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

    While I agree, aesthetics attract people, and in 2015 when everyone can make a decent map without having too much of game knowledge your map has to be either godlike looking (The Painter, both Ragecrafts), or have some cool mechanics (Ragecraft 2? Even Inferno Mines with the fleecy mobs?) that player wants to see. If you don't have either of those things your map will just get buried as "an ok map 7/10"


    Well, you obviously need to do something better then every other map, otherwise your map won't be insanely good right? But why should your map BE that insane map? Why does your map need to be better then everyone elses? What's wrong with "an ok map 7/10"?


    If you really wish to be the next heliceo, three_two, hypixel, FVDisco, Vechz, or whomever else, you need to not just make a godlike looking map. Back when Ragecraft came out, there was only vinal fantasy in terms of aesthetics, and Ragecraft was completely over the top compared to those. Vinal Fantasy had these huge, open-sky weird terrain generated areas, while Ragecraft had an immense amount of detail at every block. Just making what everybody else makes, and trying to do that your best, won't make your map the best, then you'r ejust aiming to become the "an ok map 7/10". Even if you were to remake ragecraft, nobody would care, since that kinda stuff already exists.


    People want to see something new. Something innovative, something they didn't see before. I'm not saying they want something better, but just something that is more interesting. Making extremely detailed areas won't cut it, since Ragecraft already exists, and even if you make it a little bit better then Ragecraft, nobody will probably care, since they've seen it before.


    But, to be fair, if you're mapmaking because you want your maps to get attention, because you want to be "that famous mapmaker", I'd suggest you to quit. If you don't find mapmaking engaging or fun, and aren't doing it for your own, personal enjoyment, there really isn't much to gain from it. Becoming the new "god" mapmaker, takes tons of effort, but also tons of love and inspiration in your work. If you aren't mapmaking just because it's fun, not only will you be wasting your free time, your map will also suffer from it. I completely agree with infamy that perfectionism isn't required. People want new stuff. Look at how Mitheys map took off, because of all the new and original stuff in it. I'm not saying you should get into command blocks, but be innovative. Make something that is yours, don't try to make something someone else already made, yet a little bit better.

    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from three_two»

    1. Yeah, that's exactly where I put readmes and legals. Like I said, my post was brief so if I didn't identify a location for those filesit was because of brevity, not being "NO BAD WRONG."


    2. The villages.dat has nothing to do with villagers and everything to do with vanilla village locations. Removing villages.dat, villages_end.dat and villages_nether.dat will not affect custom villagers or villager entities at all unless it is a map with a vanilla village in which case it only removes the location of the center of a village based on proper villager doors, all of which get recalculated and saved by the game as soon as the village is loaded by a player.


    3. I think just the opposite. Designing a good command block system is essentially programming good software, Minecraft mapmaking has become a platform for game development so, lazy or sloppy systems just isn't going to cut it anymore. While it may not be necessary, it's just good practice. Trust me, I am already working on a larger scale.


    4. It's not about a smaller file size, it's about not having a bunch of trash in your save files. If I sent you a .zip with a bunch of files you asked for but, also took the liberty to include a bunch of empty folders you'd be like wtf was all that for.


    5. That's exactly what the spawn chunks are for, a staging area for loading the game. If a world loader circuit is set up right, it's literally less than a second for the necessary scoreboard and any other dependencies for starting the game to get calculated.


    6. It may be impractical if your practice is sloppy or lazy but, it's certainly not incorrect.


    1. Sure, that´s fine. Should have been a little less direct I guess ;-)


    2. No. Villages.dat contains all villages with radius etc. Those do NOT have to be pre-generated. If you build a village in a ctm, with proper doors, villagers will go inside at night etc., but if you remove those files they will be regenerated, usually moving the village center and sometimes removing houses from the villages, causing villagers to walk away from it. Usually a good idea to keep the files there.


    Documentation:http://minecraft.gamepedia.com/Villages.dat_format


    3. Yes. It's desiging software, basically, and has a lot to do with programming. It isn't necessary, and it's not good practice imo. To give a little indicator of scale, on a WIP of me from the past 4 weeks, there's about 50 objectives used, with a few hundred preset scores. I *think* that commandstats selectors are also stored in the scoreboard.dat, and I use about 50 of those too. That means, that, to reset it, I'd need a few hundred command blocks to reset all scores etc. I can't just make a big 14x14 of blocks because then I will never be able to find something again, so I'll probably need 10-ish fill strips filled with command blocks. Keeping all those up-to-date everything I change some command blocks gets REALLY annoying, REALLY quickly. Instead, I keep a notepad file with documentation on my pc that contains pretty much all info so I can easily revert a mistype. If I were to /scoreboard players reset *, I'd probably have to reload a backup, but making regular backups saves time in the end.


    4. Nobody even sees those files, since you copy the entire folder around them, right?


    5. Depending on your map size, yes. But a second of loading is a second of loading, I wouldn't feel comfortable making a player wait a second for no reason. Also, it takes up some of your precious spawn chunk space to fit it in.


    6. True, it's mostly sloppy to delete it and reset it everytime.

    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from three_two»

    I was working on a proper guide for last minute to-do lists before releasing a map but, seems like there's some new maps coming out lately so, better sooner than later. I plan on making a nicer, better illustrated guide at some point.


    What should be included in your map download:


    This is just the basics of it. You may want to add a README.txt and/or a LEGAL.txt and that's perfectly fine. However, the junk files shown above will make me cry and you don't want to see that. Clean up your saves!


    May I say no! Bad?


    First of all, I'd suggest putting your Readme, legal, server-settings etc. in a folder above the main folder, having a structure like:
    testmap.zip
    >testmap - COPY THIS TO YOUR SAVES FOLDER TO INSTALL
    >>all data files
    >readme.txt
    >legal.txt
    >servers.txt


    Do NOT remove data. Data first of also containts villages, and if you have villagers you most likely do not want to remove that. Secondly, I consider it very BAD practice to not have your scoreboard setup when starting the map. Sure, with a smaller CTM with about 30ish objectives, it can work, but once you start doing more command blocks, it gets more and more impractical to remove and resetup your scoreboard.


    Remember that if you start working on a larger scale, you don't only need to setup objectives. You'll need to setup teams, add entities to those teams beforehand, you'll need to have a bunch of preset scores. Putting all that in a large amount of fill strips is possible, but just impractical if you want to mess with it later.


    It's not like it makes for a smaller file size either, because you need the command NBT stuff in your region.dat. You basically move information from one place to another, just so you have the processor do work that can be done before the map is loaded.


    I consider it highly INCORRECT and IMPRACTICAL to setup command blocks objectives/basic scores in command blocks instead of in a pregenerated scoreboard.dat


    Cleaning up MCEDIT-TEMP is fine, players and playerdata stats etc. usually too. Do NOT remove data, unless you really know what you're doing. It can only screw up stuff.

    Posted in: Maps Discussion
  • 1

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

    congratz on release _Dani_F, looks great!

    Posted in: Maps Discussion
  • 0

    posted a message on CMS is deprecated! Please help me, Im desperate! D:

    In your JVM arguments remove the -Xx: IncrementalCMS

    Posted in: Java Edition Support
  • 0

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

    Most of the times, I just stop and quit MCedit and run it again because it's quicker...

    Maybe they could finally fix it.


    I can't get to reproduce the lag anymore in 1.3.2.0. I might be able to fix it, how to reproduce though?

    Posted in: Maps Discussion
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    posted a message on Corruption Series - A Series Of CTM Maps by WittyWhiscash

    Looks great! Think I'll give Look for the Light a try tomorrow :D Congratz on releasing it!

    Posted in: Maps
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    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft

    Episode 2 of Behind The Scenes is out, I think I messed up the audio again :-(


    Posted in: Maps
  • 0

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft
    Quote from Mr_Astronomy»

    I really enjoy this map. However, it has some serious balancing issues. Note: that what I am saying is not to rape the map over but it would be nice to make some of these changes.


    The first problem is that mob cap is reached and the map becomes impossible to play. (Late game this is okay but not right at spawn) Chests need a buff in terms of potion quantity. The player should be allowed at least one healing items per chest because regen is turned off (majority of the time it should be gold apples 1-2). I don't find much of a problem in terms of getting geared with armor. However, chain mail should be more common. Having little access to stone is good keep it that way. The player needs more access to arrows as chests don't ever have any (give no more than 10-20 per chest).


    For the late game buff iron drops in chests so the player can make iron armor. The player should see soul sand at level three and below. I hope this was helpful, and if I can think of anything else I will post more later. Anyway I am loving this map and hope to see what else can be done with the type of map generation. Thanks again. :)


    I've spend a lot of time balancing this map. The difficulty is intended, I'm not going to change it. If there's any major issues I'll patch those, but I do not intend on changing the map. In the sake of the original Rogue, I will keep the difficulty at this level. In order to win, you'll need a big amount of both skill and luck (or run through everything like a pro, but then you don't get all emeralds).

    Posted in: Maps
  • 1

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft

    Episode 1 of Behind The Scenes is live:

    Posted in: Maps
  • 0

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

    I'm not sure why the screenshots are so small. I think it has to do with them being taken in fraps,next time I'll take the in MC.


    Try upload them through imgur.

    @TheXhen talking over forums is difficult, I can help though, you got a skype or something? -> PM

    Posted in: Maps Discussion
  • 0

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft

    I moved the download to Curse, since some people were complaining mediafire didn't work in their country. I added a mirror link for the mediafire download at the bottom.


    E: Whoops double post, forgot they no longer auto-merge :-(

    Posted in: Maps
  • 0

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft

    1.8.4 BROKE ROGUE, DOWNLOAD 1.8.3 IF YOU WANT IT TO WORK


    Basically, this bug: https://bugs.mojang.com/browse/MC-79632

    makes it so every custom map out there pretty much breaks. I'll have to wait on Mojang to fix it, there's no working around it. Until they fix it, use 1.8.3.

    Posted in: Maps
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    posted a message on Customizable Armors Mod - Futuristic Armor Customization

    Looks great! May have to try this someday...

    Posted in: Minecraft Mods
  • 0

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft

    I have no idea how many attempts it took, at the beginning it kept going forever and I would just change CMD blocks with it generating. I've generated a few hundred dungeons for sure though.


    TheScrufness, if you were to READ the multiplayer-README.txt it would tell you to put the server on adventure mode, which will tp all players to the correct location. I don't write those things because they look cool man.

    Posted in: Maps
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