• 8

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    intersection dONE. :]
    Posted in: Maps Discussion
  • 1

    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!
    Quote from orioncoko»

    You can choose song about dinosaurs :D

    land before time soundtrack it is
    Posted in: Maps Discussion
  • 3

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    @Infamy


    Nice, I will gladly play it when you finish it. Right now I have some criticism for you, If you're not interested skip the upcoming spoiler :) .



    Bad aesthetics != simple aesthetics. You don't have to use neither block variation nor erosion to make a map look good. You have to, however, give the terrain and structures some structure. You can't just make a giant block of air and call it a area. It still has to be interesting, and from the screenshots I see Interesting things and uninteresting things.

    Let's talk about the outside of the first castle. It looks so plane. The ground is straight out flat, boring and extremely easy to traverse. Unless you set the natural spawns to high, in which case the area will be extremely frustrating. Instead of making it flat, try using some circular brushes to make it look natural. You will still get that pixelated look like from super mario world but it will get 100% more interesting with just this simple change. Use different heights for the wood logs. The walls and ceiling can stay the way they are. It isn't the focus of the player he won't be looking at them. But make the ground look better.

    What you have at the end looks like a lagfest to me and It's also boring for me. If you use a desing like this (dispensors), try to make it yours, make it unique. Make the different sections (it's divided into 13 sections) different, make the mobs pour outside in some. Use creeper spawners in other. Trap a few. You know, stuff.

    I'm not sure if I can judge the interior of the castle from just one screenshot, but it looks fine.

    The other screenshots look interesting enough.


    Thanks for the feedback! I do agree that I went a little bit overboard with the simplicity, but honestly I think that if I get hung up on trying to revise old areas then I'm not gonna get anywhere. There are plenty of traps in the map, by the way, so don't worry about that ^-^. And yeah, I do realize that the floor of the castle is pretty flat, but I did that intentionally. The idea is for the player to be able to use the open terrain to grab the resources quickly but still have enough cover to be able to combat the skeletons coming out of the castle. At the same time, though, if the player stays in areas for too long, the zombies will make their way out of the spawner pits and put the player in a dangerous situation. I did try to make it look decent with the coal platforms, logs, and spawner pits, and I think it looks pretty okay, but I'll definitely take your advice in the future. And, Fang, I'm making an effort to only use squares/rectangles for the first intersection, honestly just because I wanted to see if I could make something good in spite of the limitations I placed on myself- I thought the tree area turned out pretty well as far as that goes. I think I will be revisiting the entrance to the castle, because Acaran is right, it's pretty boring. I think maybe I'll cut out some of the dispenser hallways and replace them with some rooms and whatnot. The reason I'm making it this way, though, is something I do want to go over.

    I feel like CTMs are becoming less and less focused on the thing that makes Minecraft unique: the sandbox element. I feel like maps nowadays are becoming more and more RPG-CTM hybrids than maps that present the player with a variety of challenging areas that don't dictate a particular type of gameplay- remember that area in RC2 where you have to kill the wolves every minute or so or you die? I didn't want to force the player into that. I feel like that's forcing one solution onto the player. I'm not trying to bash Ragecraft here, heliceo has done some really incredible things with it and I really admire his creativity in making new gameplay elements. Seriously, he's pretty great and seems like a super cool guy.

    I just feel like the original CTMs, the stuff from way back when, like Kaizo Caverns and Floating Memories (it's by xerothomas, I played it recently and I loved it before I fell off one of my bridges and lost all my cool stuff), were almost a sort of puzzle-survival blend and that's something I felt like I really wanted to do because I feel like the genre is drifting away from that- again, not a bad thing, but I just want to embrace the gameplay aesthetic of old. I'd compare it to Quentin Tarantino releasing The Hateful Eight in 70mm film as a tribute to all the great movies that were made on 70mm and styling the cinematography and the tone after films like that. I missed the maps where you'd get an area that presents a particular challenge, or puzzle, and lets you solve the puzzle whatever way you want. It's like solving a Rubik's cube: you have a few options. You could figure out algorithms that shift a particular piece but leave the rest unchanged, or you could peel off all the stickers and put them on the right way, or you could take the whole thing apart and rebuild it solved. The only flaw with that metaphor is that there's a "correct" way to solve them, but there's not really a correct way to solve an areapuzzle. The correct way is whatever way gets you the wool. I wanted to build a map that gives the player a Rubik's cube and says, "Whenever all the sides are one color, you win." I didn't want it to say, "Whenever you've solved it without taking it apart or peeling the stickers off, you win." Basically, I wanted to make a CTM that gave the player areapuzzles that don't force them into playing one particular way, but rather give them something to solve in a variety of ways.

    It's important to note that there is a very thin line between providing the player with a challenging experience and forcing the player to solve the area in a particular way. Honestly, I think that's how CTMs have gotten to where they are- we've gradually made the experiences more and more challenging for emergent gameplay. But at the same time, there need to be restrictions on the player. Otherwise, there would be no challenge, and if there's no challenge then there's honestly no reason for the player to think outside of the box and come up with a creative solution to the problem.

    As for the aesthetics, I felt like something that went hand-in-hand with the transition from survival-puzzle map to carefully designed, hands-on gameplay experiences was aesthetics becoming more and more complicated. And part of that is just MCEdit having more options than it did a while back- there used to be no erosion and only perfect spheres; the only way you could get anything more than that was with the noise tool. So I thought that it would only be fitting to make the map look like one from way back when. I also wanted to limit myself to not having those tools because, like I've explained before, I think the best creations are those that result from limitations. Also, and this is a bit of a cop-out in all honesty, block variation just really hurts my eyes. I just really can't stand it.

    Maybe I'm just remembering through the rosy glasses of nostalgia. That is entirely possible. But I don't think there's any way for me to tell whether or not I'm right until I complete the map. I will take your criticism of the castle in mind and I'll likely revise it, but I'm not going to be using block variation, erosion, command blocks, and custom mobs. I don't think they're necessary to make a good map. I'll also probably try to make the walls and ceilings a little less boring. At the end of the day, though, my primary focus is on gameplay, and if the aesthetics end up looking like a steaming pile of poo, well, so be it.

    Have a nice day, friends! :]
    Posted in: Maps Discussion
  • 8

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    Howdy friends!


    So, on the topic of modern CTMs using command blocks/NBT data, I've actually recently been working on a map with no command blocks and minimal- i.e. enchantments, chests, potions, dispensers- NBT data, as well as no custom mobs. The tentative title is Infamy, because I'm a self-obsessed sadist. I've got three wools completed and the map is supposed to be medium-hard. Here are a few screenies for you to enjoy. Pardon the FOV.


    Spawn.


    First castle.





    Keep in mind that I've been making this map with the purpose of a simple aesthetic; what I mean by this is that I want the map to feel sort of retro, if that makes any sense. I won't be using erosion at all, I'll only be using sphere brushes from I2 onwards, and therefore the aesthetics are intentionally limited. I put these limits on myself to see if I could create a map that is aesthetically appealing without falling into just using erosion and block variation to make the areas feel unique. I personally think it looks pretty good, but please don't suggest that I use erosion and/or block variation; they will never be in this map. I can talk a bit more about why I'm designing it the way I am and what I intend to accomplish if you guys want. Enjoy :]

    Posted in: Maps Discussion
  • 3

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    Oh, so all this discussion actually gives me a chance to bring up something I'd been thinking about.


    How would you friends feel about having small, regularly scheduled RFW battles with each other?


    I was thinking maybe on like a weekly basis we'd randomly select a map from a pool of them and then we'd get 8 or so players to play on a server that somebody (read: not me) would be kind enough to let us use. I'll take care of all of the organizational jazz if anybody's interested. I was thinking that if we got more than 8 people we could have a round robin style deal, like team A vs. team B and team C vs. team D and then the next week A vs. C, B vs. D and then A vs. D, B vs. C.

    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    Community Question:


    Which single addition or change to Minecraft, prior to 1.9, has had the greatest impact on CTM gameplay, in your opinion?


    My answer would be sprinting. Back in the earlier days of CTM, and I feel that this is something people often don't realize or forget, you didn't have the option to blitz attack areas because you couldn't run away- you had one speed and one speed only. This meant that players had to approach areas from a much more thoughtful angle in order to conquer them. Sprinting allowed for a new form of attacking areas and permanently changed the way players treat areas.

    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Naxza»

    Understood, Aimo. I agree that it's disagreeable to take responsibility for or provide someone else's work, and from a selfish standpoint, I have nothing to gain from it. That said, I still intend to pass the archive to a few people that would like to help with preservation and have a few gigabytes to spare for it. Given that all the files I've put together are still accessible online, that's one fewer reason to open it wide to the public. It's about taking preventative measures.


    Also, I really do want to play Tenebrous Tales and Sheol again, and I know I'm probably not the only one in existence who wants to play those and/or other maps. It's hard to say where some of them will be in two years.


    Edit: I've updated the list with the contents of the second CTM shop thread. New entries start at line 191.


    I completely agree with this. I think of it more like posting a PDF of a book when the copyright's expired. In my opinion, letting the download link expire is essentially like the copyright going out of date.
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from ads123»

    Hey guys, I've been absent from this community for quite a long time (almost 2 years). I've had quite a few issues, both computer wise and in real life. I'd quite like to get back into CTMs so I was wondering what are the biggest CTMs of the last 2 years that I haven't played but should? Also, how is the state of the community at the moment, I know when I left we were going through some difficult times and I was wondering how the state of the CTM community is at the moment. Thanks - Adam.


    Vinyl Fantasy III, Fallen Kingdom, Ragecraft IV
    Posted in: Maps Discussion
  • 2

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from XNavarogX»
    Which leads me to a Community Question:

    What was the thing that first got you interested in CTM maps?

    PSJ LP SBC
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    we're here to discuss ctms not to see constant ads

    we're not an indian clickfarm

    Posted in: Maps Discussion
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