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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from kaladun»
    Second, all maps are made with a finite selection of options, meaning that it is very easy to copy ideas inadvertently. Mobs can only be tweaked in so many ways, there's only about 200 blocks to build with, and there's only so many gimmicks one can do with command blocks. I know for my map I did my best to come up with unique area concepts based on real world locations, but it turns out that Spanish limestone cliffs made in minecraft look very much like the cliffs in Legendary :(

    Really? Aestheticwise, maybe. But if you DO intend on using command blocks to their maximum power, there's more stuff you can do that that you can't do. Imo. You can do SO much with the 1.8 stuff. So, SO much.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    https://github.com/Khroki/MCEdit-Unified/releases/tag/1.1.1.0 < new dev build is out.

    Features some nice extra options, the varied fill and replace brush, and some bugfixes :)
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from _Krose_»
    Interesting discussion re. Maps seemingly blending into one, each created by mapmakers in a conga line behind Heliceo... could be a cool mob idea now that I think about it... anyway:

    I personally don't really play CTMs. I watch others play CTMs. Why? Because I like to see what players THINK. I want to see how a player will address an area. As a mapmaker, it is impossible to step back from a design perspective and fully focus upon gameplay. It is for me. So my upcoming 3rd map does not follow the same path as the conga line.

    I've retraced my own steps and have decided to include as few 1.8 custom features as I can. I'm keeping it old school. Intricate levels. Few structures. You, and the environments in the map. I will include some custom mobs, but they won't be insane. And they'll serve a purpose.

    Not that I have anything against anyone else. This is a hobby of mine which, seeing as it involves my imagination to a large extent, is my own adventure as much as it is for those who play my maps.

    I do this too. I'm still trying to step back from myself and see what I think, what I enjoy, and then try to find out. While this is more difficult, it does give better results, since you know exactly what I find about stuff. What you say is usually far away from what you actually experience.
    Doing this is really, really difficult though, since you really need to watch for you leaving the immersion and going to designer-only mode.

    About the long ragecraft discussion *sigh so much chinese walls*. There's quite some stuff to say. Huge areas aren't bad, but I do feel like we're missing tons of (varied) content. We do see some... dungeons nowadays, but even these usually turn out to be big. Close quarter fighting isn't there usually. Sometimes a little bit, but I haven't seen it to often.
    What I really miss is player vs environment, not player vs mobs. We seem to have set the amount of spawners equal to the difficulty. We ALWAYS have a proper path, never drop the player in an area that is just... hard to progress through. I've never seen any areas like (yes I use Vechs areas here because.... I don't know where else to find this type of area) Caves of Confusion, The Nest, Helix Cavern, Cavern of Sky (the big lava room in kaizo, with gravel and spiders? Dunno what the name was.). Maps, nowadays, are far more repetitive then they used to be. In the past, there used to be a lot of variation in gameplay between areas. Variation at base level. It wasn't just about attacking a cool-looking area filled with spawners. It was about navigating through hostile territory. That's what we've.... kinda lost, I think.

    Let me get this right. Big =! Bad. Repetitive, usually is. Once you complete an area, the next area has to feel different. If you complete a giant cave filled with mobs, I wouldn't want to continue to the next one (I think I finally figured out why I usually quit RC-likes). You want a different area, with different challenges. It can be moving up a cliff, with just a few mobs, and the risk of fall damage being there. It can be a maze. Just something that doesn't feel exactly the same.
    Oh, and, the larger you make your areas, the more varied gameplay you need to come up with, to basically fill the area. Smaller areas are usually more enjoyable, just because of that.

    Also, there are technically 23 effects in the game, but you can do more. Just requires some thinking.

    About the intersection discussion, I like intersections. They feel kinda like a level selection screen. You don't want to take this guidance away, it has become pretty much something most players will look for. You can vary a little bit though.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    @Taschneide and whoever else, I've talked to Traz and Karthex. They want to include the vatiayion brush and erosion update in the next fork builf, I'll add it to the source this weekenf. Don't worry about installing it ;-)

    @Krose, I almost want to buy a sserver kow. And I don't know what to use it for....
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Infinity8miner»

    You mean like a tag you can set for the command block? Also why would you want to do that?

    So I can debug cmd blox by reading the output of certain blocks without cancelling all clocks.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Hey guys. When setting up a command block clock, do you know how to make it NOT say "block placed" every 1/10 of a second, because its really annoying.

    /gamerule commandBlockOutput false. Still waiting for mojang to make yhis a seperate option for each cmd block.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Can't find it either. I'll try add a pull request or look for it at home.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Look for libraries.zip or something similar. Then go to editortoools. Delete brush.pyo, and paste brush.py (I couldn't compile it.)
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from taschneide»

    Unfortunately, I don't know how to find the brush.py file in there... which means I can't use Rubisk's fancy percent block brush. :( I'm working on trying to figure out where this stuff got moved to.

    On phone, what OS you got? Ill try figure it out using androids epic file manager.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from taschneide»

    True fact: MCEdit is pretty much the only Minecraft mapmaking tool that works in 1.8. Kinda sad. I liked WorldEdit, especially because I could make craftscripts for it.

    ...wait a sec. I'm learning Python in my Computer Science I class. Why on earth *can't* I make filters for MCEdit to do exactly what I wanted WorldEdit for? What makes this funnier is that I was just thinking not long ago about how I wished I could use my "icicle" craftscript for WorldEdit in 1.8.

    *goes and codes for a little while*

    Okay, I now have a filter to make actual, good icicles/stalactites in MCEdit. Anyone interested in my filter? I know I'm going to be getting a lot of use out of it.

    Yay! The filters are actually really easy to make, I was surprised too when I tried it. Why don't you share it?
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from KacperNFS»
    Hm so guys, what are tools I can use to build stuff in 1.8 since craftbukkit doesn't exist?

    Would appreciate links and such (on my server I used WorldEdit, VoxelSniper and BuildCommands)


    Btw.

    It's been only a year and 3 months kek

    Mcedit.
    Posted in: Maps Discussion
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    posted a message on [Now complete] The New Vanilla Minecraft Hunger Games Map
    Quote from marto55555»

    Hi,
    I'm not sure even if it is possible to make a filter like that in Python...
    So, the chest refill system needs 9 different command blocks with "random" items for every single chest. One of the nine command blocks gets executed when refilling the chests. Here's an example command: /blockdata CHEST_COORDINATES {Items:[{id:minecraft:ITEM_NAME1,Count:1,Slot:11},{id:minecraft:ITEM_NAME2,Count:1,Slot:12},{id:minecraft:ITEM_NAME3,Count:1,Slot:13},{id:minecraft:ITEM_NAME4,Count:1,Slot:14}]}
    Basically the filter will take as input the coordinates of the chest and will use the command above as a template and replace the capitalised things from it and change the item names with items from this list:

    • wooden_sword , count:1
    • stone_sword , count:1
    • iron_ingot , count:1
    • leather_helmet , count:1
    • leather_chestplate , count:1
    • leather_leggings , count:1
    • leather_boots , count:1
    • chainmail_helmet , count:1
    • chainmail_chestplate , count:1
    • chainmail_leggings , count:1
    • chainmail_boots , count:1
    • iron_helmet , count:1
    • iron_boots , count:1
    • fishing_rod , count:1
    • cookie , count: from 1 to 5(randomly)
    • melon , count: from 1 to 5(randomly)
    • wheat , count: from 1 to 4(randomly)
    • bread , count: from 1 to 3(randomly)
    • raw_chicken , count: from 1 to 5(randomly)
    • rotten_flesh , count: from 1 to 6(randomly)
    • apple , count: from 1 to 5(randomly)
    • iron_axe , count:1
    • stone_axe , count:1
    • wooden_axe , count:1
    • ender_pearl , count: from 1 to 3(randomly)
    • feather , count: from 1 to 5(randomly)
    • flint , count: from 1 to 5(randomly)
    • stick , count: from 1 to 2(randomly)
    • lever , count:1 , has more data immediately after slot:... : ,tag:{display:{Name:"Deathmatch Starter",Lore:["Hold in hand to start Deathmatch"]},ench:[{id:-1,lvl:1}]}
    • bow , count:1
    • arrow , count: from 1 to 4(randomly)
    • cooked_beef , count: from 1 to 3(randomly)
    • map , count:1
    • golden_helmet , count:1
    • golden_chestplate , count:1
    • golden_leggings , count:1
    • golden_boots , count:1
    • golden_axe , count:1
    • golden_sword , count:1
    • gold_ingot , count:1
    • diamond , count:1
    I would be extremely thankful to you if you can do it :)

    Well, you can just generate ~90 setblock dispenser strings, and put them all in commandblocks to /setblock the dispensers containing the /setblock command blocks. You don't need filter knowledge for that, unless to put the 90 strings in command blocks. If you have general coding experience, you can do it yourself.
    I can look into it next week, if you want.
    Posted in: WIP Maps
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    posted a message on [Now complete] The New Vanilla Minecraft Hunger Games Map
    Whad'dya need of a filter?
    Posted in: WIP Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    @smeagolow, I'm amazing at programming and may or may not have deleted an import line. Fixed it, tbh I've never used flood fill.

    http://www.mediafire.com/download/ffd49cmkjdgudoq/brush.py

    @goldentwister, you should browse to something like:

    C:\<some random path>\MCEdit_dev.app\MCEdit_dev-0.1.8build799.macosx-10_6-x86_64\MCEdit_dev.app\Contents\Resources\lib\python2.7\site-packages.zip\editortools. There you can replace brush.pyo with my brush.py for it to work.


    =====
    Also, erosion is overrated.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    It looks like I fixed the problem... :D I did have this brush filter that I guess was messing me up. Thanks for helping me out! As far as I know (which I know nothing) no other program is running, but i'm stupid and have no idea. :D

    (Guessing here) but I think you installed my brush.py as a filter instead of an actual script, right?
    Posted in: Maps Discussion
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