I've got three new teaser pictures from Discordancy to show off - which will be hopefully entering the Open Beta in the first week of April!
Yes I know you've seen other pics of the last two but they're so good looking ;_;
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I've got three new teaser pictures from Discordancy to show off - which will be hopefully entering the Open Beta in the first week of April!
Yes I know you've seen other pics of the last two but they're so good looking ;_;
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(This is my first thread so hopefully it works out okay)
So basically, I'm making a couple of test programs for a computer concept that I wanna build, and I was planning on having some ram storage to be only changeable by one. What I mean by that is that if I have a number in ram that is 5 (for example) I just want to add one to it; not two not three, just one. Most redstone people by now probably know that this can easily be done with half adders, but here's the catch: I want the number to be changeable by -1 as well.
So I googled half subtractors, and I did get something, but after trying to figure it out for hours, I didn't understand what exactly was being shown to me. So I tried to come up with my own version, and after about an hour or so of a bunch of truth tables and schematics, I came up with a design.
In the process of implementing that I also created a 2-tick xnor gate
And here's the actual "subtractors" put together. The maximum delay is 2 ticks and the carry is instant. I know that I don't really need instant repeaters between each subtractor for the carry, but besides that, I was wondering if there is any way of making this more efficient/quick/compact, I would prefer if the inputs were spaced out by 2 blocks; so nothing too fancy.
Yeah
(Least significant bit on the right)
And here's an example of it in action; the input is 46, and the output is 46-1 (45).
Update!
I came up with a new more compact version. This one has inputs that are 2 blocks apart instead of 4 like in my first design. The carry is still instant, (and I still used instant repeaters between each module) but the delay is now 4 ticks as apposed to the original 2.
*The XNOR gate used in this build was originally made by someone else*
So yeah, is it possible to make this faster than 4 ticks without increasing the size a lot?
On a different note, the computer that I was planning on building also needed a binary comparator; after looking through google images and some forums, I only found a couple of designs, and they were either slow or didn't have inputs spaced out by two blocks.
So once again, I got down to making my own; using someone else's 1-wide XOR design, I quickly made a build that I've never seen anything close to. It has inputs on opposite sides, instant carry, (which does need to be refreshed every 7-8 bits) can detect (<,=,>), and I think has a max delay of 4 ticks.
Does anybody know of a faster design, or did I make a world's first?
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(Empty the output chest before you fire up the brewer)
World Download: http://www.minecraftworldmap.com/worlds/za6lw#/1035/64/64/-6/0/0
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If you guys need some inspirations for structures in your map, I would suggest watching the movie The Fall (2006), which have one of the most astonishing visuals in a movie I have ever seen. And it also showcased some interesting architectural (and some natural) wonders around the world.
Or if you don't have time to watch the movie, here's all the location used in the movie and you can research some of the locations yourself
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Quote from AcaranDeahtstorm»
Yea, average should be 5 but in fact it's slightly higher right now. I think that most maps have rating of 7, but there are more maps with lower rating than there are with rating higher than 7. Do we want to do something about it? I could recalculate all the ratings for every single map. I would move 7 to 6 and move other ratings accordingly (the further away from 7 it would be, the less I would change it). I don't know.
The thing that blade said is exactly one of the concerns I had. If someone was looking for a easy/begginer map to play I'd definitely not recommend them Legends of Argon even if it was for the sole fact that it's a void map. And that's exactly what someone might do, they might see difficulty 5 sounds ok right? It's lower then most of the maps. Not that this scenario is very likely to happen.
Also, that reference difficulty maps would actually be nice. I might add that. Some maps that most people have played. As to show the scale we use here for people who are out of it.
5
Kaiser brings to you...
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Sorry for the rapid post and screenshot spam, but here's the progress I made on the build tonight. I won't be posting this many screenshots through the whole building of the map, don't worry.
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I'm happy to announce, after a year (and a few months) of work, I've finally finished:
This map has been my most ambitious project yet and I'm excited to finally release it. I hope you guys like it!
Some pics for you guys:
You can find the download here: http://www.minecraftforum.net/forums/mapping-and-modding/maps/1554519-ctm-chimarian-memories-ctm-series-the-final
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I have such slow progress with my map... In 2 years just made White, Light Blue, Pink Wools... Need be faster
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The early game in 1.9 is far more dangerous and interesting than 1.8 ever was. I hope new maps won't be made in 1.8. Mobs actually have good AI now. Zombies track you from bloody miles and don't give up halfway, skeletons will hunt you down, firing potshots as they track you... To counter a lot of the "boring" elements of the early game, I intend to provide players with resources needed for a good leg up, skipping most of it. That's what I did in my latest minimap.
You need to be fast on your feet to evade enemies and kill them off before they overwhelm you.
Honestly, give mapmaking in 1.9 a try. It is so much better than 1.8. It's like 1.7, but with all the new stuff, and a much- improved combat system. The direct link between food consumption and regeneration is actually quite satisfying for the player, and helps to mitigate the horrible new skeleton AI (which is such a good addition).
Rant about 1.9:
"Honestly, give mapmaking in 1.9 a try. It is so much better than 1.8. It's like 1.7, but with all the new stuff, and a much- improved combat system."
This made me cringe. I don't want to insult anyone's opinions about 1.9 combat and such, but how are people satisfied with this? I simply don't understand. The only good things I see come out of 1.9 are the command blocks and the improved mob AI, however, the skeletons AI made them even more of a pain to deal with than the skeletons in the 1.5 update. Those who have been around that long know just how bad those skeletons were... But due to the atrocious combat, I can't even think about mapping in 1.9 without cringing a bit.
And I don't see how the combat has improved much, if anything, it feels like it has gotten worse. Starting off with the dumb shield that covers a fourth of your screen, what I've noticed is that it mostly gets rid of the need to block at all. While I was playing Krose's map, I noticed that blocking with my shield served no purpose at all. Skeletons arrows would still hit the shield, even while I was not blocking, and zombies rarely ever got the chance to melee me, so there was no real need to block. Having a bow in the offhand slot is pretty neat, however it too is flawed. In 1.8, a bow's arrow charge can be 'disabled' by simply switching to another item in the hotbar. In 1.9, if you're holding a bow in your off-hand, there is no way to cancel out the bow's shot other than right clicking at the ground which really bothers me. As for swords, I think I made myself clear. As someone who tends to have a rushed playstyle while playing CTMs, 1.9 is a total nightmare for me. There's no way to rush anymore when the player is limited to 1 swing per two seconds. (Disclaimer: I don't actually know exactly how long the charged swing delay is, but it sure as hell feels like forever)
"The direct link between food consumption and regeneration is actually quite satisfying for the player."
I'm not too concerned about the saturation being replaced with regeneration, but it's still a pointless update. I and many others thought the saturation was fine the way it was, and it being replaced with regeneration seemed pointless.
"...and helps to mitigate the horrible new skeleton AI (which is such a good addition)."
I agree with you in that the 1.8 skeletons are really derpy and easy, but the 1.9 skeletons are really overpowered in early game, which is usually the most crucial and exciting time in a CTM map. Take your pick: Moderately difficult and fun, or stupidly difficult and frustrating. If the only way to make the skeletons less powerful is by setting up flawed commands to fix it, then there's an apparent problem here.
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is iPhone ctm yet
Sent from my dead
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Happy Thanksgiving frens! And happy Thursday tea addicts :]
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here are some cool looking wallpaper sites :]
http://wallpapercave.com/fantasy-landscape-wallpapers
http://wall.alphacoders.com/by_sub_category.php?id=167162
http://art.alphacoders.com/by_sub_category/167162
and a few more snowy landscapes:
http://fpesantez.deviantart.com/art/Snow-landscape-Sci-fi-fantasy-411303158
http://clipartzebra.com/image.php?pic=/images/3/fantasy-snow/fantasy-snow-01.jpg
http://images.4artgarden.com/2014/12/fantasy-landscape-snow-environment-scene-3.jpg
http://img.hdwallpaperpc.com/cover/58/Fantasy_Snow_Ice_Sail_Boat_Ship_Schooner_Wreck_Landscape_Sunlight_57387_detail_thumb.jpg
http://cache.desktopnexus.com/thumbseg/1208/1208723-bigthumbnail.jpg
http://vignette2.wikia.nocookie.net/tesfanon/images/8/83/1400x600_16039_Frogster_Game_Concept_05_2d_landscape_snow_concept_art_fantasy_town_village_picture_image_digital_art.jpg/revision/latest?cb=20130807012853
alternatively, when i start brainstorming an area i go in this sort of order
AREA IDEA:
1. Establish the resources the player will need to find at this point in the map
2. Then establish the central gameplay element of the area
3. Then establish the aesthetic of the area
-Remember that it's always a good idea to tie aesthetics and gameplay to one another; what I mean by this is making important gameplay elements stand out and visually complement the area
4. Build off of those three points to create a cohesive area
Here's an example:
AREA IDEA:
1. Coal, some stone tools
2. Bow combat & explosions
3. Quarry/mines
4. So I can begin the area with the player traveling through some caves filled with creepers. Then the player will come across a big cave with some pockets of coal guarded by more creepers and there will be some structures that let them travel farther up to the ceiling of the cavern where the wool and the ghasts are.
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hello frens :] i got back into making maps, made a short lil minimap with some fun (imo) mechanics. here are some screenies:
because mazes make for great gameplay, right?
so basically what i wanted to do was create a map based around one short little concept and see what it played out like; in this case the concept was a maze where you could tell where you'd already been in order to keep from walking in circles. hope you frens enjoy it and feel free to tell me it sucks, i just built it for fun and figured i'd share it with you guys because why not :]
download
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I've been planning one of those recently, I'll keep you guys updated on how it's going.
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goshdingdangdoodlydarnit fang, now i have to add jump scares
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hey i havent been born yet im still in my dads balls but id like to beta test u're map pls
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infdev
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#latetotheparty
1. Legendary - one of the first really epic scale CTMs, has a special place in my heart
2. Vinyl Fantasy II - introduced a new aesthetic standard (so did VFI, but VFII was more fun)
3. Spellbound Caves - created the template for most maps to this day to follow
4. Corrupt Lands 2: Floating Memories - not a very well known map, but I love it for the simple but impressive aesthetics and classic CTM gameplay
5. Moon II - definitely one of the best maps out there to this day
6. Emerald Dream 3 - to this day one of the only maps to use command blocks well, also introduced a lot of revolutionary mechanics
7. Skyward Ascent - introduced block variation (ugh) and made some of the best use of lore I've seen in a CTM
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I tried doing that with TMI and I couldn't get the new profile to work.
Anyway, been mapping lately. Need to trim the vines but that's work for another day.
Fourth dungeon, "Haunted Ruins."
I1.