i think Vechs made a sort of alpha of a rouge like with Dungeons of Vexmoore, only Joe Hills played it though as a alpha tester, it seems like a good concept but rouge likes need a intensely well thought out execution to do the name justice, it would take someone with the skills of Fangride or even Vechs cloet to 2 years to execute it amazingly.
Unfortunately, I'm no Command Blocker, so that'd definitely not be something I'd work on, haha.
I'm just talking here, I may have no clue what I'm talking about. But, talking anyway.
On CTM RogueLikes: In my opinion, this idea is very cool, and could hold long lasting play ability for a certain map. Unfortunately I personally fear that these would be very hard to balance, or at least have balance issues that take a long time to work through. It is random, so you need to make sure that all rooms can fit together in any way, also you need to make sure the rooms aren't too difficult/spawner crazy, because when thrown together it could be too much difficulty resulting in max spawns that cannot be fought. Especially in such close quartered combat like dungeons. So I would imagine each room would have to be pretty sizable, or spawner radii would need to be set lower. Also looting could be bad news if you did it for every random dungeon schematic, you'd get a bunch of the same loot every time (this could be okay, but maybe have a few chests that could/could not spawn with special Items that you didn't see last time) - Also I might even say, don't use spawners as a primary source of mobs, have mobs in rooms summoned via command blocks, with shorter follow distances. This could work even better at reducing mob clusters.
So if anyone was to attempt this there are a few ways I can see it happening.
#1 - By Teleports: You could create a number of rooms to a single set, say this set is classic dungeon themed. None of the rooms would be connected, instead, to leave a conquered room, a random teleporter system would chose a room in "fog of war" state and teleport the player to it. Upon teleporting to a room maybe you could set up a redstone lock of some sort to block the randomizer from sending you to the same room twice. (In other words, I'm not sure if you could get this to work like Binding of Issac, but you could get a random feeling linear system that would be different in every play through.) This one is cool because you can make the dungeons in any shape or size.
#2 - Randomized Room Schematics: So this one is a little weird (because its very redstone/commandblock intensive), I know its possible to do large redstone clone fills, and its only a matter of wiring to randomize that, or maybe a lot of wiring, I think were talking chunks of command block systems. I don't know how many clocks you would need, or how much lag specifically it would produce... But with 16 or more different randomized clone fill room SETS, with each set having at least 7 or more rooms I can tell you this; It won't be pretty. (these things take time to clone, ESPECIALLY huge dungeon veins) I don't know any redstone specifics for this one, it sounds tough to me though, I might even go as far as "It cannot be done." OR "If it can be, it would be so hard and time consuming to set up and for the finished product to generate that its probably not even worth your time.
#3 - Make the rooms and then piece em together differently in like 3-4 versions: Yeah I know this ones lame. You could however use the MCEdit filter by Abrightmoore called dungeon schematic randomizer. Never have gotten to use it myself, because I don't have that many dungeons schematics off hand, but if you got it working right, it could hold some promise.
-edit: This gives me an idea for my map, like a never ending maze or something that is constantly changing. Because its constantly changing it may take a while before it teleports you to the right place. Plus I would take advantage of the mob summon stuff I mentioned earlier, so that if you do visit the same room twice it would still have custom monsters in it. Yay Ideas!!! (I would have to bedrock it though... )
On the subject of roguelikes... I assume I can post the reason I've been not doing CTM-mapping for quite a while?
Will take a while to get done.
Roguelikes are fun. You know what's not fun? The redstone behind this things. I have it filled with chests and spawners etc.. Eventually the redstone gets insane and you start messing up stuff EVERYWHERE. Will get it done eventually though
E:
You guys > Reddit. Have a surprise sneak screenie.
Guys i have another idea! This might be the best idea i had. A rogue-like ctm map! Similar to the way Binding of Isaac works, all the dungeons will be made out of preset rooms, randomly arranged using command block magic i am working on (i think i would need help with that sooner or later XD). The Objective in the dungeon is to retrieve the wool block back to the starting room. Once you did that, the whole floor is recreated (you keep your stuff and 2 double chests with your items are /cloned to the new dungeon) and a new dungeon is created, with a different theme and a higher difficulty.
Wouldn't it be fun if everyone in this community contributed a room or two? I'm open for criticizing, i want to learn as much as i can before i start building this map!
P.S. I know there is already a map like this, but it is not quite like the ctm maps we are used to play (adventure mode)
I would love to help contribute if someone makes one. I can't do much with command blocks though...
So, I have been playing around with some things and got some pretty neat results. (I only need to have more block variety such as ores, gravel, other coloured clay.)
The sunset makes it look really cool, but how bad does it look at day/night time?
Attributes makes custom loot awesome, you can have Kamyu style random chests with attribute items, so a random pair of iron boots might have -10% speed but have +1 knock back resist.
Also it makes areas with special mechanics awesome, like a jumpy/parkour type area could have a pair of diamond boots with +200% speed and -10 Attack damage, meaning either you run through the area like a mad man not touching any enemies or you brute force it, a single item could drastically change the play mechanics completely.
(-10 Attack Damage means you do no damage to anything)
I could imagine running through hoards of mobs in a red wool dungeon trying really hard not to hit enemies as I blaze through it,
this gives me a idea for a mini-map, if only my MCedit wouldn't crash upon loading, Karthex is fixing it for 1.2.5.1 though
Rollback Post to RevisionRollBack
CTM maker, Rom-Hack Hard Enthusiast, Lover of Tacos and Coder
So, I've been kinda away from Minecraft for awhile and I heard that most of kamyu's tools aren't working anymore? Is this true, because i'd like to start a map soon and those would be pretty useful, and speed up the process a bit.
Anyone know a good replacement for custom spawners? I know sethblings filter can do some of that, there's just one thing I can't figure out how to do. I'm trying to set a creepers explosion range(explosive power? I can't remember exactly) to 0 so when it explodes it doesn't actually damage anything.
I recently found a replacement for the random loot program of Kamyu. (if you wanted to use that.)
It's made by Taschneide and you can find it at post 22074 of this thread.
I am actually waiting for it to be updated with some extra features.
Almost done with the updates; just trying to figure out how to do the "maximum" thing you suggested. (The "commenting out lines" took literally 3 short lines of code.) The issue is, the filter goes through each slot in the chest and picks an item (or air) to put in that slot. I can keep track of how close each type is to its maximum, but if I just say "once you reach the maximum don't add any more items of this type" then all the items of that type will clump up towards the first slots in the chest. I'm trying to find a way to distribute evenly the items of a type, regardless of how big the maximum is.
Anyone know a good replacement for custom spawners? I know sethblings filter can do some of that, there's just one thing I can't figure out how to do. I'm trying to set a creepers explosion range(explosive power? I can't remember exactly) to 0 so when it explodes it doesn't actually damage anything.
Texelelf has a great Unified Spawner Filter... it should be able to handle most custom mobs. Google it and you should be able to find it. Alternatively, if you're working in 1.8, you can /give yourself a spawner with the proper NBT tags, and place it ingame, which is how I've been doing the spawners for Pinnacle.
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!)
Unfortunately, I'm no Command Blocker, so that'd definitely not be something I'd work on, haha.
On CTM RogueLikes: In my opinion, this idea is very cool, and could hold long lasting play ability for a certain map. Unfortunately I personally fear that these would be very hard to balance, or at least have balance issues that take a long time to work through. It is random, so you need to make sure that all rooms can fit together in any way, also you need to make sure the rooms aren't too difficult/spawner crazy, because when thrown together it could be too much difficulty resulting in max spawns that cannot be fought. Especially in such close quartered combat like dungeons. So I would imagine each room would have to be pretty sizable, or spawner radii would need to be set lower. Also looting could be bad news if you did it for every random dungeon schematic, you'd get a bunch of the same loot every time (this could be okay, but maybe have a few chests that could/could not spawn with special Items that you didn't see last time) - Also I might even say, don't use spawners as a primary source of mobs, have mobs in rooms summoned via command blocks, with shorter follow distances. This could work even better at reducing mob clusters.
So if anyone was to attempt this there are a few ways I can see it happening.
#1 - By Teleports: You could create a number of rooms to a single set, say this set is classic dungeon themed. None of the rooms would be connected, instead, to leave a conquered room, a random teleporter system would chose a room in "fog of war" state and teleport the player to it. Upon teleporting to a room maybe you could set up a redstone lock of some sort to block the randomizer from sending you to the same room twice. (In other words, I'm not sure if you could get this to work like Binding of Issac, but you could get a random feeling linear system that would be different in every play through.) This one is cool because you can make the dungeons in any shape or size.
#2 - Randomized Room Schematics: So this one is a little weird (because its very redstone/commandblock intensive), I know its possible to do large redstone clone fills, and its only a matter of wiring to randomize that, or maybe a lot of wiring, I think were talking chunks of command block systems. I don't know how many clocks you would need, or how much lag specifically it would produce... But with 16 or more different randomized clone fill room SETS, with each set having at least 7 or more rooms I can tell you this; It won't be pretty. (these things take time to clone, ESPECIALLY huge dungeon veins) I don't know any redstone specifics for this one, it sounds tough to me though, I might even go as far as "It cannot be done." OR "If it can be, it would be so hard and time consuming to set up and for the finished product to generate that its probably not even worth your time.
#3 - Make the rooms and then piece em together differently in like 3-4 versions: Yeah I know this ones lame. You could however use the MCEdit filter by Abrightmoore called dungeon schematic randomizer. Never have gotten to use it myself, because I don't have that many dungeons schematics off hand, but if you got it working right, it could hold some promise.
-edit: This gives me an idea for my map, like a never ending maze or something that is constantly changing. Because its constantly changing it may take a while before it teleports you to the right place. Plus I would take advantage of the mob summon stuff I mentioned earlier, so that if you do visit the same room twice it would still have custom monsters in it. Yay Ideas!!! (I would have to bedrock it though... )
Will take a while to get done.
Roguelikes are fun. You know what's not fun? The redstone behind this things. I have it filled with chests and spawners etc.. Eventually the redstone gets insane and you start messing up stuff EVERYWHERE. Will get it done eventually though
E:
You guys > Reddit. Have a surprise sneak screenie.
I would love to help contribute if someone makes one. I can't do much with command blocks though...
The sunset makes it look really cool, but how bad does it look at day/night time?
my hunger is stronger than my brain, help me, send tacos!
I'm still around, check in on you guys every now and then. Still working on VFIII. Just at a much slower pace than last summer/fall.
Only kidding of course, don't rush and continue your magic
http://www.minecraft...red-emblem-ctm/
Also it makes areas with special mechanics awesome, like a jumpy/parkour type area could have a pair of diamond boots with +200% speed and -10 Attack damage, meaning either you run through the area like a mad man not touching any enemies or you brute force it, a single item could drastically change the play mechanics completely.
(-10 Attack Damage means you do no damage to anything)
I could imagine running through hoards of mobs in a red wool dungeon trying really hard not to hit enemies as I blaze through it,
this gives me a idea for a mini-map, if only my MCedit wouldn't crash upon loading, Karthex is fixing it for 1.2.5.1 though
I don't know why it crashes on loading, but I highly doubt karthex is actually coding :p. Did you submit a bug report? Can't seem to find it
And yes, I used to be here quite often.
Almost done with the updates; just trying to figure out how to do the "maximum" thing you suggested. (The "commenting out lines" took literally 3 short lines of code.) The issue is, the filter goes through each slot in the chest and picks an item (or air) to put in that slot. I can keep track of how close each type is to its maximum, but if I just say "once you reach the maximum don't add any more items of this type" then all the items of that type will clump up towards the first slots in the chest. I'm trying to find a way to distribute evenly the items of a type, regardless of how big the maximum is.
Texelelf has a great Unified Spawner Filter... it should be able to handle most custom mobs. Google it and you should be able to find it. Alternatively, if you're working in 1.8, you can /give yourself a spawner with the proper NBT tags, and place it ingame, which is how I've been doing the spawners for Pinnacle.