I don't want to include pages and pages of lore in my map. So I have the lore as optional and there's a pre-map snippet at spawn and a bunch of side lore bits tucked into the museum. At first I was going to make a book for each section of lore. But then I put a couple into a /tellraw command for you to read in chat. I think I prefer the push button lore so it doesn't clog up your inventory.
So my question is this...
How do you prefer to handle lore?
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I post lots of #Srion dev updates and other MC stuff on twitter.@RedWingHamstorm
Pantheon isn't really what he means. He's talking about splitting jobs, one doing aesthetics, one doing gameplay.
*sighs* i understood that, Rubisk, I was just pointing at Pantheon as a good example of multiple creators working together. And actually Pantheon does still apply due to the smaller team who compiled and spit-polished all the areas. To the best of my knowledge they shared responsibility in the manner originally considered.
Also please stop making comments like this one, its really getting irritating. You don't need to correct everything everyone says. :/
I don't want to include pages and pages of lore in my map. So I have the lore as optional and there's a pre-map snippet at spawn and a bunch of side lore bits tucked into the museum. At first I was going to make a book for each section of lore. But then I put a couple into a /tellraw command for you to read in chat. I think I prefer the push button lore so it doesn't clog up your inventory.
So my question is this...
How do you prefer to handle lore?
Everywhere. I put lore everywhere. Every area has little books scattered about with insight into the lives of people who lived there, some tell a full story, others are just vignettes. At the start of each zone is a book that offers an overview into the upcoming area. Plus there are a couple "action" story pieces where events happen as you move through parts of areas. Furthermore, there's an overarching storyline about your role in the map and why you're collecting wool.
is there any way of getting rid of this? (the color in the grass i mean)
You need to change the biome in the area. It looks like you are in a savannah or dry biome. Just use Worldedit or MCEdit to change the biome to the color you want.
You need to change the biome in the area. It looks like you are in a savannah or dry biome. Just use Worldedit or MCEdit to change the biome to the color you want.
its all swampland, not really sure what causes it though.
Edit: I fixed it and it looks better now, still has the random colors but its more random
The cheapest plastic knockoff of Black Heart anyone's ever seen
normally i would yell at you and be all "HYBRUN DAT EZ NAWT NICE YO DAWG" (because that's obviously how I talk, legit) but I kinda agree with you...like a lot...............
On the plus side, that is still a mean way of putting it, so i can still yell *yells* *feels better about self*
I know it does not looks its best right now but I have been on a really long mapmaking break for about 3-2 months so my map making skills is not the best right now. and I just don't know what to do with the walls instead of telling me its terrible to burn it down tell me how to improve. I wanted more of how you guys would make it bigger. just to note I just started this area 3 days ago an about nothing is done I still have a lot to go. but thanks for you imput just wanted to know how you guys felt about it.
I know it does not looks its best right now but I have been on a really long mapmaking break for about 3-2 months so my map making skills is not the best right now. and I just don't know what to do with the walls instead of telling me its terrible to burn it down tell me how to improve. I wanted more of how you guys would make it bigger. just to note I just started this area 3 days ago an about nothing is done I still have a lot to go. but thanks for you imput just wanted to know how you guys felt about it.
My honest suggestion is to tear this all down and start up with a totally new idea. If you really want to make a castle-type area, don't use the burny-burny firedeath theme that EVERYONE uses, try some unique. We don't get many good ice themed castles, so you could do that. Or a swamp castle, or sandstone ruins (the new red sandstone could give you a lot of versatility with that actually), or a floating fortress held up by giant chains. There's a lot you could do other than what you're doing now which, no matter how you improve, will always look like a bad copy of black-heart citadel. I'd rather see you try something new.
My honest suggestion is to tear this all down and start up with a totally new idea. If you really want to make a castle-type area, don't use the burny-burny firedeath theme that EVERYONE uses, try some unique. We don't get many good ice themed castles, so you could do that. Or a swamp castle, or sandstone ruins (the new red sandstone could give you a lot of versatility with that actually), or a floating fortress held up by giant chains. There's a lot you could do other than what you're doing now which, no matter how you improve, will always look like a bad copy of black-heart citadel. I'd rather see you try something new.
EDIT: Thanks a lot Apollo9898 this is the kinda feedback I wanted! I think ill take it down and do a ice theme castle. but one more thing what's black-heart citadel???
Thanks a lot Apollo this is the kinda feedback I wanted! I think ill take it down and do a ice theme castle. but one more thing what's black-heart citadel???
I know it does not looks its best right now but I have been on a really long mapmaking break for about 3-2 months so my map making skills is not the best right now. and I just don't know what to do with the walls instead of telling me its terrible to burn it down tell me how to improve. I wanted more of how you guys would make it bigger. just to note I just started this area 3 days ago an about nothing is done I still have a lot to go. but thanks for you imput just wanted to know how you guys felt about it.
So, for one thing, the ground is incredibly flat. Very boring, and the ghast spawners just lying there randomly don't help. Try to vary the ground a bit; maybe make some smaller structures, or at least more hills and valleys. Put the spawners on pedestals or something; they aren't a natural part of the terrain, so you shouldn't try to make them blend in.
The structures themselves: Very bland. Especially the one on the right; despite the different types of stone brick, the walls are still just perfectly flat. Put some sort of pattern on the walls that sticks out, whether it's tower-like pillars, or just periodic outcroppings, you need to do something with them. Look at Amlup's "Rage-Piglet Citadel" in... what was it, UT3? That's a pretty good example.
As for the tops of the buildings, I can see that you've got a staircase on the left that goes to nowhere. While this isn't necessarily a bad thing - it varies the top of the structure decently - it will definitely cause comparisons to be made to Vechs' Black Heart Citadel in Spellbound Caves. The name of your area will do that, too; try to think of something a little less bland and generic than "Dark Shadow Citadel".
The surrounding area looks great, though; I like the stalactites and occasional lava streams coming down from the ceiling. Although, I might suggest arching the ceiling a bit more and putting stalactites over all of it.
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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!)
I don't want to include pages and pages of lore in my map. So I have the lore as optional and there's a pre-map snippet at spawn and a bunch of side lore bits tucked into the museum. At first I was going to make a book for each section of lore. But then I put a couple into a /tellraw command for you to read in chat. I think I prefer the push button lore so it doesn't clog up your inventory.
So my question is this...
How do you prefer to handle lore?
I post lots of #Srion dev updates and other MC stuff on twitter. @RedWingHamstorm
*sighs* i understood that, Rubisk, I was just pointing at Pantheon as a good example of multiple creators working together. And actually Pantheon does still apply due to the smaller team who compiled and spit-polished all the areas. To the best of my knowledge they shared responsibility in the manner originally considered.
Also please stop making comments like this one, its really getting irritating. You don't need to correct everything everyone says. :/
Everywhere. I put lore everywhere. Every area has little books scattered about with insight into the lives of people who lived there, some tell a full story, others are just vignettes. At the start of each zone is a book that offers an overview into the upcoming area. Plus there are a couple "action" story pieces where events happen as you move through parts of areas. Furthermore, there's an overarching storyline about your role in the map and why you're collecting wool.
I like lore >.>
I agree with you on this point
this is your best work so far
You need to change the biome in the area. It looks like you are in a savannah or dry biome. Just use Worldedit or MCEdit to change the biome to the color you want.
its all swampland, not really sure what causes it though.
Edit: I fixed it and it looks better now, still has the random colors but its more random
(area) Dark shadow citadel.
The cheapest plastic knockoff of Black Heart anyone's ever seen
Not bad, can we have a screenshot without nightvision though, it will probably look a lot better
Also a bit of detail on the structures could help.
normally i would yell at you and be all "HYBRUN DAT EZ NAWT NICE YO DAWG" (because that's obviously how I talk, legit) but I kinda agree with you...like a lot...............
On the plus side, that is still a mean way of putting it, so i can still yell *yells* *feels better about self*
I know it does not looks its best right now but I have been on a really long mapmaking break for about 3-2 months so my map making skills is not the best right now. and I just don't know what to do with the walls instead of telling me its terrible to burn it down tell me how to improve. I wanted more of how you guys would make it bigger. just to note I just started this area 3 days ago an about nothing is done I still have a lot to go. but thanks for you imput just wanted to know how you guys felt about it.
How do you map make so fast? Looks awesome, btw.
My honest suggestion is to tear this all down and start up with a totally new idea. If you really want to make a castle-type area, don't use the burny-burny firedeath theme that EVERYONE uses, try some unique. We don't get many good ice themed castles, so you could do that. Or a swamp castle, or sandstone ruins (the new red sandstone could give you a lot of versatility with that actually), or a floating fortress held up by giant chains. There's a lot you could do other than what you're doing now which, no matter how you improve, will always look like a bad copy of black-heart citadel. I'd rather see you try something new.
EDIT: Thanks a lot Apollo9898 this is the kinda feedback I wanted! I think ill take it down and do a ice theme castle. but one more thing what's black-heart citadel???
is the last area in spell bound caves.
oh... I have not played that map yet. its on my list of CTM Maps to play.
So, for one thing, the ground is incredibly flat. Very boring, and the ghast spawners just lying there randomly don't help. Try to vary the ground a bit; maybe make some smaller structures, or at least more hills and valleys. Put the spawners on pedestals or something; they aren't a natural part of the terrain, so you shouldn't try to make them blend in.
The structures themselves: Very bland. Especially the one on the right; despite the different types of stone brick, the walls are still just perfectly flat. Put some sort of pattern on the walls that sticks out, whether it's tower-like pillars, or just periodic outcroppings, you need to do something with them. Look at Amlup's "Rage-Piglet Citadel" in... what was it, UT3? That's a pretty good example.
As for the tops of the buildings, I can see that you've got a staircase on the left that goes to nowhere. While this isn't necessarily a bad thing - it varies the top of the structure decently - it will definitely cause comparisons to be made to Vechs' Black Heart Citadel in Spellbound Caves. The name of your area will do that, too; try to think of something a little less bland and generic than "Dark Shadow Citadel".
The surrounding area looks great, though; I like the stalactites and occasional lava streams coming down from the ceiling. Although, I might suggest arching the ceiling a bit more and putting stalactites over all of it.