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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Infinity8miner»
    Alrighty, so I somewhat recently started trying to mapmake in 1.8 and I have a few things which I can't figure out how to do/am too lazy to figure out myself:

    1. How would you pick up spawners so they keep their NBT tags, like how you can middle click chests while shifting and pressing ctrl? Doesn't seem to be the same for spawners. :/

    2. How do you create those fancy 1.8 items that give you buffs and whatnot while you're holding them? Also, would you by any chance have an example schematic of the necessary redstoning and whatnot of it (not the best redstoner here :P )? I'd prefer if it was SMP friendly, but also SSP would be good.

    1. Impossible, unfortunately. You can use the {BlockEntityTag:{}} NBT setup to do it manually though.

    2. You use the SelectedItem:{} tag to add a scoreboard value to whoever is holding it:
     /scoreboard players set @a YourValue 1 {SelectedItem:{id:minecraft:stone,Count:10,tag:{display:{Name:SomeStone}}}}


    You can put this on a 20hz clock, setting the value to 0 for everyone every tick, then setting it to 1 for those holding, then applying your effect to whoever holds it.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Tankervenom»
    Hey Guys! 2015 is coming soon, so I wanted to end 2014 with a community question:

    What are your future plans for 2015? (It doesn't have to be CTM related)(Examples: Creating a New Map, Opening up a Server, etc)

    Getting stuff done.
    Since that didn't work out this year I'll give it another try.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Fangride»

    Did you just say Hearthstone is more popular than Magic??? O_O

    Last time I checked MTG had ~6 million while hearthstone had ~20 million, although my sources are not 100% reliable maybe.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from taschneide»

    Roguelikes take a lot of effort to do right. You basically need to do a lot of fine-tuned tweaking and careful balancing. Oh really? Sorry that might sound kinda rude... Not meant that way, let's just say I got some personal experience :D

    (Also: Hearthstone without RNG is basically Magic: the Gathering, which IMO is a far superior game for the exact reason that it has less randomness.)It's less popular though. It's better for competitive and hardcore, but way less fun for new players
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from AlHexahedron»
    Thanks for your review, I'll link it in the OP later. It's been a while since we had one of those in the thread. Yours seem to be a little too indulgent though.

    CQ#1 I'm not mapmaker, but I'm planning one map (ETA 2097). I love to desing area themes which other mapmakers have not fully explored yet. Lush caves, crumbling structures above lava lakes, mushroom areas, swamps (and some others) are already present in many maps. I bet you could do a nice map composed by cliché areas, I probably will do it before the aforementioned map just to get experience (I don't want to ruin my good ideas because of inexperience). Calling it ROM-CTM (ETA 2096), where ROM stands for Regular Ordinary Map.

    CQ#2 I've known Minecraft since alpha, but I did not play it till beta 1.7.3 because I had the feeling it was one of this games you cannot stop playing and ruin your life.

    narutodra You don't want to use random loot chest. It can be tedious, but do it yourself. When you use random loot you are damaging several aspects of your map: progression, balance, exploration and aesthetics. You want the player to make his way from bad armour and weak weapons to good armour and strong weapons so he feels accomplished. You don't want the player to face the easy first areas with an overpowered set. If the player decides to fully explore the enviroment he should be compensated for taking the risks of facing the perils or those areas. Also, chests can contribute to make the gameplay more immersive by adding items that resemble the enviroment you are traversing. You can't do this with random loot. In general it's not a good idea to use a tool because somebody used it first, you should use the tool based only on the results you are getting.

    TL;DR Random loot saves time at the cost of damaging the gameplay of your map.

    No, I completely disagree.

    Random loot can be good. You can take several approaches.

    1) You could not scale resources and completely avoid power creep. See, instead of leveling up from wood->stone->iron-> diamond you could always give out just enough to be kinda inbetween. Upside is that open world feels more open world, downside is, well, that it kinda has to be open world. Loot will also feel more like supplies and stuff to repair, and especially armour and gear in general will have to be made more rare, but it's definitely possible.

    2) You could randomize over areas. Areas 1-3 can only get leather, 4-6 only stone, etc. I'm currently working on a filter to kinda specify loot levels, but that will take a while. In the meantime, you can just use kamyus tools on each area independently.

    Biggest upside with random loot is that it's random. That can be really good. If it's random, the challenge/reward ratio isn't always fair. Now that may sound weird an unbalanced, but it's not.
    Let's consider challenges and loot to be numbers. If challenge X gives you loot X, and challenge Y loot Y, you always know what you're kinda going to get. 20 creeper spawners might give some gear, a chest in the ceiling probably some potions.
    However, with random spawners, this is not true. Therefore, you do not know what is most likely in the chest over there. You'll have less information about your environment, and so you make decisions in a drastically different way.
    Yes, players can do this too, technically. But humans can't do something completely random, and therefore those tools can definitely be good.

    Random loot is like RNG, it makes games lots better, but needs to be kept within bounds. Imagine a game like Hearthstone without RNG. It would be really boring. Or what is the charm of roguelikes? Are roguelikes unbalanced all the time?
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from AlHexahedron»
    I was noticing a lot of French LPs of Laingral lately, and I think I found , I do not know if you are aware.

    Yeah I noticed, I think I commented saying "Hi" too, to mention the LP'er I've noticed it.

    Went googling on my own map when my DL's tripled :P
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    So I just read a thing. It's good. http://www.sirlin.net/articles/subtractive-design

    I like building dungeons the most. For some reason I really enjoy setting up stuff that's linear. This can be a bridge, a dungeon, a small cave. Linear areas are just... fun! Both to play and to make!

    o/ Mithey
    Don't think I've seen you before, hi! Map looks fun :D
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Hands up who thinks I don't need to explain my name.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from voidcat»

    A good smoothing brush. Was only ever really present in VoxelSniper.

    What's the problem with the current (updated) one?
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Talking about tools, now that custom brushes are a thing in McEdit, anyone has a thing they miss a lot in mcedit that is a custom brush in WE/WP?
    Posted in: Maps Discussion
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from Viktor_smg»
    So,let me get this straight:A programmer's role is to optimise the game greatly so that the artists and other developers could fit in more stuff/so that the game can have a larger audience.Why is the community giving suggestions for optimisation?Why is Mojang so rich yet lack a proper artist?Why does Minecraft NEED the community to suggest optimisations?...Rhetorical questions.It's pretty sad.Ideally,this shouldn't exist.

    Welcome to the lovely world of indie development.

    I vote yes, btw. Now to do it :D
    Posted in: Suggestions
  • 0

    posted a message on [1.8] Laingral (Over 1 year in the making)
    Yes. Or, well, 1 or 2 players is both fine I think.
    Posted in: Maps
  • 0

    posted a message on [Shop] [CTM] CTM Shop
    That is because this has been abandoned. Check out the post below.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from AlHexahedron»
    Chipmunk /testfor @p {ActiveEffects:[{Id:1b}]} should work fine, it depends on how you want it to get activated, if you use @a instead, remember to use zonal selector paramaters to avoid lag, the more restrictive, the better.

    It definitely works, but with Mojang writing the new API stuff I'd reccomend using:
    /testfor @p {ActiveEffects:[{Id:minecraft:speed}]}


    The reason for this is that this will be future compatible. A full list of the ids is up on the wiki I think, otherwise just use the name, without capitals and _ instead of space, for example:
    night_vision

    Also, I'm guessing you want to do something to the player, in which case this would work better:
    /scoreboard players set @a didTrigger 1 {ActiveEffects:[{Id:minecraft:speed}]}


    Don't forget to add didTrigger to the list of objectives:
    /scoreboard objectives add didTrigger dummy


    And then you'd probably want to setup two CMD blocks with something like:

    /tp @a[score_didTrigger_min=1] x y z
    /scoreboard players set @a didTrigger 0
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    eh. the block 36 thing is just frustrating me. I'm good at redstone that I can see at least.

    The problem with turning mob griefing off is that I'd have that for one area. I'm sure someone would exploit it or something. I wanted to make a start zone out of diamonds you see, but for there to be no way of obtaining them until near the end of the map. i'd also limit sand as well so TNT can't be a thing.

    How does this thread work exactly? Is it like owned by one all knowing person? Kinda like vechs' thread a while ago?

    This thread is people talking to eachother. Nobody owns it realy, just a bunch of general CTM fans grouped together.

    What you need to do with b36?

    And I'd recommend not making a start zone out of diamonds. People can get a pick and come back :p. There's a reason vechs decided to quit it too ;)
    Posted in: Maps Discussion
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