With the work I've been putting into Septum I'm kinda at a bit of an odd crossroads. During my work, I've come to the conclusion a few of the areas are not up to snuff with the vision I have for the map, but I also have no major ideas for how to actually "rework" them, nor do I want to be adding even more to my workload. As such, I'm considering going in and cutting these four areas (Orange, Lime, Gray, and Cyan) and releasing Septum as either a 12-Disc map, or as a map with just 12 wools, leaving out some random wools in the process.
However, I wanted to see what the community thought of this. Septum still has a decent chunk of work to do on it (between balancing, re-looting the map, finishing up and tweaking areas, reworking one area, and additional random mechanical things) that cutting these areas still adds a small bit to the workload (filling the gaps they've left space and design-wise), that I'm wondering if it's worthwhile to remove them and go for a slimmer map by a small bit, or just leave these dungeons in-place.
So that's what I'm posting about. What are your thoughts on this? Would you think taking out some sections is a good idea, and worth looking into, becoming a 4 intersection map with 12 objectives, or would you as a player prefer a map with the 16 wools leaving these finished, but smaller, areas intact? Only Cyan is still a major problem for me, while Orange, Lime, and Gray are finished segments.
With the work I've been putting into Septum I'm kinda at a bit of an odd crossroads. During my work, I've come to the conclusion a few of the areas are not up to snuff with the vision I have for the map, but I also have no major ideas for how to actually "rework" them, nor do I want to be adding even more to my workload. As such, I'm considering going in and cutting these four areas (Orange, Lime, Gray, and Cyan) and releasing Septum as either a 12-Disc map, or as a map with just 12 wools, leaving out some random wools in the process.
However, I wanted to see what the community thought of this. Septum still has a decent chunk of work to do on it (between balancing, re-looting the map, finishing up and tweaking areas, reworking one area, and additional random mechanical things) that cutting these areas still adds a small bit to the workload (filling the gaps they've left space and design-wise), that I'm wondering if it's worthwhile to remove them and go for a slimmer map by a small bit, or just leave these dungeons in-place.
So that's what I'm posting about. What are your thoughts on this? Would you think taking out some sections is a good idea, and worth looking into, becoming a 4 intersection map with 12 objectives, or would you as a player prefer a map with the 16 wools leaving these finished, but smaller, areas intact? Only Cyan is still a major problem for me, while Orange, Lime, and Gray are finished segments.
I'd be fine either way, but if you personally feel that leaving these 4 areas in will somehow dampen the experience of the map, take them out. I generally prefer larger, less linear areas in CTMs (something Ragecraft did right), so I guess look at the linearity of those areas, and cut as you see fit.
I'd be fine either way, but if you personally feel that leaving these 4 areas in will somehow dampen the experience of the map, take them out. I generally prefer larger, less linear areas in CTMs (something Ragecraft did right), so I guess look at the linearity of those areas, and cut as you see fit.
Some of the sections (Lime for instance) would be integrated into the area just as part of it, instead of being a separate wool dungeon. It's really short compared to the other sections and feels very low effort. Others like Cyan would be gone completely as it's simply too much effort to work with.
It is your vision, and your thoughts should most certainly take priority but with that said I would not at all mind the cutting of certain areas if it makes for a more high quality and seamless experience. (and I would mind it even less if it helped the map get out faster)
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Hello everybody! About a week ago a bunch of us played in a UHC (it's the third official CTM Community UHC but the second one was a bit wonky so I believe only Ty recorded it). If you're interested in checking it out the spoiler below has the teams and the first episodes of those who uploaded their footage:
Without further ado, I present the CTM Community UHC Season 3!
I am playing a Beta of the map and am currently about halfway through. The map is just now out of Beta (version 1.2.0 just released a few days ago) and it deserves a review.
Difficulty: 7
Overall Enjoyment: 9
Comments: I really like this map. It uses its own food/health system similar to Minecraft Beta, where food restores health directly, and combined with the new combat mechanics of Minecraft 1.9, this works extremely well. It is a huge underground open-world map, with many areas having connection points that lead to two or three other areas, though there is also a linear progression suggested by signs at area nameposts. The areas are challenging and most are very large and open. In addition to the wools and ore blocks, there are also 54 emeralds hidden throughout the map to give completionists an extra challenge and more incentive to explore every nook and cranny. The map is somewhat light on loot and chests, though loot tables cause common mobs to very occasionally drop useful bonus items in addition to usual drops. The mobs are mostly vanilla (rather than custom), and there are rail chests and shortcuts that help the player move through the map, as well as enderchests at area borders to make inventory easier to transport. Many of these features combine to give the map a bit of a 'retro' feel, like the days of Legendary in beta Minecraft. I really like it, and don't know any other map quite like it. I did have a few criticisms of the map, but I shared them with the mapmaker during the beta and I think they've now been addressed in the final release.
K, I'm back again, probably just for this post. Is this thread falling apart, or are people just talking more elsewhere. I recall this thread used to have five new posts every hour.
Rollback Post to RevisionRollBack
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
Just a random thought but I thought it would be awesome/hilarious if someone make a mapping (mainly terraforming) video with the style of Bob Ross and call it "The Joy of Mapping".
Unbelievable. I've never seen such a complex speedrun in Minecraft. And some of the techniques he used to speed things up were pretty cool. I especially appreciated the teleporting back and forth at the end.
Rollback Post to RevisionRollBack
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
Hello everyone! I have a written up a tutorial that may be useful to some of you. You can find it here.
Can you make a tutorial on how to install WorldEdit/SPC/TMI/AUW/any other useful mapmaking tools in 1.8/1.9/1.10?
100% serious I haven't been able to mapmake in any significant way since the new modding system.
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thanks i love u <3
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So.
With the work I've been putting into Septum I'm kinda at a bit of an odd crossroads. During my work, I've come to the conclusion a few of the areas are not up to snuff with the vision I have for the map, but I also have no major ideas for how to actually "rework" them, nor do I want to be adding even more to my workload. As such, I'm considering going in and cutting these four areas (Orange, Lime, Gray, and Cyan) and releasing Septum as either a 12-Disc map, or as a map with just 12 wools, leaving out some random wools in the process.
However, I wanted to see what the community thought of this. Septum still has a decent chunk of work to do on it (between balancing, re-looting the map, finishing up and tweaking areas, reworking one area, and additional random mechanical things) that cutting these areas still adds a small bit to the workload (filling the gaps they've left space and design-wise), that I'm wondering if it's worthwhile to remove them and go for a slimmer map by a small bit, or just leave these dungeons in-place.
So that's what I'm posting about. What are your thoughts on this? Would you think taking out some sections is a good idea, and worth looking into, becoming a 4 intersection map with 12 objectives, or would you as a player prefer a map with the 16 wools leaving these finished, but smaller, areas intact? Only Cyan is still a major problem for me, while Orange, Lime, and Gray are finished segments.
I'd be fine either way, but if you personally feel that leaving these 4 areas in will somehow dampen the experience of the map, take them out. I generally prefer larger, less linear areas in CTMs (something Ragecraft did right), so I guess look at the linearity of those areas, and cut as you see fit.
Some of the sections (Lime for instance) would be integrated into the area just as part of it, instead of being a separate wool dungeon. It's really short compared to the other sections and feels very low effort. Others like Cyan would be gone completely as it's simply too much effort to work with.
It is your vision, and your thoughts should most certainly take priority but with that said I would not at all mind the cutting of certain areas if it makes for a more high quality and seamless experience. (and I would mind it even less if it helped the map get out faster)
I would just submit it with the first few areas, for nostalgia purposes.
The first few areas wouldn't be the ones being cut out. Orange would be removed due to some rework stuff, but the other three are later, around I2/3
Any suggestions on the Map of the Month for July?
What about RenderXR's new map? I've been having a lot of fun in it. I believe it's called Myriad Caves?
Hello everybody! About a week ago a bunch of us played in a UHC (it's the third official CTM Community UHC but the second one was a bit wonky so I believe only Ty recorded it). If you're interested in checking it out the spoiler below has the teams and the first episodes of those who uploaded their footage:
Without further ado, I present the CTM Community UHC Season 3!
Team TKO
TikaroHD
Kaiser_2
Orange1095
Team Rendog
RenderXR
PelicanPose2
Ty_Plays_Games
Team Runs-On-Salt
Browneye414
nbtrainor
TheZunar
Team Close Call
Omegaplayer
coolfool88
WittyWhiscash
Team Rodent Problem
RigbyDog98
Kaladun
ZeHO1
SUB 40 PANTHEON SPEEDRUN!!! Fangride
Time for a review!
Myriad Caves CTM (Minecraft 1.9.4)
The third map by renderxr:
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2295375-ctm-collection-renderxrs-untold-stories-series
I am playing a Beta of the map and am currently about halfway through. The map is just now out of Beta (version 1.2.0 just released a few days ago) and it deserves a review.
Difficulty: 7
Overall Enjoyment: 9
Comments: I really like this map. It uses its own food/health system similar to Minecraft Beta, where food restores health directly, and combined with the new combat mechanics of Minecraft 1.9, this works extremely well. It is a huge underground open-world map, with many areas having connection points that lead to two or three other areas, though there is also a linear progression suggested by signs at area nameposts. The areas are challenging and most are very large and open. In addition to the wools and ore blocks, there are also 54 emeralds hidden throughout the map to give completionists an extra challenge and more incentive to explore every nook and cranny. The map is somewhat light on loot and chests, though loot tables cause common mobs to very occasionally drop useful bonus items in addition to usual drops. The mobs are mostly vanilla (rather than custom), and there are rail chests and shortcuts that help the player move through the map, as well as enderchests at area borders to make inventory easier to transport. Many of these features combine to give the map a bit of a 'retro' feel, like the days of Legendary in beta Minecraft. I really like it, and don't know any other map quite like it. I did have a few criticisms of the map, but I shared them with the mapmaker during the beta and I think they've now been addressed in the final release.
SCORE
Aesthetics: 8
Creativity: 9
Gameplay: 10
TOTAL: 27
The 10th Strawberry Jam will be running soon!
The theme is Apocalypse it shoulda been colossus you meanies
It will be running in two waves (3 if it is requested), and more details can be found on the thread as always: http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/2311800-strawberry-jam-v3-a-ctm-map-building-jam-jam-10
Those waves are:
- July 22nd-24th
- July 29th-31st
Hope to see you there!
Hey guys, I have something cool for you: A filter!
https://www.reddit.com/r/Minecraft/comments/4t0obt/mcedit_filter_perlin_terrain_generator/
K, I'm back again, probably just for this post. Is this thread falling apart, or are people just talking more elsewhere. I recall this thread used to have five new posts every hour.
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
Just a random thought but I thought it would be awesome/hilarious if someone make a mapping (mainly terraforming) video with the style of Bob Ross and call it "The Joy of Mapping".
Okay. Now go back to what you were doing before.
If someone don't seen. Amazing Legendary TAS by Cscuile
Unbelievable. I've never seen such a complex speedrun in Minecraft. And some of the techniques he used to speed things up were pretty cool. I especially appreciated the teleporting back and forth at the end.
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