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Jan 31, 2016Infamy posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!Posted in: Maps Discussion
Jan 26, 2016Posted in: Maps Discussion
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! :]
Jan 25, 2016Posted in: Maps Discussion
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.
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 :]
Jan 21, 2016Posted in: Maps Discussion
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.
Jan 15, 2016Posted in: Maps Discussion
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.
Jan 13, 2016Posted in: Maps Discussion
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.
Jan 11, 2016Posted in: Maps Discussion
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
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Dec 26, 2014Fangride posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!Posted in: Maps DiscussionThe Strawberry Jam
Welcome to the second revival of the Strawberry Jam, a CTM building jam with the goal of making a mini-map in a weekend. Any and all participants are welcome, and please feel free to spread the word!
Jam #18 will be announced soon
Build a CTM minimap with a minimum of 3 objectives (more are encouraged) in a single extended weekend. Put in as much detail and game-play as you can before the time runs out!
Rules and Guidelines
1) There will be a general theme that your map should incorporate in some way. Some examples are: The Great Unknown, The Future, Opposites Collide.
2) You would have 72 hours to complete the map (one extended weekend). It should be noted that you are not expected to spend the full 72 hours on the map, as I know many of you will find it hard to get the time, just that the map must be started and finished within that time period.
3) There will be a 24 hour prep period before building begins. No building should be done during this day (typically a Thursday). Then you must build everything in the 72 hours provided.
4) Third party tools are allowed (SPC, WE, MCedit, etc.)
5) Basic pre-built schematics: fleecy boxes, the wool monument, trademark weapons, and basic spawners, for example, are all legal. Beyond that everything should be made during the jam. Essentially what is legal is what is in most mappers "Tool Kit" (for lack of a better word) what they start most mapping with. Nothing unique, or specially prepared for the Jam is allowed.
6) People are encouraged to film their progress (and livestream it!).
7) The map should be 3 objectives long. It is up to the map-maker to make it longer if they desire.
8) People should declare their intent to take part at the beginning of the jam with a post on this topic. Posting status updates is also encouraged. They should also declare that they have finished with a post on this topic (and the download link).
9) People should play each-others maps and critique! At least do a fly through!
10) People who wish to team up may do so but they should do a map with at least, if not more objectives than the number of people multiplied by 3 (2 people = 6 objective minimum, 3 people = 9 objective minimum, 4 people = 12 objective minimum, etc.)
11) Last, remember that this is Jam, not a competition, while you should follow the rules this is meant to be lighthearted and fun not boring and a chore. If a rule needs to be bent slightly that's okay, just note it in your final post and try your best to keep with the rules.
What is a CTM Map?
A CTM (Complete the Monument) Map is a survival-based map in which the player is free to break and place blocks at a whim. The player must traverse custom-created environments in search of various objectives, traditionally colored wool, while overcoming a variety of monsters, traps, and challenges. They then must return those wool to a specially made Monument in order to win the map!
The Next Jam
Jam #17, Nostalgia is currently over. Look out for the next one!
<a href="http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/2311800-strawberry-jam-v3-a-ctm-map-building-jam-jam-6"><img src='http://i.imgur.com/fMUFY8I.png' /></a>
Fangride: Current Organizer
Drago: Other Previous Organizer
Shaymin_Rocks: Previous Organizer
Infamy: His idea was stolen. :3 (better, infamy? )
TheSarcasmLord & Torien: For making banners!
All previous jam maps can be found on the following Google Doc, compiled with love and careful attention by the lovely Coolfool88!
Mar 25, 2015kaladun posted a message on [CtM] Kaladun's CtM Maps! The Red Court now in Open Beta!Posted in: MapsThe Red Court : An Adventure In Vampire Slaying
A three-wool CtM, where you will use powerful classes, face deadly bosses, and topple an evil empire
In a land blighted by the dark rule of the Red Court of the Vampires, you and your allies have been sent to slay the masters of the Court. Duchess Esme, Duke von Albach, and King Mesith. All ancient and powerful vampires. But of course, you're not alone...
The Red Court is a three wool mini-map designed first and foremost for multiplayer, recommended for 2 or 3 players. As you explore the world and slay your foes you will of course get more and more powerful, and can level up in a unique class system never-before seen in a CtM. Become a Paladin, Ranger, or Cleric and master your art, or mix and match skills and combos with your allies. The Gods also aid your holy battle, placing powerful items throughout the land that can paralyze foes, grant you mastery of fire, and even summon the lightning itself. Of course, resistance will be heavy, and four boss fights with Vampire Lords will serve as the ultimate tests of skill. Are you ready?
Difficulty : 8/10 - Recommended for 2+ experienced CtM players
Minecraft Version : 1.9.4
Estimated Playtime : 4 - 8 hours
Open Beta v1.0 for Minecraft 1.9.4
Note : Map is in open beta. Please report any bugs or issues either in this thread or via pm
ScreenshotsThe Shadow Waltz, where music and hedonistic cries echo through the grand halls
The Garden of Repose, the former resting place of great warriors, now made restless...
Archive of Lost Truths, where fire and zeal guard mysteries long since lost to mankind
A full-sized 16 wool Complete the Monument Map where every dungeon is 24x24x24 blocks!
Complete the Monument maps have come a long way over the years, getting more epic and longer over time. This map is an attempt to capture that epic feeling while keeping everything small and fast-paced, with everything from intersections to wool dungeons being in a 24 block cube. Adventure through deadly locations from the Perilous Pyramid to the Haunted Hedges, relax at the Calm Caves, and fill the Majestic Monument with wool from your conquests!
Difficulty : 7/10 - Difficult but doable for beginners, tricky enough for CtM veterans.
Minecraft Version : 1.8.x - The map was made in 1.8.1, but any version of 1.8 should work.
Estimated Playtime : 3 - 5 hours
Release Version 1.0 for Minecraft 1.8.x
ScreenshotsIntersection 3, a cold and frosty place with just a touch of comfort
Killer Karst, a limestone cave carved from jungle streams, filled with dangerous and exploding creatures
A mysterious crypt, lying somewhere you least expect
The archival room of the Lethal Laboratory, collecting exotic and mysterious artifacts
Minimalist Let's Plays
Feel free to make and monetize videos or streams any and all maps posted in this thread. Do not rehost my maps or make money off them. If somehow downloading my map(s) messes up Minecraft or anything else, I am not liable because you probably did something else to mess it up and are blaming the last thing you downloaded. I'm probably cool with you remixing or editing my map and releasing it publicly as long as it's free, but ask first.
Oct 2, 2014BlackShadow_Minecraftian posted a message on [CTM/RFW] -- Black Shadow's Map Collection - CTM And Other Maps --Posted in: Maps
-- Black Shadow's Map Collection --
Hello, and welcome to my thread! This is where you will find all of the maps that I have created, as well as any discussion about them.
- Mini CTM (AKA Jam Maps) -
Jam #6 - The Museum Of Amazement
Jam #8 - The Null Machination
Jam #9 - Wolves
Jam #10 - Machinized
Jam #12 - Heart of Flame
Jam #13 - The Unsighted Sand
- Micro CTM -
#01 - Sheepish Start
- RFW -
RFW Map #01 - The Cindering Path
RFW Mini-Map #01 - X-MAS Special
Mini CTM Map #01 - The Museum Of Amazement ( CTM Jam 6 )
See this post:
Mini CTM Map #02 - The Null Machination ( CTM Jam 8 )
See this post:
Post #1209 (bottom of page)
Mini CTM Map #03 - Wolves ( CTM Jam 9 )
See this post:
Mini CTM Map #04 - Machinized ( CTM Jam 10 )
See this post:
Post #1400 (Hey, nice round number.)
Mini CTM Map #05 - Heart of Flame ( CTM Jam 12 )
See this post:
Mini CTM Map #06 - The Unsighted Sands [V1.1] ( CTM Jam 13 )
See this post:
[Or for the 'classic' 72 hour version, see post #1458 on the same page.]
Micro CTM Map #01 - Sheepish Start
This map is designed as an introduction for new players to the CTM genre. Originally the white wool area of a larger map, I polished it up and made the first section much safer to allow new players to get their bearings.
Made For - 1.8.9 (As 1.9+ changes combat heavily, and most current CTM maps use 1.8- style combat.)
Difficulty - Very Easy / Easy
Recommended Players - 1-4
Current Version - 1.0.0
RFW Map #01 - The Cindering Path
My first map ever created. Fight on two lanes covered in lava and fire related terrain and mobs. You will also need to flick the three 'Unlock Valves' before you can gain the final objective, making teamwork important for getting though that area quickly. There's also a range of ways to hassle the enemy - TNT cannon, powerful custom bows, remote activated traps. Stay alert! Sadly the map never left BETA, and as the cannons are broken in 1.8+, plus the map is very old, I will probably never update it. It's still fun and balanced in 1.7 though!
Made For - 1.7.X
Terrain/Mob Difficulty - Medium
Item Power/Frequency - Medium/High
Recommended Players: 6-8
Current Version: V.0.2.1 [BETA]
Please wait a moment for the spoiler tag to load. If it doesn't appear, try refreshing the page.
Mini-Map #01 - X-MAS Special
A small Christmas themed map made over around a week for the festive period! Smaller then other maps, with just 2 wool areas, so I estimate a very quick completion time.
I recommend using ColdFusionGaming's 'Frostburn' texture pack, which is included in the download. Thanks to ColdFusionGaming for giving me permission to use it! Check out his map, Frostburn!:
Made For: 1.7.X (But should work in 1.8.X)
Terrian/Mob Difficulty: Medium
Item Power/Frequency: Medium/High
Recommended Players: 4-6
Current Version: V1.0
May 5, 2013Skylinerw posted a message on [Function] (1.10): Spawn Chunks (Void World/Schematic Downloads)Posted in: MapsLast updated: 1.10
Professional maps make use of the permanently-loaded chunks that surround the world spawn in order to condense command mechanisms into one area that will work no matter where the player is in the overworld. Ideally mechanisms should be organized within the spawn chunks rather than scattered in the playable area.
The world download provides a world with the spawn chunks marked and several gamerules and options set for improved performance. The schematic will only supply the marking.
1. World download
2. MCEedit Schematic
Finding & moving spawn chunks
There are many methods to locate your spawn chunks, though the surest way to find them is to simply die and respawn at the world spawn. Setting the "spawnRadius" gamerule to 0 will cause you to spawn directly at the world spawn coordinates:
/gamerule spawnRadius 0
If you have an individual spawnpoint set that is interfering with respawning, you can set your spawnpoint to an invalid location. For example, stand on top of solid ground and run the following command before dying:
/spawnpoint @p ~ ~-1 ~
Another method is to drop items on the ground, leave the area for over 5 minutes, and return. If the items despawned, they are in the spawn chunks. Do not go into the Nether or End while attempting this, as entities will not be sent update ticks while there are no players in the overworld.
The spawn chunks will always surround the default world spawn coordinates. The "/setworldspawn" command is able to change where this location is since it modifies the world spawn coordinates:
/setworldspawn 200 4 200
You may need to exit the world and re-enter before the spawn chunks move to their new location.
The image above represents different sections of the spawn chunks, assuming the world spawn coordinates point to the center of a chunk. Each colored square is an entire chunk (16x16 blocks), while the white square in the middle represents the chunk that the world spawn coordinates reside within.
The RED area, 13x13 chunks, represents where entities will be processed. This is where, for example, items would despawn or where mobs would be affected by physics. Tile entities are also processed.
The BLUE area, 17x17 chunks, represents where tile entities are processed, such as command blocks. Regular entities are not processed.
The GREEN area, 25x25 chunks, represents extra chunks that are created though nothing will function within them. They are essentially not a part of spawn chunks.
Therefore, the maximum size is 17x17 chunks, while the maximum effective size (processing both entities and tile entities) is 13x13 chunks.
To obtain the maximum number of working spawn chunks, the world spawn coordinates should point to the center of a chunk. For example, in the image above, the bedrock represents where the world spawn is in relation to chunk boundaries.
Spawn chunks "unloading"
After 15 seconds of no players being in the overworld, entities and tile entities within the spawn chunks will no longer be sent update ticks. To clarify: the spawn chunks are still loaded.
This affects all entities. For example, items will no longer despawn and mobs will no longer be affected by physics.
But not all tile entities rely on update ticks to function. For example, a hopper will stop functioning because it needs an update tick to change its transfer cooldown, but a command block does not rely on such ticks and will continue functioning as though nothing happened.
The following is a list of tile entities that will continue functioning:
5. Structure blocks
8. Flower pots
9. End portals
10. Command blocks
The following tile entities will stop functioning:
2. Daylight detectors
4. End gateways
5. Ender chests
6. Enchantment tables
7. Mob spawners
11. Brewing stands
The 15-second timer is reset when any entity travels to or from the overworld. As such, you can toss an entity into a nether portal with commands every now and then before the 15-second timer expires. You should only do this if you need entities or tile entities to continue being ticked when no players are in the overworld. If your spawn chunks contain only command blocks, you do not need to do this.
Apr 10, 2013LULZ180 posted a message on The Mystical Caverns, a CTM series by LULZ180 - Bedrock Dreams 2 Released!Posted in: Maps
IMPORTANT: This Thread will be undergoing a complete revamp to make it less... dated. I'm still making CTM maps, and have a few projects underway! The map known as Starshine is still being created, but has undergone roughly a thousand reboots. The current version of it is going strong, and while I can't promise any hard release date, I can tell you that it'll be far better than previous maps posted on this thread.
The Mystical Caverns A CTM series by LULZ180.
So, a lot of CTM maps are getting kinda repetitive, absurdly difficulty, and boring, no? Well, seeing as everybody loves to wind down and relax from a hard challenge, I thought I'd give you an easy and fun map series. Yea, that was a joke. Prepare to die MANY times. Now.......
Table of Contents (It doesn't link you to them, not yet anyways, but it works)
4. Other Stuff
News: Starshine is still being created, and an updated take on my original ROMHack Minimap "Bedrock Dreams" will be released soontm. Expect... better than mediocre things from this!
Yea, I hate you. What else is new? Before you get into the maps, I want you to be at least a tad bit prepared, as I don't like to send my mice into the maze blindfolded. First off, these maps are story-driven, epic maps that will remind players of maps such as SH#7 Legendary, minus the scale of course. Most of these maps won't be MASSIVE, but I'll do my best to pack in as many hours of gameplay as I can without going overboard.
Next. These maps are aimed at the more skilled CTM players out there. I'll be sure to release some maps that are "Noob Friendly", but most of them will be ROM-Hack Hard or tougher. Here's a nice difficulty scale, so you can get an idea.
Dream: If you can't beat these, stop trying. Resources are plentiful, enemies and traps are low, and all in all the map will be easy.
Rough: Harder, but still quite easy. Resources are limited, and enemies and traps are more abundant.
Harsh: My version of ROM-Hack Hard. Resources are very limited, enemies and traps are pretty much everywhere, and some dungeons are designed to be impossible without certain items.
Nightmare: You don't want to know. Everything will just fall apart in these maps. Resources will be extremely rare, enemies will be buffed with insane potion affects and gear, and traps will be everywhere.
Hope you enjoy!
1. Find and complete the Dream Monument.
2. Survive in any way you can think of.
3. Play on Easy or Higher, never Peaceful.
4. Find the wool/records in chests. Do not use Mob Drops.
5. You can craft/mine the Metal/Ore blocks for the DM.
6. Do not leave the map boundaries.
7. Do not craft/break/move Ender Chests. I will provide them.
2. The Maps
Here we go. This will be "fun". These are the good ol' 12 record CTM maps you know and love. Prepare to die, a lot.
Mystical Caverns #1: Starshine
Difficulty: Harsh-Nightmare (Starts off difficult, gets harder)
Length: Undecided, planned to be around 20-30 hours of play time.
Objectives: 16 Wool, 12 Records.
Map Style: Linear-branching
Description: A long and grueling experience, featuring incredibly diverse areas that not only test your fighting but thinking skills, Starshine will be the most brutal CTM you've played in a long time. Expect to die in more ways than you can think of.
Download: None yet!
Pictures:An early picture of Starshine's starting area, expect an updated picture as it develops!
Ah. The good old 3 wool maps that leave room for absolute evil and experimentation. They may be short, but they'll hold all the challenge (and even sometimes more) of the full maps!
The Bedrock Dreams Series:
Started as a first step into my CTM mapping adventure, now reborn as a series of completely nonsensical, joke maps that still somehow play decently?
Most of these maps will forgo great gameplay and aesthetics in favor of just being funny or poking fun at some CTM trends, but they do have an edge to them, so don't be surprised if they kick you around a bit. Maybe a few of these will even be serious?
Bedrock Dreams 1: The Original Masterpiece
A remake of the original map as captured in the video below this thread, maybe I'll actually make this one good...
Bedrock Dreams 2: Starshine Jungle (NEWLY RELEASED)
At long last, the greatly awaited sequel to the map that changed CTM forever is here! Welcome to a world of pain and suffering, a brutal challenge that will test your every limit. Featuring 3 fully functional (not actually functional) dungeons and one bonus record dungeon, all designed to make you go "What on earth...?" Play with your friends! Or don't, because it's a single player map, and it doesn't work in multiplayer. Explore the ruins of a lost and ancient world, because you're bored and that new Render map is really easy and you already beat it deathless amirite (don't hurt me Render). Can you pass the greatest challenge of all, or will you fall to the evils of Count Woolfric and his evil army?
Made with the help of Chipmunk46! Check out his maps here, they're actually good unlike this, lol.
4. Other Stuff
This exists for just random things I feel necessary to have on here, but don't have a good place for them.
Banners Want to help support my maps? Well here's some banners for ya! :3
Actually. I don't have any for you right now. Sorry! But you can always tell your friends.....
Nov 25, 2016Posted in: Maps Discussion
-Whirling Phenomena (Map Version 1.1, Minecraft Version 1.11)
Overall Enjoyment: 1
A short summary of my experience with this map.
This map is huge! That means it has huge guts! RIP AND TEAR!
This map is a horrific, bloated, and terribly unbalanced mess – a map with very little checks and balances, excessive mob spam, randomized loot and so many other problems that I can only feel sorry for any poor soul who thought this would be a good map to play. This map is one of the worst maps I have ever played, and you should know exactly why.
Comments: Warning - Map Spoilers (duh) and Wall of China.
Good lorde, where do I start with this map? A map with problems that pile on more problems to try and create “difficulty.” A map that thinks inventory wipes in the early stages of the game with very little resources is perfectly okay. A map that proves that size does matter in that if it’s super large and long, then you’re not going to have a good time.This... is Whirling Phenomena. Now let’s rip through this mess of a map.The first problem is one that becomes obvious once you start the map: Everything’s too big! The starting area (Surface Blast) has more space than a football stadium, and there’s nothing to break up the emptiness except for a couple of dilapidated houses. Later areas continue this trend, with areas like Alchemical Cove and Floodgate Fortress being way too large for their own good.This is just one massive, long bridge of Floodgate Fortress. There's more where that came from.
That only exacerbates the next problem: The map doesn’t give you enough resources. While at later stages in the map there are ways to circumvent this problem, at the early stages (think First intersection) this can be absolutely lethal. Extremely large areas with plenty of darkness for natural spawns makes traversing and dungeoneering a chore, and that’s also not helped by the occasional inventory wipe traps that exist.It also doesn’t help that the loot is completely randomized. By a loot table. Yes, the loot you get in most chests is determined by RNG. You could be hoping to find a bit of bread in one of your chests, though you’ll usually just find 7 Powered Rails, 11 Regular Rails, 27 Brick Blocks, 3 Spider Eyes and 2 Gunpowder. Any food that does come out is handed in morsels, which doesn’t help when areas are as large as football stadiums. Chests are just loaded with garbage that I’d never use in any stages of the game, and better equipment and gear is randomly doled out. Not even Yogg-Saron can help you here.Yes, these Flower Pots and Daylight Sensors will really help me. Yes, really. Such a help.
It’s also a pain in the bum to build railways everywhere due to the sheer scale of the map. Yes, you heard me right, Railways. You think after being able to start using teleportation in MC 1.4 and beyond, we’d finally be able to start teleporting people instead of having players waste eons creating railways that only prolong the playtime in an extremely un-fun way. Due to the size of areas and location of railways, building them and making them is its own kind of pain and suffering. At one point, the railway location to/from one area was so long that I just cheated in a command block and made coordinate teleporters because it is that bad.Actual map balance is also something that is basically non-existent. There’s no honeypots to limit natural spawns, loot is usually handed in a box of RNG, and mob swarming is a common thing in this map. The mob swarming in this map is made worse by the fact that it uses 1.9 combat, so either you spam click doing little damage in hopes of escaping, or you slowly time your hits and wait for the mobs to consume you like slime. Also, there’s no shields in the first four dungeons. Yes, you heard me: NO SHIELDS – something that is basically absolutely required in the early game due to the broken skeletons. (Do note that if there is actually one this early in the map, please tell me since I never saw a shield until Intersection II) Thankfully, Fort Tomber (the third dungeon) plentifully makes use of skeletons by the boatload, so… there’s that.There's nothing like mob swarms in 1.11 to really dampen the mood.
In addition to the regular monument, there’s also the bonus banner monument, that when all gathered together reveals a special secret, and by secret I mean coordinates. Coordinates that lead to a special trading place that let you buy all the stuff you want. FOR STICKS. Yes, you can buy diamonds, mob spawners and spawn eggs, and Intersection V loot boxes with all the RNG you could want FOR STICKS. I didn’t even fully complete the banner monument. I only had about twenty of them when I guessed where to go and found it. The moment you find this area is the moment the balance for the map pretty much shuts down as you can buy whatever you want or need for some tree branches.The only hard thing about finding the banners is you need to get one to be able to start gathering the others. I only got one because I happen to spot something obvious in one area of the map – some other banners you’d never know were there unless you had the clue. Example: The one at the monument is super obvious when you see it, but the one at Intersection 1 has no indication as to where it is. At the point you find your first one, you get a clue that pretty much spells out the location of the next one for you. You’d have to be an idiot to not know where the clues take you to – they’re not cryptic, they’re not mysterious, and not subtle in the slightest way.
Anyone want to take a guess? Anyone? I don't think you could guess it, could you?
Two boss battles exist in this map, and the difficulty variance is super high. The first one (in yellow) is super-easy: Nothing but a wither skeleton with some added health and whatever natural spawns appear. The later one in red, on the other hand, is absolutely hellish. In addition to a boss that deals about 2.5 hearts with full diamond armor while wearing Protection FIVE diamond armor, is immune to arrows and had enough health to be considered for a role in The Division as a boss fight, he spawns in a bedrock diamond-shaped room (way to be creative) that also has Flame Bow specter skeletons (a.k.a strays) that ride on bats, charged creepers and witches. Put that all together and you have one of the grind-iest bosses I’ve ever faced in Minecraft: he’s so grind-y he belongs in a bad MMO.This map also loves to just kill you and clear your inventory. There are plenty of traps where you run the risk of dying and losing everything, either to lots of TNT, lava or void. There’s no in-between as to the danger of the traps in this map. They are either super obvious and easily avoided or disarmed, or super hidden and you won’t see coming at all. Even the final dungeon has an inventory wipe, and it involves a bed and a floor of glowstone. You can already guess where this is going.
Aesthetically, everything is either too bland or too colorful. The walls of most places are only of one kind, and when they’re not they are a terrible mix and mish-mash of blocks without rhyme or reason like in Cemetery of Ash. Caves and caverns were either over-smoothed or had obvious brushstrokes – no middle ground. Also, most of the buildings are boxes – nothing but boxes with some little ornaments like rail-guards and archways. The only thing I did like the look of was the building in Alchemical Cove, but even that was still box-y and blandly colored. But other than that, everything else was either bland or an absolute eyesore – so bad that I wouldn’t be surprised if I need to see an Ophthalmologist in the next few days.You were destined for... greatness? No, I meant blandness. Extreme blandness.
On a brief side-note, some people may ask me: Is this map worse than NTWICCTM? Well, I’m gonna say yes, it is. NTWICCTM started good and got worse as it went on. This map started terribly… and got worse as it went on. The final dungeon of this map was on a level that matched NTWICCTM’s horrid slugfest, though I imagine some could see it as being even worse. And I’ll tell you all about it.1. The first part is climbing a poop volcano. This part is fairly easy if you’ve got the wing set in Cemetery of Ash, which I did.2. The next part, once you reach the top, is Pain Waters 2.0. Yes, that area from Legendary by Vechs, but much worse because:
a. There are Guardians that swim in the water and lava, so you’re getting blasted by lasers from every direction. Hope you got some good food and armor!
b. There’s no air pockets. There’s no chance of getting air so you better bring some Water Breathing potions (or just have a creeper in Lime Wool explode and get infinite water breathing from that)
c. You’ll also want fire resistance since the Guardians with all their lasers will be shooting you all over the place. It’s impossible to keep straight when you have ten lasers locked onto you at all times.
3. Once you get through that and fall into a pool of lava (or, if you’re like me, used an ender pearl), you cross a big bridge over void with natural spawns. Nothing too hard.4. You then reach a fake wool box that has a path behind it with lots of pressure pads and brown carpet. I imagine some of it is booby-trapped. There’s also a bed at the end of this hallway… in the Hell biome. Over glowstone. Over the void. Another inventory wipe, and right in the middle of the final dungeon!5. Next comes a square plaza-like area with lots of square buildings and cubes in the middle. Lots of natural spawns and mob swarming here! Behind that is a bedrock castle, as in just bedrock. Oh, and all the mineral blocks you could want. And more mob swarms with ghasts, blazes and custom zombies. Exploration is easy if you still have the wings.6. Once you reach the top, you have to go down into a room full of punch skeletons and charged creepers. One of the spawners hides the path downwards into a room full of shulkers and shulker spawners. Hope you brought some TNT.7. After that, you enter into bedrock halls with many charged creepers and charged creeper spawners. Note that if you’re wearing the Protection Five armor from the Red wool boss, you’re still likely to be one shot from the creepers here. Bring a lava bucket/a lot of shields and plenty of ladders/blocks.FUN.
8. Once you get out, you’re outside the halls with empowered ghasts that can blow up the available stairs. You’ve also got blazes shooting you from every corner, so bring more fire resistance!9. Once you climb back up, you enter into a checkerboard floor room with half the blocks being holes into the void. If you have feather-falling, you can just fall and want ahead to the next room – not really hard, even with the ghasts shooting at you.10. After that, you enter a big empty room. But it’s not. Nope, it’s everyone’s favorite: Barrier mazes! Yes, mazes in which you have no idea where you should be going or if you’re going the right way without an excess of torches. Get out of that (and mind the gap) and you are now staring down a dozen blaze spawners and a couple super-powered ghasts.FUUUUUN.
11. Once done with that, you enter a long fall and head down into a hallway with barriers as the floor. It’s completely safe except for the last bit right by the final room with the wool, which is just a hole.12. Congratulations, you’ve finally made it! The black wool is yours and so is this great treasure! By the way, you do know you have to travel all the way back, right? Through the painful waters, bedrock castles, and exploded hallways? No teleporters or railways. (Even NTWICCTM had a shortcut out of there once you finished the final area.)Oh yes, I just loooove those blocky, chunky bedrock castles. So much FUN!
I don’t know how anyone could think this was okay. I don’t how anyone could think this is balanced. This map is an unbalanced, ugly and absolute mess; a dumpster fire not even the fire department could put out; a guide on how not to build a CTM map. Problems upon problems that pile on to create an absolutely atrocious experience. The only reason I beat this map is so I could tell you just how truly awful it is. Please, spare yourself the agony of this map: You’d get the same amount of pleasure playing this map as you would hugging a cactus.
(Apologies for the Wall of China. I did try to get it into a spoiler, but for whatever reason the spoilers don't seem to be working)
Mar 23, 2013Karrott posted a message on [1.6][CTM][Collection][Easy] Karrott's Map's, To Greener Pastures (Easy CTM) has been Released *5000 Dl +!*Posted in: Maps
Karrott presents his premiere CTM Thread!
Map #1 To Greener Pastures is released!
Download it here HERE
Click here for a beautiful review of the map.
Or scroll down for pics, trailer and the download
-Featured Lets Play-
Hey there! Welcome to my thread and feel free to ask any questions and discuss the map. In this map I will strive to create areas that are both balanced and aesthetically pleasing! I am also LP friendly so if you are interested in making an LP feel free as you are more than welcome to create one! Overall enjoy my maps and have fun!
#1. Find and complete the Monument in this case it is a farm monument!
#2. Use at least Easy difficulty, never Peaceful
#3. Do not leave the map boundaries.
#4. Find the farm items in chests. Do not get the farm items by farming.
#5. Survive in any way you can think of.
#6. You may craft the metal blocks for the farm Monument.
#7. You may use the farm items for non-farm Monument uses (food, etc.)
#8. No creating Nether Portals or crafting Ender Chests.
DOWNLOAD V 2.0Click the download button
Change Log:V 1.2
- Added a death counter
-Made the starting area easier
- Removed vines
-Made it harder for the player to leave certain areas.
Description: This is my very first CTM map, it involves a never seen before monument which includes 16 different farm items and a single emerald block. Also each intersection is themed differently with slight discrepancies in certain areas. For example there is a sky-land, earth, water, fire and mix themed intersections.
-MINI MAPS-Super Charged Shrooms
Description: Fight your way through beautiful terrain and deadly custom mobs to complete the ultimate goal of collecting the creeper head and placing it on the monument!
Difficulty: Medium - Hard
Download: Click me
Please post your lps on the thread so I can put them below and watch them.
The Duck and the Brain take on TGP:
My good friend infamy takes on TGP with tons of Mounty python references and derpage!
Allizar takes on TGP beta .
Note: a lot has changed since this version of the beta
ForceMc plays TGP.
Mimerez, Mdog and Cento take on TGP
Dragon plays TGP with a passion!
If you enjoyed the map and feel generous leave an upvote as it helps!
Nov 14, 2016Posted in: Maps Discussion
Yeah, the discord is much more active. It would be nice if more people kept up to date here as well, since the discord is not as visible and gives people the wrong impression that the community is dying/dead, when really it just sort of moved.
I think that a good starting area sets the tone for the map. Lately I've also felt that first areas should be more survival oriented. I think it is hard to do that throughout a map now just because it would be hard to balance really limited resources throughout a full map, but for a first area I think you can really keep things scarce to keep the player on their toes. Eventually in a map the player will either be really good and have a ton of extra gear, or really bad and have lost everything except maybe the basic gear, but in the first area both players would be on the same level gear wise.
Mar 27, 2016Posted in: Redstone Creations
Based on a design i found for a relay ALU, i have constructed an ALU that i believe is 'compact' for the amount of operations it can perform.
My first step was to build the following circuit:
This circuit may seem basic, and it is. However, this is a functional 1-bit ALU with 16 bitwise operations. green wool is the output, the two blue wools are the inputs, and the yellow wools on top tell it what bitwise function to perform. For example, by turning on all the yellow wools (there are levers on the back of them) except rightmost (the one on the right of the picture) one, the green wool will output the bitwise or of the two blue inputs. There are 16 combinations of input states, and there are 16 operations it can perform. (This is a lie because some of these 'operations' are not relly operations.)
Right now i can not construct a truth table what settings of the yellow wools will result in what operation, (server that i built this on is down >_> ), but i know they are: not x, not b, a and b, a nand b, a or b,a nor b, a xor b, a xnor b, a (just output a), b (just output b), 0 (just output 0), 1 (just output 1), b and !a, a and !b, !(b and !a), !(a and !b). As you can tell some of the 16 functions are not very useful.
The next step is to add addition, subtraction, and left/ right carry. Addition/subtraction will be easy. All i have to do is set the above circuit to function like an xor gate and wire another xor gate to its output.
This is the finished ALU:
In addition to the 16 functions listed above, it can also perform Addition, subtraction, as well as left and right shifting. (I think i messed up right shifting, going to have to check that out >_> )
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