ok so this area isn't finished yet, but i think it coming along good.
*snip*
I like the concept you've got going, but I think it would look a lot better with non-vanilla jungle trees, and without the two other types of trees down there. Adding some foliage to the ground, maybe draping off the side too would really look nice. And the shape of the cave looks pretty good.
ok so this area isn't finished yet, but i think it coming along good.
Nice. The jungle island makes a pretty nice "oasis" feel. I would definitely build a house there!
The cave itself looks nice, but i want to see a better picture of it, without the sky cutting through the render distance.
Don't ruin it with tons of glowstone everywhere, but add some spots of light for the player as a beacon to follow.
So this is for a project that is currently codenamed Octagon Sandcastle Dreams ...because i can't think of an actual name for it yet. This project is a uCTM, with five objectives. Now i know, that sounds weird, but allow me to explainerate.
The basic story premise is that an evil overlord known as ??? has separated all the many worlds, which once mingled with one another, with giant inter-dimensional walls of doom, or IWODs, for short. But, no one knows ???'s real name, and it said to be his only weakness. You must go on a quest across five of the worlds so you can find the Five Syllables of ???'s true name.
So as you can see, that's why there's five monument pieces. However, its more complex than that. The way it will work is there will be a singular hub world where you go into the five other sub-hubs. One of those is Faery Queen's Grove, the picture i showed off. There are four others, currently i have two of them planned, a desert canyon area and a scientific experimental research facility. The main hub and each of the five sub-hubs will be in adventure mode, with no block-breaking or placing allowed. However there will also be dungeons in each of the five sub-hubs, which will allow for traditional CTM gameplay with all the breaking and placing blocks you could want. I also want to mix other gameplay styles in with traditional ctm styles, like parkour and puzzles. Also if you're wondering, the sub-hubs will be where you get quests and such.
Now I will mention one other thing, something that will help this map be a longer experience hopefully. Each world is locked at the beginning except the first one, Faery Queen's Grotto. You find a secret switch in each sub-hub that unlocks the next world. However, the dungeon holding the monument piece is locked as well, and the key to it will always be in another world, not the one in which the dungeon is located. Hopefully this will make for some interesting exploration, and not just be tedious. I'm going to be extra careful to make sure its not.
And finally, i'd say that while I'm super excited to get this project moving, my main focus will remain on Speluncaphobia until I get that map finished. Once i'm done with Splunc. I plan to move on to this map
The start of my Super Meat Boy fandom area, filled with parkour and lots of things that kill you Thoughts?
-snip-
That looks pretty nice. The Brick/Netherrack combo looks nice in the surrounding walls, but perhaps you could keep to one or the other (or something completely different) in other parts.
I've finished the second area, and am left to work on the Orange Wool Boss arena...
Area Name: Nefarious Lair
Also, I've decided on a few new game mechanics that really challenge the aspect of the CTM genre and i've listed them below:
The contamination has not only destroyed the land and the environment, but has also made you weaker, henceforth you will not be able to place or break blocks (you play in adventure mode) until you can find a cure.
Superpowers! At the end of every boss battle, the player will unlock a special superpower. The first of these is the ability to Crouch-Jump (using the stat.crouch.OneCm, whenever the player crouches they will receive a small jump boost allowing them to jump 3 blocks high). Seeing as most of the game is played in adventure mode, it can be useful in granting access to a "safe room" to regenerate health instead of the player digging through the wall and waiting to heal back up. So I present the "Heal Station" which can only be accessed by crouch-jumping and offers an instant health potion spawner to get back into the battle ASAP:
Seeing as water kills the player, i've decided to make all Slime-based mobs drop a small speed potion of speed 2 for a few seconds. In areas such as the first screenshots i've posted, if the players aren't careful, they might "slip off" the small platforms and into the water, which is bad news for the player!
I will continue to provide updates as I make more areas and I just want to say that i'm loving all of the cool new mechanics that 1.8 can offer! It's amazing!
What area is this for?
Nice. The jungle island makes a pretty nice "oasis" feel. I would definitely build a house there!
The cave itself looks nice, but i want to see a better picture of it, without the sky cutting through the render distance.
Don't ruin it with tons of glowstone everywhere, but add some spots of light for the player as a beacon to follow.
Excellent question!
So this is for a project that is currently codenamed Octagon Sandcastle Dreams ...because i can't think of an actual name for it yet. This project is a uCTM, with five objectives. Now i know, that sounds weird, but allow me to explainerate.
The basic story premise is that an evil overlord known as ??? has separated all the many worlds, which once mingled with one another, with giant inter-dimensional walls of doom, or IWODs, for short. But, no one knows ???'s real name, and it said to be his only weakness. You must go on a quest across five of the worlds so you can find the Five Syllables of ???'s true name.
So as you can see, that's why there's five monument pieces. However, its more complex than that. The way it will work is there will be a singular hub world where you go into the five other sub-hubs. One of those is Faery Queen's Grove, the picture i showed off. There are four others, currently i have two of them planned, a desert canyon area and a scientific experimental research facility. The main hub and each of the five sub-hubs will be in adventure mode, with no block-breaking or placing allowed. However there will also be dungeons in each of the five sub-hubs, which will allow for traditional CTM gameplay with all the breaking and placing blocks you could want. I also want to mix other gameplay styles in with traditional ctm styles, like parkour and puzzles. Also if you're wondering, the sub-hubs will be where you get quests and such.
Now I will mention one other thing, something that will help this map be a longer experience hopefully. Each world is locked at the beginning except the first one, Faery Queen's Grotto. You find a secret switch in each sub-hub that unlocks the next world. However, the dungeon holding the monument piece is locked as well, and the key to it will always be in another world, not the one in which the dungeon is located. Hopefully this will make for some interesting exploration, and not just be tedious. I'm going to be extra careful to make sure its not.
And finally, i'd say that while I'm super excited to get this project moving, my main focus will remain on Speluncaphobia until I get that map finished. Once i'm done with Splunc. I plan to move on to this map
lolno
The map won't be out for awhile, I still have a lot to do. and yes a Lp would be awesome!
I think you need to stick with either netherrack or bricks, not both
Will players have blocks at this point of the map? or is it in the beginning?
It's in I4. (inb4 sylf #lol #swag)
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Plenty of blocks, but it is designed to be a parkour area, all the jumps can be made
I believe that I sent you a PM about beta testing your map. I'm just not sure if you got it.
And just so I don't waste any space...
That looks pretty nice. The Brick/Netherrack combo looks nice in the surrounding walls, but perhaps you could keep to one or the other (or something completely different) in other parts.
Yea, but you know how people are, always going for the safe path. They'll probably just tunnel around or bridge to the platforms.
Atleast that's what I'd do, because screw losing all my stuff to a stupid jump.
Of course, the masters of hardcore parkour will be pleased by such an area.
AND WE KNOW HOW THAT WORKED OUT DON'T WE DRAGO! DON'T WE!!!
...
Wish I could stay, but I have to go.
Don't worry, If I could, I'd argue the crap out of you!
The block variation is very nice. I like that you used blocks that were red for this area. And the structures seems nicely-made.
http://www.minecraftforum.net/topic/2479285-ctm-chaos-and-order-by-elias-and-keksmonster/
I've finished the second area, and am left to work on the Orange Wool Boss arena...
Area Name: Nefarious Lair
Also, I've decided on a few new game mechanics that really challenge the aspect of the CTM genre and i've listed them below: