well i find different new mechanics to be fun and interesting, like permanent fire resist, or absorption shield , not that it needs one, i was wondering if any were made
first off, you dont need to incorporate feature creeps to create different new mechanics, level design is much more important for that, and also perm fire resist isnt a new mechanic sylf used it in his map kipuka fields
does anyone know a good 1.8.1 map? (besides savage realms im already playing that)
my friend would like to try out a ctm with me, and on my server, old maps wont work! weve tried vechs' maps and the painter, does anyone either a: know how to use an old map on a new server or b: know an 1.8.1 ctm other than savage realms?
does anyone know a good 1.8.1 map? (besides savage realms im already playing that)
my friend would like to try out a ctm with me, and on my server, old maps wont work! weve tried vechs' maps and the painter, does anyone either a: know how to use an old map on a new server or b: know an 1.8.1 ctm other than savage realms?
I can't actually think of any other 1.8-ready maps that are out there. 1.8's been a rather buggy affair, in several cases, and with a lot of radical block changes, a lot of map-makers seem to be avoiding it until things are stable.
first off, you dont need to incorporate feature creeps to create different new mechanics, level design is much more important for that, and also perm fire resist isnt a new mechanic sylf used it in his map kipuka fields
i know but regular level design could incorporate a very interesting mechanic, and i was using fire resist as a example i know sylf used it, i've played it before
Rollback Post to RevisionRollBack
CTM maker, Rom-Hack Hard Enthusiast, Lover of Tacos and Coder
i know but regular level design could incorporate a very interesting mechanic, and i was using fire resist as a example i know sylf used it, i've played it before
Regardless of whether or not regular design is used or not, the point we are trying to get across here is that feature creep is a very big misconception in the CTM Community, and unfortunately, a lot of people believe that in order for their map to be "good", they need to have a billion new concepts. Maps with solid gameplay that founds itself around the core elements of CTM are the ones that succeed.
If we want to get deep into game development theory here, adding so many mechanics into a game or map that the player cannot wrap their heads around them is quite detrimental. What you want to do is introduce only a few mechanics, and have the player get used to them, or "teach them through play". If you start off the map, and it has 20 different concepts that the player needs to get used to and learn only through documentation, then the player is going to have a bad time with the map, and frankly, just quit. A map or a game that introduces concepts and mechanics into the mix little by little is something the player is going to have a lot of ease with. Take for example Portal 2. Spoilers if you haven't played the game (You should though. Great game.)
Before even handing the player the portal gun, they teach basic controls by play. Looking around, moving around, jumping. Then they teach the first concept: cubes and buttons. As to not overwhelm the player, they give them a basic portal gun that only shoots one colour of portal. By only giving them only one colour, it gives the player a lot of time to experiment and understand how a portal gun works. Later, we introduce lasers, Aerial Faith Plates, goo, turrets, light bridges, so many things. By the time the game is ready to end, they are still introducing mechanics through white gel and bombs.
Spoiler-Free tl;dr: By introducing mechanics slowly and allowing the player to learn, understand, and master the mechanics, the player is not overwhelmed and can thoroughly enjoy the game without the burden of learning all at once.
right on Whiscash! Ive actually recently stopped and deleted a map completely because of the overwhelming amount of mechanics. It was normal up until the monument base, and suddenly, tons of places to go and upgrades that dont make sense and custom collectibles barely explained!
not that i dont enjoy new mechanics, because really, i think its amazing how much we can all do with this nifty little game. But to follow up on what Whiscash said, a good ctm map doesnt have to revolutionize ctm gameplay forever, it really just depends on the enjoyment factor to decide how Good the map is
EDIT OF OLD POST = Figured I shouldn't go that far off topic and keep it closer to CTMs
Wow Whiscash you nailed pretty much what I was trying to say with my "can we pls st0p" message, thank you!
One thing to add to that is that gimmicks on their own usually don't do much. I've been working on custom mobs in Rogue and had to learn the hard way that making mobs interesting on their own is really tough.
Since we have no access to AI but only to "stats" we can't do much then increase or decrease stats of mobs. Increase speed, decrease speed, increase HP, decrease HP. If you hit a mob 10 or 100 times, doesn't change gameplay. If you give a mob fire resistance, it counters fire aspect swords, but otherwise it just does't do much. If you swim through water or lava doesnt change much. Mobs are either ranged or melee, and can be killed either ranged or melee (most efficient way), depending on what stats you give them. There's some exceptions, but they're rare. Understanding this split and which to use where will heavily increase your area design.
Most good gameplay is designed through area. We have access to environment, and can do all we want there. Height is a very important factor in MC, and so is speed. Some terrain is more easier to walk on. Mobs dropping down from above are scarier then a pit of mobs.
I can keep talking for hours about this, but I can understand some of you want an example. I'll reverse-engineer an area of Laingral (magenta wool):
Let say first off that the execution of this area was meh. It could have been bigger and more varied. The gameplay worked out well though. So, what did the area have? Pools of water, houses up high with staircases to walk up on, and trees. The area was flooded with zombies, killing them was pretty much a never-ending battle. So the direct approach didn't work.
Instead, you jumped around from tree to tree, hopping across all zombies. The rare skeleton spawn made this quite a challenge, and the fact that zombies could walk up on some of the houses ensured you were never completely safe. However, if you fell down, you weren't completely lost yet. The water pools on the area made it so zombies would get trapped in there, making sure the never-ending spawners wouldn't overflow the area too bad.
5HP zombies aren't interesting. It's the setup of the area that made it fun.
I can't actually think of any other 1.8-ready maps that are out there. 1.8's been a rather buggy affair, in several cases, and with a lot of radical block changes, a lot of map-makers seem to be avoiding it until things are stable.
How do I avoid the andesite and diorite blocks man
does anyone know a good 1.8.1 map? (besides savage realms im already playing that)
my friend would like to try out a ctm with me, and on my server, old maps wont work! weve tried vechs' maps and the painter, does anyone either a: know how to use an old map on a new server or b: know an 1.8.1 ctm other than savage realms?
Hey everyone,
I hope you can give me some advice/help on the following matter:
I faced today a problem... Scoreboard objectives don't stay after closing the game.
The objective is "Test" and it is set as follow from the the beginning with 2 CB:
1: /scoreboard objectives add Test dummy Test
2: /scoreboard players set @p Test 0
It works fine and I can increment it etc. and it works great until I close the game! When I reopen and I try to increment it again the next incrementing command block outputs:
" No objective was found by the name 'Test' "
And if I check typing the command "/scoreboard objectives list" I have the error message:
"There are no objectives on the scoreboard"
Hey all. Gonna start a stream at about 2:30pm EST- Oh crud, I forgot to put 1.8 Terra Restore on my Strawpoll....crud.
Well, you live and learn. Either way, I have a strawpoll to put down what people want to see me play-and I'll make my schedule based on that, all the current choices are there.
Hey all. Gonna start a stream at about 2:30pm EST- Oh crud, I forgot to put 1.8 Terra Restore on my Strawpoll....crud.
Well, you live and learn. Either way, I have a strawpoll to put down what people want to see me play-and I'll make my schedule based on that, all the current choices are there.
I'm releasing full version of my map for 1.8 on Friday (now is available only betaversion). It's a quite easy map, but I don't know, if it is good enough for you. Don't expect design and gameplay like in The Painter or Savage Realm.
first off, you dont need to incorporate feature creeps to create different new mechanics, level design is much more important for that, and also perm fire resist isnt a new mechanic sylf used it in his map kipuka fields
[YOUR AD HERE FOR JUST $69.69]
my friend would like to try out a ctm with me, and on my server, old maps wont work! weve tried vechs' maps and the painter, does anyone either a: know how to use an old map on a new server or b: know an 1.8.1 ctm other than savage realms?
http://www.minecraft...red-emblem-ctm/
I can't actually think of any other 1.8-ready maps that are out there. 1.8's been a rather buggy affair, in several cases, and with a lot of radical block changes, a lot of map-makers seem to be avoiding it until things are stable.
i know but regular level design could incorporate a very interesting mechanic, and i was using fire resist as a example i know sylf used it, i've played it before
Regardless of whether or not regular design is used or not, the point we are trying to get across here is that feature creep is a very big misconception in the CTM Community, and unfortunately, a lot of people believe that in order for their map to be "good", they need to have a billion new concepts. Maps with solid gameplay that founds itself around the core elements of CTM are the ones that succeed.
If we want to get deep into game development theory here, adding so many mechanics into a game or map that the player cannot wrap their heads around them is quite detrimental. What you want to do is introduce only a few mechanics, and have the player get used to them, or "teach them through play". If you start off the map, and it has 20 different concepts that the player needs to get used to and learn only through documentation, then the player is going to have a bad time with the map, and frankly, just quit. A map or a game that introduces concepts and mechanics into the mix little by little is something the player is going to have a lot of ease with. Take for example Portal 2. Spoilers if you haven't played the game (You should though. Great game.)
not that i dont enjoy new mechanics, because really, i think its amazing how much we can all do with this nifty little game. But to follow up on what Whiscash said, a good ctm map doesnt have to revolutionize ctm gameplay forever, it really just depends on the enjoyment factor to decide how Good the map is
http://www.minecraft...red-emblem-ctm/
Wow Whiscash you nailed pretty much what I was trying to say with my "can we pls st0p" message, thank you!
One thing to add to that is that gimmicks on their own usually don't do much. I've been working on custom mobs in Rogue and had to learn the hard way that making mobs interesting on their own is really tough.
Since we have no access to AI but only to "stats" we can't do much then increase or decrease stats of mobs. Increase speed, decrease speed, increase HP, decrease HP. If you hit a mob 10 or 100 times, doesn't change gameplay. If you give a mob fire resistance, it counters fire aspect swords, but otherwise it just does't do much. If you swim through water or lava doesnt change much. Mobs are either ranged or melee, and can be killed either ranged or melee (most efficient way), depending on what stats you give them. There's some exceptions, but they're rare. Understanding this split and which to use where will heavily increase your area design.
Most good gameplay is designed through area. We have access to environment, and can do all we want there. Height is a very important factor in MC, and so is speed. Some terrain is more easier to walk on. Mobs dropping down from above are scarier then a pit of mobs.
I can keep talking for hours about this, but I can understand some of you want an example. I'll reverse-engineer an area of Laingral (magenta wool):
Instead, you jumped around from tree to tree, hopping across all zombies. The rare skeleton spawn made this quite a challenge, and the fact that zombies could walk up on some of the houses ensured you were never completely safe. However, if you fell down, you weren't completely lost yet. The water pools on the area made it so zombies would get trapped in there, making sure the never-ending spawners wouldn't overflow the area too bad.
5HP zombies aren't interesting. It's the setup of the area that made it fun.
How do I avoid the andesite and diorite blocks man
Terra Restore
My Thread: http://www.minecraftforum.net/topic/1881805-ctm-wip-lands-of-mystery-by-bnm-new-map-started/#entry23248316
I hope you can give me some advice/help on the following matter:
I faced today a problem... Scoreboard objectives don't stay after closing the game.
The objective is "Test" and it is set as follow from the the beginning with 2 CB:
1: /scoreboard objectives add Test dummy Test
2: /scoreboard players set @p Test 0
It works fine and I can increment it etc. and it works great until I close the game! When I reopen and I try to increment it again the next incrementing command block outputs:
" No objective was found by the name 'Test' "
And if I check typing the command "/scoreboard objectives list" I have the error message:
"There are no objectives on the scoreboard"
Any idea how to fix this ?
Try block IDs, and the bugs associated with that
Well, you live and learn. Either way, I have a strawpoll to put down what people want to see me play-and I'll make my schedule based on that, all the current choices are there.
Hope to see a bunch, and thanks for voting!
http://strawpoll.me/3500771
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1
Voting for dat Painter. I wanna see how you do with it!
Thanks!
Page GET!!!
Looks nice.
Alrighty man, I'll try it out!