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

    First off- Loot is useless if the player would not reasonably use it. It must be useful, even if it's useful in only niche circumstances. The exception to this is 'filler' loot which fills a chest and is obviously just there to make the chest layout nicer, e.g. bones arranged to look like a skeleton, or string scattered about in a spider dungeon.

    Second- Loot should ideally be easy to spot. So chests shouldn't be hidden under trees or at y256. At a minute level, the chest layout should ideally be structured in such a way that the player will know where to look, e.g. Weapons and armour in the top left and food in the top right... Players should be able to glance inside, take what they need, then leap back into the action. Almost every one of the loot chests in Savage Realm are structured in a specific style, inspired by Amlup's logical design. It works for me, and made loot placement that much easier for me.

    No, I don't think so. I think loot is more there to reward the player for what they've accomplished. This can be a reward for finding a secret, beating a dungeon, or just exploring the other room that had no objective in it. If you look at it that way, loot doesn't have to be useful all the time. In fact, it doese't have to have any use at all, if it's cool in itself. Giving the player something fun can be good too, or something that is just cool too look add.

    With this, loot also regulates the tools the player has at their disposal. Most of your tools come from loot, and so you can use loot to give the player access to different strategies of clearing areas. Not all loot are supplies. It can be a stack of tnt that's only good for that specific area, or a water bucket, a key to a door somewhere, or a utility item. Setting every chest up the same way makes loot just one big "supply" number that the mapmaker regulates.

    @redstone why bother naming stuff between intersections? It's not 100% necessary to even increase the quality of the loot, since if you increase mob quality as well that doese't really do much. But if you want better loot, you could just make it better without giving it another name? Numbers are numbers, gameplay is gameplay. Those are 2 completely different things.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Ucenna»
    Thanks!

    Actually when I meant level design, I meant gameplay. I want the aesthetics to be nice yet, but I'm actually more concerned with how the level plays out. I don't have the spawners and loot in because I want to finish the dungeon before I start working out what the appropriate balance is. However, do have the locations marked out with signs. I know where I want things, I just haven't worked out how much or what. And thanks a ton for responding!

    That's actually good. Marking stuff can work too, but remember to eventually stop planning and run a test to see if stuff works out the way you hoped. It's so easy to just keep mapping then to realize that it didn't work out ;-)
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Ucenna»
    I'd love feedback on my map. It's not technically a CTM, but it's style is very similar.

    It's basically a CTM with a greater emphasis on puzzles, custom enemies, and special items. Oh wait...

    Anyways, the primary goal isn't wool collections so it doesn't technically fit the category, but like I said, it plays similarly.

    I'd appreciate it if someone would check it out and tell me how I can improve it.

    Hi and welcome, glad to see a new face here. Always good to see new mapmakers, and you seem to know command blocks already, great!

    "Currently, I've only worked on level design; it doesn't have spawners, items, or monsters yet."

    This sounds really controversial to me? Level design is about, well, designing the level, right? How much of a level is there if there's nothing to do?
    I'm picking this out because it's a mistake I see so many (newer) CTM mapmakers make, and I want to try help you get over it quickly. See, a map stands or fails with its gameplay, aesthetics are mostly needed for getting peoples attention in the first place. And if you make a level, without knowing what spawner or loot goes where, you lose 80% of the gameplay already. Gameplay isn't about the type of mob, or about the OPness of a sword in a chest. It's about how the environment is setup, how the player will go through an area. This is true for an area that takes 2 hours to complete, but also for half a ledge in a small room inside that area.
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from _Krose_»
    Who knew that there was such a huge CTM presence in France?!

    (Data for Savage Realm downloads- 1,427 downloads so far- over 1,000 of those since the first episode of the Youtube LP :o )



    I didn't know that either. Laingral is downloaded by 5K frances and 1K others. Kind of insane.
    Posted in: Maps Discussion
  • 0

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

    There it is: http://minecraft.gamepedia.com/Tutorials/Command_NBT_Tags


    Example of zombie setted on fire:



    /setblock ~ ~1 ~ minecraft:mob_spawner 0 replace {EntityId:Zombie,SpawnData:{Fire:32767,CustomName:"Flaming Zombie",CustomNameVisible:1}}



    Write Fire:number from 1 to 32767 into SpawnData:{}. If it's set to 32767, fire is permanent. You have to add fire resistance as well.

    Oh my god yes I can just sit back and not type this kind of stuff :D
    Make sure to also set SpawnPotentials:None or it might mess up if you blockdata or if there is already a mob_spawner tile entity there.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Urdothor»
    Is there a way to stop bats from spawning? Theres an annoyingly high number of them spawning and screwing with my floating sand...

    Not without shutting off all other spawns too. They won't update blocks though ;-)
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Browneye414»

    I was working on this area before i even saw that. No need to get all rude. And if your going to reply why do you have to hate on everything. Can't two ideas be similar? Why do you not give feedback, but instead you give hate.

    @fangride (no idea why the quote decided to not work :( )
    Thank you. :)

    Yeah I agree with fang, but you don't have to make stuff look messy by making a mix, just try align the border of sandstone/dirt with the depth border of the profile.

    And hybran is hybran which is apparently fine and normal to everyone?
    Posted in: Maps Discussion
  • 0

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

    they fixed vine lag? awesome

    Well, growing could cause updates, but them actually being there is not really a thing. Never used to be a very big deal either. Stained glass, ice, or stuf with multiple faces like fences are far worse.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Lava nor vines really, really lag. Especially not in 1.8 with the new hiding algorithms. It's mostly tile entities right now, according to the profiler. I *think* that's because they need some extrea object in order to render.
    Posted in: Maps Discussion
  • 0

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

    Wait, is... is Vechs still not using the Unified version? Why the heck not?

    He is now but he eroded his thing in the old one ;-)
    Posted in: Maps Discussion
  • 6

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Caecilleus»
    @taschneide



    I tried it low, around 20 give or take, and I tried it high, around 80 give or take. Both times gave the same result > Giant box of material.

    Did you make an update to it recently? I have the version you posted ages ago, so that might have something to do with it.

    (using MCEdit v1.2.3.1 Unified)

    Edit: Also just to throw this out there, it becomes very tedious to replace air blocks after using the newer erode script for MCEdit (the one it defaults on now). It changes to some weird air variant like this [Air:11], so if your ever having trouble replacing, check for weird air with [alt] then kill that variant with a replace box. (just realized it might not be the erode stoof that causes it but I get it a lot soo yeah...)

    PLEASE. Just PLEASE. That's false. Completely

    I know people watch vechs, but please verify waht you say. That bug was of an old NON-UNIFIED version, and we fixed that in ours T____T

    It's not just air:11 also. It's just that data values used to not get changed on eroding. So if you eroded an area with stuff like stained clay or wood or wool, it would mess up. Nobody ever noticed it, but I decided to fix it when I messed with the erode script. Now vechs sees it, and I get all tons of crap T___T
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Yay gameplay vs aesthetics discussion again.

    Read back 500 pages for my thoughts? :P

    Short version: Look at CFG, Vechs, Amlp. They have the best gameplay I think. Figure out why. Then realize why most other maps don't have it ;-)
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from The_Sketch»
    And so it begins...



    I've now officially started progress on my second full map, The Pillars of Creation. The picture above is of the starting area, entitled Road of Transcendence, as well as the connected monument area. It's not quite complete yet, but I've done enough of it that I feel comfortable posting these pictures

    More pictures:









    [SPOILERS] Full list of area names. Subject to change!
    - Road of Transcendence (Spawn)
    - The Pillars of Creation (Monument)

    - Intersection One: Memories of Life
    - Ruins of the Somber (White/Growth)
    - Verdant Crags (Orange/Heights)
    - Coastal Stronghold (Magenta/Seas)

    - Intersection Two: Last of the Light
    - Dust and Decay (Light Blue/Sands)
    - Tribal Warfare (Yellow/Earth)
    - Gears of Suppression (Lime/Machinery)
    - Ruptured Alcazar (Pink/Disaster)

    - "Intersection" Three: The Grand Ebon Pass - Entrance
    - The Bitterest Echoes (Gray/Ice)
    - The Reign of Madness (Light Gray/Depths)
    - The Boiling Gorge (Cyan/Flame)
    - The Grand Ebon Pass - Exit (Transition)

    - Intersection Four: Remnants of Humanity
    - Empyrean Dynasty (Purple/Skies)
    - Pinnacle Kingdom (Blue/Architecture)
    - Crumbling Acropolis (Brown/Time)

    - Intersection Five: Center of Existence
    - Gardens of Sacrilege (Green/Life)
    - Perfect Storm (Red/Death)
    - Theory of Everything (Black/Cosmos)


    Looks awesome! Great you're working on a new map. Is it true if I say you love making stuff that looks cool, but don't like adding gameplay? Glad you're doing what you like again, it shows :D
    Posted in: Maps Discussion
  • 1

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

    Almost done with the updates; just trying to figure out how to do the "maximum" thing you suggested. (The "commenting out lines" took literally 3 short lines of code.) The issue is, the filter goes through each slot in the chest and picks an item (or air) to put in that slot. I can keep track of how close each type is to its maximum, but if I just say "once you reach the maximum don't add any more items of this type" then all the items of that type will clump up towards the first slots in the chest. I'm trying to find a way to distribute evenly the items of a type, regardless of how big the maximum is.

    Texelelf has a great Unified Spawner Filter... it should be able to handle most custom mobs. Google it and you should be able to find it. Alternatively, if you're working in 1.8, you can /give yourself a spawner with the proper NBT tags, and place it ingame, which is how I've been doing the spawners for Pinnacle.

    Randomize the order of chests. This is completely inefficient and makes the filter a bit laggier for every chest, but if you want to keep your current filter, make a random array with numbers 0-26 everytime and then use that to determine the slot on every iteration.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    this gives me a idea for a mini-map, if only my MCedit wouldn't crash upon loading, Karthex is fixing it for 1.2.5.1 though

    I don't know why it crashes on loading, but I highly doubt karthex is actually coding :p. Did you submit a bug report? Can't seem to find it :(
    Posted in: Maps Discussion
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