I have actually been busy with my map for a while. So have a screenie to make this place more active.
I really like the look of this area. There's a nice use of lighting with the aesthetic giving it that darkish-menacing feel. The trees (ohthankgoodnesstrees), the trees are awesome! Keep up the good work Rendina!
I'm still butthurt about how this thread is ran. I volunteered myself several times to update the OP but noone cares.
Activity on this thread always comes and goes in waves. I find it amusing that there was a time when everyone was spamming how this thread was dead and the CTM genre is dying and blah blah. The activity in this thread is like a phoenix, it always rises up from it's ashes once again.
Yup. The thread has gone to trash before, but it always comes back.
Rollback Post to RevisionRollBack
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.
ALERT! ALERT! You have found a wild Aura stream! Why don't you come and hangout he will be playing some almighty RC3 and later maybe some Binding of isaac and maybe some minecraft story mode! come and hang out! Here --->
soo can someone do some wrap-up of 1.9 mapmaking changes?
Not 100% what you were asking for, but here is a post I made of what I went through in upgrading my map from 1.8 to 1.9 and if it was worth it or not:
It took me around 2 weeks or so to convert my fairly large main map to 1.9. It was a pain because I had to fix all of the:
Title and tellraw commands to have double quotes surrounding each section since they started using strict json or whatever
A lot of spawners actually broke which needed patching up (mainly because of three NBT changes - Riding to Passengers, HealF and Health to just Health as a float, and Equipment to ArmorItems and HandItems)
A ton of /summon commands broke for similar reasons
Almost all playsound commands had to be updated to their new names, thankfully the new names are actually fairly organized/structured for the most part so I didn't have to look up every new name once I figured out the patterns.
I had to block update any redstone that was on because it thought it wasn't on in 1.9 for some reason which caused a lot of bugs
I had to give the players high amounts of projectile protection armor as skeletons are way too powerful
I had to come up with a system to avoid the new saturation regeneration system because the map wasn't designed around it and also it can honestly limit some of the creativity that you can have for a combat oriented map
All commands where I used UUID as a tag had to be converted into UUIDLeast and UUIDMost instead
I had to fix all the firework /summons because I was still using id:403 or w/e instead of id:fireworks
All my attributed armor/weapons in the map broke and had to be updated with the new slot tags. I also had to add the attack speed attribute to all weapons and the new armor tag to all armor.
I had to fix a great deal of potions in the map because they no longer use damage values, now they have new names like splash_potion instead of just potion and have other changes to them
I had to remove/redo a ton of MCEdit schematics that I made
And I had to do a couple of balance changes (honestly not too many, just mainly because skeletons are super overpowered now)
Also a warning, be sure at all costs that you don't load your 1.9 maps in 1.8. It can wipe all command information in your command blocks along with other various major problems of course. So as always make sure you do a lot of backups! Another warning, I'm not sure why exactly but with the newest MCEdit version, if you attempt to clone/copy a selection that has a 1.9 spawner in it or just move a spawner in general it will crash MCEdit completely and give you some weird error message.
As far as if it was worth it or not; for me at least it was because it really got me to learn a lot of the new changes more in depth than I could of by just glancing over the update notes. On top of that the new command blocks are incredibly useful when you learn how to use them and make it so you don't need to use repeaters/comparators as much. Less lag in general in 1.9 is actually a pretty big deal, at least for my main map. I've just been experimenting with the new "scoreboard tag" feature too today which is actually very useful as it makes doing commands on only a select group of entities a lot more easier. Also since I had to basically look at almost every command block again and aspect of my map I actually found a bunch of bugs that I never knew about or simply forgot about.
If your map isn't that command block heavy, well for one it probably wouldn't be as hard for you to update the map, but secondly I'd say it probably wouldn't be anywhere near as worth it.
I... I'm just going to stay away from 1.9 for a while. As in, at least until I have a LOT of info on how it changes mapmaking. As a new mapmaker, I'm having enough trouble getting things figured out initially without trying to use a possibly screwy new version I don't 100% understand.
I'm mapping in 1.8.
That is helpful, though. Thanks, Mithey!
Rollback Post to RevisionRollBack
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.
Community Question: What would you like to see on the Original Post? Just asking. What would like to see there from a mapmaker's perspective and what from a CTM player's perspective?
I actually have two ideas I'd like to see added to the CTM front page.
First one: An event listing.
This would be a spot where people could easily find events such as the Strawberry Jam.
The top would have a small update spot to easily indicate when a new Strawberry Jam is starting, or something else is starting up.
Here is a (very basic) example of what I had in mind:
Events
! Update !
The 8th Annual Strawberry Jam is starting this week, and will be going in three waves!
Theme: The Haunting
Strawberry Jam:
Builders have 72 hours to build a CTM map revolving around a specific theme!
It would be good for mapmakers since they can know when a new Jam is beginning if the want to take part, and is also good for CTM players, as they'll be able to know when a Jam has finished and come over to check out the maps!
Second Idea: a more thoroughly updated Recently Released Maps space.
When someone releases a new map, it can be put over on the front page within the Recently Released Maps space.
Maps would stay for a week on the list, and it would be updated regularly.
It's good for CTM players as they can easily find new maps to play, and is also helpful for mapmakers (especially new ones) as it helps bring attention to newly released maps.
Since absolutely nothing seems to be happening over here lately, let me just throw a Community Question out there.
How do you feel about maps that advertise themselves as a full 16-objective CTM, but have like 8, 10, or 3.141592653589793238462 areas with multiple objectives in each area?
(NOTE: I am not talking about maps like Vinyl Fantasy with 12 objectives, one per area. I mean maps that say 16 objectives but have weird distribution.)
EDIT: Aaaaaaaaaaaaaaaaand first page get in forever.
Rollback Post to RevisionRollBack
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.
Community Question: What would you like to see on the Original Post? Just asking. What would like to see there from a mapmaker's perspective and what from a CTM player's perspective?
Well, I'd like to see a frequently updated list of good maps and reviews. Materials for new mapmakers would be good too! Really, just a maintained and not-dead page would be nice.
Since absolutely nothing seems to be happening over here lately, let me just throw a Community Question out there.
How do you feel about maps that advertise themselves as a full 16-objective CTM, but have like 8, 10, or 3.141592653589793238462 areas with multiple objectives in each area?
Personally, I'm alright with that, just as long as I am informed that there are multiple monument blocks in a single area, such as Ragecraft 2's Little Empire or The Painter's Pinnacle Caverns.
I only find it annoying when an area has multiple objective blocks and I have no information telling me there are two to be discovered. It leaves me running around the entire map, trying to find that one spot I didn't bother to look just to see if it's there (some of Vechs' maps come to mind in this case).
So I think it's looking good. The far wall is supposed to be entrance to first dungeon when I start, and I should probably put a tower or something to the left so it isn't so empty. The starting building doesn't look "Great" but it's basically supposed to be a platform anyway. The trees to the right aren't actually wood, it's retextured cacti on retextured sand (still have to tweak sand texture so it blends in better). I'm gonna make some way to exchange cacti for sticks. Also going to retexture sandstone to snow bricks and stuff, cause there's not a lot of snow blocks in the game.
ic e teta ohy
srns feym di mpeondid
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.
Entropy increases
now these last ones were just a spam
I think this reply needs some erosion. Make it l ok l e t
o ik his.
Also block variation. Needs more
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 really like the look of this area. There's a nice use of lighting with the aesthetic giving it that darkish-menacing feel. The trees (ohthankgoodnesstrees), the trees are awesome! Keep up the good work Rendina!
I... I... Wow. That looks fantastic. I congratulate you.
Allow me to showcase one of my WIP areas, too.
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.
Hey all. love the screenshots-they're looking so sweet.
Alright then, stream. Gonna start with another game, then get straight into RC3-love that stuff. Hope to see you there!
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1
Yup. The thread has gone to trash before, but it always comes back.
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.
soo can someone do some wrap-up of 1.9 mapmaking changes?
ALERT! ALERT! You have found a wild Aura stream! Why don't you come and hangout he will be playing some almighty RC3 and later maybe some Binding of isaac and maybe some minecraft story mode! come and hang out! Here --->
http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/2461662-ctm-ctm-catastrophic-caverns-by-kaiser_2
Not 100% what you were asking for, but here is a post I made of what I went through in upgrading my map from 1.8 to 1.9 and if it was worth it or not:
It took me around 2 weeks or so to convert my fairly large main map to 1.9. It was a pain because I had to fix all of the:
I think that's all that I had to do, figured I'd post that to give you all an idea. If you do plan on updating your map I'd highly suggest referencing this post while doing so: http://www.minecraftforum.net/forums/minecraft-discussion/redstone-discussion-and/command-blocks/2488148-15w44a-nbt-changes-and-additions
Also a warning, be sure at all costs that you don't load your 1.9 maps in 1.8. It can wipe all command information in your command blocks along with other various major problems of course. So as always make sure you do a lot of backups! Another warning, I'm not sure why exactly but with the newest MCEdit version, if you attempt to clone/copy a selection that has a 1.9 spawner in it or just move a spawner in general it will crash MCEdit completely and give you some weird error message.
As far as if it was worth it or not; for me at least it was because it really got me to learn a lot of the new changes more in depth than I could of by just glancing over the update notes. On top of that the new command blocks are incredibly useful when you learn how to use them and make it so you don't need to use repeaters/comparators as much. Less lag in general in 1.9 is actually a pretty big deal, at least for my main map. I've just been experimenting with the new "scoreboard tag" feature too today which is actually very useful as it makes doing commands on only a select group of entities a lot more easier. Also since I had to basically look at almost every command block again and aspect of my map I actually found a bunch of bugs that I never knew about or simply forgot about.
If your map isn't that command block heavy, well for one it probably wouldn't be as hard for you to update the map, but secondly I'd say it probably wouldn't be anywhere near as worth it.
I... I'm just going to stay away from 1.9 for a while. As in, at least until I have a LOT of info on how it changes mapmaking. As a new mapmaker, I'm having enough trouble getting things figured out initially without trying to use a possibly screwy new version I don't 100% understand.
I'm mapping in 1.8.
That is helpful, though. Thanks, Mithey!
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.
EPIC
Holy...
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.
OMG
I actually have two ideas I'd like to see added to the CTM front page.
First one: An event listing.
This would be a spot where people could easily find events such as the Strawberry Jam.
The top would have a small update spot to easily indicate when a new Strawberry Jam is starting, or something else is starting up.
Here is a (very basic) example of what I had in mind:
! Update !
CTM Ditto Challenge:
Since absolutely nothing seems to be happening over here lately, let me just throw a Community Question out there.
How do you feel about maps that advertise themselves as a full 16-objective CTM, but have like 8, 10, or 3.141592653589793238462 areas with multiple objectives in each area?
(NOTE: I am not talking about maps like Vinyl Fantasy with 12 objectives, one per area. I mean maps that say 16 objectives but have weird distribution.)
EDIT: Aaaaaaaaaaaaaaaaand first page get in forever.
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.
Well, I'd like to see a frequently updated list of good maps and reviews. Materials for new mapmakers would be good too! Really, just a maintained and not-dead page would be nice.
Check out my bad CTM map reviews here.
Personally, I'm alright with that, just as long as I am informed that there are multiple monument blocks in a single area, such as Ragecraft 2's Little Empire or The Painter's Pinnacle Caverns.
I only find it annoying when an area has multiple objective blocks and I have no information telling me there are two to be discovered. It leaves me running around the entire map, trying to find that one spot I didn't bother to look just to see if it's there (some of Vechs' maps come to mind in this case).
Trying to make a map for once and not quit after a month cause I think I'm bad
So far been doing the starting area
http://imgur.com/a/WJDby
+bonus pic of first "dungeon"/loot
So I think it's looking good. The far wall is supposed to be entrance to first dungeon when I start, and I should probably put a tower or something to the left so it isn't so empty. The starting building doesn't look "Great" but it's basically supposed to be a platform anyway. The trees to the right aren't actually wood, it's retextured cacti on retextured sand (still have to tweak sand texture so it blends in better). I'm gonna make some way to exchange cacti for sticks. Also going to retexture sandstone to snow bricks and stuff, cause there's not a lot of snow blocks in the game.