Someone's going to see the screens, get hyped and then play it in vanilla "oh it's just normal Minecraft map". I've got fooled with something being much better than it is many times on planetminecraft. Just post some vanilla pics, but I'm sure it looks cool too, just not "that" cool.
I mean, I post pictures exclusively in JohnSmith when I display images, because it's the only thing I build in. If you have a design and plan of how you want people to see your map, and provide the tools for them to see it that way, I fully agree with the decision to show pictures in that. SI is to be played in JohnSmith, and as such I post JohnSmith.
Now, I admit, I'm not a Shaders fan, but I'm jaded because PMC is obsessed with Shaders. Like, you don't have shaders in your pictures you won't do very well. It's absurd.
But they look great, and serve to just even further highlight the great city design Sekh is showing off.
So hello guys! I have a weekly progress update on my Adventure CTM Map. First off we as a team have decided to make both a Survival and Adventure style verison of this map! Basically we will focus on the Adventure Verison first and then after thats been released (Or release both at the same time. Im not too sure yet) we will do a huge numbers revise to make it fit for a survival verison so that you can make your own items better then a dungeon at a reasonable pace. We thought of just having an adventure map didn't really fit into the Survive in anyway you can think of, so we will be making 2 versions (As well as putting ores in dungeons)
Next is progress: This is an open world map/massive continent. So really if one decides to they can hop into the last dungeon before the first (although they will most likely die before then! :D) We currently have 1 dungeon completly done with all command blocks ready and whatnot. The 2nd dungeon is about 1/3 the way and we have started on a massive nether fortress most likely for the 18th dungeon (There will be 22 dungeons) The first 21 are for the wools and 5 metal blocks. Iron gold redstone diamond and emerald and the 22nd one is like a final boss of a game type of dungeon. But i do feel like this dungeon is simply too small to be a good dungeon to be honest. Does anything else think I should scrap it and recreate a bigger one?
EDIT: Forget to say. There are 8 floors but each floor is only about a 10x10 circleish area.
Thats all really for this update. I will post another one next week
BTW still haven't figured out how to get orange wool particles on /paticle blockcrack... wiki says "blockcrack_(id|(data<<12))" so uhhh... what does "data<<12" mean to do >_>
Well, I just did a little bit of testing. You know what the command "/particle blah [etc.]" outputs? "Unknown effect name (blah)". But do you know what the command "/particle blockcrack_35_2 [etc.]" outputs? "An unknown error occurred while attempting to perform this command". Which means that "blockcrack_35_2" is being recognized as a particle that exists, but it can't create the particle for some unknown reason. Which to me screams "submit this as a bug". If you're lucky, they'll see it and fix it for 1.8.
Also, everyone else may be interested in this: I now have access to a laptop, after over a week without anything but my phone. Also, this computer is mine, not my father's, as was the case for the preceding week. What this all means is that I can resume progress on any and all mapmaking efforts in which I was previously involved. Yay!
Rollback Post to RevisionRollBack
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!)
That's the first dungeon, correct? If so, then I think it'll be fine. Unless this is meant to be a very hard map, I think the first dungeon shouldn't be too big and frustrating. Maybe make the floors a little bigger if you're concerned that they're too cramped.
Just posted a DsD update in my thread, covering my decision regarding the rework and how many areas I have left to make! Check it out and let me know what you think.
That's the first dungeon, correct? If so, then I think it'll be fine. Unless this is meant to be a very hard map, I think the first dungeon shouldn't be too big and frustrating. Maybe make the floors a little bigger if you're concerned that they're too cramped.
It is actually the 3rd. And no its not meant to be like RomHack hard. More like mediumish. But we are also gonna have a UHC mode for basically the toughest challenge
It is actually the 3rd. And no its not meant to be like RomHack hard. More like mediumish. But we are also gonna have a UHC mode for basically the toughest challenge
The tower itself looks pretty nice, but I'd be concerned about the actual gameplay. Is the wool on the upper floors or top of the tower? If so, what's to deter the players from just pillaring up and breaching the side? As for the gameplay challenge, how do you have spawners arranged in there? Since if there's just a bunch of spawners on each floor and connecting staircases, it'll result in the player just holding off waves of mobs from the upper spawners at the staircase chokepoints, which is rather tedious gameplay. Basically, I guess I'm cautioning that towers are hard to tweak correctly, and require a lot of thought for the interior layout and how you set up the spawners.
The tower itself looks pretty nice, but I'd be concerned about the actual gameplay. Is the wool on the upper floors or top of the tower? If so, what's to deter the players from just pillaring up and breaching the side? As for the gameplay challenge, how do you have spawners arranged in there? Since if there's just a bunch of spawners on each floor and connecting staircases, it'll result in the player just holding off waves of mobs from the upper spawners at the staircase chokepoints, which is rather tedious gameplay. Basically, I guess I'm cautioning that towers are hard to tweak correctly, and require a lot of thought for the interior layout and how you set up the spawners.
In adventure mode verison we have it so that the ladders/stairs wont spawn until all the mobs are dead in the last floor. You go up in the first tower which is not the one on fire. Then you hop over a bridge to the other and go down into an underwater glass dome into the boss chamber.And the other issuse is yeah in surviival verison people will just go through into the bottom. Thats why i think this tower dungeon should be scrapped and redone just wanted to hear others thoughts on it as well.
In adventure mode verison we have it so that the ladders/stairs wont spawn until all the mobs are dead in the last floor. You go up in the first tower which is not the one on fire. Then you hop over a bridge to the other and go down into an underwater glass dome into the boss chamber.And the other issuse is yeah in surviival verison people will just go through into the bottom. Thats why i think this tower dungeon should be scrapped and redone just wanted to hear others thoughts on it as well.
Right, forgot that you were doing both adventure and survival. Yeah, in adventure that would work great and gives a very classic video game kind of feel, but really does not work with survival. It's definitely worth deciding which mode you're focusing on first, since the actual level and gameplay flow of each are totally different.
Yo would any of you newer mapmakers like a tutorial on how to make areas or some ideas if you're stuck? I was going to make a CTM tutorial thread but it kinda died off...
now that there's a tab "list" in singleplayer, would it be better to set up a death counter for the tab list instead of the sidebar? I think it's better, the sidebar is a bit annoying to have just sitting there constantly. In multiplayer the sidebar is good for tracking everyone's HP too, so I've set up a few buttons at spawn of STC2 to set that up. So yea... thoughts on death counters in general and whether or not everyone should make the death counter on the tab list or stick to the sidebar? preferences?
now that there's a tab "list" in singleplayer, would it be better to set up a death counter for the tab list instead of the sidebar? I think it's better, the sidebar is a bit annoying to have just sitting there constantly. In multiplayer the sidebar is good for tracking everyone's HP too, so I've set up a few buttons at spawn of STC2 to set that up. So yea... thoughts on death counters in general and whether or not everyone should make the death counter on the tab list or stick to the sidebar? preferences?
Sidebar death counters would probably be better for LPers so that viewer can look at it independently. But you could put a disclaimer for people that do series so they, say show off death counter in a beggining of each episode or so and use a tab list death counter. You could add 2 options after all so player can choose.
Except that you can add texture packs and shaders directly to maps now ;-)
Not everyone likes to play with 10 fps (talking about shaders here).
Anyway, everyone is right and I'm wrong, whatever.
Btw to clear the up, I don't have anything to texture packs because everyone with mediocre computer can use them, but my laptop is too wooden for shaders, sadly. :|
In 1,8 you can reduce debug screen by using this command /gamerule reducedDebugInfo true
So what do you think about ability of disabling coordinate display. I think it would be an interesting challenge for a player since a lot of people nowadays rely on coordinates.
Yo would any of you newer mapmakers like a tutorial on how to make areas or some ideas if you're stuck? I was going to make a CTM tutorial thread but it kinda died off...
Do it now. Also give me an SPC version of 1.6.2 (take that rubisk :U)because I can't make it work :U
ALSO SHOUTOUT TO SYLF AND HIS NEW OPEN BETA MAP KIPUKA FIELDS, IT'S A REALLY FUN MAP, GO PLAY IT NOW, OKAY?
Do it now. Also give me an SPC version of MC because I can't make it work :U
ALSO SHOUTOUT TO SYLF AND HIS NEW OPEN BETA MAP KIPUKA FIELDS, IT'S A REALLY FUN MAP, GO PLAY IT NOW, OKAY?
There's no SPC version of 1.7+. Use either WEwrapper or nothing. Or just use McEdit ;-)
@oz, I'd not enforce it off. Imo it's not up to us mapmakers, since some might find it cheaty and other might find it useful. People can always not use it themself.
@KacperNFS there's always a way to turn of autoloaded resourcepacks, just delete the resources.zip file. I still don't even know if shaders can be added. But if the guy likes shaders, he can upload pics with shaders
@smeagolow yes, put it in the list. That way you don't fill up the GUI, making for a clearer GUI, which is always good. You also don't enforce a death counter in their face all the time, making it just feel less punishing.
Right, forgot that you were doing both adventure and survival. Yeah, in adventure that would work great and gives a very classic video game kind of feel, but really does not work with survival. It's definitely worth deciding which mode you're focusing on first, since the actual level and gameplay flow of each are totally different.
I realized of something that i don't like but might be neccascary. Barrier blocks in 1.8 are still a thing and invisible right? Thats the only realy way i could think of of preventing pillaring and whatnot
So this is a WIP monument area. Thoughts/feedback on how it is so far please?
Oh wow that looks great! I really like the pillars! It does seem like a lot of random stuff is going on though, which I'm not the biggest fan of, but other than that graet Job! @## @!
I mean, I post pictures exclusively in JohnSmith when I display images, because it's the only thing I build in. If you have a design and plan of how you want people to see your map, and provide the tools for them to see it that way, I fully agree with the decision to show pictures in that. SI is to be played in JohnSmith, and as such I post JohnSmith.
Now, I admit, I'm not a Shaders fan, but I'm jaded because PMC is obsessed with Shaders. Like, you don't have shaders in your pictures you won't do very well. It's absurd.
But they look great, and serve to just even further highlight the great city design Sekh is showing off.
Next is progress: This is an open world map/massive continent. So really if one decides to they can hop into the last dungeon before the first (although they will most likely die before then! :D) We currently have 1 dungeon completly done with all command blocks ready and whatnot. The 2nd dungeon is about 1/3 the way and we have started on a massive nether fortress most likely for the 18th dungeon (There will be 22 dungeons) The first 21 are for the wools and 5 metal blocks. Iron gold redstone diamond and emerald and the 22nd one is like a final boss of a game type of dungeon. But i do feel like this dungeon is simply too small to be a good dungeon to be honest. Does anything else think I should scrap it and recreate a bigger one?
EDIT: Forget to say. There are 8 floors but each floor is only about a 10x10 circleish area.
Thats all really for this update. I will post another one next week
Well, I just did a little bit of testing. You know what the command "/particle blah [etc.]" outputs? "Unknown effect name (blah)". But do you know what the command "/particle blockcrack_35_2 [etc.]" outputs? "An unknown error occurred while attempting to perform this command". Which means that "blockcrack_35_2" is being recognized as a particle that exists, but it can't create the particle for some unknown reason. Which to me screams "submit this as a bug". If you're lucky, they'll see it and fix it for 1.8.
Also, everyone else may be interested in this: I now have access to a laptop, after over a week without anything but my phone. Also, this computer is mine, not my father's, as was the case for the preceding week. What this all means is that I can resume progress on any and all mapmaking efforts in which I was previously involved. Yay!
That's the first dungeon, correct? If so, then I think it'll be fine. Unless this is meant to be a very hard map, I think the first dungeon shouldn't be too big and frustrating. Maybe make the floors a little bigger if you're concerned that they're too cramped.
It is actually the 3rd. And no its not meant to be like RomHack hard. More like mediumish. But we are also gonna have a UHC mode for basically the toughest challenge
The tower itself looks pretty nice, but I'd be concerned about the actual gameplay. Is the wool on the upper floors or top of the tower? If so, what's to deter the players from just pillaring up and breaching the side? As for the gameplay challenge, how do you have spawners arranged in there? Since if there's just a bunch of spawners on each floor and connecting staircases, it'll result in the player just holding off waves of mobs from the upper spawners at the staircase chokepoints, which is rather tedious gameplay. Basically, I guess I'm cautioning that towers are hard to tweak correctly, and require a lot of thought for the interior layout and how you set up the spawners.
In adventure mode verison we have it so that the ladders/stairs wont spawn until all the mobs are dead in the last floor. You go up in the first tower which is not the one on fire. Then you hop over a bridge to the other and go down into an underwater glass dome into the boss chamber.And the other issuse is yeah in surviival verison people will just go through into the bottom. Thats why i think this tower dungeon should be scrapped and redone just wanted to hear others thoughts on it as well.
Right, forgot that you were doing both adventure and survival. Yeah, in adventure that would work great and gives a very classic video game kind of feel, but really does not work with survival. It's definitely worth deciding which mode you're focusing on first, since the actual level and gameplay flow of each are totally different.
Sidebar death counters would probably be better for LPers so that viewer can look at it independently. But you could put a disclaimer for people that do series so they, say show off death counter in a beggining of each episode or so and use a tab list death counter. You could add 2 options after all so player can choose.
Not everyone likes to play with 10 fps (talking about shaders here).
Anyway, everyone is right and I'm wrong, whatever.
Btw to clear the up, I don't have anything to texture packs because everyone with mediocre computer can use them, but my laptop is too wooden for shaders, sadly. :|
So what do you think about ability of disabling coordinate display. I think it would be an interesting challenge for a player since a lot of people nowadays rely on coordinates.
Do it now. Also give me an SPC version of 1.6.2 (take that rubisk :U)because I can't make it work :U
ALSO SHOUTOUT TO SYLF AND HIS NEW OPEN BETA MAP KIPUKA FIELDS, IT'S A REALLY FUN MAP, GO PLAY IT NOW, OKAY?
[YOUR AD HERE FOR JUST $69.69]
There's no SPC version of 1.7+. Use either WEwrapper or nothing. Or just use McEdit ;-)
@oz, I'd not enforce it off. Imo it's not up to us mapmakers, since some might find it cheaty and other might find it useful. People can always not use it themself.
@KacperNFS there's always a way to turn of autoloaded resourcepacks, just delete the resources.zip file. I still don't even know if shaders can be added. But if the guy likes shaders, he can upload pics with shaders
@smeagolow yes, put it in the list. That way you don't fill up the GUI, making for a clearer GUI, which is always good. You also don't enforce a death counter in their face all the time, making it just feel less punishing.
I realized of something that i don't like but might be neccascary. Barrier blocks in 1.8 are still a thing and invisible right? Thats the only realy way i could think of of preventing pillaring and whatnot
Oh wow that looks great! I really like the pillars! It does seem like a lot of random stuff is going on though, which I'm not the biggest fan of, but other than that graet Job! @## @!
OOooooOO, looks great. You've improved alot since last time i checked the forums. (long time ago:P)
Maybe add some shape to the pillars going up?