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    posted a message on -The Strawberry Jam Redux- (A CTM Map Building Jam!) -Jam #04 is finished, come check out the finished entries!-
    Is it bad that all I can think of for journey theme is the game Journey by That Game Company? All I can think of is desert... for miles... and miles... forever...
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from The Sketch

    So... Does this make my nickname "The"?


    I guess I'm 00.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from KacperNFS

    So I did it not-the-way-should-have-done-it but it went good enough, let me try with something else.

    FATAL SNIP

    The question is, which is better?


    The first map is better.
    Posted in: Maps Discussion
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    posted a message on [CTM COLLECTION] Vithrue's Maps
    Quote from TLM64

    Legion Mines looks great. I plan to play it with some friends. Is there a recommended player limit? Playtime?


    There is no player limit, but the more players you have the harder the map will be as you will have to divide up resources more. I don't know an estimate of playtime as it varies greatly per player.
    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Pokezelda

    Isn't world edit for servers only now? Last I heard it was.

    And is there anything non-Bukkit related? I've had my fair share of Bukkit problems before.


    I usually create the area I'm making in a separate world. I play it in a version that can support SPC, Worldedit, and Build Commands. I then create the area and when I'm done I copy and paste the area into the actual map. Then I can add anything that wasn't in the previous version, touch up anything, and add small details.

    Download Worldedit and Build Commands (I think Build Commands only work with Worldedit currently, but I might be wrong). They do not require Bukkit. SPC is nice too for making things easier while creating the area, but that requires a different version and is unnecessary. NBT edit or NBT explorer is a great tool also. I use Texelelf's NBT filter for editing entities, chest, mobspawners, and the like.

    I suggest taking a look at some highly-rated maps that you have already played(or aren't interested in playing) and flying around in creative mode. Take a look at any loot systems/mob systems/gameplay features, ect to get inspiration from. If that map was rated highly for it's great gameplay then maybe take a look at how the areas are set up and what resources are provided and so on. Look at how the mapmaker directs the player almost as it were the player's instinct by using pathways and things that stand out from the rest of the area. Look at what resources and items are given and at what point in the map. If that map was rated highly for its aesthetics, then see what techniques they used, what block combinations and see how the look of the place sets the mood and tone for the area. If its a volcano, ask yourself "does it feel like the player is traversing a brutally hot and smoldering volcano?". if its a dark and eerie tunnel left behind by plagued miners, ask yourself "does this place feel like a dark and abandoned mineshaft that has been long forgotten?". Ragecraft II does this very well, I suggest giving that map a look.

    I highly recommend watching Extra Credits, they do a wonderful job at explaining game design. You'll probably see EC pop up sometimes on this thread (I think an Extra Credit video is a few pages back).

    If you feel like an area isn't its best, upload a screenshot here and ask for feedback. BUT BE WARNED! When people give you feedback, they don't care how cruel or mean they sound. Some of the feedback you get you may not want, but they don't care. If you have a concept that sounds cool to you but you are not sure if others will like it, then just put up a community question (these are everywhere, they are pretty common) and ask if people will like and how to best execute it.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Sylf_

    ZOMFG!!

    BRILLIANT IDEA NO ONE'S ALLOWED TO STEAL IT!!

    I have an idea for a dungeon, it's really kewl!! So say you go through an area, any area, then you reach the end, and at the end there's a button, it teleports you to the same dungeon as before, but upside down! and the wool box is in the second dungeon and not the first


    I already put something similar this in my map. :/
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Interion864
    Like Vexian Gallery?
    Quote from taschneide
    Oh, you mean sort of like an intersection, but it's really an area?


    That's exactly what I mean.
    When I say teleporters I mean like one to replace a hallway, unlike Eternal Battle. You would teleport infront of the other teleporter that leads back to the intersection. The teleporters would be labled of course. It would be just like a normal hallway, just faster.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from taschneide

    I'm... not entirely sure what you mean by "in-between areas". Wasn't Upper Mines the area where the three skylights joined up, and where the white wool was?


    Well, yeah but lets just pretend those skylights had actual wool in them. I couldn't think of a better example.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    :noitseuQ ytinummoC

    Would you prefer a map to be more like a traditional CTM map with its transitions, that is a straight waterway or a teleporter or a hallway to quickly escort you from point A to point B without any shenanigans, or would you like a map to have spaces in-between areas such as Upper Mines from IM?

    Personally, I think both are fine. A traditional hallway or teleporter is fast and lets you get right to the area, while a map with spaces in-between areas allow for more exploration (as long as they are not too big so that I can complete the map within this decade).
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Whoops I accidentally quoted the wrong person. You saw nothing... o_o
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Rubisk

    A big question i've been struggling with the entire day now.

    So, i got a big, water and opensky area. What is the best way to fit this in a map generated as 256xdirt, without using teleporters. I don't really feel like painting walls around a 40x40 chunks ocean.

    Just have a cliff that leads into water or the void or something.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Sylf_

    Hey guys,

    I'm just wondering who actually wants to test my map? 'Cus I sent the map toa couple of people and no one's given any feedback whatsoever. Some haven't even played it!! (Looks directly at Infamy!!)

    Sincerely,

    Sylf_


    One guy in my beta wouldn't even answer back when I asked a question.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread


    Feedback? I'm not very good with structure-based areas ;)
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from soupbob

    Community Question:
    what is your favourite intersection from any CTM map ever?

    For me it's Intersection 5 from Pantheon and intersection 3 from Vinyl Fantasy II


    I agree, intersection 3 from VFII
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from KacperNFS

    So in 14w07b my invisible vines which I loved became pink-black checker texture >_>
    #disappointed
    I also made Stormguard Sanctum (Tomb from TR'13) in Minecraft.. vid coming.


    I had this problem too. ;(

    @Infinity8Miner
    3. Armor
    Posted in: Maps Discussion
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