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

    i agree with that, railways have always been here and hopefully still will be for awhile. I usually think of teleporters as laziness from the mapmakers side... sometimes they fit the map well, like in Krose's Savage Realm, the teleporters are organized in a super convenient hub that will be revisited between every area. However, unless they have a great purpose like the hub in Savage Realms, it feels lazy. Railways usually need fun or entertaining views, although sometimes the classic 3x3 tunnel is fitting to the map/area theme.

    A great use for teleporters is if you have an isolated spawn point and you need to send the player towards the first area or the first intersection, they can be quite handy. Another use for teleporters is when you have a large vertical shaft. You could put ladders up the shaft, but it takes a REALLY long time to climb those ladders.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from TheCarlushow»
    I like the fact that you placed coal all over the intersection, that way the player is not going to run out of it that easily. Maybe placing some grass/flowers would be nice.

    There is plans of putting grass and some flowers on the grassy parts of the intersection.

    Quote from Zero_Glyph (Quote broke, don't understand why, but I'll do my best to keep it replicated.)
    I like it, I would normally go for more block variation in the grass and some foliage, maybe flowers, grass, etc... however, I think there's a certain simplicity about it (but not too simple) that makes it pleasing to look at, thumbs up from me :)

    Thank you! Means a lot to me that someone likes my way of doing a simple style.
    Quote from Apollo9898»



    Le beautiful

    Although, may I suggest encasing it all in a giant glass ball like this




    Just so people who climb up to the edge don't see the endless plane of sandstone. If the intersection is connected to any areas directly and thus can't have the area around it turned to void easily, you could move the whole place to somewhere else in the map and have it accessed with teleporters. Just a thought. The area itself is pretty much flawless in my opinion.

    At this point, I don't forsee the player looking anywhere further above. If it becomes a concern, I'll look into it post-release.
    Posted in: Maps Discussion
  • 6

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Well guys, after about a week of short motivation and some setbacks, I managed to finish my second intersection! I am very proud of what I accomplished, and am pretty happy about what it looks like.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Ariel2002»
    I dont like continents maps





    Please a linear-branching

    The closest to an easy linear-branching that I know of that I can get you to is To Greener Pastures by Karrott. And, to understand genres in the CTM type of maps, linear branching features intersections. Open World is where you get free roam of the map in one sort of environment. Something like Rugged Horizons. When you say continental, you are most likely referring to Open World. Continental is something like Lethamyr, in which the map takes place across thousands of blocks of just normal minecraft terrain.
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from orioncoko»
    Hi! I need some suggestions about 3 things in this area.



    1) Is it ok, that the castle in the foreground doesn't have the same shape as the castle in the background? I mean the first one has sharp shapes, but the second one some cilcular shapes.









    2) Shall I use design of the front tower for all the other towers?





    3) What do you thing about the area overall? It's obviously not finished, the walls are little blind, cealing needs some foliage and castles need still a lot of work. You can see the general aesthetics of the area though. Two lovely views:









    I want to make a map for all you guys who don't like obvious brush strokes, so it must be rigorous. :D

    In my personal opinion, I love it. Very passive colors that go quite well together, and the castle itself is quite the build!
    That is my response to question three, but my response to question one is it adds variety, so it is perfectly okay, and my response to question two is the tower itself looks good, so it's honestly your choice. By having one of those look like that and the rest look less exuberant, it can draw a player's eye to a target location you may want your player to go towards.
    Posted in: Maps Discussion
  • 9

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

    i know but regular level design could incorporate a very interesting mechanic, and i was using fire resist as a example i know sylf used it, i've played it before

    Regardless of whether or not regular design is used or not, the point we are trying to get across here is that feature creep is a very big misconception in the CTM Community, and unfortunately, a lot of people believe that in order for their map to be "good", they need to have a billion new concepts. Maps with solid gameplay that founds itself around the core elements of CTM are the ones that succeed.

    If we want to get deep into game development theory here, adding so many mechanics into a game or map that the player cannot wrap their heads around them is quite detrimental. What you want to do is introduce only a few mechanics, and have the player get used to them, or "teach them through play". If you start off the map, and it has 20 different concepts that the player needs to get used to and learn only through documentation, then the player is going to have a bad time with the map, and frankly, just quit. A map or a game that introduces concepts and mechanics into the mix little by little is something the player is going to have a lot of ease with. Take for example Portal 2. Spoilers if you haven't played the game (You should though. Great game.)


    Before even handing the player the portal gun, they teach basic controls by play. Looking around, moving around, jumping. Then they teach the first concept: cubes and buttons. As to not overwhelm the player, they give them a basic portal gun that only shoots one colour of portal. By only giving them only one colour, it gives the player a lot of time to experiment and understand how a portal gun works. Later, we introduce lasers, Aerial Faith Plates, goo, turrets, light bridges, so many things. By the time the game is ready to end, they are still introducing mechanics through white gel and bombs.

    Spoiler-Free tl;dr: By introducing mechanics slowly and allowing the player to learn, understand, and master the mechanics, the player is not overwhelmed and can thoroughly enjoy the game without the burden of learning all at once.
    Posted in: Maps Discussion
  • 0

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

    I'm a little unsure how I feel about it. As someone who uses minimal block variation in my areas, this definitely hurts my eyes. But that is my taste.
    Posted in: Maps Discussion
  • 2

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    OhHai. People seem to be posting pictures of areas they are making. Well, I shall introduce you to my Orange wool and my new, finished Magenta (Magenta now was originally orange, but after building the new orange, difficulty seemed to dictate I change it over to magenta)



    Orange:


    Magenta:



    @SketchAreaNames: Possible inspiration for your final area?




    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Streaming currently! Join me at for some CTM building!
    Posted in: Maps Discussion
  • 2

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

    Just finish the thing already! :P

    I will! I will! Had to move computers, had delays due to life events, but this one will be the one. I do like this one, and think it will come out great.
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Hey guys! I have resumed work on my CTM, and I am streaming it every night! Make sure to join me at 8:00PM MST, as I construct my CTM. See you there.
    Stream is at:
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from NeoCorruptor»
    Where can I find the motivation and enthusiasm to begin a large scale CTM map? I have an overwhelming amount of ideas that I would like to create but have no determination to complete a CTM map. Tips?

    My tips for you are start small. Make a minimap. Take only 1 or 2 of those ideas, and compile those together into a fun mini map. Once you have experience making minimaps, you can start to move up into the full-scale CTM map. When it comes to a normal CTM map, make sure to keep the gameplay fresh with each and every area. Whether it be a new custom mob, new custom mechanic, etc.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    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?
    Posted in: Maps Discussion
  • 2

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    OhHai. I have more screenshots of my map in progress!

    (and since people are nitpicky about it...)

    Postcard View








    Player View






    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from goldentwister888

    Alright, well I have been working quite a bit on my introductory area and I think it's good enough to show off:

    Feedback plez:








    You have got quite the starting area going for yourself. Two things I would like to recommend is that you erode to remove the look of MCEdit/WorldEdit brush strokes, and let the vines grow out. Either than that, the lava pool looks semi strange, but that could probably easily be fixed. Great block variation, and I am looking forward to more. ^_^

    Edit: Page obtained! Haven't gotten one of those in a long time.
    Posted in: Maps Discussion
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