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Sorry for the slight offtopicness of this post, but I wanted to bring attention to something that's been suffering a lot of neglect. The thread here is a good place to discuss CTM, but there's also a chat channel!
#CTM
Located on Esper.net, we offer a variety of features, including interesting discussion, question asking, and general helping of CTM players, So come on down!
Esper link: http://esper.net/publicirc.php
To log on, all you need is a username, and off you gooo!
Mods, pls don't delete me
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Relevant:
On topic:
Do you think the skeleton buff is balanced or not? I thought they were pretty damn dangerous already.
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That's so. Like. Flawed.
I've been here for a decent amount of time. I can't map make at all. I have crazy respect for anyone WHO CAN. But because I can't that doesn't make my opinion less valid. I just beta test often, and map makers trust in beta testers, generally non map makers to provide key feedback on their maps. A non map makers opinion is just as valid as a map makers one.
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Welp.
That's a lot of land. And stuff.
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Because it wasn't really possible.
You're seeing a total and complete shift in how CTM maps are made and work. I mean, if you want to take a look at where CTM maps suddenly got a big change in how they worked, you'd most likely look at enchanting. Before then combat wasn't really fleshed out. You fought skeletons with bows, spiders and zombies were flailed at. Creepers were ran from, and ghasts were invited over for an afternoon game of tennis in the yard. Enchantments literally changed the playing field. Suddenly map makers didn't have to balance ENTIRELY around terrain and ores. You could add twists. Under water areas were suddenly a thing. You could up the difficulty, because ya know, swords were better.
Another thing contributing to the shift is the sheer amount of mobs at map makers finger tips right now,I mean, Beyond the original mobs, you now have cave spiders, charged creepers, blazes, silverfish and more untapped mobs like magma slimes and witches. ( Dem witches will screw you up ) And past that, you have custom mobs now. It's crazy with what can be added. Add enchanted loot, and potion effects and it's practically like make your own mob. Difficulty isn't a set path now, a map maker can extend or shorten it as much as he or she wants.
The big game changer is the command block though in my opinion The rail system is now obsolete. Why take a rail when you can teleport all over the place? I mean, Vechs was debuting the end system, Even that I'd say is out the window. Area size isn't a problem now. Why put all the areas next to each other when you can space em apart, and teleport the player there from the intersection? Telepads and teleporters are the future.
So back to your original pondering, It's just because the tools haven't really been there yet. I mean, When Vechs started out he really didn't have a fleshed out combat system, and his early works are really difficult just terrain wise. Suddenly status effects are thing. I can design areas around blindness, mining fatigue, hunger. And even make it AoE with beacons. Really the sky is the limit with these new tools
TL;DR: Tools weren't there. Future looks promising.
*Goes back to lurking*
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EDIT: And Hug, The mangy guy Aaron feeds the scraps too.
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We broke some records.
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I've never spent a cent on league, and I've been playing for about a year now, and have never found an imbalance. It is a utter blast.
Also, Look harder in the secret area. Look hard my friend.
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Then it's really hard to break away from the bipedal human stigma. Having a race that isn't like that doesn't make any sense. There is a reason humans are the dominant race.