• 1

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

    I don't get this. You're conforming to what other people are doing (making stuff pretty) and then complaining that you're conforming and not just doing your own thing. What's up with that? Honestly, the whole argument here seems to be "I don't like it when people put effort into aesthetics because...YOU SHOULDN'T!" and that's a pretty pissweak argument right there.


    and regarding your list of things that legendary didn't have...do you want everything to stay the same? It's been 4 years since Legendary. I don't see why things need to stay the same because "that's how they once were" or whatever.


    also:


    >extra credits

    >2015


    Yeah nah nah yeah nah yeah nah nah mate.


    hybbles ily but nice job misinterpreting me


    basically what i was saying was id fallen into that trap of obsession with aesthetics as well


    and no im saying you shouldnt put nearly as much weight on aesthetics as people do nowadays because it adds very little to the experience when compared to the amount of time it takes


    im not saying you shouldnt care about aesthetics, im saying people need to stop caring so much about them and just focus on gameplay for the most part


    also:


    >greentexting

    >2015


    Yeah nah nah yeah nah yeah nah nah mate.

    Posted in: Maps Discussion
  • 8

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

    Howdy hey friends, I'm back (again). I've been thinking a lot about the state of CTM maps at the moment, and I've come up with a few thoughts that I'm going to include here for discussion's sake.


    Firstly, it is important for mapmakers to realize that your average players have much less experience with CTMs than those of us in the community. It seems to me that a lot of people here don't realize this, and that they concentrate way too much on a sort of professionalism, for lack of a better term, that most of your playerbase just aren't going to appreciate. While this is probably a natural effect of people playing Minecraft getting older (i.e. we aren't a whole bunch of twelve year-olds anymore), that doesn't mean it's a good thing. A lot of the greatest CTM maps of all time, for example Legendary, lacked a lot of things that are staples of modern CTMs, like:


    -erosion

    -block variation

    -it had traps (most CTMs nowadays don't)

    -custom mobs (granted, they weren't around back then)

    -fancy mechanics

    -storyline


    Essentially, there are so few good maps coming out nowadays because people are focusing so much on making their maps polished- by polished I mean making the map absolutely perfect, balancing it out, making every area jaw-droppingly gorgeous, etc.- that they're failing to do the single most important thing in mapmaking: getting their maps out there for the public to play. I don't care if your map has absolutely beautiful aesthetics, I don't want to have to wait literal years to play it (Fangride). In the words of Extra Credits, Fail Faster: . You need to make maps again and again to finally get good at it. Remember Kaizo Caverns? That map looked awful by modern standards. It didn't have block variation or erosion or anything like that. It wasn't particularly balanced either- the fluctuations in difficulty were pretty significant (also, reminder that you do need fluctuations in difficulty in your map- you don't just want a straight line resembling the difficulty, but rather the difficulty needs to go up and spike sometimes to give the player a challenge and it needs to drop sometimes to give the player a break. I could write about this for days, but essentially just use this image for reference. I might write something on this up later.). But soon after the release of Kaizo, Vechs followed up with another map, and another, and another, until eventually he created great maps like Legendary and Waking Up.


    Next, stop caring so much about aesthetics. Seriously. Krose, three_two, other guys I'm forgetting (sorry), you're all cool people but you're really not doing yourselves any favors here. Your purpose when making a CTM map is to make a map where the player can have fun- players will experience a lot of different emotions throughout a map, sure, but the end goal is one where the player is happy. That sort of high that you get when you finish a hard area, or you finally complete a map you've been working on for months, your goal as a mapmaker should be to make that high as, well, high as possible while still appealing to the target audience. Can aesthetics add to your experience of a map? Sure. But they shouldn't be your number one goal; gameplay is. You need to concentrate on your gameplay first and foremost, then you can make it look nice. If the map is really fun, word's gonna get around. Would some people download your map just because you had pretty screenshots? Absolutely, but the payoff for good gameplay is much, much higher than the payoff for aesthetics. There have legitimately been mapmakers, myself included, who have been around here for years and still haven't released a full map because they've spent hours and hours on trying to make each area look pretty. This needs to stop. Stop caring so much about aesthetics, and stop spending so much time on them. They're not your priority.


    Also, before I finish typing this up, I just want to mention one last thing: I'm absolutely loving how this community has developed since I last really participated in this community- probably over a year ago. There are so many promising new mapmakers here, and I'm so glad to see this, because quite frankly, I thought most people had moved on from this game by now. Anyway, thanks for reading, and I hope to see what you guys think of this! n_n

    Posted in: Maps Discussion
  • 2

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

    @Witty: agreed, it makes the game-play more interesting and diversified.


    --------

    On another note, here's what I've been working on today for about 4-5 hours :


    Redstone blocks are just there for measurements... ;)



    This is just the front part, I still have a couple of aisles to add and the end part, so it's really WIP !

    Any thoughts and critics?


    I really like the shape and the accents, but I think the nether brick isn't a good choice for the building. The texture for it is just so complicated that it really distracts the eye from all of the detail work you've put into the building. Maybe you should try a plainer texture like gray stained clay.

    Posted in: Maps Discussion
  • 3

    posted a message on Infamy's Maps- 90 Day CTM Challenge has begun- check out my daily progress reports!
    Infamy's Maps
    Hi there! My name is Infamy, and these are maps that I've made or are currently in the making. At the moment, I don't have any big maps completed, but I do have a minimap I released last year available for download. The main genre of maps I plan to post here are Complete The Monument, aka CTM, maps, though I may branch out into other genres in the future. The goal in a CTM map is to collect objectives, usually in the form of colored wool blocks, scattered throughout many environments and place them on a monument- ergo, Complete The Monument. These are usually in the form of either a Linear-Branching style, which means that the player progresses through the map and discovers "intersections," which lead to (typically) three other areas, or the Open World style, where the player is able to access every area from the beginning by exploring an uninhibited area.
    filler
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    News
    This is where announcements and news about my maps will go.
    January 15, 2015: I have begun the thread. The time limit CTM building project has been announced, though I haven't come up with any good names for it. Feel free to suggest one!
    January 17, 2015: I have added polls for people like you to vote on. I reserve the right to pick whatever I want to build the map around, so don't feel like you can influence me. That being said, I'll probably pick the most popular option.
    January 31, 2015: Work on the 90 Day CTM Project has begun. I'm enjoying myself quite a bit of fun writing these daily progress reports. I'm going to enclose each of these reports in spoiler tags so you can read them more easily to catch yourself up with the progress on the map. Here's the first one:

    Well, it's 31 January now. Ergo, first daily report!

    Day 1:

    First off, I'd like to explain the sort of map I plan to make. It's going to be a Medium-Large Medium difficulty, Open World map. The idea with the map is to emphasize the feeling of progression you normally get during a CTM map- what I need by this is, the feeling of how the player begins the first part of the map with just wood tools, and progresses to stone, iron, and eventually diamonds. The way I plan to emphasize this is by devoting individual islands to different resources- that is to say, I plan not to have each and every island containing a record (I'm using records, by the way, because I'm a #hipster #instagram). This idea is partially inspired by Zisteau's map Globule 2, which you can find here.



    I'm doing this because I feel like the most important feeling players get in a CTM is the feeling of progression, of looking back on where they began from and thinking to themselves, "Wow, I've really made it far from here." The feeling you get when you place the wools on the monument after you've spent half the map looking for it- that's really what I consider to be the most gratifying part of a CTM map.



    That being said, I don't want to make the map too big, in part because I have obligations outside of Minecraft, so I may have to add some of the resource islands after the completion of the main line of the map- they may be essential to the feeling I want to enhance, but they are sadly not part of the Minimum Viable Product. Don't worry, though, I guarantee they will be in the final release of the map.



    Over the past few weeks, I have been working on the first area of the map, because that's the most important part of the map, gameplay-wise. If the beginning of your map sucks, it doesn't matter if the rest of the map is utterly spectacular because most people aren't going to play it. That's why I've been working on it for so long- I want to make sure it's perfect so that players can appreciate the rest of the map. A good example of this is Inferno Mines- sure, it was successful, but not nearly as successful as Vechs' previous maps, in part because the beginning of the map was so drab. My good friend Aimoskeeto, creator of the wonderful map Rugged Horizons, voiced her feelings about Inferno Mines quite well, and I think she spoke for a lot of people when she said (I'm paraphrasing here, I couldn't be bothered to go look up a post from years ago), "I don't care if it gets better from the second intersection on. I don't want to have to sit through a boring first intersection." That sums it up pretty well, I feel.



    Anyway, due to the feeling of progression I want to create, and the sort of resource islands I plan to include, the first area is fairly simple, but I think it should be, because, since the starting area theme is "Dirt," then I shouldn't create some sort of crazily complicated area. The gameplay is also fairly simple 3x3 tunnel gameplay, because I want to incorporate the feeling of progression not just through aesthetic choices, but through gameplay as well. However, I think I managed to create quite good gameplay given the limitations I placed, if I do say so myself. There are plenty of traps (something I'll go over on a later date, basically, I think the movement away from traps in CTMs sort of destroys that sort of, dare I say, paranoia that you learn to have when you're playing a map) and a good deal of loot and hidden secrets to keep the player interested. It might be a bit long, but I intersperse the tunnel gameplay with occasional vistas to give the player some time to relax.



    Also, I'd just like to say that I don't plan on using block variation at all in this map, at least not in the current sense of the term. I may incorporate something like a dirt or grass top to an island with a stone underbelly, but I don't plan to mix in sandstone and end stone and netherbrick and all sorts of other things. While we're on the topic of aesthetics, I wanted to create a starting area that looked both menacing and large, making the player feel small and helpless in order to further that sense of progression I've talked so much about as they finally escape the area, while also being simple and aesthetically pleasing.



    Now that I've gotten all of that out of the way, here are some screenshots for you to ogle at. For the spawnpoint, I'd greatly appreciate any suggestions for what to add to spice it up a bit, because I can't think of much that wouldn't go against the general feeling of the area. Regardless, I've rambled on for long enough now, and they say a picture is a thousand words, so I might as well just show you. One last thing, keep in mind that I haven't quite finished the "floor" of the area, so to speak, so I'd love your ideas on what to put there to fill all that negative space. By the way, lighting glitches suck.











    On one final note, and I swear this is the last thing I'm going to say, but here are the results of the polls at the time of me writing this. I told you I wasn't necessarily going to go with the options you people chose, and, well, I didn't. Sue me.



    http://gyazo.com/f7b8ea2834410924523f49672e5f7e90

    http://gyazo.com/9932b15a4d17b2503f1f5c3200544ee3

    http://gyazo.com/b44c0d347e9294fb8bdf2ea3068402df

    Day 2:
    Today, I've started work on the wood area. The idea of the area is to have an aesthetic sort of reminiscent of pixelated, very choppy trees- something like this:





    I felt like that'd be a cool area design because it'd let me focus on vertical gameplay, something I think is criminally underused in CTM maps at the moment. That feeling of ascent into a frightening area- something of the antithesis of Descent Into Darkness, hue (pls dont hurt me krose)- is something I feel is really cool, and being able to pop out the top of the tree at the end and leave the area, now all lit up and pacified, I think will really reinforce the feeling of progression I want the player to get throughout the map.



    Sorry about the short report today- I blame the Super Bowl. Anyway, here's a picture of the outside of the tree so you guys don't feel totally cheated.







    Tomorrow, I'm going to write about traps in CTMs, why people don't use them enough, and how to use them properly. Stay tuned!

    Day 3:

    Unfortunately, I don't have a report prepared for today. I had a whole essay written up about traps and how to use them properly, but for some reason the page refreshed and I lost all my progress. I'm really angry right now, because I was really proud of that report. Sorry guys.

    I've been working on the map some, but I haven't made enough progress to really make a report about that. The traps report should be up tomorrow though, I promise.

    Day 4:



    Let me tell you a story. I went to dinner at 6:30, and got back an hour later at 7:30. I only had about an hour till I had to get to bed by 9:00, since I'm trying to stick to a sleep schedule nowadays. Now, before dinner, I had been watching the awesome movie Dredd on Netflix. It's a pretty great movie- the action's really great, with awesome fights and shootouts, and there's this really scary feeling of insignificance throughout the film. Incidentally, I had an hour left in the movie. I also hadn't written up my report for today. It was a pretty difficult choice, to say the least. You know what I chose? I chose you guys.

    Be flattered.



    Anyway, this series, I suppose you can call it, on traps is going to take up two days. The first, that being today, is going to go over the philosophy of using traps in CTMs, while the second will be more literal by giving some sample traps available for download with explanations of how they work.

    So the first thing we need to establish is that there are traps that are fair, and traps that are unfair. There are two criteria that I use to classify traps as fair and unfair: 1) the trap must be telegraphed, and 2) the player must have opportunities to escape the trap. CTMs have seen a drop in trap usage over the past couple of years, and I credit that to the fact that mapmakers saw what unfair traps could do to a CTM, and at the same time failed to see what fair, well used traps could do to help a CTM.



    Before I get into how a CTM can benefit from the use of traps, I'm going to go over the reasons for the criteria. The first criterion, that the trap must be telegraphed. What I mean by this is that the player must be able to see there is something up ahead- they don't need to know it's a trap, but they need to see that there is something where the trap is. Here's an example of telegraphing vs. not telegraphing, the first image being an un-telegraphed trap and the second being telegraphed.





    As you can see, you don't need to do much to telegraph. All you really need to do is change something about the player's environment- in this example, I simply changed a few of the blocks to a subtly different variant, and put a redstone torch on the ground a few blocks around the corner. In fact, you can be much more conservative with telegraphing while still being fair. It's very easy to telegraph, but if the player sees nothing up ahead and just walks into the trap, that's not very fair.

    The second criterion is that the player must have opportunities to escape the trap. It's a good bit easier to explain- basically, don't teleport the player hundreds of blocks into the void and you should be good. Not giving the player chances to escape is kind of just like sneaking up on them from behind and rabbit punching them. It's not fair, since they don't have any chances to fight back, and you risk potentially crippling them for the remainder of the map.



    Now that we've established what makes a trap fair, we need to go over why you should use fair traps. Obviously, you shouldn't use unfair traps. Unfair traps are detrimental to the gameplay of your map by making the player feel cheated. Fair traps, however, are very beneficial when used well. By making good use of traps, you can force the player to be constantly on the alert- even if you don't employ them that often, you can use them to force the player into treating their environment differently than they do with an absence of traps. With traps, you possess the ability to change the way the player thinks throughout the course of the map, something you really can't do with much else. Furthermore, traps are excellent ways to spice up the ubiquitous 3 by 3 hallways- especially in a dungeon. If you use traps there, you can make the dungeon much more interesting by using different manners of, to be colloquial, trying to kill them. This gives the player a better sense of entertainment by giving them different types of challenges- just using mobs is far less interesting to play through than having traps around every corner and mobs.

    This concludes part 1 of my series on traps. Check back tomorrow for part 2, which will include trap downloads and explanations of how to use them well. See you then!
    filler
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    for spacing
    What I'm doing right now
    This is where screenshots of the projects I'm working on will go. I'll also post some things here about my philosophy and thought process for making the current maps.
    At the moment, I'm planning my first CTM for release in 90 days- the problem being, I haven't started it! Because I've been around this community for so long, I feel like I need to contribute something, and thus I have decided to begin working on a CTM (again). In order to stop myself from procrastinating, as is often a fault of mine, I've set a time limit on myself- 90 days. Also, I feel like so many promising maps in this community haven't come out because the makers don't set limits on themselves- they don't say, "I've been working on this area for three weeks now, it's fine. Let's move on." Thus, the time limit I've set on myself will prevent me from becoming like that.
    The project starts on has begun as of January 31, 2015. Get hyped!
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    for spacing
    Released maps
    These are all of the maps I've made that I've deemed worthy of being publicly available.
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    Infamini #01: Circlepunk
    This is a map that I made for a project around December 2013. I think it turned out really well- the idea was to have very simple gameplay for each area, while still having a really fun map. I also had a bit of an obsession with circles at the time, and I used them a lot in this map. I also began not using erosion with this map, which I had used frequently in my previous unreleased maps. It's a very short map, with only three wools, but I think it's pretty fun. I did my best to make it very forgiving, the idea being that you could die literally 100 times and still be able to play the map, while minimizing the amount of time necessary for farming. and still be able to continue. However, if all the mooshrooms at spawn are too much, I can definitely kill some of them off.
    That's all for now, but I may add other sections in the future! Thanks for reading, and make sure to check back soon for updates!
    EDIT: I'm really sorry that I don't have any fancy titles right now, I tried but they just reverted to ads for cooltext.com, which is a little bit annoying. I'll see what I can do to get them up in the next couple of days. I'm also sorry if you can see those filler text things, these new forums make literally zero sense to me.
    Legal Info:
    OWNER - Infamy, the original author of the map.
    Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/terms) the author (Fangride) has full rights over his maps despite use of Mojang code.
    USER - End user of the map, person installing the map.

    The author is not responsible for damage caused by the use of these maps/files.
    Use of these maps to be installed, manually or automatically, is given to the user without restriction.

    These maps may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of these maps must have an explicit permission from the author (Infamy). ANY attempts to make money off of these MAPS (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the author Infamy may claim damages or take other action to rectify the situation.

    These MAPS are provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of these maps require explicit permission of the Author (Infamy) and may be subject to certain terms. User(s) are allowed to produce monetized content of the map(s)- e.g. Youtube videos, etc.- under the condition that in each unit of said content they provide full credit for the creation of the map(s) to the Author and that they link directly to this thread. Violation of these terms may result in copyright claims filed against the content by the Author.
    PS: Fangride is a nerd :]
    Posted in: Maps
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Greetings. Today, day 4 of my 90 day CTM project, I wrote up a whole wall of text on traps in CTMs. I'm pretty proud of how it turned out, and I'd like to see your thoughts on it. You can check it out here.

    Also, don't you dare do that Fanny. I want Septum out now. NOW.
    Posted in: Maps Discussion
  • 1

    posted a message on Infamy's Maps- 90 Day CTM Challenge has begun- check out my daily progress reports!
    Day 4:



    Let me tell you a story. I went to dinner at 6:30, and got back an hour later at 7:30. I only had about an hour till I had to get to bed by 9:00, since I'm trying to stick to a sleep schedule nowadays. Now, before dinner, I had been watching the awesome movie Dredd on Netflix. It's a pretty great movie- the action's really great, with awesome fights and shootouts, and there's this really scary feeling of insignificance throughout the film. Incidentally, I had an hour left in the movie. I also hadn't written up my report for today. It was a pretty difficult choice, to say the least. You know what I chose? I chose you guys.

    Be flattered.



    Anyway, this series, I suppose you can call it, on traps is going to take up two days. The first, that being today, is going to go over the philosophy of using traps in CTMs, while the second will be more literal by giving some sample traps available for download with explanations of how they work.

    So the first thing we need to establish is that there are traps that are fair, and traps that are unfair. There are two criteria that I use to classify traps as fair and unfair: 1) the trap must be telegraphed, and 2) the player must have opportunities to escape the trap. CTMs have seen a drop in trap usage over the past couple of years, and I credit that to the fact that mapmakers saw what unfair traps could do to a CTM, and at the same time failed to see what fair, well used traps could do to help a CTM.



    Before I get into how a CTM can benefit from the use of traps, I'm going to go over the reasons for the criteria. The first criterion, that the trap must be telegraphed. What I mean by this is that the player must be able to see there is something up ahead- they don't need to know it's a trap, but they need to see that there is something where the trap is. Here's an example of telegraphing vs. not telegraphing, the first image being an un-telegraphed trap and the second being telegraphed.





    As you can see, you don't need to do much to telegraph. All you really need to do is change something about the player's environment- in this example, I simply changed a few of the blocks to a subtly different variant, and put a redstone torch on the ground a few blocks around the corner. In fact, you can be much more conservative with telegraphing while still being fair. It's very easy to telegraph, but if the player sees nothing up ahead and just walks into the trap, that's not very fair.

    The second criterion is that the player must have opportunities to escape the trap. It's a good bit easier to explain- basically, don't teleport the player hundreds of blocks into the void and you should be good. Not giving the player chances to escape is kind of just like sneaking up on them from behind and rabbit punching them. It's not fair, since they don't have any chances to fight back, and you risk potentially crippling them for the remainder of the map.



    Now that we've established what makes a trap fair, we need to go over why you should use fair traps. Obviously, you shouldn't use unfair traps. Unfair traps are detrimental to the gameplay of your map by making the player feel cheated. Fair traps, however, are very beneficial when used well. By making good use of traps, you can force the player to be constantly on the alert- even if you don't employ them that often, you can use them to force the player into treating their environment differently than they do with an absence of traps. With traps, you possess the ability to change the way the player thinks throughout the course of the map, something you really can't do with much else. Furthermore, traps are excellent ways to spice up the ubiquitous 3 by 3 hallways- especially in a dungeon. If you use traps there, you can make the dungeon much more interesting by using different manners of, to be colloquial, trying to kill them. This gives the player a better sense of entertainment by giving them different types of challenges- just using mobs is far less interesting to play through than having traps around every corner and mobs.

    This concludes part 1 of my series on traps. Check back tomorrow for part 2, which will include trap downloads and explanations of how to use them well. See you then!
    Posted in: Maps
  • 1

    posted a message on Infamy's Maps- 90 Day CTM Challenge has begun- check out my daily progress reports!
    Day 3:

    Unfortunately, I don't have a report prepared for today. I had a whole essay written up about traps and how to use them properly, but for some reason the page refreshed and I lost all my progress. I'm really angry right now, because I was really proud of that report. Sorry guys. :(

    I've been working on the map some, but I haven't made enough progress to really make a report about that. The traps report should be up tomorrow though, I promise.
    Posted in: Maps
  • 2

    posted a message on Infamy's Maps- 90 Day CTM Challenge has begun- check out my daily progress reports!
    Day 2:



    Today, I've started work on the wood area. The idea of the area is to have an aesthetic sort of reminiscent of pixelated, very choppy trees- something like this:





    I felt like that'd be a cool area design because it'd let me focus on vertical gameplay, something I think is criminally underused in CTM maps at the moment. That feeling of ascent into a frightening area- something of the antithesis of Descent Into Darkness, hue (pls dont hurt me krose)- is something I feel is really cool, and being able to pop out the top of the tree at the end and leave the area, now all lit up and pacified, I think will really reinforce the feeling of progression I want the player to get throughout the map.



    Sorry about the short report today- I blame the Super Bowl. Anyway, here's a picture of the outside of the tree so you guys don't feel totally cheated.







    Tomorrow, I'm going to write about traps in CTMs, why people don't use them enough, and how to use them properly. Stay tuned!
    Posted in: Maps
  • 1

    posted a message on Infamy's Maps- 90 Day CTM Challenge has begun- check out my daily progress reports!
    Quote from Apollo9898»
    What a wonderful birthday present: update on an infamiz map! :D

    yw bae
    Quote from Infinity8miner»
    Nice going! :D I would like you to talk a bit more about the gameplay for one thing, and congrats on not getting peer pressured into using block.var and doing what you want and feel that is right.

    thanks you for the feedback, 10/10 would feed agin
    Quote from Fangride»

    But srs, block variation.


    Quote from ragirk»
    Lava pls
    ofc bb
    Quote from Xenocorpse»
    Hello again Infamy. :) Guess who's back
    guess who's back back again
    shady's back
    tell a fren
    guess who's back, guess who's back, guess who's back...
    hallo slem shiddy!!!!!!!!!!!

    By the by, I'm currently working on the report for today. It'll be up later, probably around 8 or 9 PM EST (GMT-5).
    Posted in: Maps
  • 3

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Alright, my 90 Day CTM Project has begun! You can check out my first progress report in my thread here, where I talk about the general design I want to go for with the map as well as a few ideas I have about mapmaking in general.
    Posted in: Maps Discussion
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