(Figured I'd post this here primarily and then copy it to my thread, as the group of people here is primarily the audience I want to get a reaction from.)
So I haven't made any update posts about DsD in the past few months, and that's because there's absolutely nothing to say. Up until very recently, I hadn't even touched Minecraft. Steam games and the community I game with has been my primary focus when I'm online. I also have a lot going on offline, work/college preparations/socialization/etc. So it's essentially a perfect storm to keep me away from Minecraft.
But yet again, my interests have been renewed, and I finished another area last night. While working on it, I was thinking about how long I've been working on Depths. It's been almost a year and a half since I started, with some pretty massive gaps in development. My interest has waxed and waned, as happens with all my projects. But honestly, if I continue with the current plan I've had since I started DsD, I don't see myself ever finishing it. So I decided changes needed to be made.
Depths has and always will be a very ambitious project. It was designed to be a full five intersections long, one wool per area, with a total of 24 areas that needed to be made (including the starting area, monument, and intersections.) As it stands now, only 16 of those 24 areas are finished aesthetically, and all of them will need gameplay polish (loot, spawners, etc.) I don't see it as being even remotely possible to finish this map whilst sticking to the five-intersection formula I had devised.
So I'm cutting back. The fifth intersection is no more. This change may actually be for the better, as three of the four areas accessed from I05 were going to be very difficult to get right; the concepts were iffy and I was very unsure about how I wanted to do them. So those three areas are being scrapped, and I'll be replacing the blue wool area in I04 with the original black wool idea that would have been in I05, and I'll redistribute the wool across the remaining areas.
From here, I'm not really sure what I want to do. If I left all previous areas of the map as they are, that would mean I only have two areas left to build. Problem there is I'm not happy with the outcome of a few older areas, and with the new four-intersection layout they could use to be reorganized. Most likely I'll only scrap one area, maaaaaybe two. This puts in the number of areas to be built up to 3-4, which I think is reasonable. However, it will take more time than just keeping what I've got and building the final two areas. That's what I'd like your input on:
Would you rather I keep the current layout and rush the final two areas (lowest quality but closest potential release date,) or go all Frankenstein on this map and splice together the optimal layout (highest quality but farthest potential release date)? I will be making the decision for myself, but I still want to hear what you guys think.
(Figured I'd post this here primarily and then copy it to my thread, as the group of people here is primarily the audience I want to get a reaction from.)
So I haven't made any update posts about DsD in the past few months, and that's because there's absolutely nothing to say. Up until very recently, I hadn't even touched Minecraft. Steam games and the community I game with has been my primary focus when I'm online. I also have a lot going on offline, work/college preparations/socialization/etc. So it's essentially a perfect storm to keep me away from Minecraft.
But yet again, my interests have been renewed, and I finished another area last night. While working on it, I was thinking about how long I've been working on Depths. It's been almost a year and a half since I started, with some pretty massive gaps in development. My interest has waxed and waned, as happens with all my projects. But honestly, if I continue with the current plan I've had since I started DsD, I don't see myself ever finishing it. So I decided changes needed to be made.
Depths has and always will be a very ambitious project. It was designed to be a full five intersections long, one wool per area, with a total of 24 areas that needed to be made (including the starting area, monument, and intersections.) As it stands now, only 16 of those 24 areas are finished aesthetically, and all of them will need gameplay polish (loot, spawners, etc.) I don't see it as being even remotely possible to finish this map whilst sticking to the five-intersection formula I had devised.
So I'm cutting back. The fifth intersection is no more. This change may actually be for the better, as three of the four areas accessed from I05 were going to be very difficult to get right; the concepts were iffy and I was very unsure about how I wanted to do them. So those three areas are being scrapped, and I'll be replacing the blue wool area in I04 with the original black wool idea that would have been in I05, and I'll redistribute the wool across the remaining areas.
From here, I'm not really sure what I want to do. If I left all previous areas of the map as they are, that would mean I only have two areas left to build. Problem there is I'm not happy with the outcome of a few older areas, and with the new four-intersection layout they could use to be reorganized. Most likely I'll only scrap one area, maaaaaybe two. This puts in the number of areas to be built up to 3-4, which I think is reasonable. However, it will take more time than just keeping what I've got and building the final two areas. That's what I'd like your input on:
Would you rather I keep the current layout and rush the final two areas (lowest quality but closest potential release date,) or go all Frankenstein on this map and splice together the optimal layout (highest quality but farthest potential release date)? I will be making the decision for myself, but I still want to hear what you guys think.
rushing areas in a map is really iffy so personally I would not rush an area. it would make you look like a lazy map maker if you rush it. so put in your best effort and make this map awesome!
(Figured I'd post this here primarily and then copy it to my thread, as the group of people here is primarily the audience I want to get a reaction from.)
So I haven't made any update posts about DsD in the past few months, and that's because there's absolutely nothing to say. Up until very recently, I hadn't even touched Minecraft. Steam games and the community I game with has been my primary focus when I'm online. I also have a lot going on offline, work/college preparations/socialization/etc. So it's essentially a perfect storm to keep me away from Minecraft.
But yet again, my interests have been renewed, and I finished another area last night. While working on it, I was thinking about how long I've been working on Depths. It's been almost a year and a half since I started, with some pretty massive gaps in development. My interest has waxed and waned, as happens with all my projects. But honestly, if I continue with the current plan I've had since I started DsD, I don't see myself ever finishing it. So I decided changes needed to be made.
Depths has and always will be a very ambitious project. It was designed to be a full five intersections long, one wool per area, with a total of 24 areas that needed to be made (including the starting area, monument, and intersections.) As it stands now, only 16 of those 24 areas are finished aesthetically, and all of them will need gameplay polish (loot, spawners, etc.) I don't see it as being even remotely possible to finish this map whilst sticking to the five-intersection formula I had devised.
So I'm cutting back. The fifth intersection is no more. This change may actually be for the better, as three of the four areas accessed from I05 were going to be very difficult to get right; the concepts were iffy and I was very unsure about how I wanted to do them. So those three areas are being scrapped, and I'll be replacing the blue wool area in I04 with the original black wool idea that would have been in I05, and I'll redistribute the wool across the remaining areas.
From here, I'm not really sure what I want to do. If I left all previous areas of the map as they are, that would mean I only have two areas left to build. Problem there is I'm not happy with the outcome of a few older areas, and with the new four-intersection layout they could use to be reorganized. Most likely I'll only scrap one area, maaaaaybe two. This puts in the number of areas to be built up to 3-4, which I think is reasonable. However, it will take more time than just keeping what I've got and building the final two areas. That's what I'd like your input on:
Would you rather I keep the current layout and rush the final two areas (lowest quality but closest potential release date,) or go all Frankenstein on this map and splice together the optimal layout (highest quality but farthest potential release date)? I will be making the decision for myself, but I still want to hear what you guys think.
Rushing areas is never a good thing, I kinda learned that the hard way
I would suggest looking at all the areas you made so far. Are they good, ok, meh, or bad? Everything at meh and above you keep, bad has to be redone. Try redo maybe 1, 2 areas, but don't go crazy, Don't push out an release date, don't overwork. Rather make your map short and polished then long and weird.
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Quote from Drago»
That's what I'd like your input on:
Would you rather I keep the current layout and rush the final two areas (lowest quality but closest potential release date,) or go all Frankenstein on this map and splice together the optimal layout (highest quality but farthest potential release date)? I will be making the decision for myself, but I still want to hear what you guys think.
I would personally prefer the latter for a number of reasons. I am not about to list them all, but let me say this: people will probably be happier with the latter. The players aren't looking specifically at your map all the time, and meanwhile, there have been a decent bit (and there will be a decent bit more if it wasn't for the fact that a lot of the mapmakers that are on the TR team had WIP maps, *cough*Fang*cough*Sketch*cough*) of good maps recently released, such as Moldybread's Depths of Irkalla, Sylf's Kipuka Fields, and Chipmunk46's Hikaro Jungle (although they're all in open beta ). From what I know about you, your only/main goal is to make the player be "happy" and enjoy themselves while playing an awesome map. If that happens about ~2 months sooner or not really doesn't matter, as long as it ends up happening, because we are all part of a large enjoyment factory and the longer we work on something, the better it'll be. And in the long run, going that extra mile will probably be better than cutting it short.
(Figured I'd post this here primarily and then copy it to my thread, as the group of people here is primarily the audience I want to get a reaction from.)
So I haven't made any update posts about DsD in the past few months, and that's because there's absolutely nothing to say. Up until very recently, I hadn't even touched Minecraft. Steam games and the community I game with has been my primary focus when I'm online. I also have a lot going on offline, work/college preparations/socialization/etc. So it's essentially a perfect storm to keep me away from Minecraft.
But yet again, my interests have been renewed, and I finished another area last night. While working on it, I was thinking about how long I've been working on Depths. It's been almost a year and a half since I started, with some pretty massive gaps in development. My interest has waxed and waned, as happens with all my projects. But honestly, if I continue with the current plan I've had since I started DsD, I don't see myself ever finishing it. So I decided changes needed to be made.
Depths has and always will be a very ambitious project. It was designed to be a full five intersections long, one wool per area, with a total of 24 areas that needed to be made (including the starting area, monument, and intersections.) As it stands now, only 16 of those 24 areas are finished aesthetically, and all of them will need gameplay polish (loot, spawners, etc.) I don't see it as being even remotely possible to finish this map whilst sticking to the five-intersection formula I had devised.
So I'm cutting back. The fifth intersection is no more. This change may actually be for the better, as three of the four areas accessed from I05 were going to be very difficult to get right; the concepts were iffy and I was very unsure about how I wanted to do them. So those three areas are being scrapped, and I'll be replacing the blue wool area in I04 with the original black wool idea that would have been in I05, and I'll redistribute the wool across the remaining areas.
From here, I'm not really sure what I want to do. If I left all previous areas of the map as they are, that would mean I only have two areas left to build. Problem there is I'm not happy with the outcome of a few older areas, and with the new four-intersection layout they could use to be reorganized. Most likely I'll only scrap one area, maaaaaybe two. This puts in the number of areas to be built up to 3-4, which I think is reasonable. However, it will take more time than just keeping what I've got and building the final two areas. That's what I'd like your input on:
Would you rather I keep the current layout and rush the final two areas (lowest quality but closest potential release date,) or go all Frankenstein on this map and splice together the optimal layout (highest quality but farthest potential release date)? I will be making the decision for myself, but I still want to hear what you guys think.
Absolutely highest quality! Take as much time as you need
I would suggest looking at all the areas you made so far. Are they good, ok, meh, or bad? Everything at meh and above you keep, bad has to be redone. Try redo maybe 1, 2 areas, but don't go crazy, Don't push out an release date, don't overwork. Rather make your map short and polished then long and weird.
Some of the areas aren't really 'meh' so much as they would just require less effort to scrap and rebuild than actually rework. Thistleback Mines, for instance, is a generic mines area where the only real interesting gameplay comes from fighting custom silverfish. I don't know why I thought it would be a good idea, but it would take a lot of reworking to make that area playable. That's the main area on the chopping block. Harmonious Divide as well; very underdeveloped gameplay-wise and not something I'm happy with.
From what I know about you, your only/main goal is to make the player be "happy" and enjoy themselves while playing an awesome map. If that happens about ~2 months sooner or not really doesn't matter, as long as it ends up happening, because we are all part of a large enjoyment factory and the longer we work on something, the better it'll be. And in the long run, going that extra mile will probably be better than cutting it short.
Yeah, that's something Hybs and I talked about earlier. And lol, I like that "enjoyment factory" quote.
Absolutely highest quality! Take as much time as you need
The main issue with taking as much time as I need is that I'll likely lose interest again, maybe for good this time. Or maybe it'll last if I pace myself and if I don't binge on mapping. Who knows.
Hey guys! I just started a CTM/Adventure Style map. Basically i'm hoping for it to be an amazing CTM style map but with the story aspects from alot of adventure maps.I plan for epic boss fights (that some of the non entity boss fights to switch to adventure so no cheatys mc cheatzers) along with epic custom items. I will try to post weekly updates or so on this thread on me and my (soon to be team) progress.
Hey guys! I just started a CTM/Adventure Style map. Basically i'm hoping for it to be an amazing CTM style map but with the story aspects from alot of adventure maps.I plan for epic boss fights (that some of the non entity boss fights to switch to adventure so no cheatys mc cheatzers) along with epic custom items. I will try to post weekly updates or so on this thread on me and my (soon to be team) progress.
Don't be afraid to go alone. I know most people say it's more fun to go with people, but making your first map on your own allows you to learn a lot better without having to worry about schedules, having to work on certain stuff, or anything like it.
@Drago: You should probably try to finish the map as quick as possible before you go on another 22 month vacation, so it actually gets released, who knows, maybe a released map could spark your interest for another one.
@Drago: You should probably try to finish the map as quick as possible before you go on another 22 month vacation, so it actually gets released, who knows, maybe a released map could spark your interest for another one.
What do you mean by "finish" and "release" the map?
What are those?
My post count ends with 42. 42 is the answer to universe. Therefore I'm answer to universe.
Don't be afraid to go alone. I know most people say it's more fun to go with people, but making your first map on your own allows you to learn a lot better without having to worry about schedules, having to work on certain stuff, or anything like it.
Planning for epic stuff is hard. Start simple.
I've made maps before. I just never posted them here on the MC Forums and only on MCPlanet. Thanks for your advice though! <3
I'd love to know if any of the epic maps coming soon* are coming before September 1st... That's when my Corrupted Path LP ends. I don't wanna start a new LP just to abandon it for one of the new maps... Good minimap suggestions would be cool too. I've done Vigilis Oculos already, so what are some of the best jam maps or other minimaps I could do in like 10-15 episodes?
*"coming soon" is a phrase that should only be taken seriously if the known date of release is within 2 months time and the mapmaker has a history of on-time releases of promised content to their audience. This includes but is not limited to full releases of maps, minimaps, unique maps, MCEdit filters, developer tools, erotic novels or any other content developed for the entertainment of the masses. if you haven't figured out yet, this entire paragraph is just taking up space as a joke on how "coming soon" to a CTM map maker is a phrase that has consistently been shown to be a on a very loose basis and should never under any circumstances be taken seriously by anticipating players. By making this exceedingly long I hope to achieve a parody of the "small print" on contracts and other legal obligatory documents. I was also very bored and whatever. So yea, thank you and good night.
Btw the WitherSkull I'm trying to summon to track arrows isn't summoning anymore... bug or derp?
/summon WitherSkull ~ ~2 ~ {CustomName:Thunder,Direction:[]}
Says it's unable to summon object. It's in 1.8 pre-release but it worked before in the snapshots. name and direction things aren't the cause.
I'd love to know if any of the epic maps coming soon* are coming before September 1st... That's when my Corrupted Path LP ends. I don't wanna start a new LP just to abandon it for one of the new maps... Good minimap suggestions would be cool too. I've done Vigilis Oculos already, so what are some of the best jam maps or other minimaps I could do in like 10-15 episodes?
Sketch's Jam map is a 15 objective map, my last jam entry was pretty good along with sandstorm, blizzard and eternally us
I'd love to know if any of the epic maps coming soon* are coming before September 1st... That's when my Corrupted Path LP ends. I don't wanna start a new LP just to abandon it for one of the new maps... Good minimap suggestions would be cool too. I've done Vigilis Oculos already, so what are some of the best jam maps or other minimaps I could do in like 10-15 episodes?
*"coming soon" is a phrase that should only be taken seriously if the known date of release is within 2 months time and the mapmaker has a history of on-time releases of promised content to their audience. This includes but is not limited to full releases of maps, minimaps, unique maps, MCEdit filters, developer tools, erotic novels or any other content developed for the entertainment of the masses. if you haven't figured out yet, this entire paragraph is just taking up space as a joke on how "coming soon" to a CTM map maker is a phrase that has consistently been shown to be a on a very loose basis and should never under any circumstances be taken seriously by anticipating players. By making this exceedingly long I hope to achieve a parody of the "small print" on contracts and other legal obligatory documents. I was also very bored and whatever. So yea, thank you and good night.
Btw the WitherSkull I'm trying to summon to track arrows isn't summoning anymore... bug or derp?
/summon WitherSkull ~ ~2 ~ {CustomName:Thunder,Direction:[]}
Says it's unable to summon object. It's in 1.8 pre-release but it worked before in the snapshots. name and direction things aren't the cause.
Oh, witherskulls are removed. Use armour stands now (this is what people told me, I'm not sure if it's actually the case. But WS seems broken)
What do you guys think about using dupe glitches and third party tools (to remove void fog) in CTM-Map speedruns.
In my opnion they defeat the point of the ctm maps cause then we could also just go ahead dupe the wool from a single fleecy box and then use a metadata changer on it...
Ok Elias.
I think all CTM mapmakers and players agree with me and remember the vechs' words "you may survival like you think of"
I may begin say what elias broke rule about leaving boundareas in Pantheon speedrun, he broke rules and he not understand what he broke rules, still blamed me with dup glitch in Vinyl Fantasy I speedrun
Remeber Amlups waking up lp he dup the zeasteu's signs, because "you may survival like you think of".
Remeber Rocks skyward ascent he off the depth fog, because "you may survival like you think of".
About metadata, 1) this make inpossible. 2) you need find wool/record/etc in boxes or custom mobs, but not sheeps or not craft wool from spider strings...
10/10 bst modur evar
Not sure about this, but according to what beta told me you just edit the standard sprite for the block/item and it should just paste that over it ;-)
So I haven't made any update posts about DsD in the past few months, and that's because there's absolutely nothing to say. Up until very recently, I hadn't even touched Minecraft. Steam games and the community I game with has been my primary focus when I'm online. I also have a lot going on offline, work/college preparations/socialization/etc. So it's essentially a perfect storm to keep me away from Minecraft.
But yet again, my interests have been renewed, and I finished another area last night. While working on it, I was thinking about how long I've been working on Depths. It's been almost a year and a half since I started, with some pretty massive gaps in development. My interest has waxed and waned, as happens with all my projects. But honestly, if I continue with the current plan I've had since I started DsD, I don't see myself ever finishing it. So I decided changes needed to be made.
Depths has and always will be a very ambitious project. It was designed to be a full five intersections long, one wool per area, with a total of 24 areas that needed to be made (including the starting area, monument, and intersections.) As it stands now, only 16 of those 24 areas are finished aesthetically, and all of them will need gameplay polish (loot, spawners, etc.) I don't see it as being even remotely possible to finish this map whilst sticking to the five-intersection formula I had devised.
So I'm cutting back. The fifth intersection is no more. This change may actually be for the better, as three of the four areas accessed from I05 were going to be very difficult to get right; the concepts were iffy and I was very unsure about how I wanted to do them. So those three areas are being scrapped, and I'll be replacing the blue wool area in I04 with the original black wool idea that would have been in I05, and I'll redistribute the wool across the remaining areas.
From here, I'm not really sure what I want to do. If I left all previous areas of the map as they are, that would mean I only have two areas left to build. Problem there is I'm not happy with the outcome of a few older areas, and with the new four-intersection layout they could use to be reorganized. Most likely I'll only scrap one area, maaaaaybe two. This puts in the number of areas to be built up to 3-4, which I think is reasonable. However, it will take more time than just keeping what I've got and building the final two areas. That's what I'd like your input on:
Would you rather I keep the current layout and rush the final two areas (lowest quality but closest potential release date,) or go all Frankenstein on this map and splice together the optimal layout (highest quality but farthest potential release date)? I will be making the decision for myself, but I still want to hear what you guys think.
rushing areas in a map is really iffy so personally I would not rush an area. it would make you look like a lazy map maker if you rush it. so put in your best effort and make this map awesome!
Rushing areas is never a good thing, I kinda learned that the hard way
I would suggest looking at all the areas you made so far. Are they good, ok, meh, or bad? Everything at meh and above you keep, bad has to be redone. Try redo maybe 1, 2 areas, but don't go crazy, Don't push out an release date, don't overwork. Rather make your map short and polished then long and weird.
I would personally prefer the latter for a number of reasons. I am not about to list them all, but let me say this: people will probably be happier with the latter. The players aren't looking specifically at your map all the time, and meanwhile, there have been a decent bit (and there will be a decent bit more if it wasn't for the fact that a lot of the mapmakers that are on the TR team had WIP maps, *cough*Fang*cough*Sketch*cough*) of good maps recently released, such as Moldybread's Depths of Irkalla, Sylf's Kipuka Fields, and Chipmunk46's Hikaro Jungle (although they're all in open beta ). From what I know about you, your only/main goal is to make the player be "happy" and enjoy themselves while playing an awesome map. If that happens about ~2 months sooner or not really doesn't matter, as long as it ends up happening, because we are all part of a large enjoyment factory and the longer we work on something, the better it'll be. And in the long run, going that extra mile will probably be better than cutting it short.
Reminder: IMHO.
Absolutely highest quality! Take as much time as you need
Some of the areas aren't really 'meh' so much as they would just require less effort to scrap and rebuild than actually rework. Thistleback Mines, for instance, is a generic mines area where the only real interesting gameplay comes from fighting custom silverfish. I don't know why I thought it would be a good idea, but it would take a lot of reworking to make that area playable. That's the main area on the chopping block. Harmonious Divide as well; very underdeveloped gameplay-wise and not something I'm happy with.
Yeah, that's something Hybs and I talked about earlier. And lol, I like that "enjoyment factory" quote.
The main issue with taking as much time as I need is that I'll likely lose interest again, maybe for good this time. Or maybe it'll last if I pace myself and if I don't binge on mapping. Who knows.
Don't be afraid to go alone. I know most people say it's more fun to go with people, but making your first map on your own allows you to learn a lot better without having to worry about schedules, having to work on certain stuff, or anything like it.
Planning for epic stuff is hard. Start simple.
What do you mean by "finish" and "release" the map?
What are those?
My post count ends with 42. 42 is the answer to universe. Therefore I'm answer to universe.
I've made maps before. I just never posted them here on the MC Forums and only on MCPlanet. Thanks for your advice though! <3
I dunno man I knew this map called Septum Immoriel and the creator was saying he was really close to releasing it b
Thanks bae
*"coming soon" is a phrase that should only be taken seriously if the known date of release is within 2 months time and the mapmaker has a history of on-time releases of promised content to their audience. This includes but is not limited to full releases of maps, minimaps, unique maps, MCEdit filters, developer tools, erotic novels or any other content developed for the entertainment of the masses. if you haven't figured out yet, this entire paragraph is just taking up space as a joke on how "coming soon" to a CTM map maker is a phrase that has consistently been shown to be a on a very loose basis and should never under any circumstances be taken seriously by anticipating players. By making this exceedingly long I hope to achieve a parody of the "small print" on contracts and other legal obligatory documents. I was also very bored and whatever. So yea, thank you and good night.
Btw the WitherSkull I'm trying to summon to track arrows isn't summoning anymore... bug or derp?
/summon WitherSkull ~ ~2 ~ {CustomName:Thunder,Direction:[]}
Says it's unable to summon object. It's in 1.8 pre-release but it worked before in the snapshots. name and direction things aren't the cause.
Sketch's Jam map is a 15 objective map, my last jam entry was pretty good along with sandstorm, blizzard and eternally us
Oh, witherskulls are removed. Use armour stands now (this is what people told me, I'm not sure if it's actually the case. But WS seems broken)
Ok Elias.
I think all CTM mapmakers and players agree with me and remember the vechs' words "you may survival like you think of"
I may begin say what elias broke rule about leaving boundareas in Pantheon speedrun, he broke rules and he not understand what he broke rules, still blamed me with dup glitch in Vinyl Fantasy I speedrun
Remeber Amlups waking up lp he dup the zeasteu's signs, because "you may survival like you think of".
Remeber Rocks skyward ascent he off the depth fog, because "you may survival like you think of".
About metadata, 1) this make inpossible. 2) you need find wool/record/etc in boxes or custom mobs, but not sheeps or not craft wool from spider strings...