Hmm... lighting that isn't totally dark yet dark enough for plenty of monsters... plenty of room to maneuver... yup, looks pretty good! Remember to always honeybox properly. I know that isn't related very much but it's extremely important, as a dark room like that will attract lots of natural spawns.
Skeletons are the one monster that got buffed through the roof, taking them on even without the attack speed change can be difficult. I currently fear skeletons more than cave spiders honestly even though skeletons are way more common. But yeah, the attack speed change isn't why you have to try now when fighting skeletons, it's the fact that they do a ton of damage even with armor and not to mention the other various buffs they received in 1.9.
I don't think it's purely the damage buff. While the most recent buff does help with their difficulty, the attack speed change and that combined are what make them so frightening. In addition, I was using skeletons largely as an example. Something like a few zombies or spiders can be hard to manage with the new attack speed changes- requiring the player to actually try. If you think about it, assuming you have a stone+ sword, that's 4-3 hits to kill a skeleton. With virtually no time between the hits, you can just spam-click, allowing them maybe 1-2 hits, depending on how they're knocked back. Assuming you're using an axe, you have just below one second (I believe) between hits. I can name one incident in my vanilla test world where I had no shield and an axe, no armor, where the skeleton was backed up to a wall. If I had the ability to spam-click, I would've killed the skeleton in maybe 2.5-3 seconds, allowing around 2 hits to come out of the skeleton. Without armor and assuming regen was in play (which it was) I would've had around 7 hearts. However, what transpired was me hitting him twice, him getting two counter-hits on me, and then a second skeleton (which I could have dealt with one-on-one had I killed the one before (through the use of spam-clicking)) comes along and whoops my butt. Long story short, running and hiding with 1 1/2 hearts in a nearby village was not fun.
While this is only one example, the implication of your comment here is that the only reason skeletons (which, again, I'll say was used as an example in my original comment) are difficult now is because of their damage increase. While that does assist in their difficulty, the attack speed nerf is also another reason why they have been severely buffed. Assuming you have a standard attack-speed weapon, you can quickly get overwhelmed.
In other news, I'm currently working on a small area as a proof-of-concept for an aesthetics design. Should be done in a week or so? I'll post it here when it's done.
I like it... the bumblebees are a nice touch! yet the area looks a little empty. all i see our big flowers and little flowers! maybe add a greenhouse or some farms, little village houses you have made on the server.. and the area would be much better! (oh a BTW! i would love to see some custom bumble bee mobs!) also the aesthetics on the walls looks a bit boring...I loved the leaf design on the walls but the walls itself could use a bit more variation... maybe use a type of clay (Green) and add dirt.... But the area looks very good!
Alright people. So, my plan is simple-who wants a stream, and I'm planning Ragecraft 3 as usual...but there was also talk of dualstreams, or other maps...I'm good for either, so please let me know what you want...I need to also check with Leni, see if he's interested in hanging with us.
Rollback Post to RevisionRollBack
Hey there all. I stream CTMs as well as other indiegames, RPGs and more. Check me out: www.twitch.tv/aurabolt
Okay, so... this starter/spawn area that I'm working on for a side project mini-CTM is driving me batty and I thought I'd come here for some help/feedback. It's supposed to be a large medieval gaol (jail/prison/dungeon) and most of it looks like how I envisioned, but I'm completely lost as what to do with the floor in this part. It just seems slightly bare. I'd be grateful for any help/feedback!
Thought I'd come out of lurking and share a little something I've been working on lately. Any feedback is very much appreciated.
Looks great! I really like your colour pallette. It would be extremely interesting to see what it looks like with village houses added, but maybe it just needs more large flowers to fill it out. Sometimes more is more, but it looks really nice.
The jail part looks amazing!.... but the floor does not... It looks a little messy and too busy... maybe add staircases on both sides would look cool! maybe don't do the soul sand.. but keep the cobwebs. maybe cobble,gravel,stone brick (if you want to limit cobble use silverfish blocks or full slab blocks) maybe add some blood and player heads to!
I know this has probably already been mentioned but I want to bring it up. With the coming changes to Minecraft's combat system will probably come a new age of CTM maps. We have been going through some pretty significant ages of CTM maps since their creation back when Vechs was 3D doodling.
The Beginning (No Hunger, food heals)
The REAL age where stuff became more complication (Hunger is added, major changes to armor)
Age of Creation(Sort of now, where we have all these doodads to mess with)
And now we seem to be moving into a type of combat which is frankly impossible to mesh with old CTM maps for the most part. Those giant rooms with maxspawn? Those rooms will become impossible now due to combat speed differences. You can't just spam click anymore.
I feel like this barrier is either going to cause a huge burst of creativity from the CTM creator, or it will become a great filter and smash us back down to square one.
Just an interesting concept. It dawned on me how much has really been changed over the past few years.
I really do hope that this does get some 'play time' in the beginning. I don't expect Ragecraft IV day of release with 1.9 features, but I expect the CTM community will be able to crank out some fun minimaps in the adjustment period. Either way these new changes will weed out those who can handle change and those who aren't prepared for it. It could lead to some VERY interesting features in future CTM maps.
The jail part looks amazing!.... but the floor does not... It looks a little messy and too busy... maybe add staircases on both sides would look cool! maybe don't do the soul sand.. but keep the cobwebs. maybe cobble,gravel,stone brick (if you want to limit cobble use silverfish blocks or full slab blocks) maybe add some blood and player heads to!
Thank you for your suggestions! They definitely helped get the creative juices flowing. I've made a few changes and added some height variation in the empty space, which was definitely needed. I also may add a staircase at the end of the hall - that's an excellent idea! I do agree with what you said about the floor and I tried various options (gravel/cobble/etc). However, when I tried it (as you'll see below), it made the area lack contrast and somehow look even more messy, which is extremely odd. Lowering the amount of soul sand that was originally included and replacing it with cobblestone slabs seemed to clean it up slightly. I may still replace the remaining soul sand with coarse dirt though. Limiting dirt in map areas is a pain for building sometimes...
Update/Process
Added cages to fill out the area:
Replaced soul sand with gravel/cobble slabs (which kind of didn't work that well, but I might be wrong - feel free to state your opinion!):
Changed only the gravel back to soul sand for less mess and much-needed colour variation:
Thank you all so much for your feedback! You guys are awesome and always have great ideas! I'll definitely tinker around with this some more, but I thought I'd include an update. I personally like it when people post before/after or process pictures. Seeing the process of maps being built is fun for me. Feedback, no matter how harsh, is always welcome!
I feel like this barrier is either going to cause a huge burst of creativity from the CTM creator, or it will become a great filter and smash us back down to square one.
I've actually tried playing a few CTMs in 1.9. I have to say, combat is going to change a lot, and not necessarily for the better. I noticed that custom mobs are going to be VERY difficult now. Skeletons with enchanted bows are now ridiculously hard to fight, even in just normal mode. They practically run from your arrows and this makes them very hard to fight. They have some sort of bow-machine-gun type thing going on. Picturing how that would work is kind of ridiculous. xD
Another controversial topic about 1.9: The hunger regeneration. I had thought that it was going to be much worse than it was actually playing a CTM. I'd noticed before a lot of people had to retreat for a bit to regenerate health. This regeneration is pretty much speeding that process up. You can't really eat during battle, so the regen doesn't make potions obsolete, which I was very glad about. I really don't think it will mess up CTMs too much in the long run.
The combat was my biggest concern and still is my biggest concern. Combat is certainly slower, but it doesn't make CTMs impossible. Some of the maps I played had some strong mobs in them, but I was able to kill them like in a normal CTM, except a bit slower than normal. One important thing I've noticed that we might need to change is the amount of enchanted gear we give out. Default items are just not enough to fight mobs anymore. Silverfish and stone swords are not going to be a thing anymore, which is kind of sad cause they're more of an early area mob. Critical hits are another thing that's much more important now.
That's pretty much all I've gathered from CTMs and 1.9 so far. It's going to be a change, but to be honest, we can recover fairly easily with some minor changes to our maps. I'm still not really excited for the regen and combat, but we'll make do.
Hey, I like the amount of effort you put into this, Acaran. I will say that I believe that I'm in the player-base that is okay with grinding and farming-having done so in many of the maps I played and streamed, but that I appreciate the way maps have leaned towards more convenience-or at least, if the player understands the mechanics, the tools that are required to progress and gain the food and goods they need faster.
That being said, I have some sad news. I am currently typing from a library computer.
My computer may have underwent hard-drive failure. I am not entirely certain. I am hoping that if my computer is recoverable, I will be able to stream next week....if not, I'm hoping for the saved games I have to be recoverable-especially Ragecraft III.
That being said, this is not the end. I survived a Graphics Card crash, and I was out for a few months. That did not stop me from returning to the CTM community and continuing to bring the pain to the mobs, looting everything I can get my hands on, and being a slow, methodical pain in the butt for my viewers, who regularly troll me at every opportunity. I will not stop here...and I don't want you guys to either.
This is a hard time for the genre, mostly because we aren't certain what the changes will be, or what will come of 1.9. What I ask-while I'm gone, but again, I will return-is that like with playing CTMs and other survival-based maps with a challenge, we learn to adapt with the changing mechanics and proceed to play around with what we see and how we choose to explore the differences the team at Mojang gives us. I did see the description of the new screenshot-sounds like Old Golden Apples might be back? Might be awesome.
So let's not be afraid to jump down this new rabbit hole. Who knows what we might find. I hope to see you all very soon.
Rollback Post to RevisionRollBack
Hey there all. I stream CTMs as well as other indiegames, RPGs and more. Check me out: www.twitch.tv/aurabolt
Hey, I like the amount of effort you put into this, Acaran. I will say that I believe that I'm in the player-base that is okay with grinding and farming-having done so in many of the maps I played and streamed, but that I appreciate the way maps have leaned towards more convenience-or at least, if the player understands the mechanics, the tools that are required to progress and gain the food and goods they need faster.
That being said, I have some sad news. I am currently typing from a library computer.
My computer may have underwent hard-drive failure. I am not entirely certain. I am hoping that if my computer is recoverable, I will be able to stream next week....if not, I'm hoping for the saved games I have to be recoverable-especially Ragecraft III.
That being said, this is not the end. I survived a Graphics Card crash, and I was out for a few months. That did not stop me from returning to the CTM community and continuing to bring the pain to the mobs, looting everything I can get my hands on, and being a slow, methodical pain in the butt for my viewers, who regularly troll me at every opportunity. I will not stop here...and I don't want you guys to either.
This is a hard time for the genre, mostly because we aren't certain what the changes will be, or what will come of 1.9. What I ask-while I'm gone, but again, I will return-is that like with playing CTMs and other survival-based maps with a challenge, we learn to adapt with the changing mechanics and proceed to play around with what we see and how we choose to explore the differences the team at Mojang gives us. I did see the description of the new screenshot-sounds like Old Golden Apples might be back? Might be awesome.
So let's not be afraid to jump down this new rabbit hole. Who knows what we might find. I hope to see you all very soon.
I'm sorry to hear that man! Hopefully you can get everything back in order. Good luck!
Hmm... lighting that isn't totally dark yet dark enough for plenty of monsters... plenty of room to maneuver... yup, looks pretty good! Remember to always honeybox properly. I know that isn't related very much but it's extremely important, as a dark room like that will attract lots of natural spawns.
Check out my bad CTM map reviews here.
I don't think it's purely the damage buff. While the most recent buff does help with their difficulty, the attack speed change and that combined are what make them so frightening. In addition, I was using skeletons largely as an example. Something like a few zombies or spiders can be hard to manage with the new attack speed changes- requiring the player to actually try. If you think about it, assuming you have a stone+ sword, that's 4-3 hits to kill a skeleton. With virtually no time between the hits, you can just spam-click, allowing them maybe 1-2 hits, depending on how they're knocked back. Assuming you're using an axe, you have just below one second (I believe) between hits. I can name one incident in my vanilla test world where I had no shield and an axe, no armor, where the skeleton was backed up to a wall. If I had the ability to spam-click, I would've killed the skeleton in maybe 2.5-3 seconds, allowing around 2 hits to come out of the skeleton. Without armor and assuming regen was in play (which it was) I would've had around 7 hearts. However, what transpired was me hitting him twice, him getting two counter-hits on me, and then a second skeleton (which I could have dealt with one-on-one had I killed the one before (through the use of spam-clicking)) comes along and whoops my butt. Long story short, running and hiding with 1 1/2 hearts in a nearby village was not fun.
While this is only one example, the implication of your comment here is that the only reason skeletons (which, again, I'll say was used as an example in my original comment) are difficult now is because of their damage increase. While that does assist in their difficulty, the attack speed nerf is also another reason why they have been severely buffed. Assuming you have a standard attack-speed weapon, you can quickly get overwhelmed.
In other news, I'm currently working on a small area as a proof-of-concept for an aesthetics design. Should be done in a week or so? I'll post it here when it's done.
Oh wow it's... Something different! Reminds me of To Greener Pastures but more "fresh"! Really curious to how you will use it as an area/spawn.
Anyway, welcome to the forums finally after lurking in the shadows for I don't know how long
I like it... the bumblebees are a nice touch! yet the area looks a little empty. all i see our big flowers and little flowers! maybe add a greenhouse or some farms, little village houses you have made on the server.. and the area would be much better! (oh a BTW! i would love to see some custom bumble bee mobs!) also the aesthetics on the walls looks a bit boring...I loved the leaf design on the walls but the walls itself could use a bit more variation... maybe use a type of clay (Green) and add dirt.... But the area looks very good!
http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/2461662-ctm-ctm-catastrophic-caverns-by-kaiser_2
Alright people. So, my plan is simple-who wants a stream, and I'm planning Ragecraft 3 as usual...but there was also talk of dualstreams, or other maps...I'm good for either, so please let me know what you want...I need to also check with Leni, see if he's interested in hanging with us.
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1
I would love some Ragecraft!
http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/2461662-ctm-ctm-catastrophic-caverns-by-kaiser_2
Oooh, I like it. As Kiaser said though, adding some little houses would improve that a lot.
and I'm still sorry about the diamond stuff
I don't care about the Xs. You can call me Navarog. Or Nava if you really want to be a hipster. It's fine.
I like it!
Good luck!
Okay, so... this starter/spawn area that I'm working on for a side project mini-CTM is driving me batty and I thought I'd come here for some help/feedback. It's supposed to be a large medieval gaol (jail/prison/dungeon) and most of it looks like how I envisioned, but I'm completely lost as what to do with the floor in this part. It just seems slightly bare. I'd be grateful for any help/feedback!
Looks great! I really like your colour pallette. It would be extremely interesting to see what it looks like with village houses added, but maybe it just needs more large flowers to fill it out. Sometimes more is more, but it looks really nice.
Am I the only one that's actually HAPPY about the new skeleton changes?!
I remember back in Beta when skeletons actually strafed you, it was so fun!
and now they brought my favorite feature back <3
Now they just need to do the same thing to creepers!
the problem is that back in beta the arrows didnt break the sound barrier
[YOUR AD HERE FOR JUST $69.69]
Just turn down the volume then
Looks great already, but you could add a long table or something- make it sort of a "mess hall".
*returns to semilurking*
I don't care about the Xs. You can call me Navarog. Or Nava if you really want to be a hipster. It's fine.
The jail part looks amazing!.... but the floor does not... It looks a little messy and too busy... maybe add staircases on both sides would look cool! maybe don't do the soul sand.. but keep the cobwebs. maybe cobble,gravel,stone brick (if you want to limit cobble use silverfish blocks or full slab blocks) maybe add some blood and player heads to!
http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/2461662-ctm-ctm-catastrophic-caverns-by-kaiser_2
I know this has probably already been mentioned but I want to bring it up. With the coming changes to Minecraft's combat system will probably come a new age of CTM maps. We have been going through some pretty significant ages of CTM maps since their creation back when Vechs was 3D doodling.
The Beginning (No Hunger, food heals)
The REAL age where stuff became more complication (Hunger is added, major changes to armor)
Age of Creation(Sort of now, where we have all these doodads to mess with)
And now we seem to be moving into a type of combat which is frankly impossible to mesh with old CTM maps for the most part. Those giant rooms with maxspawn? Those rooms will become impossible now due to combat speed differences. You can't just spam click anymore.
I feel like this barrier is either going to cause a huge burst of creativity from the CTM creator, or it will become a great filter and smash us back down to square one.
Just an interesting concept. It dawned on me how much has really been changed over the past few years.
Furries are cool.
I really do hope that this does get some 'play time' in the beginning. I don't expect Ragecraft IV day of release with 1.9 features, but I expect the CTM community will be able to crank out some fun minimaps in the adjustment period. Either way these new changes will weed out those who can handle change and those who aren't prepared for it. It could lead to some VERY interesting features in future CTM maps.
Furries are cool.
Thank you for your suggestions! They definitely helped get the creative juices flowing. I've made a few changes and added some height variation in the empty space, which was definitely needed. I also may add a staircase at the end of the hall - that's an excellent idea! I do agree with what you said about the floor and I tried various options (gravel/cobble/etc). However, when I tried it (as you'll see below), it made the area lack contrast and somehow look even more messy, which is extremely odd. Lowering the amount of soul sand that was originally included and replacing it with cobblestone slabs seemed to clean it up slightly. I may still replace the remaining soul sand with coarse dirt though. Limiting dirt in map areas is a pain for building sometimes...
Update/Process
Added cages to fill out the area:
Replaced soul sand with gravel/cobble slabs (which kind of didn't work that well, but I might be wrong - feel free to state your opinion!):
Changed only the gravel back to soul sand for less mess and much-needed colour variation:
Thank you all so much for your feedback! You guys are awesome and always have great ideas! I'll definitely tinker around with this some more, but I thought I'd include an update. I personally like it when people post before/after or process pictures. Seeing the process of maps being built is fun for me. Feedback, no matter how harsh, is always welcome!
I've actually tried playing a few CTMs in 1.9. I have to say, combat is going to change a lot, and not necessarily for the better. I noticed that custom mobs are going to be VERY difficult now. Skeletons with enchanted bows are now ridiculously hard to fight, even in just normal mode. They practically run from your arrows and this makes them very hard to fight. They have some sort of bow-machine-gun type thing going on. Picturing how that would work is kind of ridiculous. xD
Another controversial topic about 1.9: The hunger regeneration. I had thought that it was going to be much worse than it was actually playing a CTM. I'd noticed before a lot of people had to retreat for a bit to regenerate health. This regeneration is pretty much speeding that process up. You can't really eat during battle, so the regen doesn't make potions obsolete, which I was very glad about. I really don't think it will mess up CTMs too much in the long run.
The combat was my biggest concern and still is my biggest concern. Combat is certainly slower, but it doesn't make CTMs impossible. Some of the maps I played had some strong mobs in them, but I was able to kill them like in a normal CTM, except a bit slower than normal. One important thing I've noticed that we might need to change is the amount of enchanted gear we give out. Default items are just not enough to fight mobs anymore. Silverfish and stone swords are not going to be a thing anymore, which is kind of sad cause they're more of an early area mob. Critical hits are another thing that's much more important now.
That's pretty much all I've gathered from CTMs and 1.9 so far. It's going to be a change, but to be honest, we can recover fairly easily with some minor changes to our maps. I'm still not really excited for the regen and combat, but we'll make do.
- Chipmunk
Hey, I like the amount of effort you put into this, Acaran. I will say that I believe that I'm in the player-base that is okay with grinding and farming-having done so in many of the maps I played and streamed, but that I appreciate the way maps have leaned towards more convenience-or at least, if the player understands the mechanics, the tools that are required to progress and gain the food and goods they need faster.
That being said, I have some sad news. I am currently typing from a library computer.
My computer may have underwent hard-drive failure. I am not entirely certain. I am hoping that if my computer is recoverable, I will be able to stream next week....if not, I'm hoping for the saved games I have to be recoverable-especially Ragecraft III.
That being said, this is not the end. I survived a Graphics Card crash, and I was out for a few months. That did not stop me from returning to the CTM community and continuing to bring the pain to the mobs, looting everything I can get my hands on, and being a slow, methodical pain in the butt for my viewers, who regularly troll me at every opportunity. I will not stop here...and I don't want you guys to either.
This is a hard time for the genre, mostly because we aren't certain what the changes will be, or what will come of 1.9. What I ask-while I'm gone, but again, I will return-is that like with playing CTMs and other survival-based maps with a challenge, we learn to adapt with the changing mechanics and proceed to play around with what we see and how we choose to explore the differences the team at Mojang gives us. I did see the description of the new screenshot-sounds like Old Golden Apples might be back? Might be awesome.
So let's not be afraid to jump down this new rabbit hole. Who knows what we might find. I hope to see you all very soon.
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1
I'm sorry to hear that man! Hopefully you can get everything back in order. Good luck!