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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from zero9089

    Cool but IMO thorns is an annoying and almost useless enchant than makes your gear break so fast. (Quote from the wiki) "Armor with the Thorns enchantment automatically loses another point of durability, and two more (for a total of four) if it reflects damage to the attacker." So twice as fast if you never reflect damage and 4 times as fast if you reflect it every time while on something like diamond or even iron it is alright but if you use anything else this sucks. I remember in IM when I had a diamond helmet with thorns 3 and unbreaking 3 and it broke so fast and this was only in Everforge not the other crazy areas.

    Thing is, I'm not "absolutely crazy" when it comes to mobs like Vechs in Inferno Mines, and so it shouldn't do that bad. I still think it's a good idea, just for the fact that it follows the trend of "Primary enchantment + Secondary Enchantment + Unbreaking." I do respect your opinion, but it will stick around on the armor books. It's your choice to use it or not.

    So, because of that statement, I will probably change up the Bow book.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Drago

    Looks pretty nice, should be helpful earlier on. :)

    You can actually do stuff like that just with TMI. Dragging an enchanted book to the enchant tab and adding the enchants you want works just fine. I've actually done something similar, where I take two opposing enchants, (say Fortune III and Sharpness III) and put them on the same book, so people have to choose which one they want to use.

    Quote from KacperNFS

    Thanks for changing the font, I would really not be able to read the whole post without it.
    Multi-use enchanted books are good idea and it has been used before, still good thing.

    Quote from Orange1095

    That's a pretty good idea and a nice convenience item.

    I did something similar in ED3 with 'multipurpose enchanting books' to allow people to choose between several enchantments when they anvil. :)

    Thanks for the support guys!

    @Drago: I also recently learned you can do that through TMI. So I guess it could have been made quicker, but hell to it. I like the enchantments ordered my way, not the TMI way. :P
    @Kacper: I know they've been used before, but I thought I'd do my own little thing. I mean, look at Amlup. He's used it before. And the fact that it was only very recently that I realised that you could do that, I'd thought I'd put my own little twist on it.
    @Orange: That sounds pretty cool. ^_^
    Posted in: Maps Discussion
  • 6

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    So I thought I'd give my hand at a Dragonian-Style Showcase... I present:



    Of course, there is the concept that many take on to limit free enchanting. I’ve decided to do the same, not giving free enchanting until later on in the map. But, that does not mean that the players do not have any way to get enchanted items until they get the enchantment table. In my map, I give out plenty of enchanted tools and armor to cater to the player. Many will also use attributes when I feel more comfortable in 1.6 (Performance issues; my performance seems to deteriorate as I play a session of 1.6 for longer, and longer, and longer.) But, the player may want a little bit of freedom in what kind of tools they use when they want to tackle areas. Some of my items may not provide the necessary “Oomph” that a player needs. So, in order to provide, I have created these enchanting packages.

    Although the enchantments are basic, I will provide multiple of these books throughout the map, giving them many options and abilities to manipulate their tools. They can decide to just apply the basic book itself, giving something extra to the tool, armor piece, sword, or bow. They also have the ability to combine several books together to create a “super-book” to apply great enchantments on to a specific tool, weapon, or armor piece.

    The idea came to me when I was looking around UT3, and I noticed in the Desolate Blast Foundry an enchanting book that looked like this:




    I was puzzled on how Amlup did it, and started looking around, thinking he did it through some snazzy NBTEdit/MCEdit magic. Googling some things, I found out you can combine enchanting books with two different enchants on an anvil, and if they are compatible enchants, and then it can create something like this. I then realised I could make these enchantment packages.

    So, obviously, you will see these around my map. I hope you like this, even though it was my first attempt at doing something like this.

    NOTE: Enchantments on books may be subject to change as time goes on.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from orchard28

    I'm actually working on adding bridges and ruins to the area as I write this message.

    That was what I was going to suggest. Good idea. ;)
    Posted in: Maps Discussion
  • 0

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

    Well the point wasn't really to show off anything I'd built, but the cool lighting I added... I'll probably include it in the world download whenever I'm done :P

    I think we were both commenting on the lightmap. :P
    Posted in: Maps Discussion
  • 0

    posted a message on (1.8+) Sevens Hills Golf Course (2700+ Downloads)
    I'll drop by and say I did my own video! (:
    Posted in: Maps
  • 0

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

    Lol, I made a new lightmap for my three_two Gravel pack; vanilla Minecraft has never looked so good... (also using some cool skymaps with custom clouds etc)

    Now that's awesome. VERY cool. You're going to have to send that to us naow. :P
    Posted in: Maps Discussion
  • 0

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

    My top three:
    1. Ragecraft #2
    2. Disarray
    3. Dreadsky Depths

    Besides those, I'm also looking forward to Vinyl Fantasy 3, Speluncaphobia, Syncquential, and Septum Immoriel (not necessarily in that order). And let's not forget Uncharted Territory 7!

    (And also, great to see people looking forward to The Painter! Kinda makes me feel bad for not working on it recently...)

    Edit: A few more that I forgot would be Forgotten, TGP 2, and Arcane Tales 3.
    Quote from FrostyNightmare

    @ community question

    Hmmm, i need the thinks...

    Disarray, FORGOTTEN (Which always seems to be forgotten for this question), Whatever the hell krose is doing, Septic Immoral, The Painter, Dreadsky depths (although i still need to play DI (once it's 1.6 stable)), Solitude, (Come on Torien, ive been waiting since you posted that giant lizard skeleton thing about 500 pages ago), Vech's new idea, VF3, Cybele V, and all the other maps you guys are slaving away on!

    You haven't forgotten me. Aw. Thanks guys!
    Posted in: Maps Discussion
  • 0

    posted a message on [WIP][CTM]Corruption Series By WittyWhiscash
    Quote from Apollo9898

    can't wait for this :D

    also i noticed i never commented here so yeah this is me fixing that little problem :P

    Welcome, and thanks for the support!
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from shaymin_rocks

    Sorry for being a derp guys but what does LoDII stand for again? (I'm a wee bit tired...)

    Land Of Desire 2. By XL_Legendary, or Draco_Rogue.
    Quote from FrostyNightmare

    I'm not sure if this has been asked before but

    COMMUNITY QUESTION #1

    What is your favorite COMPLETED CTM map EVER?

    Mine is probably Rugged Horizons, just because it is one of the few i've beaten and i am on my 3rd playthrough of it!

    I know this is sad, but I don't have a completed CTM. Frowny face.
    Posted in: Maps Discussion
  • 0

    posted a message on [Collection] -:Tales of Dreadsky, and other CTM maps by Drago:-(Dreadsky Isles at 10000 Downloads!)
    Quote from Drago

    Time for a new Dreadsky Depths screenie, with an added Area-Name-Hangman game alongside it! If you'd like to, please feel free to leave feedback.
    (Note: This area isn't entirely finished. :P If some spots seem a bit blank they will be filled in sometime down the road.)




    _ _ _ _ _ _ _ _ _ _ _ _ _ _

    Let the guessing begin!

    Looks pretty.
    Second word = OF
    Third word = THE
    Posted in: Maps
  • 0

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

    @Sketch and @Link :3 shucks. It's still far from perfect, but I'm glad I'm laying it to rest so I can concentrate on other things. Cannot believe how successful it's ended up being and how far it's come since its Christmas Eve release. :')

    Meanwhile, I'm nearly finished with Undershallow Park (this place). The final part of the area is a tall vertical shaft lined with log that resembles the inside of a tree. Mushroom blocks on the walls, giant mushrooms, and leaves.






    It isn't a physical tree, as there is no outside. It's within a cave leading off the jungle area. I'm worried because although I adore what I've done, I've been told it looks like an area from VF1. Just wanna know people's opinions on this. I'd rather not be moaned at later on for copying, despite never having played nor wanting to play the map, but also wanna keep it, because I've had the idea for a while now :/

    If you think I should keep it, do you have any ideas on how to improve it?

    I like it, and besides, he doesn't use mushrooms, nor does he use jungle wood/jungle leaves. I seriously say go for it.
    Posted in: Maps Discussion
  • 1

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

    Well... its called keepInventory. And its called being a nice friend and giving him a little void.

    But if you are playing a CTM map with KeepInventory on, it doesn't really portray the true experience of a CTM map. You may not have an accurate experience with it. Map balance and map difficulty will feel significantly different if you are playing with that gamerule. If you want to play the map how it was intended and have a more accurate experience, then you might want to play it again, alone, without keepInventory.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from zero9089

    OK here is my response.
    -SHNIP-

    Alright. I can see where you come from with those from each .

    But with your comment on the aesthetics, yes, lots of maps have the theme of stone all the way throughout the map. But they mix the stone with other blocks, and they manage to variate with other blocks to make it look like a unique area in EVERY area you go into. Or in a sandstone map, they make many unique areas that do not always use sanstone. EVERY CTM mapper knows this. Without block variation, a map just looks... gross. In all of our opinions. That's why a couple of us really like Waking Up. Not only does it have great gameplay, but he makes good looking environments as well, adding variation of blocks so it's not just "Oh look. Another stone area. Same old, same old.". But it looks like most of the time, Vechs was lazy, and just used sandstone and lava, and just added little patches of different blocks around. There is no sign of block variation. So the area just doesn't look good. It's kind of like "Oh look. Another sandstone and lava area. Same old, same old."
    Posted in: Maps Discussion
  • 5

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from zero9089

    I don't get what is with the hating on IM [...]

    Oh lord. I guess I'm going to explain my reasoning in this for all of us to believe that it wasn't what it could have been. Now I may have some facts wrong. You can call me out on those, because I have not played past the white wool due to hardware limitations and issues.


    We all have our reasons.

    We all have our opinions.

    Some may critique my opinions, but what does that matter? This is most of the time how we express our opinions on this newer map recently.

    You can go ahead and disregard my opinions as stupid and hating on Vechs as well, but I am trying to write this in as calm as a state as possible. Others may react violently on this kind of message. And that's fine. We admins will have to warn them, and there may be some shuffling through messages and removal of messages. What I'm trying to do is get my reasoning out, without being all crazy and following you up a wall (That was a terrible image, but you should get the point).

    Many of us in the CTM genre like great gameplay AND great aesthetics. And for some of us, we believe that Inferno Mines fell short on those regards. While any noob to the CTM genre who has never seen anything outside of vanilla Minecraft might regard this as "stunning and amazing", us CTMers who have seen more than a couple maps in their lifetime (I've seen a couple in my lifetime, I'll admit to it) know that this fell short in many areas. I may not have played it completely through due to hardware limitations (White Wool only), but what I have seen from Lets-Plays and Developer Commentaries is more than enough to state my opinion in a thorough manner.

    Just like any Vechs map, there really is no erosion. Vechs has kept true to his classic "USE ALL THE SPHERES!" kind of ways, using just sphere brushes from MCEdit to carve out his caverns. Now, to anyone new to the CTM genre, not knowing about the boundless list of maps outside of Vechs' maps will never think that it looks bad. But when others, who have made a map or two in their time, or are, making one right now, will know that if you include only MCEdit brushes in your map, you will be frowned upon HARD. We just let Vechs do it because it's Vechs, and he prefers gameplay over aesthetics. But that isn't a reason to just disregard aesthetics like it’s not important. Because it is. Both gameplay and aesthetics mingle together in order to make the great experience we all know and like. What we don't like about Vechs' Inferno Mines in terms of aesthetics not only applies to that he used the sphere brush so commonly, but he used the same art direction the entire time. Ever notice how all the way through the map, the common theme is sandstone (And, again. My opinion, the icky variant) and lava. Yes, he may use some sand and gravel. Or he might use some stone and some glowstone and some ore. Or he might use some glass and stonebrick. But all the way throughout the entire map, there is lava and sandstone in some way, shape or form. Of course, you might mention that he eases off of the sandstone by the time you reach the Vexian Gallery, which he then switches to Quartz and Lava. But there's still lava. By about I3, many of us are sore from looking at sandstone and lava. It needs to look better. But there seems to be no sign of improvement. Maps that suffer from this sort of marauding of sandstone and lava throughout the entire map, us CTMers like to label it as the Inferno Mines Syndrome. But enough bantering on about aesthetics. We need to talk about gameplay, which is a topic on this map that many of us thought fell way below its mark.

    The gameplay in Inferno Mines was obviously emphasized when this map was being made. Vechs obviously wanted to make a map that innovated with plenty of new gameplay mechanics that were sure to surprise and stimulate the player. With a year in development, many of us believed he would set the bar high and leave us all wowed. But unfortunately that isn’t what happened. The gameplay fell way below the mark of what we all thought would have been the greatest map we ever played gameplay-wise, looking past the borked aesthetics. But when you see how bad the execution of each of the gameplay mechanics and areas he made, it starts to feel bad. Really bad. Let’s start with custom mobs. From any mapmaker’s perspective, I’m going to describe them as mobs that differentiate from vanilla mobs, because they have special perks, or they drop additional items. I am splitting “normal” custom mobs from stacked mobs, and fleecy mobs, just for the fact that they are two different things.

    There are some custom mobs that were on par for what they were made for:

    FlameVenom Spider - An early game mob with an interesting gameplay mechanic and generous loot. The FlameVenom Spider wields a Stone Sword with Sharpness and Fire Aspect as its weapon of choice, meaning that a normal spider will now inflict fire damage. They are also equipped with Fire Resistance so that the spider can easily be identified by their flaming bodies. The loot they drop is very convenient early on. Stone swords with Sharpness and Fire Aspect, and impossible Unbreaking, make a nice early-game weapon that you can use and manipulate to your heart’s content (FlameVenom Fangs - Chipped and Perfect). Some leather for early armor and early recovery. Can also be used in a multi-player environment for extra armor, not saying you won’t have a crapton of it (FlameVenom Chitin). Some Fire Protection 2 books that is great for applying to armor, and combining to make stronger versions of it (FlameVenom Scales). And some extra XP due to it being a tougher and stronger mob, adding RPG-like progression to the way the player fights mobs (FlameVenom XP).

    The Invisible Cave Spider - It is very simply, a Cave Spider that is invisible. But, due to the way Minecraft mechanics works, the eyes still render, causing the idea that you have to watch for the eyes…

    But then there are the ones that crashed and burned…

    Vechs’ Custom Witch - This thing is considered by many to be VERY overpowered. Not only does this thing drop so many things that clog your inventory it’s stupid, it’s also impossible to kill at melee range in an open space. Pretty much the only possible way to take these things out is by bow, in which Flame doesn’t work, and/or box you in in order to attack the feets of the witch. And not only that, they are enhanced with increased HP, Speed, Fire Resistance (?), and Jump Boost. So, all in all, an overpowered tank with the means to destroy you.

    The Thornguard - The Thornguard is another terribly executed mob by Vechs. This thing is branded with a Cactus helmet with Thorns 10/15. That’s right. Attack it, and you sustain MASSIVE damage. But not only that, but it wields a bow. A [REDACTED] BOW. Enchanted with Power, Punch (?), Flame, and Unbreaking. So you are faced with a mob you cannot melee, so your only chance of taking it out is by shooting it, with a bow, and continually getting Thorns damage. While it shoots at you with its OP bow.

    The Boomer - This thing is an invisible charged creeper with speed. That’s all it is. It is just a gigantic bringer of raging death.

    So noticing how much he destroyed the concept of custom mobs, let’s continue on to talk about stacked mobs. He could have done some pretty cool things with stacked mobs. He could have made creative designs and gameplay standards with these things. But the stacks he made felt rushed, and overpowered, and to many of us, not really balanced. Many of us criticise him on this, but he has disappeared from the forums, so we can’t really tell him out on it on the forums any more Now on to the last section on the topic of custom mobs, the fleecy mobs. This is a topic that is very controversial to many of us here. The fleecy mob idea started in Black Desert 2, a now long-gone trashed map, which, quite frankly, was terrible in its execution. The entire idea was that you gain all your resources through custom mobs. But, with bland environments, and tough balancing issues, there was no hope at the time for the map. But he decided to bring the concept back, so that he could implement the idea into Inferno Mines. The fleecy mobs were a mess, and they could easily be exploited by the player by dropping them into a hole, and hitting the feets. Many veteran players here discuss that this is not the way it should be executed.

    So now that we are off the topic of mobs, let’s talk about botched gameplay in areas. Of course, we can say that the gameplay is spot-on in the beginning-I1, although there are some issues with OP mobs in Lower Mines and Everforge. But then we get to I2. And here’s where things go bye-bye in terms of spot-on gameplay. In Hane’s Disgrace, things could be executed better, but it’s still alright. Mellow Cavern is not something that is really “mellow” anymore, due to him putting an abomination of a stacked mob in there. And then there’s Lush Ruins. Oh lord. Lush Ruins. The area everyone loves to hate. It was a complete spawner spam over the limit by about 5 000 000 miles. You kind of start to see the point when I point that kind of thing out. Then there is I3. First, there is Salire Castle. That kind of sucks in gameplay, because the boss mob can EASILY be boxed in, and killed. The jump boost mechanic was interesting, but in those kinds of conditions, they were a bit annoying and not really used well. Then there is Dumb Blast Zisteau Cavern. The concept behind it is genius, but all in all, the concept is poorly executed, as to not cope with the AI of pigmen, and the area in general looks… bleh. And then there is Wilhelm Cliffs. The recent updates make it look good, but the gameplay could have been made better. He could have included more custom mobs, and make it more of a challenge than it really is. You find the Victory Monument and then head to the Outer Inferno, where lies Camp Ember/Ember Castle (I really don’t know remember what it is :P ). That area just looks BAD. He said that that area accommodates for gameplay more than aesthetics, but when it looks bad, it isn’t that good. I haven’t seen a lot on the gameplay of the area, but what I have heard, it is not a fun thing to play. So we head towards the Vexian Gallery. There is the Blackened Archives (Don’t have much to explain on it, haven’t seen gameplay of it), Zistonian Battlecry, and Eternal Battle. Zistonian Battlecry is just a very badly designed area because it can easily be enderpearled, and running through is honestly plain silly. Eternal Battle is just too much. It is terrible. You have so much crap sieging you that there is no way to get to that fleecy mob on the other side. I really don’t know much, because, again, trying to go off of what people have mentioned in the past. People can back me up on this. So, to end this statement off, the map is good in the beginning, and in I1, but it sucks from I2 to the end of the map.

    And the last thing to talk about is the random loot system. He uses mainly the random loot system to give his loot to the player. But this can become extremely flawed, as the player obtains so many pieces of diamond armor that they are running around in full diamond, hacking through the map with no care in the world. And there is so much stuff, that there is really no way to keep it all. Just the brute amount of loot in Lush Ruins was so much for Zisteau, which he then gave up on it. It is completely pointless to have a loot system like that.

    So hopefully, in this essay, I have explained to you why the CTM Community does not like Inferno Mines. Again, I’m not hating on Inferno Mines, but showing its flaws and where it fell short. Hopefully this gives you a clear-cut answer, backed up by some better facts from the CTM Community on this map that clearly fell short in Super Hostile standards in our eyes.

    EDIT: Because it feels right:

    Posted in: Maps Discussion
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