• 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from renderXR»
    So, I have been playing around with some things and got some pretty neat results. (I only need to have more block variety such as ores, gravel, other coloured clay.)




    The sunset makes it look really cool, but how bad does it look at day/night time?
    Posted in: Maps Discussion
  • 3

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    On the subject of roguelikes... I assume I can post the reason I've been not doing CTM-mapping for quite a while?



    Will take a while to get done.



    Roguelikes are fun. You know what's not fun? The redstone behind this things. I have it filled with chests and spawners etc.. Eventually the redstone gets insane and you start messing up stuff EVERYWHERE. Will get it done eventually though :P

    E:
    You guys > Reddit. Have a surprise sneak screenie.
    Posted in: Maps Discussion
  • 3

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    i know multiple people that actually enjoy crazy hard maps due to how fun they are, look and Sandswarm and Nightmare-Realm, They are insane difficult but people love them. There will always be one person that likes stupidly insane difficulties..

    Besides i give a warning that it is stupidly hard, if they download then complain i tell them that i warned them.

    Insane difficulties are fun to make, but hard to balance, my way of balancing is make 2 areas, one really hard and one easy, so if they have a hard time in the area they can tp to a easier less insane area.

    Ok, so let's actually look at nightmare realm.
    Especially the trap at the beginning. What was the fun part there? Was it the dying, the not being able to make progress? No. The actual fun is in OVERCOMING a challenge. Once you managed to setup a base and make some progress, you feel awesome. You did it, you completed the challenge.

    Difficulty is not about making something insanely hard. Showing of you are the "true evil" behind the map, doesn't make you a good mapmaker. In fact, if Vechs had made his maps 100% evil and mean, they would suck. Vechs uses evilness as some sort of lore, but the actual difficulty is medium. His evilness explains why you are in a certain environment, how it was made, etc. It's quite interesting when you think about it.

    If you want to truly understand difficulty (everyone else too):

    A good basic video to get you started on the subject:


    I'm going to give you a short article link, if you want a basic understanding about fun and boring difficulty.
    http://gamedevelopment.tutsplus.com/articles/hard-mode-good-difficulty-versus-bad-difficulty--gamedev-3596

    And, in case you want to know more, I recommend reading this:
    http://www.marcprensky.com/writing/Prensky - Digital Game-Based Learning-Ch5.pdf

    I have some more reference material sitting on my PC somewhere, but can't find it very fast at the moment. If you want more, just google stuff like "Difficulty", "Fun games", "Dark Souls II/<Insert hard game here> difficulty", etc.

    ---------

    And hey, dude, we don't hate you. You're not the first one to make a mistake, we all do, all of us. But it's not a good way to just say "I make insanely hard maps" after everyone tells you those aren't as fun. Criticism is meant to help you. If we were all to say your stuff was great, how much would you improve?
    Posted in: Maps Discussion
  • 2

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from _Krose_»
    Well that's it!

    Savage Realm v.1.3 has been released :D

    Thanks to Rubisk, the lag has been fixed. Halleluyah!!

    Yay I did the thing bark bark.

    Congratz on releasing, happy it's finally out. And to everyone else, never use fill clocks going from redstone to air, always redstone to stone.
    Posted in: Maps Discussion
  • 0

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

    rubix fix ur gama pls

    I can see now. Looks good :)

    Btw krose get your post-beta-test done already jeez.
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Nice pitch black photo with 2 pieces of glowstone? :P
    Posted in: Maps Discussion
  • 2

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

    it's bedrock, i am not sorry, i'm just a evil *******

    i made a other way to do it too

    called "Less skills"

    its like the difference in Final battle and Minor Conflict in SH12

    slightly less evil, Punch V bows and no thorns on the skeles

    Sorry, but how exactly are you expecting people to play your map if you just make it as hard as possible, instead of aiming for a nice, fun and balanced experience?
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Hehe, just found this. What a perfect birthday present!





    It would be even better if my Dropbox links weren't suspended due to traffic. :/

    Happy birthday CFG! <3
    Posted in: Maps Discussion
  • 6

    posted a message on Is latest version really "No Java" now?
    Quote from BrownJenkin»
    I don't install Java and am of the opinion that Java developers should be burned as witches.

    So, imagine how happy I was to hear that the latest version of Minecraft was able to be run without Java.

    But I need to know, is this really the case? Or, is the Minecraft environment running its own instanced version of the JVM? In which case, the exploits would still be there.

    Please, let me know. Ta.

    It just installs it's own version of the JVM, of course. Did you expect them to completely rewrite and move to another platform? What platform, even?
    Posted in: Recent Updates and Snapshots
  • 0

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

    I just checked the nbt data for the save file- yes it's false. And I tried loading up the map for the first time, using a different computer and a different account- no lag whatsoever. I simply cannot replicate the lag complained of! I think it could be the machines people are using to play?...

    Do you have any clocks loaded by the player instead of the server? Do you have clocks having more then 63 blocks clocking in a chunk? Are the command blocks all set to not stream their feedback?

    If it's not this then it's probably just bad PCs or something.
    Posted in: Maps Discussion
  • 0

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

    This still doesn't work.
    The same problem.

    I don't see any problem. Also I don't understand why testforblock has different formating than setblock...

    The thing is, that in 1.7 you need to specify the exact list tag that is there. So, you need to use an NBT editor to find all the tags the item contains (enchantments, etc.), and do that for all 27 slots in the chest, and THEN you can testforblock.

    The command technically works, I tested on a chest with just a diamond sword, it's just that you probably have some other stuff in the chest/the sword contains other tags as well.

    You cant use item names in 1.7.* in nbt strings since they are still only recognised with commands so you have to use ids


    This is false. It even gives a warning: "Warning. Numerical ids will not be supported in the future, please use names, such as minecraft:command_block". The game saves it as strings, if you look at the tags with an NBT-editor you'll find they are strings, it's just that whenever you enter a number, the game automatically transfers your world, just like it does 1.6 -> 1.7. If that makes sense.


    =======
    @Krose, did you maybe forget to type
    /gamerule logAdminCommands false
    ?
    Saves quite some lag.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Hey could someone help me?

    Why doesn't this work:

    It says:
    Even though the block I'm testing for was created by setblock with the exact NBT data...

    (MC 1.7.10)

    @Guy above me try test before you start calling stuff.

    testforblock -40 103 278 minecraft:chest 0 {Items:[{id:minecraft:diamond_sword,Damage:0s,Count:1b,Slot:0b}]}


    numerical ids are still supported in 1.7.10 but redundant in 1.8. Since they're saved as strings in 1.7 already, testing for a string = integer will result in false, while setting it to in integer will make the game automatically convert it to a string.
    Also, you need to add a "s" or "b" (or "l", or "f") at the end of stuff that's a short/byte/long/float, because that's how Mojang decided to do things. Made for more efficient coding, I presume.

    For more information: http://minecraft.gamepedia.com/Player.dat_format, http://minecraft.gamepedia.com/Chunk_format
    Posted in: Maps Discussion
  • 0

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

    now can you make a mod that increase the height limit. ty bby

    The mod is about 70 lines long to patch 4 lines of bytecode, which is like 1/4th of a line. There's no way I can patch your entire minecraft everytime you boot. For one it would take forever to startup, and I don't feel like writing that either.

    And no, I can't just patch the code manually since I can't share the code itself :(
    Posted in: Maps Discussion
  • 7

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

    There I got your attention ;-)

    http://www.mediafire.com/download/hx1s5oidvh3m25k/Colored Section Signs-1.0.jar

    There we go, Colored Section Signs mod.

    It allows you to copy-paste in § signs without using an external editor.
    It does need to be tested, since I only have my own PC to test it on.

    Requires latest Forge Modloader for it to work. Install forge, put the jar in .minecraft\mods (create the folder if there isn't one yet).

    Have fun! Took me quite a while to get through the bytecode hell :P
    Posted in: Maps Discussion
  • 0

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

    What do you guys use to make customized mobs in 1.8? Do you make them with MCEdit filters? Or do it with mods?



    - Also, I hate how command blocks don't support colored data in summon/give commands. 1.9 should let you summon a bad guy via command block with colored names and lores.

    I write them by hand.

    On the second, trying to do it :P

    @Taschneide, here's a chunk of code I wrote for converting Item data tags to strings, you might be able to conver it.
    https://gist.github.com/Rubisk/88b1d466dba215ef2e78
    Posted in: Maps Discussion
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