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    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!
    Butbutbutbutbutbutbut.....

    I get back from holidays on the 5th :C Waaah, can I submit mine late just cus I has no computer on te dates?
    Posted in: Maps Discussion
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    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!
    I may actually be able to participate this time yay!! It will be just you're average CTM from me no gommicky command block stoofs because I'm bad :3 be sure to expect a better entry than last year's!
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    So is no one making Christmas maps this year? :C
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Ummm, ok

    I'm kinda sorta back from hiatus and will be fixing my somewhat terrible first map in due course.

    I'm sure that none of you missed me and noticed I was gone but that's ok I forgive you :3

    I do have some parts of a map (my mapping tools are all from 1.6 though) but I'll mainly be helping with areas of other peoples and just being a nuisance around the place, if anyone has anything they'd like help with just ask

    Sincerely,

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

    I actually think this is one of my favourite areas of yours. Perfect balance of speckly block mixture and solid colour. And the glowstone blobs. :D Looks so old-skool. Please keep it as it is. ;)

    (what structures are you planning on including??)

    Skeetoast why u do dis? :C

    Appearing outa nowhere like that and scaring me >:3
    Posted in: Maps Discussion
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    posted a message on [1000+ Downloads] Kipuka Fields: A CTM Map by Sylf
    Quote from SpuckJjkz99»
    Hey Sylf, i don't find the place where i have to place the wools... D:

    It's in Intersection 2 it's the place with the carpets leading to it, and this map uses dyes not wool ^_^
    Posted in: Maps
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    posted a message on [1000+ Downloads] Kipuka Fields: A CTM Map by Sylf
    Quote from SniperGoth»
    I beat this map so many months ago. It's about time you made this open beta sylf.

    :P
    Quote from Folgerbad»
    Just finished playing through the map - here are my thoughts, divided into three arbitrary categories!

    [Possible] Bugs:

    The spawners in The Final Hour did not seem to work, unless they were simply there to scare the player. At first I thought I was lighting them up too fast for anything to spawn, but after I had finished the area I took out the torches around one of them just to see what the mob was ... but after several minutes nothing appeared. Perhaps the delay is set to some incredibly high amount.

    Negatives:

    I thought some things in the map were too difficult to find; namely, intersection 2, intersection 4, and the black dye.

    For I2, I don't think the way forward should ever require digging through the wall, unless it is indicated in some way (make the area to dig through out of a different block, provide a sign with a hint). I think the leaf pathway going in one extra block there was too subtle.

    By I4, you had established with the previous intersections that the path to the next one would be in the last area of the previous, so I was looking much more closely in Burple Murple than Slice 'N Dice. And a lot of the walls in that area were lit up with glowstone, so the hole behind the vines didn't really stand out. Actually the only way I found the intersection was digging through the wall behind the other "tendril" at the Colour Monument guessing that there would be another teleporter. It worked!

    As for the Black Dye...yeah. I'm not against the fake fleecy boxes, but I think for all the trouble some of them were to get too they should at least have had some reward. After I spent a long time lighting up every inch of the area, swimming up the lava streams, squinting around the top trying to look for a tunnel in one of the walls, and trying to dig into the the top of the pillar, I finally flew around the area in MCEdit, and even then it took me a while to locate the box with a single glass pane visible at the base of the pillar. If something is going to be hidden that well, I think the area should be much smaller to account for it.

    Finally, I felt like the Purple Dye was really imbalanced compared to the rest of the map (well, the beginning of Funbox Gardens was probably more difficult, but I bypassed that ladder area with a well-placed lava stream). The main problem wasn't the layout of the area or the spawners, but the fact that being constructed of black stained clay rendered it practically impossible to see the geometry of the building or how well lit anything was. I guess the main problem is that corners are invisible when it's all black. Adding even a small bit of contrast between the ceiling/floor and walls would make that area much more enjoyable.

    Positives:

    I LOVED the block combinations you used throughout the map, especially in the Super Meat Boy area <3. Everything seemed to be so much more vibrant and colorful than any other maps I have played.

    Overall the balance was very well done. There were a few areas that were oddly easy - the spider area and Topsy Turvy come to mind, but the level design was still great so they didn't suffer too much for it. Crimson Garrison in particular was perfectly balanced in my opinion; I enjoy heavy combat areas so that one was awesome.

    Speed items are the best.

    I guess I should also comment on the main gameplay mechanic of the map. I didn't use lava as a weapon because it seems too overpowered, but being able to use lava as an escape and transportation made things very different. Also I learned the hard way that one block of lava doesn't prevent fall damage! And... I forgot that many times throughout the map...only to despair at the last second as I remembered in the moments before my death.

    So...closing remarks...I suppose these feedback sections usually conclude with a magical number called a "rating". But considering that such a number would be spurious at best, I will leave the weighing of my thoughts in the map maker's reliable hands.

    Anyway, thanks for putting out such an enjoyable map! Look forward to the next one.


    Thanks so much for the feedback!! My second map is in the making!
    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    OK, how many people would like me to post a download of my .minecraft with SPC and TMI and a buncha other mapmaking tools? Minus the saves and texture packs of course
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from TheBMajor»

    I'm just thinking in general, combinations that go with some of the more common base blocks like stone and stuff.


    I've also been working on this starting area, but I just feel like its pretty generic and doesn't really look that special :P



    So I'd like to hear some feedback regarding the block variation and stuff :P

    It's waaay to grey... either needs more moss stone or another green block, you also need a focal point and those wood supports look really out of place, perhaps more structure around them instead of them just being by themselves
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from TheBMajor»
    So question:

    I've been working on a map recently, and whenever I work on aesthetics I always seem to have difficulty with color combinations and what looks good with certain blocks. So my question is which block combinations are more pleasing to the eye?

    Well, complimentary colours work well together E.g. Orange and green and as well as colours sitting next to each other on the colour wheel. I would recommend stop looking at the blocks themselves and start looking at the colours that they are. For example, dirt goes with hardened clay because they are very similar in shade. Another good way of doing aesthetics is to put things on a stone background and mix the stone in a little bit. A good example of this is sketch's style in which he mixes dirt and cobble and such into a stone background with highlights of stained clay.
    Posted in: Maps Discussion
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    posted a message on [Collection] -:Tales of Dreadsky, and other CTM maps by Drago:-(Dreadsky Isles at 10000 Downloads!)
    Quote from Drago»
    Alrighty guys, I've got a couple things to cover. First is pretty simple: I've reworked parts of the OP, so things will look a teensy bit different. Unfortunately, I had to get rid of the Victory Photos section; it was far too large, got in the way of things, and frankly was a pain to update. As consolation, I've added some more LPs to the LP section. :)

    The second bit is a followup to my announcement about Dreadsky Depths a few days ago. I've thought things over and decided that I'll be remaking only one area, and revamping Harmonious Divide instead of scrapping it completely. This puts the number of areas I need to make at three, which is definitely doable. The new area will replace Thistleback Mines but take the place of the Intersection 02 to 03 connector, meaning I'll have to move Palma Castle. I'm also creating a list of things I need to address once those three areas are completed, from redesigning spawners and loot in several areas to revamping sections of others. Even with the list continually growing in length, I'm feeling pretty good about completing this project. The only thing I really see getting in the way is college, but for this first semester I'll only be taking one class, so my free time shall largely remain my own! :D

    So there's your update! In working on the OP, I got a hankering for some new banners, so I'll likely go screenie-hunting soon and throw a new banner or two up by the week's end. Hopefully that piques a few of your interests. :P

    Sounds good man keep going!! I'm sure whatever you put out will be great
    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Yo would any of you newer mapmakers like a tutorial on how to make areas or some ideas if you're stuck? I was going to make a CTM tutorial thread but it kinda died off...
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Smeagolow»
    I'd love to know if any of the epic maps coming soon* are coming before September 1st... That's when my Corrupted Path LP ends. I don't wanna start a new LP just to abandon it for one of the new maps... Good minimap suggestions would be cool too. I've done Vigilis Oculos already, so what are some of the best jam maps or other minimaps I could do in like 10-15 episodes?

    Sketch's Jam map is a 15 objective map, my last jam entry was pretty good along with sandstorm, blizzard and eternally us
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from WittyWhiscash
    About the whole 1.8 thing coming out, because I am not that far in, but far enough in that it would suck to redo everything, I will continue to build in 1.7, but implement 1.8 features once I have finished the map. Besides, there are some things in 1.8 I would really like in my map.

    Hi Miya! Good to see you on the forums.

    Thank you Rubisk for mentioning me in your 1000th post. (:D)

    And I don't have screenies this time. Work has slowed to a crawl for a moment as I am fighting life for a little while.

    And one final note: MogMiner, the Mojang developer, recently removed void fog for 1.8, as mentioned in this Twitter post.

    So... COMMUNITY QUESTION: How will the removal of void fog impact CTMs? Does it destroy a concept you had for an area? Are you relieved that it was removed?

    I dont use void at all in my maps but no, you can emulate it with blindness now, so it's not a big deal
    Posted in: Maps Discussion
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    posted a message on ☆ Arxon: A City In Peril ☆ "The Parkour Map Project" ⁻ᴺᵒᵗ ʸᵒᵘʳ ᵃᵛᵉʳᵃᵍᵉ ᴾᵃʳᵏᵒᵘʳ ᴹᵃᵖ⁻ By Matixpulse & Bogigafy
    Quote from TixCurse
    I certainly love the resource pack style and the beautiful built map. But there's a very serious problem: I and my friends don't know what to do after finishing the training challenge.

    First we went to the Sewers challenge, which we were already confused - clicking random buttons that will play magical sounds, and eventually we went up to the ground after climbing some ladders. It's very confusing, and even with the Objectives book, we don't know what to do next. We almost gave up the map, but I decided to try the Caves objective after accidentally finding it. Jumping through some blocks & lava, it shows objective is complete.

    I must say I can't repudiate the 2-year effort you have put on this map, and I am very surprised with the Training Camp part. It's very amazing, and the beautiful view attracts me. But the objectives are so unclear, or another way to express, it gives player too much freedom, so player would be at a loss.

    To make this map better, more instructions should be added and at least tell players where are the start-objective locations. The story, and diaries in books are great, but most of the players won't read these carefully to find clues like "the air vents on roof are still remained open". I understand this is not a normal parkour map, but speaking of parkour, I expect jumping from here to there and enjoy the nice view on trip, not spending most of my time to being frustrated and confused.

    Overall, I still love the map, and above critics can't cover up the sparkling places of this map. I will rate this a 7/10.

    Uhhh dude, the order that you're supposed to do things is in the book given to you at the start, they correspond to unlocking the next objectives. Hint: the sewers isn't the first objective
    Posted in: Maps
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