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    posted a message on Fix your forum already
    asdasdsddsas


    There should be a line break here



    Stop decoupling this



    asdadasasd


    Let me hit the enter button in my last quote without decoupling

    BTW is there even non-WYSIWYG?
    Posted in: Forum Discussion & Info
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    posted a message on I'm going to make the best Parkour map ever.

    Posted in: Maps Discussion
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    posted a message on I'm going to make the best Parkour map ever.

    I'm sick of Parkour maps. They are ugly, homogeneous, and, above all, repetitive. They do not understand aesthetics, utilise 'budder', whatever that is, im flagrantly large amounts.


    It is time to make a better Parkour map. A map, that will look okay, for once.


    I will be detailing my progress in this thread.

    Posted in: Maps Discussion
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    posted a message on A Tale Of Two Swords -----A CTM map by Orchard28-----
    Quote from orchard28»

    My map isn't super hostile, it's very very different, you shouldn't assume a map is bad just because it doesn't follow the same ideals as the super hostile series. Take some time to check out Ragecraft 3, its like the polar opposite to super hostile as far as CTMs go, but it's also arguably the best CTM out right now. Look i get that my map isn't fantastic, and some parts are pretty sub-par, but literally every single bit of criticism you gave is either blind hate or ad hominem.




    There are more flaws than good parts.

    For example:

    First area is just a bunch of platforms.

    Dwarven Ruins are just a bunch of platforms.

    No thought is given to the first area when it comes to obstacle design. Do you really expect the player to go in, then proceed to be shot at immediately, before being able to turn his camera 180 degrees to get a good look at his surroundings?

    Just a boring first area in general. It would actually be a nice introduction if it was shorter, but seriously, it's too long.

    I guess the intersection is nice, but I don't know why you put more thought into the intersections than the Dwarven Ruins.

    Creeper spawner trap is too obvious to be called an actual trap.


    The only good things I can think of is your usage of hollow replace brushes with <50 noise.


    (I'm tackling Dwarven Ruins right now).

    Posted in: Maps
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    posted a message on A Tale Of Two Swords -----A CTM map by Orchard28-----
    Quote from Fangride»

    Protip: Don't compare Super Hostile to other CTM maps. Might help you a ton.

    I've really only played Super Hostile and Uncharted Territory 2.
    Posted in: Maps
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    posted a message on Who wants to build a CTM map? :P

    I'm going to send you a nice starting area soon.

    Posted in: WIP Maps
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    posted a message on A Tale Of Two Swords -----A CTM map by Orchard28-----
    Quote from Nbtrainor»

    Ummm you are playing the map in 1.9 and it is meant to be played in 1.8. Play the map and finish it in the right version before you make a review. Also idk if this is a joke review but it kinda seems like it, either way its not funny. Do you even know what the CTM genre is or have you played a CTM before. This is possibly one of the worst reviews I've seen.



    Waking Up don't give you grass at the start. Spellbound Caves don't give you saplings at the start. Inferno Mines don't give you infinite food (or saplings) at the start. In each of these maps, the player has to do something noteworthy for their infinite resources.

    A good example between difficulty and annoying the player is the way Dark Souls and Titan Souls treat player death. Dark Souls tell the player 'You have to save estus. Git gud.' On the other hand, Titan Souls tells the player 'You have to walk through this maze again because we want to waste your time'.

    You can already see the difference in the way Waking Up/Spellbound Caves/Inferno Mines handle resources and the way this particular map handles resources. Instead of having to clear a dungeon first (which has a chance of failure), all the player has to do is make a farm. That's it! Make a farm with the resources given to you.

    Vechs explicitly stated that he put tons of chest full of loot that fills up the player's inventory because he knows the player is able to get it at that point of the game anyway.

    Just wasting the player's time just to force them into doing the entire 'gather grass, build farm, build wall' thing over and over again is not difficulty. It's wasting the player's time.


    I will play on 1.8 for this from now on.

    Posted in: Maps
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    posted a message on My first map to be released by july. LOST IN SPACE

    You seem to be using exposed pressure plates and command blocks. Please use tracers and/or remote command blocks instead.


    You might also want to fix the grammar issues you will no doubt accumulate within your map. Nothing spoils a good map like botched punctuation.

    Posted in: WIP Maps
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    posted a message on A Tale Of Two Swords -----A CTM map by Orchard28-----

    Posted in: Maps
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    posted a message on Request-Remake of This Map 40$

    I will make this in 1 day if you give me 400 dollars.

    Posted in: Maps Discussion
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    posted a message on Request-Remake of This Map 40$
    Quote from Herosrhine»

    400 DOLLARS!? I'D DO IT FOR FREE IF I HAD TIME, BUT 400 THATS WAY TO MUCH.


    If you want to make maps for free, take a high risk of rejection, and take a low pay for a lot of effort, then that's up to you. That's fine.
    Posted in: Maps Discussion
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    posted a message on Request-Remake of This Map 40$

    Can I have 400 dollars? 40 dollars seems a little cheap for the size of the area, and the very little information I have to work on.

    Posted in: Maps Discussion
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    posted a message on MOST Epic Parkour Rainbow Map 1.8+

    #1 - Map too ugly


    #2 - No save points in level 2+


    #3 - Won't be playing this again

    Posted in: Maps
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    posted a message on Sidestepping and Parrying
    Quote from Asherdoom»

    this is firt combat update release, im pretty sure they already know ppl qould like to play with 2 swords or 1 sword and a axe for example. Give e time.


    Btw this is not warcraft lol.




    Warcraft is a real-time strategy with virtually no repositioning effects.

    Its MMO counterpart is a turn-based thing with, again, little, if any, repositioning effects.

    Dark Souls would be a better comparison, but then, the shield is turning the combat into something like Dark Souls anyway.


    Sooner or later we will have all zombies having 3 attack patterns, and a permanently rolling player with a stamina bar. The shield is just the beginning!


    Seriously, though, if you want to give players better combat, at least give them different playstyles.

    Posted in: Suggestions
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    posted a message on Sidestepping and Parrying

    One of the gripes I have with Minecraft is the lack of a proper 2-sword playstyle. Not only are shields practically required now, but there is no way to do a 2-handed DPS build. The support, for some reason, isn't there.


    Getting two swords of the same type is redundant. You can't use both of them at the same time. Just how hard is it to swing two swords against things with little armed combat experience?


    While the attack speed nerf was warranted, the lack of sword-block really isn't, especially when you can't roll or sidestep. I propose the addition of a quick sidestepping mechanic, a form of movement where you either double-tap your side movement buttons, or press SHIFT and tap one of your side movement buttons.


    This should allow an agile form of movement that can deal with the new skeleton speed, coupled with the removal of sword-blocking, even without a shield. Since this form of defense is not only hard to execute, but is also constrained by tight spaces, the player should be rewarded by being able to stab both swords at once, if they choose to play that way.


    Granted, shields will still be useful in places where you might not want to throw yourself to one side.


    Alternatively, the player should be able to parry attacks, by hitting the right-mouse button. By parrying an attack, a player negates the damage from the attack and knock all projectiles away. However, only the direct damage is negated; splash damage isn't.

    Posted in: Suggestions
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