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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!-
    Quote from The Sketch

    I hate to say it since I'm the one who came up with the theme, but I kinda agree with this. As I've been playing through the maps, a lot of them don't really feel like a journey at all. I've been playing the maps in the order that they're in the OP, and so far I've gone through everything up to Last Paradise (so, the first nine). Out of those nine, the only one that stands out to me as far as following the theme goes is Eternally Us.

    One of the other themes that I suggested in the same post as Journey was "Afterlife", and at this point I think that would have worked much better for the theme.
    Most people really didn't have the time to include the theme but im sure if the theme was less vague more people would actually build their map around the theme, not just add it as an afterthought.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from LeafStrike

    So I load my world today, and I get this happy image:
    -Snip-
    This happened twice to my ctm jam map, its a real joy isn't it!
    Posted in: Maps Discussion
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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!-
    Quote from TheXhen

    -snip-

    Thanks for the feedback, of ice and void was a pretty rushed area and when I tested it the first time it was WAY too easy, literally no spawns so I might have added a few too many skeleton spawners. I don't agree with what you said about the aesthetics maybe it was too dark to see much but its kinda hard to had light in an area with ice.
    I also don't think the Cataclysm is unbalanced, the custom mobs there might be a bit too strong but you really are not supposed to fight them, if you just run past everything and jump into the volcano you can beat the area really quickly (I actually did it with no gear at all)
    Also note that because you rushed the first area you probably missed out on a lot of gear that you were meant to get but that's partially my fault because I couldn't fix the issue with max spawns.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Infamy

    I've been gone for a month. What's happened? (Also I need someone to explain all of the new changes because I still think stained clay is cool) (Is The Painter out yet?)

    PAYGE GYUT
    Welcome back friend :D
    1. stuff
    2. idk bout dem changes
    3. no
    Posted in: Maps Discussion
  • 6

    posted a message on -The Strawberry Jam Redux- (A CTM Map Building Jam!) -Jam #04 is finished, come check out the finished entries!-
    CTM Jam #3 Entry
    LAST PARADISE
    Type: Linear Branching
    Version needed: Minecraft 1.7.5
    Difficulty: Medium-Hard (3 wools)
    Well, I had a lot of problems when making this map ahem (minecraft is really buggy and annoying) but after hours of repair and work it is finally complete besides a whole bunch of things I wanted to add like a story but after working and fixing this map for what must have been 10 hours strait I can't bear to place another block :P anyways, enjoy
    Posted in: Maps Discussion
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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!-
    well minecraft just slapped me in the face...

    Unfortunately I don't have a backup, if anyone knows a way to fix this please tell me otherwise I think i'm out of the jam, no way i'm fixing this or remaking the area :/
    Posted in: Maps Discussion
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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!-
    I would love to join buuut i'm an extremely slow map maker, i'll still try...



    (but I probably wont get much done)
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    So I was making an area, then I spilled lava all over it... oops
    Anyone know an easy way to clean this up?
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    So I have changed a lot of things in my loot system, I wont say what they are yet but I will say there are now legendary loot chests

    They look like this:


    Also new wool box:

    (Chest is behind lava curtain)
    Posted in: Maps Discussion
  • 3

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    So I finished the white wool, note that I normally wont post as many pictures of an area but I just wanted to know what you thought of the first one.





    Posted in: Maps Discussion
  • 2

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    I think i'm getting back into the swing of map making...
    Start of the white wool:


    Posted in: Maps Discussion
  • 4

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    So hi, a lot of you will not recognize me and the people that do might be wondering why I left and why I am back but that is for another wall of text. I want to talk about a new loot system that CTM maps can use including the one I may start working on. This loot system is based off of RPG loot type games (Borderlands,Diablo,etc) and I hope will can change the way people make/play CTM maps. I will say that this loot system not been tested or perfected, there are some kinks I have to work out but I wanted to get the idea out on the forums. So, lets get to loot. The first think I will talk about is loot tiers, like Borderlands or Diablo they will be classified by colors the order is white - green - blue - purple - orange here are some pictures some higher level loot tiers I made.

    White (Very Common)Green (Common)Blue (Uncommon)Purple (Rare)Orange (Legendary)These tiers are rated on their rarity and their power.

    whites can be found anywhere (Random chests,low level mobs,etc) and drop regularly they don't have much power but early level whites can do the job.

    Greens are found fairly regularly (random chests, sometimes drop from low level mobs, drop from higher ones more commonly) greens are pretty powerful, the map can be beaten with only using greens but it will be very hard if you try to do that.

    Blues are uncommon, they are the best drops of the tougher mobs and the worst of the elites (Mobs you usually want to avoid) and will be almost never be in random loot chests.

    Purples are very rare and powerful they are the best drops of the elites and are dropped regularly by invincibles (I will talk about them later) and will almost never be found in random loot chests.

    Oranges are the best of the best they will never be found in loot chest they will never drop from elites, you can only acquire them from invincibles or wool guardians (don't worry i'll get to them)

    Who drops the loot?
    Normal mobs: normal spawning mobs wont drop any tiered items

    Normal mobs from spawners: these will only really drop resources (food,coal,etc...) and will be found anywhere
    Tough mobs from spawners: these mobs will drop whites - greens and will very rarely drop blues, they are fairly difficult and will occur in almost all areas

    Elite Mobs: These are mobs hid in the back caves and dark corners of areas, they are very difficult to beat, they will drop blues a lot and drop purples rarely.

    The last two types of mobs are wool guardians and invincibles.

    Wool guardians:
    wool boxes will NOT be in this loot system, all wool will be obtained by killing wool guardians for a balancing reason. To compensate for the grinding and rarity in the items you get keep inventory will be turned on so death will only be a setback (placing/moving beds will not be aloud). This brings the issue of hey I can just get the wool and kill myself and boom easy wool. The solution I found is make the challenge of getting wool twice as difficult by adding wool guardians. Wool guardians will be the hardest mobs in the game outside of invincible and will have a 50% chance of dropping wool. The idea is you go through the area kill the difficult boss and have a chance of getting the wool if you don't you just let another boss spawn and kill it, I believe this will take the difficulty of getting out of an area alive and with a wool into just getting the wool. Wool guardians will have a very small chance of dropping legendaries, you only want to kill them for the wool if you want to get legendaries you want to farm the next type of mob.Invincibles: This idea is taken directly from Borderands but altered a bit. The idea is to have a not only extremely difficult but an extremely diverse and interesting enemy that is out of the way of the objective of the map (wool). The only reason you would even think about killing these abominations is to get legendaries and to compensate for the the power of legendaries these guys are hard and when I say hard I mean hard. There will be 6 invincibles in my map at least, one for each intersection and a special last one. The invincibles will have a 20% chance of dropping legendaries so if you want some op items, fight some op mobs!

    So who drops what items?
    There will be two types of each mob tier assassins and tanks. Assassins will be pretty easy to kill but will hurt like a ­. they will drop weapons (swords,bows,etc...). Tanks wont do much damage but will be massive bullet sponges and will be a ­ to kill and they will drop armor.

    Scaling:
    as you can imagine this will take some testing especially this part, I haven't figured out the correct way to scale but there will be early game and late game loot something like late game blues are a similar power to early game legendaries or something. I will figure this part out in time.

    Other:
    Some other things are loot chests and crafting/enchanting which will be a pretty big factor, loot chests will not be a huge importance but will be in the game, they will be random which I know people hate but the only really thing you will find in loot chests are low level gear which you just wont take and supply chests which will have gear that you should be taking. Crafting/enchanting first off enchanting is NOT aloud, this is because of the farming method of the map, who needs to farm fun invincibles and elites when you can make a boring afk grinder and get xp to enchant your own items right? Crafting will be aloud but it really will be hardly used in the map most resources you can get from mobs/chests and you wont need to craft.

    Final words:
    So this system is still in the idea stage I haven't even begun building the map that I will use this in but I will say a couple of thinks one, you cant just add this system to a map, the map has to be built around this system, the map has to be made for this system. A lot of you might not like this idea, you might think it takes the freedom or whatever with all the new rules but I honestly think that this could completely change CTM maps for the better and replace the old loot systems that everyone else seems to use. I'm not saying you should stop what your doing and make a map with this system right now but I am asking to give the system some thought. I will post more about this the more I test and I probably forgot some stuff so don't be surprised about seeing more posts about stuff I forgot to say. Some of you might say that this is similar to the black desert 2 loot system that crashed and burned and it is sort of but I feel it is a more interesting and perfected (using that term loosely) version that offers more variety.

    If you have an questions ideas or want to give some feedback please reply.

    tl;dr - don't be like dat, pleas read the text wall.one more thing, please excuse any spelling/grammar errors :P
    Posted in: Maps Discussion
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