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    posted a message on [WIP] The Box (Story Focused Adventure Map)
    Quote from LimitlessMC
    Oh wow that video was impressive, the amount of things you could use with those lasers! Can you put them vertically? i bet you can, have one of those old spy movie hallways where you dodge the lasers, I wonder if its possible for them to move, maybe not but that could introduce some really cool game mechanics which reminds me of some really old games where dodging and timing was every thing.. Really impressed. Would love to have those command blocks :D

    Yes they can move. You can put them vertical too, although they are a bit fatter than. Can only put them north/south, not east/west yet, due to the way tripwire renders. Explanation will be up on sunday ;-)
    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Forums reset, so you probably lost that. Or something.

    Anyway, 25 command blocks? Man, I want to see them :-(
    Posted in: Maps Discussion
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    posted a message on [WIP] The Box (Story Focused Adventure Map)
    Coming soon to an adventure map near you: Lasers in vanilla minecraft, using resource packs and command blocks:

    Posted in: Maps
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    posted a message on Minecraft
    Mojang doesn't really have to care about money at all. They sell 15k copies every day still, making 300,000 euros EVERY day (just from PC version). That's pretty ridiculous. They don't need to assemble more money.

    MOJANG has always been very busy with developing the game, there used to be an update every month. However, lots of players wanted a modding API, and MOJANG wanted to rewrite Minecraft completely, to remove all bugs (since, compared to other games, minecraft is buggy). That's what they are doing right now. If you look at the ridiculous rate the content is coming out in snapshots, I don't get how they convert all the code to the new format, while also still adding interesting content every 1-2 week. 1.8 is mostly an internal update, and unless you're a mapper/modder you won't notice much of it.

    Most developers spent most of their time on the PC version, still. But the other versions are important too. 1.8 is going to be a huge performance update, and providing performance update requires patience. 1.8 isn't out because they don't work on it. It's not out because it requires a lot of coding.

    Personally, I find Mojang really cool because they actually take the time to do what every game should: Rewrite the code, to try improve performance in every way possible. However, that doesn't deliver much content, which is why most studios skip it...

    Why does Minecraft take more time than CoD? CoD has at least a few hundred developers, designers, graphic artists, etc. MOJANG has like 30 people working for them. It's an indie studio.
    Posted in: Discussion
  • 5

    posted a message on [WIP] The Box (Story Focused Adventure Map)

    Ever wanted a map that told a real story? That, instead of focusing on aesthetics only, told YOU something? Gave you actual decisions? Put YOU in control of the story, instead of just laying it out there? Made it feel like YOU decided what was going on?

    Well that's great. Welcome to The Box. This map will have it's narrative as main focus, but tries to tell the story through mechanics and gameplay. Featuring voice acting, custom lasers and many more cool stuff, this map will try to feel like a video game, instead of just another minecraft map. It puts the player into the absolute center and control, while still creating an interesting and engaging story.

    And now you're thinking, where is the download button? Well, the map isn't done yet. It's being worked on, and will be at this thread ASAP. But until it's there, I'm looking for you, to help me out and test the map. Within 1-2 weeks, I'll need people to play the map, and tell me how they experience the story. Would you like to do that? Then leave a comment below telling me why I should pick you. I don't need to know who you are, it's about WHY I need you.

    There won't be screenshots (yet) since they have a high risk of spoiling the narrative. As soon as spoiler-free material is ready, it'll arrive in this thread.

    I'll keep this thread updated as good as I can.

    Total Progress: 18%

    Narrative - 50% done.
    Custom Weapons, Gear, Effects and other gimmicks - 30%
    Custom Resource Pack - 20%
    Level design - 20%
    Bosses - 0%
    Map Building - 15%
    Testing - 0%

    Note that these are guessed values. I want to leave freedom if exciting snapshots come out or I get crazy ideas, so these are only a guideline. I might decide to add more levels, slowing down progress.

    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from GurdStuffTechnic
    I've been lurking. ;P

    I thought you guys may be interested in this. I'm sure some of you may have already heard, but I haven't seen it mentioned officially on here.

    Ruins of the Mindcrackers 3 is going into development.

    http://www.reddit.com/r/mindcrack/comments/2cwozw/ruins_of_the_mindcrackers_3_discussion_ctm/

    and there were some pics released:

    http://imgur.com/a/imjYS

    He posted it in the thread. I just told people to get hyped T_T
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from _Krose_

    Minimalist could mean Lethamyr, Black Desert II, Spellbound Caves or Sunburn Islands. Basically, lack of interesting content :P

    I don't really see how SBC doesn't have interesting content... It has tons of variety, and, by the time, interesting concepts?

    Btw all the derplingtons that aren't hyped for RotM 3, go get hyped. I saw some stuff. It's awsum.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from GnomeStyle


    Thanks a lot.

    Thanks a lot, it's Avidya's area, in this map I'm mostly doing my buildings first and then theirs so it becomes more of a challenge and more fun.

    I'm currently ''done'' with the starter area, intersection 1, the monument 70%, white wool and the orange wool. I have also tested it 3 times and I think the balance is pretty nice, I didn't die once but I almost died ~5 times. I'm not going to take into consideration multiplayer (spawner spam) and rushers anymore, it just doesn't work out.

    I talked about this to other people already, and figured I'd direct myself directly to you.
    So, you have kind of a special way of creating CTMs, causing the aesthetics to be mostly not yours. Some people say this is lazyness, I don't think so. I think it's an interesting concept, but you should really try make use of the resources you have. And with RotM 1 and 2, you didn't do more than take the buildings and fill them with spawners. If you want to improve your series, focus on gameplay. The way you can distinguish yourself is by gameplay. Etho said it in his LP of RotM 2, difficulty isn't the amount of spawners you put down. Try do something different then trowing harder, tankier, and more mobs at the player. Minecraft can do more then WoW. Take a look at some other maps (or even better, Let's plays), and see how they create difficulty, even in areas with less mobs. Make use of that, and focus on gameplay. The builds are already there. It's your job to make it interesting to take them on.
    Posted in: Maps Discussion
  • 0

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

    Can you test for the amplifier of a potion-effect, like invisibility 2 or something similar via the /testfor-command in 1.7?
    If that works, I would have a pretty neat idea on how to realise the sounds a little more like the original plan.

    yes
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Could you guys please not spam? The posts are eventually going to get removed, causing Fangride to have more work, and the 1000 post page to mess up. Thanks.
    Posted in: Maps Discussion
  • 0

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

    How are your opinions on adding more atmospheric depth to areas with special sounds?

    In my case, by playing the sounds in the spoiler to the player while he is running through a maze and away from some rarely occuring, pretty dangerous Zombies.

    /playsound mob.wither.idle @p ~ ~ ~ 1 0.2

    /playsound mob.zombie.unfect @p ~ ~ ~ 1 0.2

    /playsound mob.zombie.remedy @p ~ ~ ~ 1 0

    /playsound mob.horse.skeleton.death @p ~ ~ ~ 1 0.2


    I made the whole area around the great pathfinding on Zombies when they have a large followrange, Bedrock-fog and those sounds being randomly played.
    Screenshot of the maze's hallways, in case you want to see some darkness and stone :P



    I placed some lamps to limit natural spawns a little bit and to halp a little bit with orientation - Even I get lost in there almost every time and I made that flipping thing ._.

    No, unfortunately you really mess up the expectancy of the player. Players associate those sounds with something. Don't use them for something they aren't. It's like using the WASD to express emoticons, and 1,2,3,4 to move around.
    Posted in: Maps Discussion
  • 0

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

    This is probably a really late reply (wasn't active :P) but no my floors aren't made of bedrock. I also have another question: Do I have to make my honeypots look like the area or can they be giant secret holes in the ground?

    Make em just secret holes. Be sure to put them within a 24-144 range of the player. They work best being farther away than 24, yet as close to it as possible (23 won't work, 24 is ideal, 25 is less ideal, 26 is even less ideal, all the way down to 145 not working at all).
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Why do the player views look better? I love the player view castle more in any case. :D
    Posted in: Maps Discussion
  • 0

    posted a message on [1.8] Laingral (Over 1 year in the making)
    Never made a Race For Wool map. I've watched some mindcrackers play them, back when 1.0 was just released. I know the vechs invitational kind of brought life into the rmct community again, and I've been wanting to make a RFW map for a long time.

    BUT....

    I never played RFW. I have seen it, and have some general understanding of what's fun and what's not, but without playing at least 10 matches I don't want to try it. And I can't/don't want to play these.
    Posted in: Maps
  • 0

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

    Running the latest snapshot. It happens with both MCEdit 0.1.7 and the latest (unstable) build of MCEdit.

    EDIT: On another note, this area is laggy like none other... very unfortunate, is it even worth keeping in the map?

    What are you finding/replacing, and what is the general size?

    Haven't McEdit in 14w32b for.... reasons though.

    @infinity8miner try make your area look like something complete. Right now it's just a fortress pasted in a lava cave, with a ship pasted next to it. How do you do that?

    Make the things fit together, either through color, flow, style, or something. Try look up some photoshop blending tutorials. That's pretty much what you need to do, except for minecraft.

    Quote from shadow25605

    snip



    Hmm... I kinda like it. The bridge really focuses from this angle by being darker than it's background, really standing out and giving the area. If you were going for a postcard, It'd be great.

    However, you're not making postcards. It looks great from around here, but I don't think you have a viewpoint at that spot when the player enters the area. Keep that in mind. Also, when actually going to the house, bridge, and temple-thingy, the player won't notice the look of the area. Keep that in mind ;-)
    Posted in: Maps Discussion
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