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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    So, I need some advice on towny thingy areas...


    I got an area of about three times this size:

    And I'm going to fill up all the sand with buildings... The area is way to big to just build unique buildings. How much different buildings should I use, to then copy and half destroy? 5? 10? 20? (20 is a real lot for me)
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Drago

    At the risk of sounding redundant, I'm really quite the fan of the new stone types. I don't think any of them will serve as base blocks very well, but they're definitely good for easy and non-obtrusive block variation.

    Side-note, does anyone know if there's a way to make arrows explode only if they've hit a certain block? I never quite got exploding arrows to work (like Sethbling's video a while back,) and I'm wondering if there's a way to go a step further as far as how it determines when the arrows explode. I'm terrible with command blocks, so any help will be greatly appreciated!

    Feedback on the tower; you're definitely moving in the right direction, as it's looking better every time you post a new pic. The biggest thing I'd say is that it needs to mech together more. You specifically said that you're building the tower in sections, but really you want the finished product to look good as a whole, not as individual bits. Add some supporting struts or patterns that tie all the sectional patterns together, or try repeating sections. Really, you could get away with repeating sections two and three a few times over and then having section four be the top. It is looking better, but you've still got improvements to make.


    I believe there is. I never tried it, but there is an InTile tag, that tells in which block the arrow is in, this is used for priming Tnt afaik. Anyway, with that you should be able to check for certain blocks... There is an InDamage tag for damage as well. I'm guessing they use the old number format.

    I like the new @e selector and the fact that you can specify datatags in scoreboard commands the most.. Although the new blocks definitely look great :D
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from rockenroll4life

    I'm pretty sure it's just my computer sucking but not sure. There's a link to a pastebin with the Command block commands in the video description so you're welcome to snag that and test it out. I can't imagine it'd cause lag to do that, but if it did that sounds more like a bug than anything.


    That would be a very weird piece of code, and afaik MC is coded pretty well... Mobs that drop spawners seem very nice to me, but that's just me... Are there any other nice tile-entities I didn't think of?
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Infinity8miner

    So here's the third layer of my tower of ice and cold and OCD symmetry.


    Sorry. If you start like that, this has to be said.
    Lapis lazuli isn't symmetrical, nor is glowstone, ironbars,ice, mushroom stem, or glowstone.
    Theres three dirt blocks at the front that aren't glass.
    The picture isn't taken from the exact center.
    On the 2nd picture, the obsidian stripe does just not line up with your horizon.

    You're good semi decent thingy isn't funny btw... It feels lame... Don't put that kind of humor in your map on signs please...

    And some actual feedback...
    The 2 stained clay blocks look out of place, they're only used there. I don't like the lapis, but that's probably just me... I'd suggest floating water there, does that look ok or weird? On the back, it doesn't make sense that the glowstone/lapis interrupts the base obsidian line. It messes up your flow. The light blue glass really bugs me, maybe indent it a little or something? It looks floating.

    Now don't get me wrong, it looks nice. I am a really bad builder, but I thought I'd rather give you feedback then an "O Nice" quote...
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from yelkca_



    Yeah, I should probably do that. It's a shame, though. I really like how bedrock ceilings look.

    Wait, I can just keep the bedrock ceiling anyway, can't I? :D


    Point is, it looks lit, but it actually ia dark (check light lvl by f3). If it is not dark, relight in mcedit.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Browneye414

    Community Question! (everyone is allowed to do these...right?)
    What do you guys think of Pre Built Bases? Like this

    Yeah sure man. You can do those...

    For me, I don't like prebuilt bases. I think that each survival thing you do, should be rewarding. If you have ever heared about pacing, in CTM maps, basebuilding is what is usually the story/scenery part in other games. By making a prebuilt base, the map first feels very stressfull, and also doesn't reward survival. I agree half-finished stuff is fine, but I think building a base and farms should basically make the map easier over time. Not do nothing.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    My minecraft is usually fine, on worlds without much redstone I usually reach even ~240 fps in 1.7.4

    Btw, the new mipmap lvls. I usually don't like them. Am I the only one?
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from ALVAROGUDIS

    The advantage of worldedit isn't how it's got more tools, it's that it's in game. I get feedback RIGHT AWAY, instead of looking at a bunch of magenta things that are cube-like, then opening it up in MC.


    Oh, yeah, I'm using the beta build. Less lag, no magenta things. It's up to date, and very stable. I'd suggest you try it :P

    MCEdit gives even more feedback, since it allows me to see spawners and stuff through walls easily. Whatever. I'll stop here. Do what you prefer I'd say?
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from _Krose_

    Unless you know what you're doing, I'd tend to agree. But if you use McEdit to do the big things, like hollowing out a complex cavern with a comprehensive overview, then subsequently touch up the broad strokes of McEdit using other tools (e.g. WE, VS) which are better suited to small groundwork, then you're a good mapmaker in my eyes.

    So yeah... I don't agree. MCEdit (is it mcEdit,Mcedit, MCEdit or McEdit?) seems to me like the most basic, hard-to use program, but, it gives you way more control. Worldedit allows you to immediately see what you're doing, yes. But copying in worldedit is a pain. I don't see how WE gives a better edge in smaller areas. MCEdit can do great as well. It's just a matter of how you use it. I'm doing about 90% in MCEdit, then adding final touches in vanilla. That turns out all right so far. I'm still learning a lot, and the map I'm working on is actually going to be playable, yet still a "practice area". VS never worked for me, but I feel MCEdit is underrated. It can do a lot more, since it got all functions, and you can even add functions easily by filters..

    This area is made 90% MCedit, 10%14w11b. Thanks for the feedbacks btw:


    I really don't see how worldedit would have made it better... I can improve, but the tools?

    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Infinity8miner

    So how does this look? I've only done this side of the building for now.



    Meh... Sorry man, it didn't turn out that well. I don't like the way it looks. Erm... constructive feedback... The shape doesn't make sense, why would mushrooms grow like that? I don't know what you are trying to make, maybe it will look better if you do the sides as well. It looks really like the mushrooms are sticked onto it, instead of grown with it...
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Fangride

    Ooh, for MCEdit? Linksies?


    https://github.com/P...ter/AddVines.py

    Is it still possible to making flaming falling sand?
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Zap_12100



    :'(

    I'm sorry you have to live with such a bad GPU.



    I would give it a go. Move it over and see if it feels any faster. (The save file you edit would need to be on the SSD too.)

    Moved it, and it helps a bit. Is my GPU so bad?
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Infinity8miner

    Aesthetics Community question:
    How do you make small structures? By small structures, the ones that were in Piglet Village in UT2 and pretty much every town/city based area are the kind of structures I'm mostly referring to.


    I... never did it yet. I'd probably just go in my WE compatible world, and build something. Than I'd look at the style, and make things that fit with it.

    @Chunkerrors. Yeah. They happen. A lot. I find that the more stuff (Tile-entities, entities and "harder" blocks like ironbars/fences) you add, the easier they corrupt. And MC then usually decides to remove them, instead of crashing the game. Which is really sad imho. For mapmakers at least...

    And apparently there now is a vine filter available :D:D
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Thanks for the feedback :) It improved a lot. I think I'll stop now, it's 0:45 AM here....
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from KacperNFS

    Depth. Needs depth.


    Depth? Like depth in gameplay? High/low?
    Posted in: Maps Discussion
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