I think he'd prefer friendly talk, and doesn't like this being turned into the CTM philosophy section of the forum.
No its not even that, I just literally don't want the walls. The posts people keep making are very long, and I'd rather not have to scroll through five inches of comic sans to see the newer posts
No its not even that, I just literally don't want the walls. The posts people keep making are very long, and I'd rather not have to scroll through five inches of comic sans to see the newer posts
Ah, okay, I understand. Then I bring to you my new invention- the SPOILER-
amazing, right?
Sorry, I had to :P. Though, I'm at fault to, I should have used one. Kinda surprised that no one has been using them though O.o
@Delthyn... Please become a mapmaker! (I can't recall you being one already, right?) Your ideas for old-school CTM are exactly what I'd like to play. All we need is someone to kick-start the trend with a map and then more of them may be made. There's no reason why two types of CTMs can't exist at the same time - the more basic, survival-orientated ones and the more gimmicky ones you mentioned (I gave a rant on it all a few pages back, so won't repeat my long-winded opinion of it).
Like honestly, if someone were to make a map with:
- minimal command blocks
- exploration
- minimal/just reward loot
- basic yet unique and well managed spawner placement
- survival Minecraft allowance (base-building, grinder making, farming?)
I personally would just... be happy. :3 You guys would not believe the number of mapmaking cravings I'm having. And to know that others are discussing and into the idea of more old-school-style CTMs as well makes me happy. It's not that I don't *like* any recent maps, I just miss things being simple.
Personnally I don't like all of that stuff, but that doesn't mean it shouldn't be made for those who do. Just as long as the two sides respect each other...
It'd be nice to see an outbreak of old-school maps just to add to the mix!
I'm sure they'll make an appearance again, it's much like video games now a days; Some people enjoy old school, while others enjoy new school and because of this we see retro games every now and then. It's just a matter of an old school mapper to make a map.
I have so much respect for all mapmakers no matter what they create, even if I don't like their maps - I never did manage to finish making a full map (RH hardly counts, feels more like a minimap to me) and being able to plan and create unique, interesting and fun areas of any type is something I greatly admire all mapmakers for. It's just with the evolution of CTM maps some of us are being left behind. The technological advancement of CTM maps is in no way a bad thing, it's just sad for some of us when maps seem more preoccupied with command block gimmicks and lose the essence of earlier maps. It'd be nice to see an outbreak of old-school maps just to add to the mix!
I definately see that. I think its important that the command block gimmicks actually have an essence of their own- instead of just being there to be cool, they actually tie the map together, give it is own feel and theme. Like, don't just make a gimmick of an area giving you a ten- heart force field, design the area around it as well. Admitably some won't ever like the new stuff, but I don't really have a response there except to hope that they can get older maps made again, a long with newer ones.
Personnally I don't like all of that stuff, but that doesn't mean it shouldn't be made for those who do. Just as long as the two sides respect each other...
Which IK they won't...
But yeah, still, please do that!
I hate parkour and adventure maps. Never wanted to play one, never will. But if you like them, more power to ya! Have fun! It's sorta like that, but not as much for new vs. old CTM. They both very clearly belong in the CTM genre, but are wildly different facets. One is very much focused on adventure, objectives, experimentation, and quick map completion. The other would be more focused on survival, exploration, simplicty, freedom to choose your own objectives, and a smoother, slower map pace. They can very clearly exist side-by-side, and the prospect is quite intriguing.
@Delthyn... Please become a mapmaker! (I can't recall you being one already, right?) Your ideas for old-school CTM are exactly what I'd like to play. All we need is someone to kick-start the trend with a map and then more of them may be made.
Like honestly, if someone were to make a map with:
- minimal command blocks
- exploration
- minimal/just reward loot
- basic yet unique and well managed spawner placement
- survival Minecraft allowance (base-building, grinder making, farming?)
Unfortunately, I have a laptop, which MCEdit does not like. Furthermore, I'm just plain bad at using it. World Painter I can handle, World Edit....eh, not so good. Filters and customization...nope! TLDR; Del is not a mapper.
I too though, would love a nice old-school map. Roughly the size of Vechs' orginal maps (Kaizo, Sea of Flame, etc.), with a nice mesh of the Super Hostile and Vinyl Fantasy feels, with a healthy dose of simplicity and survival. That sounds like a blast.
I did have one idea, that may or may not be good. Basically, since the Minecraft Launcher now supports all versions of minecraft, you can create a map and state that it is designed for use with X.X.X version of MC. You never really have to update the map, because people can just downgrade their .jar. Although this might be irritating for some, its pathetically easy. With this in mind, my idea was to create a series of CTM maps, made and designed for Beta 1.7.3. No enchanting, no potions, very simplistic, etc. Another excellent cut-off point would be 1.2.5, as it was the last version before the SSP/SMP merge, and it too, was a simpler time. Finally, you could have more up-to-date maps, with the caveat of self-enforced simplicity. There's a whole range of options available for new CTM maps, waiting to be explored. Maybe I should take up mapping...
I hate parkour and adventure maps. Never wanted to play one, never will. But if you like them, more power to ya! Have fun! It's sorta like that, but not as much for new vs. old CTM. They both very clearly belong in the CTM genre, but are wildly different facets. One is very much focused on adventure, objectives, experimentation, and quick map completion. The other would be more focused on survival, exploration, simplicty, freedom to choose your own objectives, and a smoother, slower map pace. They can very clearly exist side-by-side, and the prospect is quite intriguing.
Unfortunately, I have a laptop, which MCEdit does not like. Furthermore, I'm just plain bad at using it. World Painter I can handle, World Edit....eh, not so good. Filters and customization...nope! TLDR; Del is not a mapper.
I remember when I had an old mac laptop. I don't know how I survived.
(I kid, I kid.)
At the same time though, I'm not sure there will ever be people who do that for a while. I mean, think about the retro game insdustry. After big game industries moved away from it, it was a long time before we started seeing "bit" style games again.
Hopefully that won't happen here though.
--------------------------------------------------------------------------------------------------------------------------------
Also, incidently, Vechs mentioned a while ago in one of his videos that he had an idea for another map style. IK his last map wasn't as good and we seem to perceive him as just another mapper now, but I think he identified the problem then, and that doesn't neccesarily break his reputation for innovation as far as map style goes. (He created CTMs, fleecy boxes, intersections, etc.)
Many probably don't care at all, but I thought it could be something to talk about. No doubt it would have some similarities to CTM's, considering that was Vechs' biggest success.
EDIT: this may have been talked about before, I can't keep up well with posts here, and I've missed to many to look all the way through. Sorry if so.
-Random Loot made with no forethought or intelligence, just random stuff in a chest.
-Too much loot. Loot is now ordinary and standard rather than a real reward.
-Loot replacing farming.
-Lack of Traps.
-Abuse of custom mobs, potion spawners, gimmicks, and teleporters. (If there is a teleporter at every intersection, why build a cool railroad?)
-Focus on the wool rather than upon the area, with the wool being a PART of the area, not the sum and center.
-Removal of need to build houses, erect farms, and create "safe havens."
-Lack of survival elements.
-Block variation. (Kaizo (stone/gravel) > [Map name Redacted] red mushroom, lava, obsidian, redstone block, mossy cobble)
Here is my thoughts on your points. And indeed, there is a vastly different style! I know what you want now though.
Random loot is terrible; I believe nearly everyone agrees after the IM fiasco. Some mapmakers put filler loot such as food, torches, and blocks, but I assume you don't mean that as "random loot." I believe that fall under loot replacing farming. I do know that many players like you would like some management such as mining some cobble instead of being given it, it's just a slower style. I think farming, building, and building-for-progress (such as railroads, grinders, etc) is the biggie that you're aiming for.
"Too much loot" - mapmakers do intend the "too much loot" to be ordinary and standard - those are completely normal loot that the mapmaker intend you to have constantly in an area or intersection, therefore the mapmaker gives you a ton of it. It's not supposed to be special. You're only supposed to get special loot in special occassions, rarely, and I expect every map to have actual special loot. The enchanted loot that you're given is there so that the mapmaker can let you feel progress without giving you an enchanting table.
Traps are something that I miss - sadly, current maps gives you just a few of super-special loot, and if you lose it, it will be very sad. I do miss it though.
I see nothing wrong with the wool being the goal of the area; not a single area puts the wool as the centerpiece since it'll be too easy to blitz through to it if the player knows where it is. A good map will always guide the player - who is unknowing of where he is being led - naturally through the area using mobs or natural guides (light) to tunnel the player to to the goal. In addition, mixing mossy cobble with lava/obsidian and redstone is just... bad... you can't say that's because of the "new" ctm version though.
Your other complaints are all based on your want for less automation and more work via building. It's not my style (and probably many others), but I know that some players want it just to have the vanilla-like feel.
Also, regarding custom mobs, gimmicks, and potion spawners. Frankly, all the custom mobs do is to give the area a theme and atomsphere. Very rarely do custom mobs give you a different experience unless it's a super special boss. Same with statistical gimmicks - all of the more damage, more health, more this and more that does not (and should not) affect your gameplay because all of the monsters are going to be balanced accordingly. The best "gimmick" in my opinion is mobility - for example, ninja academy in RC2 - the speed and jump boost gives you an awesome experience jumping around.
I don't know why you hate potion spawners; the mapmaker always balances around it or put potion spawners for transportation... that's not supposed to be a big deal.
Why not post something useful to change the subject, then? I think Delthyn and others are having a really interesting discussion here, and shouldn't just stop because people don't like walls of texts. But I see no attempt at properly starting a new topic here?
Edit: Okay, people should probably use spoilers more... but as Rock pointed out, this is CTM discussion. Some of us don't want to scroll through image spam either, but we do it without complaint
Fair point! In the future I'll try to do that instead of just complaining. (no snarkiness here btw, i will seriously try to be better about that)
Also all you people be making me wanna make an old-school ctm...maybe I'll make my second ctm into one of those.
I have so much respect for all mapmakers no matter what they create, even if I don't like their maps - I never did manage to finish making a full map (RH hardly counts, feels more like a minimap to me)
Gurl, no, don't chu even say dat.
In all seriousness though: RH is still one of my favorite maps of all time and I DIDN'T EVEN PLAY ALL OF IT! (if that's confusing you should check out my youtube to see what I mean #shamelessselfplugging) It was just...ah, so good. I loved how you made it so fun to play without making it needlessly complex or even making it that difficult to complete! It's really a feat of map making in my humble opinion, and its still in my top three maps.
-Random Loot made with no forethought or intelligence, just random stuff in a chest. Fully agree.
-Too much loot. Loot is now ordinary and standard rather than a real reward. This is pretty much because mapmakers are trying to make maps accessible to more people. If your map has barely any loot, the players who aren't as good are going to lose that stuff and ragequit. The real reward in most of these maps is the higher-level loot, the loot that makes the map easier.
-Loot replacing farming. I don't like farming at all. My limit is pretty much just having to spam XP bottles to get up to whatever level I need. But hey, you've got your own playstyle, that's cool.
-Lack of Traps. This. You can have all the good stuff in the world, but if you walk straight into a trap without thinking, then bye-bye all the nice things. However, I feel like people should still have (inferior) stuff to fall back on. This ties into the "too much loot problem" that you see.
-Abuse of custom mobs, potion spawners, gimmicks, and teleporters. (If there is a teleporter at every intersection, why build a cool railroad?) You actually want to build that railroad? Huh. I hate tedious work, and building a railroad seems like exactly the sort of thing that I wouldn't want to do. Potion spawners tend to be balanced; you can't move the spawner around with you, so you can only get a certain distance with the effect. Re: custom mobs: As Zincamania said, they're just there to add to the atmosphere. Gimmicks can occasionally be a bit iffy, but they help to add variety to what could otherwise be repetitive kill mobs - get loot - kill more mobs - get wool.
-Focus on the wool rather than upon the area, with the wool being a PART of the area, not the sum and center. I think you might like RC2 in this respect. The areas are mostly about having fun exploring, rather than saying "Hey, the wool's this way, go fight a bunch of mobs!" White wool? Sub-dungeon within the area. Orange? Hidden in a random house. Magenta? Well, it's got its own castle, but there's still plenty to explore. Light blue has a clearly defined "this is the wool dungeon" segment, but the rest is still exploration. Yellow is sorta like orange. Lime is probably the worst offender with regards to the "don't make the wool dungeon be the entire area," but it's still not bad. Pink is very much like orange. (That's as far as I've gotten in the map.)
-Removal of need to build houses, erect farms, and create "safe havens." Hmm. This strikes me as another one of those boring tasks that most maps eliminate.
-Lack of survival elements. This isn't as much of an individual point as it is a summary of everything you've said.
-Block variation. (Kaizo (stone/gravel) > [Map name Redacted] red mushroom, lava, obsidian, redstone block, mossy cobble) I honestly don't care about aesthetics all that much. I'll notice bad aesthetics, like when the mapmaker is being blatantly lazy, and I don't like that, but I didn't find the appearance of (for example) IM to be all that bad. I could tell Vechs had put work into it - a lot more work than went into the appearances of most of his earlier maps.
I will say one thing, though... This discussion is making me want to rebalance the loot in my area of TR. Like, massive readjustments. Also, I think that if we add a little more content to them, you would really like [REDACTED] and [REDACTED]'s areas. So much to explore.
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
Why not post something useful to change the subject, then? I think Delthyn and others are having a really interesting discussion here, and shouldn't just stop because people don't like walls of texts. But I see no attempt at properly starting a new topic here?
Edit: Okay, people should probably use spoilers more... but as Rock pointed out, this is CTM discussion. Some of us don't want to scroll through image spam either, but we do it without complaint
~
@Delthyn... Please become a mapmaker! (I can't recall you being one already, right?) Your ideas for old-school CTM are exactly what I'd like to play. All we need is someone to kick-start the trend with a map and then more of them may be made. There's no reason why two types of CTMs can't exist at the same time - the more basic, survival-orientated ones and the more gimmicky ones you mentioned (I gave a rant on it all a few pages back, so won't repeat my long-winded opinion of it).
Like honestly, if someone were to make a map with:
- minimal command blocks
- exploration
- minimal/just reward loot
- basic yet unique and well managed spawner placement
- survival Minecraft allowance (base-building, grinder making, farming?)
I personally would just... be happy. :3 You guys would not believe the number of mapmaking cravings I'm having. And to know that others are discussing and into the idea of more old-school-style CTMs as well makes me happy. It's not that I don't *like* any recent maps, I just miss things being simple.
Now you're making me wanna build a simple-based mini or full map sometime
A little something interesting I'd like to point out regarding this whole existential debate of CTM: CTM is one of the only map genres I know of that is defined by its goal rather than its gameplay. We've got adventure, survival, puzzle, parkour, etc., all describing the gameplay of the maps they are attached to. With CTM, all the player knows is that there's a long-term goal of completing a monument. As such, they don't know what to expect apart from the screenshots and the map description, which often isn't going to be enough to detail the intricacies of the gameplay.
I agree that there's a divide between older CTM maps, focused more on survival and exploration, versus newer CTM maps, focused on carefully designed dungeons and areas with gradual progression. I don't believe there's a good side or bad side of this, but they do deserve some more thought-out classifications. I'm not suggesting we adopt a new system right away (or even at all,) but something along the lines of:
aCTM - Adventure Complete the Monument (Quest/area/dungeon-based CTM maps with emphasis on loot and intricate custom environments.)
sCTM - Survival Complete the Monument (Survival-based CTM maps that are truer to Vechs' SH series and focused on custom terrain and "survival-plus" gameplay.)
uCTM - Unique Complete the Monument (Other maps where the Monument is still a goal, but doesn't quite fit into the other two categories, either focusing on gameplay not typically seen in CTM maps, or using CTM as a very loose definition.)
The implications of switching over to this system are massive, so again I'll say I'm not suggesting we immediately start using it. Just want to know what you guys think about it, if something like this is even necessary, etc.
The implications of switching over to this system are massive, so again I'll say I'm not suggesting we immediately start using it. Just want to know what you guys think about it, if something like this is even necessary, etc.
Sounds like a great idea, but I doubt there will be many sCTM's
Also we need:
eCTM: Maps that use erosion
bsCTM: Maps with obvious brush strokes
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
That's definitely an interesting point. I like it, but I'm afraid that switching over to that system might divide the community somewhat... I like everyone here. I don't want to see the community split in half.
Oh, and by the way, guys, . Just so you know.
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
On the topic of old school and modern maps, instead of going into a long rant(which I could), can I tell you about a map I've been thinking about?
So- medevial times, zombie invasion, apocolyptic, yes yes. When you start, there is going to be an insanely hard castle you spawn in. There's 1 health zombies that drops sticks and that stuff, 2 health skelly's that drop planks. Not to spoil the rest, but it's brutal.
Over the land, there will be caves, castles, villages, etc- but it's progressively gets harder.(Linearish, open world, it'll be designed well) You will primarily use the environment for resources, so you have to mine for coal and stone, and use trees for wood and such. There will be lots of gimmicky things, like rescuing villagers from castles, insane boss things, special items, etc. Nothing too game breaking. You can bridge, tunnel, pillar, but it cheeses some stuff(but feel free! You only have skellies to attack you!
Loot is rare. Whole villages may need to be searched for keys(which you need 5 or so to get a loot chest)
You can make lots of bases, or simply take long treks and make railroads(no grindy 2 hr trek crap, I'll use some teleports)
It will be brutal. It's not the kind of map you can simply use your op loot and demolish everything. Slow would be safer, but meh do whatever you want.
Mobs will be custom, but don't expect super potion jump boost things with special mechanics.
CTM will be a part of the map, but it's not exactly going to be based around getting wool. You can survive, make cool houses in every village, etc. You should explore. I'll make caverns underground this you get to by mining, a zombie nest or a collapsed building may just lie around. There will be challenges to get villagers(which are very helpful, but unique), side quests, and everything. So insane CTM survival hybrid thingy. Something there for everyone, gimmicks if you want to use them, mining and grinding if you want, exploration(if you want), and basically something for everyone. You can choose how to go through your adventure. I'm very excited about this map.
Sorta segwaying into another topic: I really like modern maps that keep the difficulty relatively easy, if you manage your loot well and plan how you go through the areas, until the last intersection or just the last area where the difficulty kicks up significantly.
The main example I'm thinking of is Drago's Dreadsky Isles, where i was essentially able to yoloswag2023 all the areas, but as soon as I hit the black wool i was like "Oh...oh ok so i have to try now" And that's a nice feeling to get for the end, a nice final challenge
Are you saying that CTM discussion is not allowed in the CTM Community thread?
Special thanks to Axl Rosie for the sig.
Ah, sorry. ;.;
I think he'd prefer friendly talk, and doesn't like this being turned into the CTM philosophy section of the forum.
no I'm fine with discussion, just keep your posts concise please
No its not even that, I just literally don't want the walls. The posts people keep making are very long, and I'd rather not have to scroll through five inches of comic sans to see the newer posts
Ah, okay, I understand. Then I bring to you my new invention- the SPOILER-
Sorry, I had to :P. Though, I'm at fault to, I should have used one. Kinda surprised that no one has been using them though O.o
Personnally I don't like all of that stuff, but that doesn't mean it shouldn't be made for those who do. Just as long as the two sides respect each other...
Which IK they won't...
But yeah, still, please do that!
I'm sure they'll make an appearance again, it's much like video games now a days; Some people enjoy old school, while others enjoy new school and because of this we see retro games every now and then. It's just a matter of an old school mapper to make a map.
Special thanks to Axl Rosie for the sig.
SIEG HEIL
[YOUR AD HERE FOR JUST $69.69]
Don't worry, its more like a swatstika with 8 arms XD.
I definately see that. I think its important that the command block gimmicks actually have an essence of their own- instead of just being there to be cool, they actually tie the map together, give it is own feel and theme. Like, don't just make a gimmick of an area giving you a ten- heart force field, design the area around it as well. Admitably some won't ever like the new stuff, but I don't really have a response there except to hope that they can get older maps made again, a long with newer ones.
I hate parkour and adventure maps. Never wanted to play one, never will. But if you like them, more power to ya! Have fun! It's sorta like that, but not as much for new vs. old CTM. They both very clearly belong in the CTM genre, but are wildly different facets. One is very much focused on adventure, objectives, experimentation, and quick map completion. The other would be more focused on survival, exploration, simplicty, freedom to choose your own objectives, and a smoother, slower map pace. They can very clearly exist side-by-side, and the prospect is quite intriguing.
Unfortunately, I have a laptop, which MCEdit does not like. Furthermore, I'm just plain bad at using it. World Painter I can handle, World Edit....eh, not so good. Filters and customization...nope! TLDR; Del is not a mapper.
I too though, would love a nice old-school map. Roughly the size of Vechs' orginal maps (Kaizo, Sea of Flame, etc.), with a nice mesh of the Super Hostile and Vinyl Fantasy feels, with a healthy dose of simplicity and survival. That sounds like a blast.
I did have one idea, that may or may not be good. Basically, since the Minecraft Launcher now supports all versions of minecraft, you can create a map and state that it is designed for use with X.X.X version of MC. You never really have to update the map, because people can just downgrade their .jar. Although this might be irritating for some, its pathetically easy. With this in mind, my idea was to create a series of CTM maps, made and designed for Beta 1.7.3. No enchanting, no potions, very simplistic, etc. Another excellent cut-off point would be 1.2.5, as it was the last version before the SSP/SMP merge, and it too, was a simpler time. Finally, you could have more up-to-date maps, with the caveat of self-enforced simplicity. There's a whole range of options available for new CTM maps, waiting to be explored. Maybe I should take up mapping...
I remember when I had an old mac laptop. I don't know how I survived.
(I kid, I kid.)
At the same time though, I'm not sure there will ever be people who do that for a while. I mean, think about the retro game insdustry. After big game industries moved away from it, it was a long time before we started seeing "bit" style games again.
Hopefully that won't happen here though.
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Also, incidently, Vechs mentioned a while ago in one of his videos that he had an idea for another map style. IK his last map wasn't as good and we seem to perceive him as just another mapper now, but I think he identified the problem then, and that doesn't neccesarily break his reputation for innovation as far as map style goes. (He created CTMs, fleecy boxes, intersections, etc.)
Many probably don't care at all, but I thought it could be something to talk about. No doubt it would have some similarities to CTM's, considering that was Vechs' biggest success.
EDIT: this may have been talked about before, I can't keep up well with posts here, and I've missed to many to look all the way through. Sorry if so.
Here is my thoughts on your points. And indeed, there is a vastly different style! I know what you want now though.
Random loot is terrible; I believe nearly everyone agrees after the IM fiasco. Some mapmakers put filler loot such as food, torches, and blocks, but I assume you don't mean that as "random loot." I believe that fall under loot replacing farming. I do know that many players like you would like some management such as mining some cobble instead of being given it, it's just a slower style. I think farming, building, and building-for-progress (such as railroads, grinders, etc) is the biggie that you're aiming for.
"Too much loot" - mapmakers do intend the "too much loot" to be ordinary and standard - those are completely normal loot that the mapmaker intend you to have constantly in an area or intersection, therefore the mapmaker gives you a ton of it. It's not supposed to be special. You're only supposed to get special loot in special occassions, rarely, and I expect every map to have actual special loot. The enchanted loot that you're given is there so that the mapmaker can let you feel progress without giving you an enchanting table.
Traps are something that I miss - sadly, current maps gives you just a few of super-special loot, and if you lose it, it will be very sad. I do miss it though.
I see nothing wrong with the wool being the goal of the area; not a single area puts the wool as the centerpiece since it'll be too easy to blitz through to it if the player knows where it is. A good map will always guide the player - who is unknowing of where he is being led - naturally through the area using mobs or natural guides (light) to tunnel the player to to the goal. In addition, mixing mossy cobble with lava/obsidian and redstone is just... bad... you can't say that's because of the "new" ctm version though.
Your other complaints are all based on your want for less automation and more work via building. It's not my style (and probably many others), but I know that some players want it just to have the vanilla-like feel.
Also, regarding custom mobs, gimmicks, and potion spawners. Frankly, all the custom mobs do is to give the area a theme and atomsphere. Very rarely do custom mobs give you a different experience unless it's a super special boss. Same with statistical gimmicks - all of the more damage, more health, more this and more that does not (and should not) affect your gameplay because all of the monsters are going to be balanced accordingly. The best "gimmick" in my opinion is mobility - for example, ninja academy in RC2 - the speed and jump boost gives you an awesome experience jumping around.
I don't know why you hate potion spawners; the mapmaker always balances around it or put potion spawners for transportation... that's not supposed to be a big deal.
Fair point! In the future I'll try to do that instead of just complaining. (no snarkiness here btw, i will seriously try to be better about that)
Also all you people be making me wanna make an old-school ctm...maybe I'll make my second ctm into one of those.
Gurl, no, don't chu even say dat.
In all seriousness though: RH is still one of my favorite maps of all time and I DIDN'T EVEN PLAY ALL OF IT! (if that's confusing you should check out my youtube to see what I mean #shamelessselfplugging) It was just...ah, so good. I loved how you made it so fun to play without making it needlessly complex or even making it that difficult to complete! It's really a feat of map making in my humble opinion, and its still in my top three maps.
I will say one thing, though... This discussion is making me want to rebalance the loot in my area of TR. Like, massive readjustments. Also, I think that if we add a little more content to them, you would really like [REDACTED] and [REDACTED]'s areas. So much to explore.
Now you're making me wanna build a simple-based mini or full map sometime
I agree that there's a divide between older CTM maps, focused more on survival and exploration, versus newer CTM maps, focused on carefully designed dungeons and areas with gradual progression. I don't believe there's a good side or bad side of this, but they do deserve some more thought-out classifications. I'm not suggesting we adopt a new system right away (or even at all,) but something along the lines of:
aCTM - Adventure Complete the Monument (Quest/area/dungeon-based CTM maps with emphasis on loot and intricate custom environments.)
sCTM - Survival Complete the Monument (Survival-based CTM maps that are truer to Vechs' SH series and focused on custom terrain and "survival-plus" gameplay.)
uCTM - Unique Complete the Monument (Other maps where the Monument is still a goal, but doesn't quite fit into the other two categories, either focusing on gameplay not typically seen in CTM maps, or using CTM as a very loose definition.)
The implications of switching over to this system are massive, so again I'll say I'm not suggesting we immediately start using it. Just want to know what you guys think about it, if something like this is even necessary, etc.
Sounds like a great idea, but I doubt there will be many sCTM's
Also we need:
eCTM: Maps that use erosion
bsCTM: Maps with obvious brush strokes
EDIT- ;P But those are totally seperate.
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Oh, and by the way, guys, . Just so you know.
So- medevial times, zombie invasion, apocolyptic, yes yes. When you start, there is going to be an insanely hard castle you spawn in. There's 1 health zombies that drops sticks and that stuff, 2 health skelly's that drop planks. Not to spoil the rest, but it's brutal.
Over the land, there will be caves, castles, villages, etc- but it's progressively gets harder.(Linearish, open world, it'll be designed well) You will primarily use the environment for resources, so you have to mine for coal and stone, and use trees for wood and such. There will be lots of gimmicky things, like rescuing villagers from castles, insane boss things, special items, etc. Nothing too game breaking. You can bridge, tunnel, pillar, but it cheeses some stuff(but feel free! You only have skellies to attack you!
Loot is rare. Whole villages may need to be searched for keys(which you need 5 or so to get a loot chest)
You can make lots of bases, or simply take long treks and make railroads(no grindy 2 hr trek crap, I'll use some teleports)
It will be brutal. It's not the kind of map you can simply use your op loot and demolish everything. Slow would be safer, but meh do whatever you want.
Mobs will be custom, but don't expect super potion jump boost things with special mechanics.
CTM will be a part of the map, but it's not exactly going to be based around getting wool. You can survive, make cool houses in every village, etc. You should explore. I'll make caverns underground this you get to by mining, a zombie nest or a collapsed building may just lie around. There will be challenges to get villagers(which are very helpful, but unique), side quests, and everything. So insane CTM survival hybrid thingy. Something there for everyone, gimmicks if you want to use them, mining and grinding if you want, exploration(if you want), and basically something for everyone. You can choose how to go through your adventure. I'm very excited about this map.
Sorry if this explanation isn't very concise,
My Thread: http://www.minecraftforum.net/topic/1881805-ctm-wip-lands-of-mystery-by-bnm-new-map-started/#entry23248316
The main example I'm thinking of is Drago's Dreadsky Isles, where i was essentially able to yoloswag2023 all the areas, but as soon as I hit the black wool i was like "Oh...oh ok so i have to try now" And that's a nice feeling to get for the end, a nice final challenge