Wait, which map? Because if you're talking about IM, then there's nothing fun about that map for a lot of people (even many on Vechs' thread) but hey, just your opinion but we probably won't just shove every Vechs review up to 10 points, because not everyone agrees with it, and it's up to the reviewers themselves how many points the maps get!
Yeah, your right, just stating my own opinion, just think that vechs maps have good balance imho, I see what you mean though
Yea, I'm experimenting with lava to give some light, however, you don't spend too much time there. It's an area to set the mood before you enter the underground.
More of a run for your life area.
Me and the rest of the mapmaking and CTM community beg you to not make a clone of Eternal Battle.
I recall somewhere you saying though that you wanted me to be testing the wools though, Remember ? Balancing ? You needed someone to prove it was beat able
Something amazing happened. I went to the last page of this topic and you had already claimed a later page by the time I got there.
Anyway, Uncharted Territory 1 stories coming soon. It's the first CTM I will beat.
Rollback Post to RevisionRollBack
So I was working on this really cool resource pack a while ago, but bad progress nonwithstanding, I think I found something much better... I'm probably gonna never release another custom Minecraft map.Until we meet again...
So I had an idea for a unique take on the default intersection style. As far as I know, no one has done it yet.
Yep. Lily pads on water. (And by the way, the glowstone is denser underwater than it is above, so it doesn't look quite that jumbled and busy when you're at water level.)
And also, community question for the mapmakers: About how much do you work on maps per day? I'm curious to see how frequently others work.
And also, community question for the mapmakers: About how much do you work on maps per day? I'm curious to see how frequently others work.
Depends. When I'm really into what I'm doing, anywhere from 3-6 hours a day. If I'm preoccupied with school or other games, 0-1 hour, and that's a stretch.
Depends. When I'm really into what I'm doing, anywhere from 3-6 hours a day. If I'm preoccupied with school or other games, 0-1 hour, and that's a stretch.
So I had an idea for a unique take on the default intersection style. As far as I know, no one has done it yet.
Yep. Lily pads on water. (And by the way, the glowstone is denser underwater than it is above, so it doesn't look quite that jumbled and busy when you're at water level.)
And also, community question for the mapmakers: About how much do you work on maps per day? I'm curious to see how frequently others work.
Yesterday I worked like 7 hours finishing my map and alpha testing it but mostly I map in short bursts like a hour or two here and there...
So I'm still brainstorming for my battlefield type area, Last Hold. Any suggestions or anything would be appreciated. Its like the only area i don't know what i want out of. .3.
So thanks to Karrott's tutorial on world making and block variation, I did some rejiggering of an area I posted a while ago...actually, it's more like same concept,new area. I had a draft on it I wanted to show here and possibly get feedback on. Incoming pic dump:
So this is a potential spawn area/opening dungeon. Think drained river basin. I may need to rework the glowstone on the right for consistency, and maybe add the "riverbed mix" to it as well.
Backside view of the same area. There may be a little too much sand there, but it does offset the stone.
Various tunnel shots within an underground cave. Not the most original I know, but it's a good starter area I think. Things to do include incorporating some coal ore into the walls, and maybe mixing up the walls a little (bits of gravel perhaps? I don't want to make them too noisy). Need to test spawn rates later, to make sure the amount of dark areas are adequate for spawning.
Final bit leading to Intersection 1. Still need to work on more areas, but I think these transitions achieve a similar effect to the square tunnels while looking a bit more natural. Still may need some work though, especially to make it less "round".
Just some thoughts I had while making the area. I'd love some comments on what could be improved/expanded upon. I plan for this to be part of an easier CTM map, one made to get players used to the concept. Thanks for your assistance by the way.
Im am really glad my video was so much of a help! The block variation makes that area look much better from the first version if I remember what it looks like correctly!
Yeah, your right, just stating my own opinion, just think that vechs maps have good balance imho, I see what you mean though
Ok
Furries are cool.
You didn't get the weapons!
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Something amazing happened. I went to the last page of this topic and you had already claimed a later page by the time I got there.
Anyway, Uncharted Territory 1 stories coming soon. It's the first CTM I will beat.
So I was working on this really cool resource pack a while ago, but bad progress nonwithstanding, I think I found something much better... I'm probably gonna never release another custom Minecraft map. Until we meet again...
K i will!
Yep. Lily pads on water. (And by the way, the glowstone is denser underwater than it is above, so it doesn't look quite that jumbled and busy when you're at water level.)
And also, community question for the mapmakers: About how much do you work on maps per day? I'm curious to see how frequently others work.
Thats nearly what I do, lol.
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Also I mention you in my map making tutorial video if you havent seen it yet.
http://youtube.com/karrott96
So thanks to Karrott's tutorial on world making and block variation, I did some rejiggering of an area I posted a while ago...actually, it's more like same concept,new area. I had a draft on it I wanted to show here and possibly get feedback on. Incoming pic dump:
So this is a potential spawn area/opening dungeon. Think drained river basin. I may need to rework the glowstone on the right for consistency, and maybe add the "riverbed mix" to it as well.
Backside view of the same area. There may be a little too much sand there, but it does offset the stone.
Various tunnel shots within an underground cave. Not the most original I know, but it's a good starter area I think. Things to do include incorporating some coal ore into the walls, and maybe mixing up the walls a little (bits of gravel perhaps? I don't want to make them too noisy). Need to test spawn rates later, to make sure the amount of dark areas are adequate for spawning.
Final bit leading to Intersection 1. Still need to work on more areas, but I think these transitions achieve a similar effect to the square tunnels while looking a bit more natural. Still may need some work though, especially to make it less "round".
Just some thoughts I had while making the area. I'd love some comments on what could be improved/expanded upon. I plan for this to be part of an easier CTM map, one made to get players used to the concept. Thanks for your assistance by the way.