The Gods are not pleased with you, they are not pleased at all. You used to have it all,
money, fame, power, but alas you knew this day would come, After battling the Gods for many years, the resistance has failed, you are at the mercy of a higher power now, the same one you were trying to destroy just weeks ago.
A Tale Of Two Swords is a CTM map made by me (Orchard28), the map is fairly difficult, so it you aren't very experienced, this map is not for you, if this is the first CTM map you've ever seen, I'd recommend playing some easier maps first (Spellbound Caves by Vechs or The Painter by Sketch are both fantastic maps that are fairly easy).
Additional screenshots:
(Gonna post more later, thread still under construction)
The map is playable, but isn't 100% refined, check back in a little while for a more updated version or click here to download the "beta-ish" version
In
a quest for power, you find yourself at the infested ruins of an
extinct civilization, your mind is telling you to leave, but you cant
shake the feeling that you belong here
Mini CTM 2: Weird Tales
'Evils narcotic cyclopean pits, In dark babelian towers await, Lie dreaming until the time will awake'
Spindle caves 2, A mini-ctm involving grinding to get new items, and some wool, spider themed, and will be only one area
The Dark World 3, DW2 has had it's time, and i think I'm ready for a remake, a very easy map, meant for noobs and casual players, but will still prove a fun experience for veterans
Arcane Asylum 2, A remake of an older map which sucked, will involve some large areas, and make use of some new mechanics
Two Swords Trilogy Map 2, it will feel and play a lot like TOTS, but will have completely different areas, and most likely be all around better
Here's a list of some of my favorite maps/series, if you liked my map, or are just eager to play something new, check these out:
In a quest for power, you find yourself at the infested ruins of an extinct civilization, your mind is telling you to leave, but you cant shake the feeling that you belong here
Probably going to do a sequel to Two Swords, here's a WIP screenshot of the starting area, I'm going to try and keep the map much more simple this time, and I've worked a lot longer on the loot for this map, I'll post a couple items i made this week just to give you all a preview.
Ummm you are playing the map in 1.9 and it is meant to be played in 1.8. Play the map and finish it in the right version before you make a review. Also idk if this is a joke review but it kinda seems like it, either way its not funny. Do you even know what the CTM genre is or have you played a CTM before. This is possibly one of the worst reviews I've seen.
Ummm you are playing the map in 1.9 and it is meant to be played in 1.8. Play the map and finish it in the right version before you make a review. Also idk if this is a joke review but it kinda seems like it, either way its not funny. Do you even know what the CTM genre is or have you played a CTM before. This is possibly one of the worst reviews I've seen.
Waking Up don't give you grass at the start. Spellbound Caves don't give you saplings at the start. Inferno Mines don't give you infinite food (or saplings) at the start. In each of these maps, the player has to do something noteworthy for their infinite resources.
A good example between difficulty and annoying the player is the way Dark Souls and Titan Souls treat player death. Dark Souls tell the player 'You have to save estus. Git gud.' On the other hand, Titan Souls tells the player 'You have to walk through this maze again because we want to waste your time'.
You can already see the difference in the way Waking Up/Spellbound Caves/Inferno Mines handle resources and the way this particular map handles resources. Instead of having to clear a dungeon first (which has a chance of failure), all the player has to do is make a farm. That's it! Make a farm with the resources given to you.
Vechs explicitly stated that he put tons of chest full of loot that fills up the player's inventory because he knows the player is able to get it at that point of the game anyway.
Just wasting the player's time just to force them into doing the entire 'gather grass, build farm, build wall' thing over and over again is not difficulty. It's wasting the player's time.
Waking Up don't give you grass at the start. Spellbound Caves don't give you saplings at the start. Inferno Mines don't give you infinite food (or saplings) at the start. In each of these maps, the player has to do something noteworthy for their infinite resources.
A good example between difficulty and annoying the player is the way Dark Souls and Titan Souls treat player death. Dark Souls tell the player 'You have to save estus. Git gud.' On the other hand, Titan Souls tells the player 'You have to walk through this maze again because we want to waste your time'.
You can already see the difference in the way Waking Up/Spellbound Caves/Inferno Mines handle resources and the way this particular map handles resources. Instead of having to clear a dungeon first (which has a chance of failure), all the player has to do is make a farm. That's it! Make a farm with the resources given to you.
Vechs explicitly stated that he put tons of chest full of loot that fills up the player's inventory because he knows the player is able to get it at that point of the game anyway.
Just wasting the player's time just to force them into doing the entire 'gather grass, build farm, build wall' thing over and over again is not difficulty. It's wasting the player's time.
I will play on 1.8 for this from now on.
Protip: Don't compare Super Hostile to other CTM maps. Might help you a ton.
I've really only played Super Hostile and Uncharted Territory 2.
My map isn't super hostile, it's very very different, you shouldn't assume a map is bad just because it doesn't follow the same ideals as the super hostile series. Take some time to check out Ragecraft 3, its like the polar opposite to super hostile as far as CTMs go, but it's also arguably the best CTM out right now. Look i get that my map isn't fantastic, and some parts are pretty sub-par, but literally every single bit of criticism you gave is either blind hate or ad hominem.
My map isn't super hostile, it's very very different, you shouldn't assume a map is bad just because it doesn't follow the same ideals as the super hostile series. Take some time to check out Ragecraft 3, its like the polar opposite to super hostile as far as CTMs go, but it's also arguably the best CTM out right now. Look i get that my map isn't fantastic, and some parts are pretty sub-par, but literally every single bit of criticism you gave is either blind hate or ad hominem.
There are more flaws than good parts.
For example:
First area is just a bunch of platforms.
Dwarven Ruins are just a bunch of platforms.
No thought is given to the first area when it comes to obstacle design. Do you really expect the player to go in, then proceed to be shot at immediately, before being able to turn his camera 180 degrees to get a good look at his surroundings?
Just a boring first area in general. It would actually be a nice introduction if it was shorter, but seriously, it's too long.
I guess the intersection is nice, but I don't know why you put more thought into the intersections than the Dwarven Ruins.
Creeper spawner trap is too obvious to be called an actual trap.
The only good things I can think of is your usage of hollow replace brushes with <50 noise.
4). Stop mindlessly spamming the same mob spawner. Take some time to NBTEdit them. Tweak their player detection range to make it spawn when the player arrives. I'm talking about the Charged Creeper 'trap' that does nothing whatsoever (unless that is not supposed to be a trap). Oh, and I've gone to that area after I ported the map to 1.8.
First of all, I liked the creepers, they provided an interesting challenge, and I was constantly being startled.
To your point about the charged creepers: I agree the trap could have been better, but I enjoyed it nonetheless, I just wish there was better loot though....
I am currently doing a let's play on this map, and the first episode is here:
Same area as the screenshot from a few weeks ago, progress is slow, but I'm very satisfied with how the area is coming along.
Its coming along, still looks very bland. seems like a plain cavern, if you want to go for a overgrown style I would suggest either using Rubisk's vine filter, or Build commands mod to create hanging leaves. maybe add some trees/.bushes on the floor, and maybe use a mcedit brush and creates some 3-D leaf spirals around the walls of the cavern, and maybe add some more waterfalls around the place. but that's only what I would do.
also maybe have the floor be a different block than the walls. maybe some coarse dirt, and regular dirt. if you do that it would look better if you would have in blend in with the walls, using a 70%stone,30%dirt brush to add some dirt randomly on the walls to make it blend it makes it look really nice.
Looks like an interesting map. Going to play through the first intersection tomorrow and arrive back here with a block of text and some screenshots if that's alright with you.
MASSIVE EDIT:
Just finished the starting area and I have somewhat mixed feelings of it, so I'm arranging this into two sections:
PROS:
Very great design here, love the open area and how most of the notable landmarks are easy to see from the spawnpoint.
Monster spawns are not overwhelming which is well balanced in terms of difficulty in the beginning sections. For some reason it's a very common decision to spam the starting area with monsters for difficulty reasons.
The landmarks in question are very fun, escpecially the Proximity bomb in one of them. It also adds to the exploration factor of finding chests in hard to find spaces surrounding the noticable landmarks.
The cave section fits the difficulty curve well, alongside the more notable loot surrounded by harder challenges, a-la super creepers and the Wool room. I do have a gripe with that room, but that will be said later.
This part also works well with a clear goal + multiple side routes. There's tons of ways to complete this section, and the added spawners under the platforms add to the difficulty of performing the tasks from under the bridges.
Good on you for providing chests, I was full when I hit them and needed to dump my stuff.
CONS:
Might be an issue with the map itself, but there's anvil + button entities in the info room. If you wish for me to dump them in a lake, I can do so. This room also comes with a starting chest and a couple stacks worth of glowstone blocks. This might make the starting section too easy, as it provides a great amount of light, food, and health (golden apples).
You are also provided a great amount of resources out of the gate with little resistance from the environment. Grass usually would mean you can create a solid food supply from the start and full trees can supply virtually infinite wood. I also got a potato drop during this time, but that is the game's RNG factor, not the map's.
The viewpoints + the spawn chest also contain some very good loot for the start, including the sharp 3 swords that made me dump every other sword I found in the next area.
The Proximity bomb I liked so much went off when I was well out of harms way digging into the wall nearby. Might need to find a way to either expand the radius of the explosion or use a bud switch on whatever was in there. The anvil inside didn't break, but was damaged, so it evens out.
Small gripe was with the Wool Corridor, how it was a bit too easy to disable the skele spawners. Might be on purpose due to it being the first wool.
Anyways, I'm onto the first intersection, looks neat so far. Be sure to answer any criticisms I have or answer questions I have if you want.
(Gonna post more later, thread still under construction)
In
a quest for power, you find yourself at the infested ruins of an
extinct civilization, your mind is telling you to leave, but you cant
shake the feeling that you belong here
'Evils narcotic cyclopean pits, In dark babelian towers await, Lie dreaming until the time will awake'
1.9 Pre4+: Download
Spindle caves 2, A mini-ctm involving grinding to get new items, and some wool, spider themed, and will be only one area
The Dark World 3, DW2 has had it's time, and i think I'm ready for a remake, a very easy map, meant for noobs and casual players, but will still prove a fun experience for veterans
Arcane Asylum 2, A remake of an older map which sucked, will involve some large areas, and make use of some new mechanics
Two Swords Trilogy Map 2, it will feel and play a lot like TOTS, but will have completely different areas, and most likely be all around better
Here's a list of some of my favorite maps/series, if you liked my map, or are just eager to play something new, check these out:
Those screenshots look pretty nice. I will probably play it when it is released.
New Screenshot from an Intersection 1 area
tale of two swords is out now, hope you all enjoy it
https://www.mediafire.com/?9dy4idt8dao0w9m
Added a poll to the topic, vote for which map I should make next.
Probably going to do a sequel to Two Swords, here's a WIP screenshot of the starting area, I'm going to try and keep the map much more simple this time, and I've worked a lot longer on the loot for this map, I'll post a couple items i made this week just to give you all a preview.
Ummm you are playing the map in 1.9 and it is meant to be played in 1.8. Play the map and finish it in the right version before you make a review. Also idk if this is a joke review but it kinda seems like it, either way its not funny. Do you even know what the CTM genre is or have you played a CTM before. This is possibly one of the worst reviews I've seen.
I cant believe you actually took time out of your day to make this.
Waking Up don't give you grass at the start. Spellbound Caves don't give you saplings at the start. Inferno Mines don't give you infinite food (or saplings) at the start. In each of these maps, the player has to do something noteworthy for their infinite resources.
A good example between difficulty and annoying the player is the way Dark Souls and Titan Souls treat player death. Dark Souls tell the player 'You have to save estus. Git gud.' On the other hand, Titan Souls tells the player 'You have to walk through this maze again because we want to waste your time'.
You can already see the difference in the way Waking Up/Spellbound Caves/Inferno Mines handle resources and the way this particular map handles resources. Instead of having to clear a dungeon first (which has a chance of failure), all the player has to do is make a farm. That's it! Make a farm with the resources given to you.
Vechs explicitly stated that he put tons of chest full of loot that fills up the player's inventory because he knows the player is able to get it at that point of the game anyway.
Just wasting the player's time just to force them into doing the entire 'gather grass, build farm, build wall' thing over and over again is not difficulty. It's wasting the player's time.
I will play on 1.8 for this from now on.
Protip: Don't compare Super Hostile to other CTM maps. Might help you a ton.
I've really only played Super Hostile and Uncharted Territory 2.
My map isn't super hostile, it's very very different, you shouldn't assume a map is bad just because it doesn't follow the same ideals as the super hostile series. Take some time to check out Ragecraft 3, its like the polar opposite to super hostile as far as CTMs go, but it's also arguably the best CTM out right now. Look i get that my map isn't fantastic, and some parts are pretty sub-par, but literally every single bit of criticism you gave is either blind hate or ad hominem.
There are more flaws than good parts.
For example:
First area is just a bunch of platforms.
Dwarven Ruins are just a bunch of platforms.
No thought is given to the first area when it comes to obstacle design. Do you really expect the player to go in, then proceed to be shot at immediately, before being able to turn his camera 180 degrees to get a good look at his surroundings?
Just a boring first area in general. It would actually be a nice introduction if it was shorter, but seriously, it's too long.
I guess the intersection is nice, but I don't know why you put more thought into the intersections than the Dwarven Ruins.
Creeper spawner trap is too obvious to be called an actual trap.
The only good things I can think of is your usage of hollow replace brushes with <50 noise.
(I'm tackling Dwarven Ruins right now).
First of all, I liked the creepers, they provided an interesting challenge, and I was constantly being startled.
To your point about the charged creepers: I agree the trap could have been better, but I enjoyed it nonetheless, I just wish there was better loot though....
I am currently doing a let's play on this map, and the first episode is here:
Same area as the screenshot from a few weeks ago, progress is slow, but I'm very satisfied with how the area is coming along.
Also here's a sample of a couple items that you'll probably find in this area.
Its coming along, still looks very bland. seems like a plain cavern, if you want to go for a overgrown style I would suggest either using Rubisk's vine filter, or Build commands mod to create hanging leaves. maybe add some trees/.bushes on the floor, and maybe use a mcedit brush and creates some 3-D leaf spirals around the walls of the cavern, and maybe add some more waterfalls around the place. but that's only what I would do.
also maybe have the floor be a different block than the walls. maybe some coarse dirt, and regular dirt. if you do that it would look better if you would have in blend in with the walls, using a 70%stone,30%dirt brush to add some dirt randomly on the walls to make it blend it makes it look really nice.
http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/2461662-ctm-ctm-catastrophic-caverns-by-kaiser_2
Looks like an interesting map. Going to play through the first intersection tomorrow and arrive back here with a block of text and some screenshots if that's alright with you.
MASSIVE EDIT:
Just finished the starting area and I have somewhat mixed feelings of it, so I'm arranging this into two sections:
PROS:
Very great design here, love the open area and how most of the notable landmarks are easy to see from the spawnpoint.
Monster spawns are not overwhelming which is well balanced in terms of difficulty in the beginning sections. For some reason it's a very common decision to spam the starting area with monsters for difficulty reasons.
The landmarks in question are very fun, escpecially the Proximity bomb in one of them. It also adds to the exploration factor of finding chests in hard to find spaces surrounding the noticable landmarks.
The cave section fits the difficulty curve well, alongside the more notable loot surrounded by harder challenges, a-la super creepers and the Wool room. I do have a gripe with that room, but that will be said later.
This part also works well with a clear goal + multiple side routes. There's tons of ways to complete this section, and the added spawners under the platforms add to the difficulty of performing the tasks from under the bridges.
Good on you for providing chests, I was full when I hit them and needed to dump my stuff.
CONS:
Might be an issue with the map itself, but there's anvil + button entities in the info room. If you wish for me to dump them in a lake, I can do so. This room also comes with a starting chest and a couple stacks worth of glowstone blocks. This might make the starting section too easy, as it provides a great amount of light, food, and health (golden apples).
You are also provided a great amount of resources out of the gate with little resistance from the environment. Grass usually would mean you can create a solid food supply from the start and full trees can supply virtually infinite wood. I also got a potato drop during this time, but that is the game's RNG factor, not the map's.
The viewpoints + the spawn chest also contain some very good loot for the start, including the sharp 3 swords that made me dump every other sword I found in the next area.
The Proximity bomb I liked so much went off when I was well out of harms way digging into the wall nearby. Might need to find a way to either expand the radius of the explosion or use a bud switch on whatever was in there. The anvil inside didn't break, but was damaged, so it evens out.
Small gripe was with the Wool Corridor, how it was a bit too easy to disable the skele spawners. Might be on purpose due to it being the first wool.
Anyways, I'm onto the first intersection, looks neat so far. Be sure to answer any criticisms I have or answer questions I have if you want.