Hey guys.
Vechs- I'm really enjoying BD2, it's fresh, new and an exciting skew of CTM. The difficulty switch technique of solving the persistence mob cap issue has made the map enjoyable again
Hope you don't mind me posting this here, but as this thread is a forum in itself, here ya go:
A screeny of my second CTM map, 'Skyward Ascent' [in development]:
Woah, sick map.
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War is where the young and stupid are tricked by the old and bitter into killing each other. The good people die, and so do the bad ones, but the weak people, like me, we have inherited the earth.
So apparently the 16 or so fleecymobs that spawn and are permanent, will make the natural spawns stop spawning even when you're not around them. I tested the WAS on my test world, and still had other natural spawns, so I guess the problem arises when you have multiple of them in a map. I figured if you got far enough away, they wouldn't count towards the cap anymore, but apparently they do. Blah.
As for dungeons for BD2... I don't really feel like doing that. Too time intensive (I have other projects think are more important). It's going to be a pain just tweaking all the spawners all around the map. Although I might redo that old half-buried spider fort, just for nostalgia.
I think after this I might be done with Open World stuff for a long time. It seems the most problematic of the genres. I do really like custom monster loot, so you guys can expect that to stick around.
Love the custom mob loot and everything, but just dislike how the landscape feels a little too empty and boring.
Another thought though... How would you feel about 16ish people grabbing the final copy of BD2 and each person adding in their own small dungeon for each of the fleecymobs? It'd save you the time and effort and possibly make the map better.
BTW, a few other thoughts on BD2:
-Storage:
-@players: Why not craft some dispensers to store stackable items?
-@Vechs: Perhaps give us items inside Dispensers, to avoid more chests?
-@Vechs: Cobblestone drops need to happen, I feel.
-Mobs:
-@Vechs: I still feel the space around the spawn for Fleecymobs needs to be reduced a fair bit. The White Wool one is still broken as well.
Hey Vechs, I haven't played BD 2 yet, but instead of spending hours trying to limit the drops in game to exactly what you are trying to accomplish, you could just add special rules for this map.
I'm thinking something similar to: Insomniac, Carnivore, Vegetarian, Jackie Chan, not using string/dyes for the monument wools etc.
If you don't want people to craft weapons/tools, you could just make it a map rule. So if they use a creeper to blow up some cobble, it would be considered cheating for them to make a pickaxe anyways. It would have been much easier to make a rule 'don't craft stuff from wood' instead of removing all wood from the map. That would make the map-making process a lot easier I think. Just a suggestion to help make this become the great map you envisioned it to be.
CTM maps completed: Vinyl Fantasy I & II, From Ashes, Kaizo Caverns, Spellbound Caves, Waking Up, Sea of Flame II, Legendary, Lethamyr, Inferno Mines, Vulcara, Monstrosity, Pantheon, Remote District II, Ragecraft: The Corrupted Path, Ragecraft II: Insomnia, Uncharted Territory 1&2, Aima Caves, Tale of Two Swords, Sunburn Islands, Skyward Ascent, No time to explain!, Material Energy 4, Now THATS what I call CTM.
Every bloody CTM map series boasts that it's bigger, longer, and harder than other CTM series. It's almost as if it's a **** measuring contest. (bigger, longer, harder...)
Love the custom mob loot and everything, but just dislike how the landscape feels a little too empty and boring.
Another thought though... How would you feel about 16ish people grabbing the final copy of BD2 and each person adding in their own small dungeon for each of the fleecymobs? It'd save you the time and effort and possibly make the map better.
BTW, a few other thoughts on BD2:
-Storage:
-@players: Why not craft some dispensers to store stackable items?
-@Vechs: Perhaps give us items inside Dispensers, to avoid more chests?
-@Vechs: Cobblestone drops need to happen, I feel.
-Mobs:
-@Vechs: I still feel the space around the spawn for Fleecymobs needs to be reduced a fair bit. The White Wool one is still broken as well.
And erm... that's all
I like all of these ideas.
In regards to the cobblestone drops, I came up with 2 equally evil solutions to this problem. Both can be implemented.
Solution A: cave spiders
Cave spiders come from caves, so it makes sense (ok not really but who cares) that they would have some stone on them. Have wide area cave spider spawners, and have them have a piece of cobblestone per kill. Additionaly, have them rarely drop silverfish cobble instead.
Solution B: supercharged creepers
Have wide area supercharged creepers. I know vechs has already said he would do this,but make them drop one TNT per kill.
Additionaly, have them have lower health.
Before you say that's too easy, the catch is that their fuse time is 25% of the normal time. Give them speed 2 as well.
Esentaily, they are sneaky mobs. If you react in time, they are killed easily with a wood sword. If not, you die.
Yeah. I personally have a dislike for Black Desert two, which makes me sad, I loved the first.
Like the theme.
Hate the method.
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That's three mass invasions within the same bloody month! I mean, seriously! The UDTU is attacking now, Blue has a sleeper attack coming soon, and now an invasion by space pirates? What is this, Russia if every american-made FPS happened at once?! - MagicallyDwarven
I think Vechs is posting more because of the release of BDII, but I think it ended up getting him more involved on the forums.
Thank you Vechs!
Nah he has these random streaks of being here and then goes back to his Vexian Internet Corner, which is filled with TVtropes, twitter, Imgur, and infinite foods.
Nah he has these random streaks of being here and then goes back to his Vexian Internet Corner, which is filled with TVtropes, twitter, Imgur, and infinite foods.
Ah, glorious. Now we can get actually occurring spawns and such. I shelved BD2 earlier on for a little bit since I wanted to play without that issue, time to delve back into the sand.
Like science :3
Instead here, we perform demented Minecraft science, based on making the player as uncomfortable as possible. (I have to fight off HOW MANY MOBS?)
WHAT?!
Danger zone.
Woah, sick map.
The good people die, and so do the bad ones, but the weak people, like me, we have inherited the earth.
Invisible [charged creepers, endermen, and spiders.], That's some of the things I've used, because they have a bit of an eiry feel to them
And, yeah, beacons are the best thing ever. I think you still have to edit the filters to get instant health damage and wither though.
Love the custom mob loot and everything, but just dislike how the landscape feels a little too empty and boring.
Another thought though... How would you feel about 16ish people grabbing the final copy of BD2 and each person adding in their own small dungeon for each of the fleecymobs? It'd save you the time and effort and possibly make the map better.
BTW, a few other thoughts on BD2:
-Storage:
-@players: Why not craft some dispensers to store stackable items?
-@Vechs: Perhaps give us items inside Dispensers, to avoid more chests?
-@Vechs: Cobblestone drops need to happen, I feel.
-Mobs:
-@Vechs: I still feel the space around the spawn for Fleecymobs needs to be reduced a fair bit. The White Wool one is still broken as well.
And erm... that's all
I'm thinking something similar to: Insomniac, Carnivore, Vegetarian, Jackie Chan, not using string/dyes for the monument wools etc.
If you don't want people to craft weapons/tools, you could just make it a map rule. So if they use a creeper to blow up some cobble, it would be considered cheating for them to make a pickaxe anyways. It would have been much easier to make a rule 'don't craft stuff from wood' instead of removing all wood from the map. That would make the map-making process a lot easier I think. Just a suggestion to help make this become the great map you envisioned it to be.
CTM maps completed: Vinyl Fantasy I & II, From Ashes, Kaizo Caverns, Spellbound Caves, Waking Up, Sea of Flame II, Legendary, Lethamyr, Inferno Mines, Vulcara, Monstrosity, Pantheon, Remote District II, Ragecraft: The Corrupted Path, Ragecraft II: Insomnia, Uncharted Territory 1&2, Aima Caves, Tale of Two Swords, Sunburn Islands, Skyward Ascent, No time to explain!, Material Energy 4, Now THATS what I call CTM.
That's mostly psychology but the discomfort part might be torture-ology, which is the study of torture possibilities, which mapmakers study.
I like all of these ideas.
In regards to the cobblestone drops, I came up with 2 equally evil solutions to this problem. Both can be implemented.
Solution A: cave spiders
Cave spiders come from caves, so it makes sense (ok not really but who cares) that they would have some stone on them. Have wide area cave spider spawners, and have them have a piece of cobblestone per kill. Additionaly, have them rarely drop silverfish cobble instead.
Solution B: supercharged creepers
Have wide area supercharged creepers. I know vechs has already said he would do this,but make them drop one TNT per kill.
Additionaly, have them have lower health.
Before you say that's too easy, the catch is that their fuse time is 25% of the normal time. Give them speed 2 as well.
Esentaily, they are sneaky mobs. If you react in time, they are killed easily with a wood sword. If not, you die.
Back on-topic, I also heard Vechs is working on Inferno Mines again, I can't wait for the map to come out XD
Furries are cool.
Like the theme.
Hate the method.
I think Vechs is posting more because of the release of BDII, but I think it ended up getting him more involved on the forums.
Thank you Vechs!
Nah he has these random streaks of being here and then goes back to his Vexian Internet Corner, which is filled with TVtropes, twitter, Imgur, and infinite foods.
WHAT?!
Danger zone.
Thank god.
I'm pausing work on BD2 while Amlup beta tests this version for me. I will adjust the map later according to his feedback.
Furries are cool.
Also, are you working on Inferno Mines now? :3
Don't forget funnyjunk.
Geechan: Pro Stalker/CTM Veteran
A guard tower. Made out of obsidian.
I feel like I've seen it in a Vechs map.
At the moment I remember thinking: 'Wow! He did this! I wish I did this!"
And then realized that he didn't do what I was thinking of. I realized I wanted to do this.
I don't remember what I was looking at now.
If it was too similiar to what this is, then tell me please.
- Haunt the map
- Traps
- More custom spawners that spawn dangerous encounters as you adventure.