• 2

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Zer0_Glyph»

    Since it seems relevant from my previous post, i have a community question!

    How do you go about making a map? Do you plan out each area beforehand, do whatever is in your heart's desires, or something else?
    Double spaced size 12 times new roman please - _ - .

    :P jk about the last part


    Step 1:
    Come up with a great idea
    execute branch:
    • Step 2: Forget great idea
    • Step 2b: Create great idea
    Step 3:
    Run the following code
     
    if (choice == Step[2])
    then {
    repeat exec Step[1-3]
    }
    else {
    exec Step[4]
    }

    Step 4:
    Revise! Revise! Revise!

    Step 5:
    Repeat Step 4 until you either trigger an infinity loop, destroy Step 4, and/or forget.

    Step 6:
    ???

    Step 7:
    Profit
    Posted in: Maps Discussion
  • 1

    posted a message on Generic Floating Islands
    Good Morning!



    I'm working on a map pack.It's meant to be a bit of a mix between zelda and minecraft. When finished it will probably be played in survival. So basically almost not quite a Super Hostile with a greater emphasis on custom items, puzzles, and (maybe NPCs).

    Here is the startings of one of the areas:



    Screenies:









    And download link:

    http://www.mediafire.com/download/apbi49mg65q4yik/Generic_Floating_Islands.zip



    It's not finished yet, so it's not amazing.
    You might need to fly to the starting area. The spawning's a bit wonky.
    Posted in: WIP Maps
  • 2

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

    -snip-

    Not a huge fan of the striped walls or the lighting. The ceiling look great though!

    Are you going for a specific feel? Somehow it makes me think of an air pocket over an underwater cavern. Which is why the lighting bothers me, I really want it to be less yellow and more blue. Unfortunately, minecraft doesn't have colored lighting yet. (I miss mogminer already...) If that's what your going for, you might consider experimenting with bluer clays or something.

    Otherwise, great work.



    On an entirely different note, has anybody tried using armor stands as item holders in a CTM?
    From a practically standpoint the only benefit is speed. It's nice to grab an enchanted sword from an armor stand in the middle of a fight, rather than having to speed search a chess.
    As an asthetic it looks great though.
    I'm thinking of putting something like this in my "Generic Floating Islands":
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    I've done quite a bit more work on my "Generic Floating Islands"











    I'd love a second opinion on the playable area. I've done some playtesting, but it's got secrets. And I always seem to find my secrets right away...

    Plus it's my first CTMesque map.



    --



    On a side note, I really like this chest loot style:




    I guess it's not the most practical, but it's aesthetically pleasing. Plus most things in here are pretty easy to get anyways.
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    I've got something. I'm not terribly familiar with spread loading or the spreadplayer command in general, so this might not work...



    The idea is:

    What if I loaded a huge ammount of chunks at once, detected an ArmorStand named ?"TempTeleport" or something? and starting running an execute command with a spreadplayers relative to it.



    Something like this:



    Command Block #1: "/testfor @e[type=ArmorStand,Name=TempTeleport]

    With a NOT gate leading to:

    Command Block #2: "/spreadplayers 0 0 1000 16 false @e[name=chunkloader]"

    And also have a handful of entities named chunkloader

    The aboe command won't necessarily load the chunk your "TempTeleport" is in on the first try. But it will eventually.



    Then either off Command Block #1 without a NOT gate, or with a knew command block that is identical to command block #1:

    Command Block #3: "/spreadplayers ~ ~ 0 1 false @e[name=chunkloader]"



    Viola! A chunk loader that will sorta survive a reboot.
    Posted in: Maps Discussion
  • 1

    posted a message on Making a custom shop with both slots
    If your serious about getting into custom nbt commands, here's a good place to look: http://minecraft.gamepedia.com/Chunk_format

    Just by taking a look, it seems like you need to add a buyB tag after the regular buy tag like so:



    /summon Villager ~ ~1 ~ 
     {
     Profession:1,
     CustomName:"Ye old villager shoppe",
     CustomNameVisible:1,
     Offers:
     {
     Recipes:[
     {
     buy:
     {
     id:minecraft:stone,
     Count:3
     },
    
    buyB:
    
    {
    
    id:minecraft:dirt,
    
    Count:5
    
    },
     sell:
     {
     id:minecraft:diamond,
     Count:5
     }
     }]
     }
     }




    I don't do much custom villager summoning, so I'm not 100% sure. It should work though...
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    I believe it's Vech's map's look. As in Vechs' map's look cool.



    and:
    Quote from TheCarlushow»
    I want some feedback! So I'll just drop this here :D, ¿What do you think?















    I'm going to remove the natural ice from the lake when I finish the map, don't you worry child.

    Depends what your going for, I find it slightly confusing. If it's supposed to be an ice place, then why's there soo much brown? Although if your going for something different...
    I don't know, I just find it a bit confusing...
    Cool though.
    Posted in: Maps Discussion
  • 3

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    I discovered a super cool monster spawning technique!

    Spawn eggs!



    No really:

     
    /summon Zombie ~ ~1 ~ {Riding:{id:ThrownPotion,Potion:{id:383,Damage:8204,tag:{CustomPotionEffects:[{Id:14,Amplifier:127,Duration:22},{Id:2,Amplifier:127,Duration:22},{Id:11,Amplifier:127,Duration:22},{Id:18,Amplifier:127,Duration:22},{Id:15,Amplifier:127,Duration:22}]}},Riding:{id:Item,Item:{id:spawn_egg,Count:1,tag:{display:{Name:"Broken Shell"}},Age:-32768}}},ActiveEffects:[{Id:14,Amplifier:0,Duration:32167,ShowParticles:0b},{Id:2,Amplifier:15,Duration:32167,ShowParticles:0b},{Id:11,Amplifier:15,Duration:32167,ShowParticles:0b},{Id:18,Amplifier:15,Duration:32167,ShowParticles:0b},{Id:15,Amplifier:15,Duration:32167,ShowParticles:0b}],PersistenceRequired:1,IsBaby:1}



    Pop that in a command block and take a few steps back before you summon it.

    It summons an invisible, invulnerable, undamaging mob; riding a potion that disables the above effects, riding an unusable spawn egg. When the player steps on gets too close they grab the egg, which makes the potion hit the ground, which makes the egg hatch mob become visible, destructible, and damaging.



    Caveats include:

    the glowing eyes of spiders and enderman

    the potion also effects the player and surrounding mobs temporarily

    doesn't despawn (though this is a design choice)



    All of the above could be fixed by using command blocks instead of entity witchery.



    I think some amazing rooms could use this, imagine walking into a cave full of these eggs, trying to find a path through. It'd be interesting toggling the can pickup tag on the riding mob, (possibly?) allowing it to trigger surrounding eggs once it's been set loose.
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Infinity8miner»
    Hmm....haven't had a proper discussion or a CQ about this in a while....



    Community Question:

    What do you think loot systems should do in a CTM map? Why do you use your loot system? What is your favorite loot system?

    (Yes, it's more than one question technially. Deal with it :P )

    I'm with Rubisk, Loot's a reward. I prefer to only give the bare minimum loot for free. Everything else has to be earned. Secret rooms or clearing out of the way/hard to reach spawners, places where players wouldn't go normally. If they want the good stuff, they have to earn it.
    Posted in: Maps Discussion
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