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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Apollo9898»

    pre-recording helps in this situation .3.

    As for new ctms, you could try Unconquerable or Diversity II. Unconquerable is actually fairly old, 1.2.5 i believe, but you can downgrade. It does however get brutally difficult towards its end, as the map maker made it next-to-unwinnable. Diversity is a uCTM where you go through different branches with themes like trivia, dropper, arena and parkour to get the wool for the monument. Not your standard fare and you'd probably beat it very quickly, but its fun if you wanna have a poke at it.

    I try to pre-record for like a week or two in advance to keep the videos semi-recently recorded for relevance reasons...
    Didn't know a second Diversity was out, I'll prolly do that then ;D
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    In other news, RD3 only lasted about 20 episodes so I'm in need of yet another CTM to LP by next week... huzzah
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Dats one fine lookin moon you got there

    No but srsly HUZZAH
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Yea I've had that bug happen on a few of my worlds. I think restarting the server/minecraft fixes it so that you can change your render distance outside of the world or something. Gave me such a scare cause I didn't have a recent back-up...
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Lord_Tirnis»
    Ok, I'v been making a CTM Map for two past months, and I am currently finishing Intersection 2. I'd like to know what you guys think about how the areas look. here is a couple of screenshots. This is my first attemp map to Making too. :)


    Moar block variation! Guud in general though, especially for first go at mapmaking.

    no but yea the walls in the second and third screeny could use a bit more block variation like stained clay or new stone types. Third screeny you should consider some erosion to get rid of the brush strokes, and maybe some dirt variation on the ground. First screeny looks purdy guud.
    Posted in: Maps Discussion
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    posted a message on [CTM] Storm the Castles [1.7.4]
    Progress? :)

    Next to none... Stupid Citadel of Saints is so big and I kinda hate the terrain around it currently so I've been working on side projects eh heh

    EDIT: pretty much nailed down the block variation for the area and I'm starting to work on the interior of the Citadel. screenies will prolly appear soon under the spoiler for the Citadel of Saints, although the area is still missing lots of structures and st00f...

    In other news, decided to make Blitz a 10 wool mini-map so I might be motivated to work on it eventually lulz... so yea I'm currently working on the first area of I2, and there will only be 3 intersections in total.
    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Infinity8miner»
    Community Question:

    How do you manage your time with mapmaking? (AKA time management, how do you do it)

    I usually just map when I feel like it. This sometimes leads to like a week without making progress, but it maintains sanity during tedious bits. I need to work on my motivation though, or I'm never gonna finish my map...
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    As far as I know the only way to make an iron golem an enemy is to require the player to kill/attack it to progress or be rewarded. Would be funny, though, if you could tag an arrow with a certain player's name and summon it in a way that hits the golem... not sure if this would even aggro the golem on the specified player or even if you CAN tag an arrow, potion, or anything with a certain player similar to the LPer easter eggs in Inferno Mines using tagged ender pearl spawners.... it's just a thought.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from _Krose_»
    cos you will be, as Drago said, hunched over McEdit for a disproportionate amount of time.

    Quote from Smeagolow»

    avoiding as many interactions as possible while hunched over MCEdit tryna make a large area look good.

    ;_;

    Naw but srsly I agree with ur stoof thar. weird mechanics that go too far from vanilla gameplay are really dicey to implement. Custom mobs are also nice to a point, but over-complication can easily occur there as well (my "making a simple custom mob" test world video is an example... as jokey as it was).
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from soupbob»


    Community Question: are people who don't make custom mobs or command block magic just lazy?

    That's a way to put it, but sometimes it's better to avoid doing something you aren't sure you can do right. Choosing to avoid new mechanics is usually because of the uncertainty involved in their implementation. Or maybe it's because making a CTM map requires someone to live under a rock for several months straight, avoiding as many interactions as possible while hunched over MCEdit tryna make a large area look good.

    But yea if a map comes out for 1.8 I'd expect at least a few unique gameplay mechanics or custom mobs or else the map just can't compete with similarly good looking maps WITH the mechanics/mobs.
    Posted in: Maps Discussion
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    posted a message on [CTM] ProjectCTM - Collaboration Maps Collection {Titan's Revolt Open Beta 1 Now Released!}
    "Isn't it summer's end by now?"

    Summer won't end UNTIL Titties Revolt is released. amirite? nawww but srsly lookin forward to this especially since it appears to be so close to release(?).
    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Infinity8miner»
    Community Question:

    Why is it (or so it seems at least) that most of the CTM's that are considered really good these days are the long/large and/or hard ones, AND that more people are trying to make long/large and hard CTM's (myself included :P )?

    Completionist satisfaction, more content per download, and challenge acceptance I'd guess.
    Posted in: Maps Discussion
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    posted a message on [CTM] Storm the Castles [1.7.4]
    Quote from Xxrayo2xX»
    hello, i have a question, i am playing the map with a friend and when we went to The End, it appears like a normal end, not the end edited by the creator of the map, and the same when we went to the nether, how did you do to go to the end and nether? we are playing the map in a bukkit server, i hope you can answer me :D

    Well it's probably an issue with the server not taking the end and nether parts of the map and including those files in the server. I don't use bukkit servers or know much about them so I don't know how to solve that problem. Also, I didn't edit the vanilla nether/end all that much, which I'll definitely want to do if I use them in the future, but you should be able to tell if the portal worked.
    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    So long as the difficulty is somewhere between this:


    and this:


    Go nuts. But to appeal to as wide an audience as possible, mapmakers tend to make maps at least somewhat inclusive, hence the everyone wins. That's my 2 cents on difficulty I guess. There's more to say but mehhhh
    Posted in: Maps Discussion
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    posted a message on [CTM] [Collection] Sketch's Journey of Creation Series ("The Painter" fully released!)
    shhhhh... the yeast is rising...
    Posted in: Maps
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