Do you usually go with standart-ish monument or do you sometimes change it up? Maybe, it's not a horizontal one, or wools are in a different order? Maybe it's not a wool monument? I'm just interested.
I've been working on a map recently, and whenever I work on aesthetics I always seem to have difficulty with color combinations and what looks good with certain blocks. So my question is which block combinations are more pleasing to the eye?
I've been working on a map recently, and whenever I work on aesthetics I always seem to have difficulty with color combinations and what looks good with certain blocks. So my question is which block combinations are more pleasing to the eye?
Well, complimentary colours work well together E.g. Orange and green and as well as colours sitting next to each other on the colour wheel. I would recommend stop looking at the blocks themselves and start looking at the colours that they are. For example, dirt goes with hardened clay because they are very similar in shade. Another good way of doing aesthetics is to put things on a stone background and mix the stone in a little bit. A good example of this is sketch's style in which he mixes dirt and cobble and such into a stone background with highlights of stained clay.
I've been working on a map recently, and whenever I work on aesthetics I always seem to have difficulty with color combinations and what looks good with certain blocks. So my question is which block combinations are more pleasing to the eye?
There are a lot of color combinations that work well. There are also a lot that don't. Got any examples or ideas?
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!)
-snip- ...So I'd like to hear some feedback regarding the block variation and stuff
I think your block variation is fine, but you need some contrast. Looking at it, you're using almost nothing but browns and grays, nothing really pops out. Maybe add a waterfall to add some vibrant blue and give a focus point, or maybe some little stained clay buildings jutting out of the cliff.
the most productive thing I did today was putting a dog on top of a skeleton to watch it go ham and have it race against a creeper with a cat as hat ._. It was great to watch tho - I had a great time laughing at the panicking monsters (Then I lit some Endermen on fire, just because I love them porting all over the place like a madman with rabies )
Oh mai, I wish you had recorded that, it sounds hilarious. XD
I'm just thinking in general, combinations that go with some of the more common base blocks like stone and stuff.
I've also been working on this starting area, but I just feel like its pretty generic and doesn't really look that special
So I'd like to hear some feedback regarding the block variation and stuff
It's waaay to grey... either needs more moss stone or another green block, you also need a focal point and those wood supports look really out of place, perhaps more structure around them instead of them just being by themselves
Update on my map: We have decided to completely start over. We thought our story idea didn't make too sense as why would mr bad guy leave stuff that could kill him in the open world eh? So we are deciding to go from open world to Linear Branching it make it much eaiser on ourselfs and infact have it a survival map as well! There will still be custom items and most of the items will come from killing mobs but we thought that survival opens up many more tactics to completing a dungeon.
Some of those tactics being things such as: Do you want to just rush in and grab the wool? Kill everything and then get the wool? Disable spawners etc etc. So i feel like the change will bring alot more strategy into the map and i feel like we can make bigger and better dungeons in a linear branching style then open world.
An invulnerable invisible chicken on fire with particles and execute commands makes for a pretty hilarious randomly moving "ward" a player can stay in for boss fights and stuff... using execute @e[name=ward,r=50] or something and having it be an effect with a radius like resistance you can make the player have to be close to the chicken before the boss launches a super OP attack... or something... just spitting out mechanics I guess heh heh. Gotta love 1.8 commands.
Where can I find the motivation and enthusiasm to begin a large scale CTM map? I have an overwhelming amount of ideas that I would like to create but have no determination to complete a CTM map. Tips?
Where can I find the motivation and enthusiasm to begin a large scale CTM map? I have an overwhelming amount of ideas that I would like to create but have no determination to complete a CTM map. Tips?
My tips for you are start small. Make a minimap. Take only 1 or 2 of those ideas, and compile those together into a fun mini map. Once you have experience making minimaps, you can start to move up into the full-scale CTM map. When it comes to a normal CTM map, make sure to keep the gameplay fresh with each and every area. Whether it be a new custom mob, new custom mechanic, etc.
Where can I find the motivation and enthusiasm to begin a large scale CTM map? I have an overwhelming amount of ideas that I would like to create but have no determination to complete a CTM map. Tips?
If you specifically need motivation, then you need look no further than this thread. When you start building your map, feel free to post screenies and ask for advice on whatever you're working on almost daily. Being a part of a group like this and getting feedback on a constant basis is easily the biggest motivator you can find.
Is it possible to make a rom hack hard map balanced? If so that is what I'm going for, for my map. I'm planning on making the mobs and the general difficulty of the areas be really dang hard, but all the loot will be really g00d... Idk, thats the balance plan i'm going for in my map... (Well I guess that means I totally need to buff my first area... whatever..........)
I've been working on a map recently, and whenever I work on aesthetics I always seem to have difficulty with color combinations and what looks good with certain blocks. So my question is which block combinations are more pleasing to the eye?
Well, complimentary colours work well together E.g. Orange and green and as well as colours sitting next to each other on the colour wheel. I would recommend stop looking at the blocks themselves and start looking at the colours that they are. For example, dirt goes with hardened clay because they are very similar in shade. Another good way of doing aesthetics is to put things on a stone background and mix the stone in a little bit. A good example of this is sketch's style in which he mixes dirt and cobble and such into a stone background with highlights of stained clay.
There are a lot of color combinations that work well. There are also a lot that don't. Got any examples or ideas?
I'm just thinking in general, combinations that go with some of the more common base blocks like stone and stuff.
I've also been working on this starting area, but I just feel like its pretty generic and doesn't really look that special
I think your block variation is fine, but you need some contrast. Looking at it, you're using almost nothing but browns and grays, nothing really pops out. Maybe add a waterfall to add some vibrant blue and give a focus point, or maybe some little stained clay buildings jutting out of the cliff.
Oh mai, I wish you had recorded that, it sounds hilarious. XD
It's waaay to grey... either needs more moss stone or another green block, you also need a focal point and those wood supports look really out of place, perhaps more structure around them instead of them just being by themselves
give me 20 mins tops
Back to CTMing i go!
I'd recommend you use MCedit as well! MCedit is really useful for most map making st00f.
Proof! The map is Pantheon BTW (NOT MY VIDEO)
Some of those tactics being things such as: Do you want to just rush in and grab the wool? Kill everything and then get the wool? Disable spawners etc etc. So i feel like the change will bring alot more strategy into the map and i feel like we can make bigger and better dungeons in a linear branching style then open world.
Some people use MCedit.
Some people use World Painter.
Crazy people use TNT
My tips for you are start small. Make a minimap. Take only 1 or 2 of those ideas, and compile those together into a fun mini map. Once you have experience making minimaps, you can start to move up into the full-scale CTM map. When it comes to a normal CTM map, make sure to keep the gameplay fresh with each and every area. Whether it be a new custom mob, new custom mechanic, etc.
If you specifically need motivation, then you need look no further than this thread. When you start building your map, feel free to post screenies and ask for advice on whatever you're working on almost daily. Being a part of a group like this and getting feedback on a constant basis is easily the biggest motivator you can find.
well if it works..........