Random chests,low level mobs,etc) and drop regularly they don't have much power but early level whites can do the job.
Greens are found fairly regularly (random chests, sometimes drop from low level mobs, drop from higher ones more commonly) greens are pretty powerful, the map can be beaten with only using greens but it will be very hard if you try to do that.
Blues are uncommon, they are the best drops of the tougher mobs and the worst of the elites (Mobs you usually want to avoid) and will be almost never be in random loot chests.
Purples are very rare and powerful they are the best drops of the elites and are dropped regularly by invincibles (I will talk about them later) and will almost never be found in random loot chests.
Oranges are the best of the best they will never be found in loot chest they will never drop from elites, you can only acquire them from invincibles or wool guardians (don't worry i'll get to them)
Who drops the loot?
Normal mobs: normal spawning mobs wont drop any tiered items
Normal mobs from spawners: these will only really drop resources (food,coal,etc...) and will be found anywhere
Tough mobs from spawners: these mobs will drop whites - greens and will very rarely drop blues, they are fairly difficult and will occur in almost all areas
Elite Mobs: These are mobs hid in the back caves and dark corners of areas, they are very difficult to beat, they will drop blues a lot and drop purples rarely.
The last two types of mobs are wool guardians and invincibles.
Wool guardians:
wool boxes will NOT be in this loot system, all wool will be obtained by killing wool guardians for a balancing reason. To compensate for the grinding and rarity in the items you get keep inventory will be turned on so death will only be a setback (placing/moving beds will not be aloud). This brings the issue of hey I can just get the wool and kill myself and boom easy wool. The solution I found is make the challenge of getting wool twice as difficult by adding wool guardians. Wool guardians will be the hardest mobs in the game outside of invincible and will have a 50% chance of dropping wool. The idea is you go through the area kill the difficult boss and have a chance of getting the wool if you don't you just let another boss spawn and kill it, I believe this will take the difficulty of getting out of an area alive and with a wool into just getting the wool. Wool guardians will have a very small chance of dropping legendaries, you only want to kill them for the wool if you want to get legendaries you want to farm the next type of mob.Invincibles: This idea is taken directly from Borderands but altered a bit. The idea is to have a not only extremely difficult but an extremely diverse and interesting enemy that is out of the way of the objective of the map (wool). The only reason you would even think about killing these abominations is to get legendaries and to compensate for the the power of legendaries these guys are hard and when I say hard I mean hard. There will be 6 invincibles in my map at least, one for each intersection and a special last one. The invincibles will have a 20% chance of dropping legendaries so if you want some op items, fight some op mobs!
So who drops what items?
There will be two types of each mob tier assassins and tanks. Assassins will be pretty easy to kill but will hurt like a . they will drop weapons (swords,bows,etc...). Tanks wont do much damage but will be massive bullet sponges and will be a to kill and they will drop armor.
Scaling:
as you can imagine this will take some testing especially this part, I haven't figured out the correct way to scale but there will be early game and late game loot something like late game blues are a similar power to early game legendaries or something. I will figure this part out in time.
Other:
Some other things are loot chests and crafting/enchanting which will be a pretty big factor, loot chests will not be a huge importance but will be in the game, they will be random which I know people hate but the only really thing you will find in loot chests are low level gear which you just wont take and supply chests which will have gear that you should be taking. Crafting/enchanting first off enchanting is NOT aloud, this is because of the farming method of the map, who needs to farm fun invincibles and elites when you can make a boring afk grinder and get xp to enchant your own items right? Crafting will be aloud but it really will be hardly used in the map most resources you can get from mobs/chests and you wont need to craft.
Final words:
So this system is still in the idea stage I haven't even begun building the map that I will use this in but I will say a couple of thinks one, you cant just add this system to a map, the map has to be built around this system, the map has to be made for this system. A lot of you might not like this idea, you might think it takes the freedom or whatever with all the new rules but I honestly think that this could completely change CTM maps for the better and replace the old loot systems that everyone else seems to use. I'm not saying you should stop what your doing and make a map with this system right now but I am asking to give the system some thought. I will post more about this the more I test and I probably forgot some stuff so don't be surprised about seeing more posts about stuff I forgot to say. Some of you might say that this is similar to the black desert 2 loot system that crashed and burned and it is sort of but I feel it is a more interesting and perfected (using that term loosely) version that offers more variety.
If you have an questions ideas or want to give some feedback please reply.
tl;dr - don't be like dat, pleas read the text wall.one more thing, please excuse any spelling/grammar errors
Wow, looks like you really know what you're doing with this system. I look forward to seeing it in action!
Let's see...
- Speluncaphobia, Dreadsky Depths, and Simulation Protocol 2 are all making significant, steady progress (at least, as far as I can tell).
- Septum Immoriel is starting to get near completion.
- I don't know how fast progress is going on it, but Ragecraft III is in the works.
- I'm working on the final area of my map aesthetically, after that's done I just have to do gameplay and test.
- Last I heard about it, The Stars Beyond is complete and will be released when MC 1.8 comes out.
- And there's a bunch of other good-looking maps in progress (Pandemonium, Krose's Monster Hunter, etc).
So if you want my honest opinion, I think CTM production levels are very high right now. It just doesn't seem that way because there's a lot of stuff in progress, and consequently nothing really good has been released in a while.
I sincerely believe that 2014 is going to be an amazing year for CTM maps.
(Also long time no see...I'm not dead!)
My Minecraft Maps: coldfusionmaps.com
The Painter hype lol.
This system is basically monster hunter themed with those other aspects you mentioned, which seems like a good loot system and slightly similar to what I'm planning to do with my next maps loot. Speaking of that, here's what I'm planning to do with the loot (and a whole bunch of other gameplay aspects, I got slightly carried away):
Firstly, as I've realized that in 1.8 villagers will recognize metadata that means I can't use a part of my current loot system (the one that I'm using for my first map which is currently in beta) which is that if you give a villager an item (usually a weapon or an armor piece) with some resources, he'll "enhance" that item. The ranking of how good the item is goes as following from worst to best: normal (name won't be changed), enhanced (enhanced will be added to the start of the items name, same goes for all of the following enhancements), supreme, omega, and ultimate (only one item in the map reaches this level). Because in this system I intend for you to be able to trade damaged items to enhance them, this won't work as most of the enhanceable items are mob drops.
So here's what I have planned for the next maps loot:
Because I liked the way Arachnapocalypse by Rockenroll4life used the monster hunter theme (mobs drop resources which you can trade for armor and weapons) I'll be using that for the entire map. Resources will be trade able with villagers that are scattered around the area's for multiple things. Here's how I intend for this to work (and some aspects that the map will have):
Armor- mobs will drop resources, and you can use these either for normal stuff or trade them with villagers. Example: Terra spiders will drop Ancient Roots, which you can either use as normal wood or by trading it you can get Root armor, which by using 1.8 testfor commands will make it be so that if you're wearing an entire suit of this armor, every minute you're wearing it you'll "grow regenerative roots" AKA get slowness, negative jump boost, regen, resistance, and strength for about 10 seconds. Also you can use these to trade for a bow called Roothorn/ a enchanted wooden pickaxe called "Terra pickaxe". There'll also be modifiers that can be obtained by loot chests, trading, or rare mob drops, which you can use to give an armor set more abilities (every armor set will have only 1 modifier which can be applied to it). Example: 1 infinity gem+ 1 Shade helm = EverShade Helm, which is an unbreakable Shade helm (you can't have a normal armor piece and a modified one give you the full suit bonus. Example: 1 Shade helm, chestplate, and boots + 1 Evershade leggings won't give you the full set bonus, but a full suit of Evershade will give you the same bonus that a full suit of Shade armor would). Also all armor pieces will have lore saying what the full set bonus is.
Potions/Enchanting- brewing will be presented in the map, but nether wart and lapis will be rare mobs drops and trade able items (no soul sand. Also 1 nether wart will equal 1 lapis and vice versa). The main way to get potions will be from mobs, normal brewing, and trading. Example: 15 Dark ash = emergency smoke bomb, which is a splash potion that gives you blindness (5 sec), invisibility (1 min), instant health 3, jump boost 2 (1 min), and speed 4 (1 min). Enchanting will be accessible, but lapis will be a currency of sorts, where you can choose if you want to enchant or brew a potion (because as I said earlier, lapis= nether wart via trading).
Currency- mobs will also drop different tiered coins, when the tier depends on what stage of the map you're at and how hard the mob is to defeat. With coins you can't buy custom stuff, but vanilla resources. Example: 1 bronze coin= 1 wheat, whereas 1 platinum coin= 64 steak.
Traders- there will be about 3 different types of traders, which are:
Coin traders- they'll trade coins for all kinds of vanilla resources, and the higher tier ones (the ones which trade gold and platinum coins, I might add diamond coins) can trade for custom stuff. You'll find these traders mostly in structures and they'll be semi-rare.
Armor/tool traders- they'll trade for custom armor, tools, weapons, potions, and sometimes modifiers. These will mostly be very common, except for possibly the ones that trade the high tier armor sets which will be Special traders. You can find these traders anywhere, but mostly roaming around in the "natural" terrain (the map will be open world).
Special traders- they'll trade high tier coins, armor, custom items, and basically most of the extremely valuable and special stuff. These traders will be extremely rare, and there's only one of each type of them. You can find them mostly in abnormal structures or hard to reach obvious places. Currently the only one of these that I thought of is the "Crimson Mage", which will be found in the "Crimson Forest". Yes that's a reference to you Crimson_Kid, are you happy that you're getting an area and a Special trader named after you?
Events- I got this idea from Terraria's frost/pumpkin moon. In certain area's there'll be labeled buttons that if you have a certain item in your invent and you click them, they'll teleport you into an arena and start the event. In the event you need to survive for a certain period of time until the boss appears. When the boss appears it means you have about 1 minute left until the event ends and to kill the boss (the boss will drop epic loot of course, and the normal mobs will have low drop rates of all kinds of loot). When there's 10 seconds left a countdown will start, and when the countdown ends you'll be teleported to the button that triggers the event. The neccessary item that triggers the event will probably be a rare mob drop, and it'll have lore saying what event it triggers. The only event I've thought of so far is "The Black Moon", which will be triggered by a "Pearl of the Black Moon", and the event will be trigger-able in "The Den of Shadows". There'll probably only be about 3 events.
So any feedback questions and such, just send as a reply to this post, and thanks for reading all this
Roots of the Earth- Root armor, modifier undecided.
The Arcane Willows (continuation of Roots of the earth)-Root armor, modifier undecided.
Cavern of Ashes- Ashen armor (may change to just Ash armor), modifier: Empowerment crystal (increases the power of the full set bonus).
Valley of the Fallen Sun (not to be confused with Fangride's Garden of the Fallen Sun, I may change it to Cavern of the Fallen Sun)- Sunstone armor, modifier undecided.
Name undecided (star/celestial/holy/void themed area)- Star armor (may change to Starlight armor), modifier undecided.
Den of Shadows- Shade armor, modifier: Infinity gem (this armor was inspired by the Shadow armor from the Divine RPG mod).
Thank you! I'm just kind of want to find out what's going on so I can decide what to play next. By the way, does anybody know where the I2 button for black wool is in Inspired Gallery?
lol.
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther