People said nothing about group questions! ya haha browneye your so hilarious
Thank you! Also YEAH NEXT PAGE!!!
So community question time. CQ:
What do you think makes a good map good. Gameplay? Aesthetics? I know it's a combination of both but what do you think matters more? dibs worked, Infinity!
So community question time. CQ:
What do you think makes a good map good. Gameplay? Aesthetics? I know it's a combination of both but what do you think matters more? dibs worked, Infinity!
your welcome ;D I just expect a 1000000000000$ gift for getting you the page get
So community question time. CQ:
What do you think makes a good map good. Gameplay? Aesthetics? I know it's a combination of both but what do you think matters more? dibs worked, Infinity!
I believe, and have pretty much always believed, that gameplay is far more important than aesthetics. If your map has terrible aesthetics but great gameplay, I'll probably play it (for example, I have played a lot of the Super Hostile maps, which - while the aesthetics might not be terrible - are not shining examples of beauty). If your map has great aesthetics but terrible gameplay, I'll probably just fly through in creative to a.) look at all the pretty builds and b.) laugh at how terrible the gameplay is (for example OH GOD WHY WOULD YOU EVER PUT THAT THERE).
So community question time. CQ:
What do you think makes a good map good. Gameplay? Aesthetics? I know it's a combination of both but what do you think matters more? dibs worked, Infinity!
In MY opinion the weight falls more heavily on gameplay than aesthetics for a GOOD map. For a GREAT map aesthetics play more of a role, but to make a map at least good you need balanced and challenging gameplay.
So community question time. CQ:
What do you think makes a good map good. Gameplay? Aesthetics? I know it's a combination of both but what do you think matters more? dibs worked, Infinity!
I think both are equally important. You need both of them to have a successful map. I've always used spellbound caves as a base, Like when I judge maps they have to have aesthetics and gameplay equal or greater than spellbound caves. Simply because it's got decent aesthetics, Nothing to drool over but not bad enough to complain about and some-what balanced gameplay. So I would never just focus on one of the two, They both matter completely the same. Aesthetics = 50% Gameplay = 50%
Any feedback on the rest area for the map I've been working on?
I would add some mossy cobble to the background block variation. Also could replace some of the trees with custom trees, vanilla looking trees are boring to some people. Maybe thin out a couple of the more spread out waterfalls... Those are my suggestions at least, otherwise good lookin thingy.
I would add some mossy cobble to the background block variation. Also could replace some of the trees with custom trees, vanilla looking trees are boring to some people. Maybe thin out a couple of the more spread out waterfalls... Those are my suggestions at least, otherwise good lookin thingy.
I've got custom trees in other parts of my map, but here I like the vanilla look of default trees. I think the player will have an easier time clearing these if they want to than cusom trees as well, if they choose to. I'll take a look at the other suggestions though.
So community question time. CQ:
What do you think makes a good map good. Gameplay? Aesthetics? I know it's a combination of both but what do you think matters more? dibs worked, Infinity!
Aesthetics play a huge role in my enjoyment of a map, but the map can't just be pretty for me to like it. Inkstar was the perfect example of this - the map was gorgeous, with massive builds, and what looked like a ton of stuff to do, but there was, in essence, no gameplay. And it made it so I wasn't willing to play past the first two Eggs.
Gameplay as such can make or break a map - but even with good gameplay, if the map is an eyesore, I also won't likely continue. I like looking at and playing through pretty things, and if the creator can't cook up even a semblance of good looks, no matter how great their core gameplay is, I likely won't enjoy my experiences either.
Any feedback on the rest area for the map I've been working on?
In all honesty I think it looks great! I really like how the gray eroded wall looks! Maybe adding a tad of cobblestone to the wall would make it look even better.
Dinnerbunny tweeted about making the rest of the mob heads (zombie, skelly, creeper) possible to get in survival mode, but he said it was perhaps TOO difficult to get... hopefully it's like an insanely rare drop chance so it doesn't break headhunter monuments ;P
BTW been working on my first real "lush" kind of area, I usually avoid trying to make viney tree-heavy areas cause I suck at em but hopefully it'll turn out alright... anyone got any non-obvious tips and tricks to making things look overgrown?
Dinnerbunny tweeted about making the rest of the mob heads (zombie, skelly, creeper) possible to get in survival mode, but he said it was perhaps TOO difficult to get... hopefully it's like an insanely rare drop chance so it doesn't break headhunter monuments ;P
BTW been working on my first real "lush" kind of area, I usually avoid trying to make viney tree-heavy areas cause I suck at em but hopefully it'll turn out alright... anyone got any non-obvious tips and tricks to making things look overgrown?
-vines (duh)
-mossy cobblestone, mossy stone bricks
- Lots of leaves and trees
- Lots of flowers and decoration st00f
Meh, dats all I got
Anyway... I have not posted a screenshot in like FOREVER! In fact, I have not worked on my map forever. Anyway I worked on my first swampy area a bit today, which you may remember from some past scweenies. Any feedback is always awesi=ome!!!!!!!
Edit: Oh and btw YAY MY 200th POST!!!!!
Edit 2: Oh and also PAGE GET!!!
Thank you! Also YEAH NEXT PAGE!!!
So community question time.
CQ:
What do you think makes a good map good. Gameplay? Aesthetics? I know it's a combination of both but what do you think matters more? dibs worked, Infinity!
your welcome ;D I just expect a 1000000000000$ gift for getting you the page get
I believe, and have pretty much always believed, that gameplay is far more important than aesthetics. If your map has terrible aesthetics but great gameplay, I'll probably play it (for example, I have played a lot of the Super Hostile maps, which - while the aesthetics might not be terrible - are not shining examples of beauty). If your map has great aesthetics but terrible gameplay, I'll probably just fly through in creative to a.) look at all the pretty builds and b.) laugh at how terrible the gameplay is (for example OH GOD WHY WOULD YOU EVER PUT THAT THERE).
In MY opinion the weight falls more heavily on gameplay than aesthetics for a GOOD map. For a GREAT map aesthetics play more of a role, but to make a map at least good you need balanced and challenging gameplay.
So if any of you mapmakers see me saying your map is going to suck it means it's excellent right?
Oh! I forgot to say my opinion! Well I have exactly the same opinion as Tasch. Sooooo that clears it up.
I think both are equally important. You need both of them to have a successful map. I've always used spellbound caves as a base, Like when I judge maps they have to have aesthetics and gameplay equal or greater than spellbound caves. Simply because it's got decent aesthetics, Nothing to drool over but not bad enough to complain about and some-what balanced gameplay. So I would never just focus on one of the two, They both matter completely the same. Aesthetics = 50% Gameplay = 50%
Yep.
That looks terrible, Your map is going to suck
Hills. Definitely hills.
Wait a second, you're not the one who's supposed to say things suck...
Add hills or there are a lot of hills? Cause I'm not really sure where I could fit them in without the island looking like a big tit.
I would add some mossy cobble to the background block variation. Also could replace some of the trees with custom trees, vanilla looking trees are boring to some people. Maybe thin out a couple of the more spread out waterfalls... Those are my suggestions at least, otherwise good lookin thingy.
I've got custom trees in other parts of my map, but here I like the vanilla look of default trees. I think the player will have an easier time clearing these if they want to than cusom trees as well, if they choose to. I'll take a look at the other suggestions though.
Aesthetics play a huge role in my enjoyment of a map, but the map can't just be pretty for me to like it. Inkstar was the perfect example of this - the map was gorgeous, with massive builds, and what looked like a ton of stuff to do, but there was, in essence, no gameplay. And it made it so I wasn't willing to play past the first two Eggs.
Gameplay as such can make or break a map - but even with good gameplay, if the map is an eyesore, I also won't likely continue. I like looking at and playing through pretty things, and if the creator can't cook up even a semblance of good looks, no matter how great their core gameplay is, I likely won't enjoy my experiences either.
In all honesty I think it looks great! I really like how the gray eroded wall looks! Maybe adding a tad of cobblestone to the wall would make it look even better.
Whoa. I meant to add more hills but small ones and not to centered.
BTW been working on my first real "lush" kind of area, I usually avoid trying to make viney tree-heavy areas cause I suck at em but hopefully it'll turn out alright... anyone got any non-obvious tips and tricks to making things look overgrown?
-vines (duh)
-mossy cobblestone, mossy stone bricks
- Lots of leaves and trees
- Lots of flowers and decoration st00f
Meh, dats all I got
Anyway... I have not posted a screenshot in like FOREVER! In fact, I have not worked on my map forever. Anyway I worked on my first swampy area a bit today, which you may remember from some past scweenies. Any feedback is always awesi=ome!!!!!!!
Edit: Oh and btw YAY MY 200th POST!!!!!
Edit 2: Oh and also PAGE GET!!!