woah...
So do you think the average mobs you see in Minecraft is considered a challenge?
Yes. As Smeagolow said, mapmakers have to be clever with where they place mobs, but they can certainly create challenging environments with the standard mobs- look at the Vinyl Fantasy maps. Did they have custom mobs? No. Are they arguably the greatest CTMs ever created? Yes. Using normal mobs forces the mapmaker to think when they make a map, as opposed to slapping diamond armor and a Sharpness V diamond sword on a zombie and thinking, "hehe lel dis r gud!!!!1!" Please actually put thought into your posts next time you're discussing something like this, you're getting pretty close to my distinction above.
3) CTM Community map released? Awesome, I'll definitely play it if I can soon! And moar Strawberry Jams? Fang, how do you fit all this stuff around your non-CTM life?
He doesn't have a non-CTM life. He's a cat forced to sit at a computer all day and make ctm map stuff all for a tiny salmon at the end of the day...
Yes. As Smeagolow said, mapmakers have to be clever with where they place mobs, but they can certainly create challenging environments with the standard mobs- look at the Vinyl Fantasy maps. Did they have custom mobs? No. Are they arguably the greatest CTMs ever created? Yes. Using normal mobs forces the mapmaker to think when they make a map, as opposed to slapping diamond armor and a Sharpness V diamond sword on a zombie and thinking, "hehe lel dis r gud!!!!1!" Please actually put thought into your posts next time you're discussing something like this, you're getting pretty close to my distinction above.
I think it also has to do with how much work goes into the custom mobs. As you said, if you just tell the spawner to create a zombie with diamond armor and sharpness 5 sword, then yeah, it seems pretty lame-- but if you take time to balance them, it works nicely. I have a schematic for a row of four zombie spawners that spawn ridiculously fast, but they all have Slowness II on them. It gives you a real sense of being slowly swarmed and overrun--even with a Smite 5 sword you can barely keep up. It's the sort of thing that's not designed to be beaten in head-on combat, but by either running past it or through clever tactics. Buffs to spawners are all well and good, but it's usually nice if there's at least some sort of nerf as well to compensate, just something to make some interesting mechanics, like altering creeper's blast radius and fuse timer.
an edit: I also very much agree with your first post. Custom mobs should be the spice of the area, not the meat-and-potatoes of one, unless the whole area is themed around them. And if they are, then that, again, necessitates that more thought go into designing them than "lol look i can put diamond armor on him and give him a sharpness X sword lol".
I think it also has to do with how much work goes into the custom mobs. As you said, if you just tell the spawner to create a zombie with diamond armor and sharpness 5 sword, then yeah, it seems pretty lame-- but if you take time to balance them, it works nicely. I have a schematic for a row of four zombie spawners that spawn ridiculously fast, but they all have Slowness II on them. It gives you a real sense of being slowly swarmed and overrun--even with a Smite 5 sword you can barely keep up. It's the sort of thing that's not designed to be beaten in head-on combat, but by either running past it or through clever tactics. Buffs to spawners are all well and good, but it's usually nice if there's at least some sort of nerf as well to compensate, just something to make some interesting mechanics, like altering creeper's blast radius and fuse timer.
Exactly. That's a good example of custom mobs adding to an area. My problem is with when people add custom mobs that don't add to an area for the sake of them being custom mobs.
Yes. As Smeagolow said, mapmakers have to be clever with where they place mobs, but they can certainly create challenging environments with the standard mobs- look at the Vinyl Fantasy maps. Did they have custom mobs? No. Are they arguably the greatest CTMs ever created? Yes. Using normal mobs forces the mapmaker to think when they make a map, as opposed to slapping diamond armor and a Sharpness V diamond sword on a zombie and thinking, "hehe lel dis r gud!!!!1!" Please actually put thought into your posts next time you're discussing something like this, you're getting pretty close to my distinction above.
Ok, i wasn't thinking of those kind of custom mobs with complete Protection X armor and stuff. I was thinking of just customised mobs that can drop other items. And Im not saying the mobs have to drop their armor. I was talking about mobs with blocks on their head and some sort of weapon, like a sapling with sharpness II. I was thinking that they might drop like a stick or some sort.
Ok, i wasn't thinking of those kind of custom mobs with complete Protection X armor and stuff. I was thinking of just customised mobs that can drop other items. And Im not saying the mobs have to drop their armor. I was talking about mobs with blocks on their head and some sort of weapon, like a sapling with sharpness II. I was thinking that they might drop like a stick or some sort.
and by the way, don't be mad at me :l
don't worry it's not just you, infamy hates everyone equally.
But in all seriousness what you're proposing is probably a much better design of custom mobs. The most vanilla mob in my toolkit is actually summoned, not spawner--it's a witch who gets spawned with fire resistance already on her and one second of Resistance 5 so she's immune to damage (this is because she's summoned via lightning bolt--it stops her from taking senseless damage and being set on fire, causing her first two potions to be Fire Resistance & Instant Health, which would make her pretty much worthless as an enemy).
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Another fun thing for pseudorandom procedurally generated caves:
Set up a bat spawner. Set a fill clock of command blocks to perform the following command:
/execute @e[type=Bat] fill ~ ~ ~ ~ ~ ~ air 0 replace
This lets the bats flap around and any block they get near and begin to 'occupy' is filled with air. They'll naturally drift downwards, so start them up high in the air. It's great to let it run for a little while and then come back after a bit, see what they've generated, and do some moderate cleanup in mcedit. You can either use a spawner to get a ton of them going at once or just one or two--just be sure that you put your fill clock in the spawn chunks of the world and have the bats doing this work elsewhere, otherwise they'll break the clock and you'll just get a crapload of bats flapping around doing nothing!
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I don't think anyone's calling people lazy for using custom mobs to their fullest extent, but rather when people just spam custom mobs with OP armour, lots of health and calling it a 'challenge of endurance'.
See Green Wool and Black Wool of Inferno Mines for more on how you can make your mobs TOP-TIER
Hey all. In terms of the Custom Mob discussion, if they are planned well and offer consistent challenge and different thinking on the player to deal with them, I like them. Some are just insane for the area they are in, like Jumping Jack Charged Creepers in Dissolving Cavern or One-shot Pigmen in some harder maps, but I think they are more than usual.
Starting a stream, and I've been spicing things up with some starting Hearthstone to get myself in the mood to succeed-or fail, as the case may be-so please come along!
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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
I wonder, I have a few maps that I almost played to completion but quit before the last area/s. Is it fair to review those, when making it clear which parts of the map one has not played? I saw a review of a map by a guy who basically ragequit before he even got to the first intersection - I think that is unfair, but if you play through most of a map, I'd say it is fair to review them, as long as you make it clear how much of the map you actually played through? Or what do you say?
I would think that a review of an incomplete play through isn't as valuable to the mapmaker, or the community as a whole. Because the entire experience that was designed for the player was not achieved, and therefore not reflected in the written summary. But its not completely useless. If the map was too hard or incomplete - feeling, maybe a review would be good, but I can't see a review like that getting added to the CTM Community post, I would think it would be rather bias. (Although maybe we could and just label them as "Critiques") Its important to truly understand the map by playing through the entire thing in my opinion, then you can make an educated statement on the map as a whole.
I started a new series of CTM maps "Vinyl Lands"
Here screenshot that what I'm currently working on: ...
the tree makes me curious, looks cool. if there were ghast who can destroy the floor, making the lava spill around (maybe lava hidden in the walls, too), could be a nice challenge getting across the cave
Sorry to everyone who has been waiting patiently for my CTM's release! I'm placing loot and spawners, should be done in a few days (not much time to spare atm).
Here's a screenie to tide you over: ...
I made this area around 3 months ago, just recently updated the blocks used to 1.8 stuff The entire map has been similarly overhauled.
really mysterious place, nicely spread features, keep it on
Hey guys! I have resumed work on my CTM, and I am streaming it every night! Make sure to join me at 8:00PM MST, as I construct my CTM. See you there.
Stream is at:
When spawners are placed right and loot is scarce enough, yes... hopefully I saved others an angry response >_>
Yes. As Smeagolow said, mapmakers have to be clever with where they place mobs, but they can certainly create challenging environments with the standard mobs- look at the Vinyl Fantasy maps. Did they have custom mobs? No. Are they arguably the greatest CTMs ever created? Yes. Using normal mobs forces the mapmaker to think when they make a map, as opposed to slapping diamond armor and a Sharpness V diamond sword on a zombie and thinking, "hehe lel dis r gud!!!!1!" Please actually put thought into your posts next time you're discussing something like this, you're getting pretty close to my distinction above.
[YOUR AD HERE FOR JUST $69.69]
He doesn't have a non-CTM life. He's a cat forced to sit at a computer all day and make ctm map stuff all for a tiny salmon at the end of the day...
I think it also has to do with how much work goes into the custom mobs. As you said, if you just tell the spawner to create a zombie with diamond armor and sharpness 5 sword, then yeah, it seems pretty lame-- but if you take time to balance them, it works nicely. I have a schematic for a row of four zombie spawners that spawn ridiculously fast, but they all have Slowness II on them. It gives you a real sense of being slowly swarmed and overrun--even with a Smite 5 sword you can barely keep up. It's the sort of thing that's not designed to be beaten in head-on combat, but by either running past it or through clever tactics. Buffs to spawners are all well and good, but it's usually nice if there's at least some sort of nerf as well to compensate, just something to make some interesting mechanics, like altering creeper's blast radius and fuse timer.
an edit: I also very much agree with your first post. Custom mobs should be the spice of the area, not the meat-and-potatoes of one, unless the whole area is themed around them. And if they are, then that, again, necessitates that more thought go into designing them than "lol look i can put diamond armor on him and give him a sharpness X sword lol".
Exactly. That's a good example of custom mobs adding to an area. My problem is with when people add custom mobs that don't add to an area for the sake of them being custom mobs.
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Ok, i wasn't thinking of those kind of custom mobs with complete Protection X armor and stuff. I was thinking of just customised mobs that can drop other items. And Im not saying the mobs have to drop their armor. I was talking about mobs with blocks on their head and some sort of weapon, like a sapling with sharpness II. I was thinking that they might drop like a stick or some sort.
and by the way, don't be mad at me :l
.
don't worry it's not just you, infamy hates everyone equally.
But in all seriousness what you're proposing is probably a much better design of custom mobs. The most vanilla mob in my toolkit is actually summoned, not spawner--it's a witch who gets spawned with fire resistance already on her and one second of Resistance 5 so she's immune to damage (this is because she's summoned via lightning bolt--it stops her from taking senseless damage and being set on fire, causing her first two potions to be Fire Resistance & Instant Health, which would make her pretty much worthless as an enemy).
Didn't you know? Ender dragons are more useful than MCedit for making cave-based CTM maps.
My Minecraft Maps: coldfusionmaps.com
Set up a bat spawner. Set a fill clock of command blocks to perform the following command:
/execute @e[type=Bat] fill ~ ~ ~ ~ ~ ~ air 0 replace
This lets the bats flap around and any block they get near and begin to 'occupy' is filled with air. They'll naturally drift downwards, so start them up high in the air. It's great to let it run for a little while and then come back after a bit, see what they've generated, and do some moderate cleanup in mcedit. You can either use a spawner to get a ton of them going at once or just one or two--just be sure that you put your fill clock in the spawn chunks of the world and have the bats doing this work elsewhere, otherwise they'll break the clock and you'll just get a crapload of bats flapping around doing nothing!
See Green Wool and Black Wool of Inferno Mines for more on how you can make your mobs TOP-TIER
Starting a stream, and I've been spicing things up with some starting Hearthstone to get myself in the mood to succeed-or fail, as the case may be-so please come along!
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1
I would think that a review of an incomplete play through isn't as valuable to the mapmaker, or the community as a whole. Because the entire experience that was designed for the player was not achieved, and therefore not reflected in the written summary. But its not completely useless. If the map was too hard or incomplete - feeling, maybe a review would be good, but I can't see a review like that getting added to the CTM Community post, I would think it would be rather bias. (Although maybe we could and just label them as "Critiques") Its important to truly understand the map by playing through the entire thing in my opinion, then you can make an educated statement on the map as a whole.
Looks really nice!
Here screenshot that what I'm currently working on:
The lava flows conflict the round shape. I'd suggest spreading out more or so. Looks good otherwise.
@Krose stop torturing me
the tree makes me curious, looks cool. if there were ghast who can destroy the floor, making the lava spill around (maybe lava hidden in the walls, too), could be a nice challenge getting across the cave
:::: EPIC ADVENTURE :::: TOWARDS THE LIGHT ::::
really mysterious place, nicely spread features, keep it on
:::: EPIC ADVENTURE :::: TOWARDS THE LIGHT ::::
Stream is at: