I just had what may or may not be an awesome idea for a CTM map. In a normal CTM type map, your objective is to complete the victory monument (or some variation thereof) by collecting wool from dungeons and bringing it back to the monument. In these maps, you are usually advancing through them in such a way so that a large permanent base is impractical. Most players will therefore build small outposts at strategic intervals as needed. As a result, once the map is complete, the world is usually forgotten about and never opened again.
My idea is instead of having an arbitrary objective (such as wool in dungeons) and building bases to collect it, have the base building BE the objective. You can have the player start in a completely empty base in the center of the map; perhaps even make it a challenge to secure it. They would then have to branch out into the edges of the map into the dungeons to collect various resources to complete the base. You could even put those resources in fleecy box like structures if you wanted to.
The goal of this type of map would be to create a world that could be played long after the objectives are complete. If the idea becomes popular competitions could be held for the most epic base created with the provided resources.
Once again I am doubtful that this idea would be successful. However I would love to find a way to bring some replay-ability to CTM worlds. These mapmakers put way too much effort into their creations for us to just forget about them as soon as the monument is completed. After all, Super Hostile was originally created as a series of survival maps. The Victory monument wasn't added until a few maps in.
I just had what may or may not be an awesome idea for a CTM map. In a normal CTM type map, your objective is to complete the victory monument (or some variation thereof) by collecting wool from dungeons and bringing it back to the monument. In these maps, you are usually advancing through them in such a way so that a large permanent base is impractical. Most players will therefore build small outposts at strategic intervals as needed. As a result, once the map is complete, the world is usually forgotten about and never opened again.
My idea is instead of having an arbitrary objective (such as wool in dungeons) and building bases to collect it, have the base building BE the objective. You can have the player start in a completely empty base in the center of the map; perhaps even make it a challenge to secure it. They would then have to branch out into the edges of the map into the dungeons to collect various resources to complete the base. You could even put those resources in fleecy box like structures if you wanted to.
The goal of this type of map would be to create a world that could be played long after the objectives are complete. If the idea becomes popular competitions could be held for the most epic base created with the provided resources.
Once again I am doubtful that this idea would be successful. However I would love to find a way to bring some replay-ability to CTM worlds. These mapmakers put way too much effort into their creations for us to just forget about them as soon as the monument is completed. After all, Super Hostile was originally created as a series of survival maps. The Victory monument wasn't added until a few maps in.
:3 I'm trying something similar for my third unnamed map. It will be so large that you probably never explore the whole map. It will include multiple optional dungeons and I'm going for 32 objectives (wool and hardened clay) I will probably start a new thread considering it doesn't fit into the theme of my current series of maps. Considering the massive size of the world I wont be able to do it alone. I'm not sure this is exactly what your looking for but I feel this is it. Also many maps like VF2 have a lot to explore even after you complete the monument.
(Pardon me if this ends up not being the proper place to place this, but oh well)
Since it's not quite a large enough thing (no screenshots) to create a thread nor do I have any of it finalized, I've decided to post a bit about my upcoming map to this thread (It'll be named 'Twisted Ultimatium')
The reason why I post it here, just to make sure everyone understands, is because I typically dislike CTM threads that don't have a product, let alone don't have screenshots. Therefor, I feel like this would be a good place to share concepts and stuff. If I'm wrong, then oh well. Worth a try ^^
- It'll feature a 26 basic block monument, featuring 16 wools, 4 blocks, 2 types of books, 3 mob heads and 1 type of weapon
- There will be a thriving post-game that not only features a few basic areas but has areas added to it with time, sortof like an MMO.
- It will be incredibly challenging, featuring a ton of custom mobs and a vast amount of creative 'traps'.
- You will have a main base throughout most of the mid-game and late-game that, while allowing the map to be fairly easy to speedrun, will allow players who want to keep a consistent base throughout the game that option.
- There will be five intersections of gradually climbing difficulty.
- Features new 'arena' areas, which have you facing off against insanely difficult custom mobs in unique terrain.
- Each area has a cascade of optional places to go to get some amazing loot and is fairly large.
- Oh, and did I mention that there's going to be boss battles? (at least as planned, if I seriously hit a wall here then there won't be any, unfortunally)
Also, here's the poem (Still a W.I.P, but contains most of the important stuff) that you'll see at the start of the game and in the thread.
Where the bones of the wasted lay
Skin set aside by a flay
Core of explosions, a staple of lore
Chime of the treasures to plunder, more!
Carved into the lake of purgatory
Villian's lair straight out of a story
But, you aren't the only hero around
When you explore the salvage of the drowned
A city of gold where the citizens are hysteria
Sinking deeper and deeper into the malaria
Into the land of the ruins and illusions
Crushed by the fog that was never found by humans
Storming a citadel to find what you reap
But what you find makes your conscious weep
You will not be prepared
Now, are you scared?
(Trust me it'll be better with screenshots, but it's still in its infancy and, since it's my first map, it may take a while to grab a hold of, which is why the thread isn't up. By the way, there will be an open beta which will come with the thread as well. Alpha requires an application and pre-alpha is closed.)
Also, for the post-game, there may be guest areas. We will see. But yeah, I feel like this works. Might be missing a thing or two, but oh well :3
I just had what may or may not be an awesome idea for a CTM map. In a normal CTM type map, your objective is to complete the victory monument (or some variation thereof) by collecting wool from dungeons and bringing it back to the monument. In these maps, you are usually advancing through them in such a way so that a large permanent base is impractical. Most players will therefore build small outposts at strategic intervals as needed. As a result, once the map is complete, the world is usually forgotten about and never opened again.
My idea is instead of having an arbitrary objective (such as wool in dungeons) and building bases to collect it, have the base building BE the objective. You can have the player start in a completely empty base in the center of the map; perhaps even make it a challenge to secure it. They would then have to branch out into the edges of the map into the dungeons to collect various resources to complete the base. You could even put those resources in fleecy box like structures if you wanted to.
The goal of this type of map would be to create a world that could be played long after the objectives are complete. If the idea becomes popular competitions could be held for the most epic base created with the provided resources.
Once again I am doubtful that this idea would be successful. However I would love to find a way to bring some replay-ability to CTM worlds. These mapmakers put way too much effort into their creations for us to just forget about them as soon as the monument is completed. After all, Super Hostile was originally created as a series of survival maps. The Victory monument wasn't added until a few maps in.
Meh. As far as I can tell your idea is to have "resource" dungeons rather than wool dungeons (one dungeon has birch log, another has clay, etc.) unfortunately for this to function it means that you couldn't use any of these resources aesthetically which will probably result in just a bunch of bedrock boxes... or you'd have to put it on adventure mode in which case no.
Sounds cool. Just be careful not to bite of more than you can chew. A 19 objective map is pretty large by itself, and even in those some players (and mappers) loose steam, but as long as you keep it interesting that shouldn't be a problem
and on that note
I'm making a new map My other one that I've been quietly working on has been really not motivating recently, so I'm taking some of the ideas I really like (open world RPG, hellfire roost, faery's hollow) and moving it to an easier to manage theme. I may return to my old map latter but for now it has been shelved for better things (I'll also try to post screenies a little bit more often (I think I've only posted two so far ))
Sounds cool. Make sure you don't bite of more than you can chew though. A 19 objective map is pretty large by itself, and even in those some players (and mappers) loose steam, but as long as you keep it interesting that shouldn't be a problem
Yeah, it's certainly one of the things that could bring me down, but I'm not overly worried. Every area has a unique atmosphere within it and there's such a variety of stuff that, once I get going, I should be working on SOMETHING for a while.
Sounds cool, if your screenies look good I'd definitely give it a try. Watch out with boss mobs though, boxing yourself in and killing feets for 10 minutes is NOT fun.
Oh, trust me, the boss encounters will be -FAR- more than just boxing yourself in and killing them. There's a planned 3 non-arena boss mobs, so it isnt even that bad.
This probably gets asked fairly often, so I'm sorry, but I didn't see it in the introductory posts to the thread.
I love CTM's, but suck at them. To give you an idea, I'm playing Vechs' Sunburn Islands, the easiest Super Hostile map according to the difficulty numbers. I went all around the map exploring and finding loot to have the best equipment I could find. I then proceeded to dig up several stacks of sand, and used that to create walls in the second dungeon as I progressed, to ensure I could partition off areas of the dungeon and never be overwhelmed from multiple sides.
I am STILL getting my ass kicked.
Basically, what I'm looking for are CTM style maps that are easier than Vechs' maps. I like difficult maps, but I suck at Minecraft so much that a beginner's CTM map will probably be challenging as hell for me.
Alternatively, should I just play some of Vechs' maps on Easy? How much of a difference does difficulty make in these maps?
Difficulty makes a BIG difference for CTM maps. For an example, it's a pain to pass the Everforge entrance in Inferno Mines on hard but on easy its pretty pathetic. Also, Sunburn Islands got a major buff recently that made the second dungeon quite difficult. I'd recrommend giving an attempt at Monstrosity, since it's pretty awesome yet not overly hard.
Meh. As far as I can tell your idea is to have "resource" dungeons rather than wool dungeons (one dungeon has birch log, another has clay, etc.) unfortunately for this to function it means that you couldn't use any of these resources aesthetically which will probably result in just a bunch of bedrock boxes... or you'd have to put it on adventure mode in which case no.
Sounds cool. Just be careful not to bite of more than you can chew. A 19 objective map is pretty large by itself, and even in those some players (and mappers) loose steam, but as long as you keep it interesting that shouldn't be a problem
and on that note
I'm making a new map My other one that I've been quietly working on has been really not motivating recently, so I'm taking some of the ideas I really like (open world RPG, hellfire roost, faery's hollow) and moving it to an easier to manage theme. I may return to my old map latter but for now it has been shelved for better things (I'll also try to post screenies a little bit more often (I think I've only posted two so far ))
Im still not sure what to do with the "aesthetic" blocks. Either it would be like you said and ALL blocks would need to be collected from dungeons, or just give the players the useless decorative blocks and only place actual useful resources in dungeons. The first option would give the mapmaker more options for dungeon objectives, but limit the aesthetics of the map. It would also allow the player to slowly "evolve" the base as they conquer the map.
The second option, on the other hand, would allow mapmakers to express their creativity in the map itself, and give the player an opportunity to decorate their base right away. However, it does limit what can be put in the dungeons. There are still plenty of ideas I can think of tho. Some examples include extensive mines infested with monsters that the player would have to clear out and build extensive infrastructure to harvest the ore and return it to the base. Or perhaps mob spawners in fleecy boxes to build grinders with (just not too many). You would probably have to give players access to some resources fairly early tho (such as wood). Maybe in the first dungeon. You could give them a starter kit to survive just long enough to secure them.
Either way this idea still requires quite a bit of thought.
By the way, Az (not quoting posts because why not), wouldn't it be better to have the base as a central hub and the areas expand from it? Then, you could have improving your base as a secondary objective and not just the primary one. After all, the issue would be that you'd sacrificing various parts of the map in order to have a minigame where you can improve your base instead of building a monument. Rather, wouldn't it be better to simply have base improvement as an optional thing that people can do if they so desire instead of being forced into it? Gives more options for both the map designer and the player that way.
This probably gets asked fairly often, so I'm sorry, but I didn't see it in the introductory posts to the thread.
I love CTM's, but suck at them. To give you an idea, I'm playing Vechs' Sunburn Islands, the easiest Super Hostile map according to the difficulty numbers. I went all around the map exploring and finding loot to have the best equipment I could find. I then proceeded to dig up several stacks of sand, and used that to create walls in the second dungeon as I progressed, to ensure I could partition off areas of the dungeon and never be overwhelmed from multiple sides.
I am STILL getting my ass kicked.
Basically, what I'm looking for are CTM style maps that are easier than Vechs' maps. I like difficult maps, but I suck at Minecraft so much that a beginner's CTM map will probably be challenging as hell for me.
Alternatively, should I just play some of Vechs' maps on Easy? How much of a difference does difficulty make in these maps?
I HIGHLY recommend playing something other than Sunburn, as it's not very easy any more. Also, play on Easy difficulty. Srsly, it's aloud by the rules and it makes the map easier. It's a win-win.
This probably gets asked fairly often, so I'm sorry, but I didn't see it in the introductory posts to the thread.
I love CTM's, but suck at them. To give you an idea, I'm playing Vechs' Sunburn Islands, the easiest Super Hostile map according to the difficulty numbers. I went all around the map exploring and finding loot to have the best equipment I could find. I then proceeded to dig up several stacks of sand, and used that to create walls in the second dungeon as I progressed, to ensure I could partition off areas of the dungeon and never be overwhelmed from multiple sides.
I am STILL getting my ass kicked.
Basically, what I'm looking for are CTM style maps that are easier than Vechs' maps. I like difficult maps, but I suck at Minecraft so much that a beginner's CTM map will probably be challenging as hell for me.
Alternatively, should I just play some of Vechs' maps on Easy? How much of a difference does difficulty make in these maps?
All you need to do is to keep trying new strategies until you find one that works for you. Zistau plays areas safe by bridging. I use ender pearls alot so that I can "skip" the harder parts of an area and then go back later to get the loot. Keep trying new things and you will find something that works.
This probably gets asked fairly often, so I'm sorry, but I didn't see it in the introductory posts to the thread.
I love CTM's, but suck at them. To give you an idea, I'm playing Vechs' Sunburn Islands, the easiest Super Hostile map according to the difficulty numbers. I went all around the map exploring and finding loot to have the best equipment I could find. I then proceeded to dig up several stacks of sand, and used that to create walls in the second dungeon as I progressed, to ensure I could partition off areas of the dungeon and never be overwhelmed from multiple sides.
I am STILL getting my ass kicked.
Basically, what I'm looking for are CTM style maps that are easier than Vechs' maps. I like difficult maps, but I suck at Minecraft so much that a beginner's CTM map will probably be challenging as hell for me.
Alternatively, should I just play some of Vechs' maps on Easy? How much of a difference does difficulty make in these maps?
All you need to do is to keep trying new strategies until you find one that works for you. Zistau plays areas safe by bridging. I use ender pearls alot so that I can "skip" the harder parts of an area and then go back later to get the loot. Keep trying new things and you will find something that works.
This probably gets asked fairly often, so I'm sorry, but I didn't see it in the introductory posts to the thread.
I love CTM's, but suck at them. To give you an idea, I'm playing Vechs' Sunburn Islands, the easiest Super Hostile map according to the difficulty numbers. I went all around the map exploring and finding loot to have the best equipment I could find. I then proceeded to dig up several stacks of sand, and used that to create walls in the second dungeon as I progressed, to ensure I could partition off areas of the dungeon and never be overwhelmed from multiple sides.
I am STILL getting my ass kicked.
Basically, what I'm looking for are CTM style maps that are easier than Vechs' maps. I like difficult maps, but I suck at Minecraft so much that a beginner's CTM map will probably be challenging as hell for me.
Alternatively, should I just play some of Vechs' maps on Easy? How much of a difference does difficulty make in these maps?
Play maps by Xekaj they're really easy. Other easy maps include: Pantheon, Ragecraft and Monstrosity
In all seriousness play spellbound caves or infernal sky II and don't play sunburn isles. It's massively unbalanced.
My question is, why would you list Monstrosity on a list containing Ragecraft and Pantheon? It is not even in the BALLPARK of those maps. It's not even that bad, probably the easiest of the recent big-name CTM maps. Also, Ragecraft is insanely difficult unless you're good at tackling large areas, in which case it's alright.
I know my map will not be for everyone, but it was never meant to be. The whole purpose of the idea was to create a CTM type map that a player would actually want to return to after the monument was completed. I know that many people play CTMs solely for the "dungeon crawler" aspect, but I also know that just as many if not more love the freedom that the survival aspect of the maps brings. I believe the reason that so many people flock to these types of maps is that many of the survival/sandbox aspects of Minecraft are preserved.
It is for this same reason that people play survival maps. These people become bored of the vanilla Minecraft experience, and come here looking for something more interesting. Also, the original CTM maps began as a series of difficult survival maps. It may be time to help them return to their roots, without losing all they have gained in the past few years. This map can help those people find what they are looking for while at the same time dramatically increasing the replay value of CTM maps.
Also, I am currently taking 2 summer classes and have other obligations which would prevent me from taking on an extensive map project. I have no idea how any of the advanced map-making tools work or have any advanced knowledge of game mechanics. I pitched the idea in the hopes that someone else in the community would be willing to take it up. Thank you for you assistance and positive feedback.
My question is, why would you list Monstrosity on a list containing Ragecraft and Pantheon? It is not even in the BALLPARK of those maps. It's not even that bad, probably the easiest of the recent big-name CTM maps. Also, Ragecraft is insanely difficult unless you're good at tackling large areas, in which case it's alright.
My idea is instead of having an arbitrary objective (such as wool in dungeons) and building bases to collect it, have the base building BE the objective. You can have the player start in a completely empty base in the center of the map; perhaps even make it a challenge to secure it. They would then have to branch out into the edges of the map into the dungeons to collect various resources to complete the base. You could even put those resources in fleecy box like structures if you wanted to.
The goal of this type of map would be to create a world that could be played long after the objectives are complete. If the idea becomes popular competitions could be held for the most epic base created with the provided resources.
Once again I am doubtful that this idea would be successful. However I would love to find a way to bring some replay-ability to CTM worlds. These mapmakers put way too much effort into their creations for us to just forget about them as soon as the monument is completed. After all, Super Hostile was originally created as a series of survival maps. The Victory monument wasn't added until a few maps in.
:3 I'm trying something similar for my third unnamed map. It will be so large that you probably never explore the whole map. It will include multiple optional dungeons and I'm going for 32 objectives (wool and hardened clay) I will probably start a new thread considering it doesn't fit into the theme of my current series of maps. Considering the massive size of the world I wont be able to do it alone. I'm not sure this is exactly what your looking for but I feel this is it. Also many maps like VF2 have a lot to explore even after you complete the monument.
Since it's not quite a large enough thing (no screenshots) to create a thread nor do I have any of it finalized, I've decided to post a bit about my upcoming map to this thread (It'll be named 'Twisted Ultimatium')
The reason why I post it here, just to make sure everyone understands, is because I typically dislike CTM threads that don't have a product, let alone don't have screenshots. Therefor, I feel like this would be a good place to share concepts and stuff. If I'm wrong, then oh well. Worth a try ^^
- It'll feature a 26 basic block monument, featuring 16 wools, 4 blocks, 2 types of books, 3 mob heads and 1 type of weapon
- There will be a thriving post-game that not only features a few basic areas but has areas added to it with time, sortof like an MMO.
- It will be incredibly challenging, featuring a ton of custom mobs and a vast amount of creative 'traps'.
- You will have a main base throughout most of the mid-game and late-game that, while allowing the map to be fairly easy to speedrun, will allow players who want to keep a consistent base throughout the game that option.
- There will be five intersections of gradually climbing difficulty.
- Features new 'arena' areas, which have you facing off against insanely difficult custom mobs in unique terrain.
- Each area has a cascade of optional places to go to get some amazing loot and is fairly large.
- Oh, and did I mention that there's going to be boss battles? (at least as planned, if I seriously hit a wall here then there won't be any, unfortunally)
Also, here's the poem (Still a W.I.P, but contains most of the important stuff) that you'll see at the start of the game and in the thread.
Where the bones of the wasted lay
Skin set aside by a flay
Core of explosions, a staple of lore
Chime of the treasures to plunder, more!
Carved into the lake of purgatory
Villian's lair straight out of a story
But, you aren't the only hero around
When you explore the salvage of the drowned
A city of gold where the citizens are hysteria
Sinking deeper and deeper into the malaria
Into the land of the ruins and illusions
Crushed by the fog that was never found by humans
Storming a citadel to find what you reap
But what you find makes your conscious weep
You will not be prepared
Now, are you scared?
(Trust me it'll be better with screenshots, but it's still in its infancy and, since it's my first map, it may take a while to grab a hold of, which is why the thread isn't up. By the way, there will be an open beta which will come with the thread as well. Alpha requires an application and pre-alpha is closed.)
Also, for the post-game, there may be guest areas. We will see. But yeah, I feel like this works. Might be missing a thing or two, but oh well :3
Yes yes yes yes yes and yes
Meh. As far as I can tell your idea is to have "resource" dungeons rather than wool dungeons (one dungeon has birch log, another has clay, etc.) unfortunately for this to function it means that you couldn't use any of these resources aesthetically which will probably result in just a bunch of bedrock boxes... or you'd have to put it on adventure mode in which case no.
Sounds cool. Just be careful not to bite of more than you can chew. A 19 objective map is pretty large by itself, and even in those some players (and mappers) loose steam, but as long as you keep it interesting that shouldn't be a problem
and on that note
I'm making a new map My other one that I've been quietly working on has been really not motivating recently, so I'm taking some of the ideas I really like (open world RPG, hellfire roost, faery's hollow) and moving it to an easier to manage theme. I may return to my old map latter but for now it has been shelved for better things (I'll also try to post screenies a little bit more often (I think I've only posted two so far ))
Hey! I like, run this... or something:
Yeah, it's certainly one of the things that could bring me down, but I'm not overly worried. Every area has a unique atmosphere within it and there's such a variety of stuff that, once I get going, I should be working on SOMETHING for a while.
Oh, trust me, the boss encounters will be -FAR- more than just boxing yourself in and killing them. There's a planned 3 non-arena boss mobs, so it isnt even that bad.
I love CTM's, but suck at them. To give you an idea, I'm playing Vechs' Sunburn Islands, the easiest Super Hostile map according to the difficulty numbers. I went all around the map exploring and finding loot to have the best equipment I could find. I then proceeded to dig up several stacks of sand, and used that to create walls in the second dungeon as I progressed, to ensure I could partition off areas of the dungeon and never be overwhelmed from multiple sides.
I am STILL getting my ass kicked.
Basically, what I'm looking for are CTM style maps that are easier than Vechs' maps. I like difficult maps, but I suck at Minecraft so much that a beginner's CTM map will probably be challenging as hell for me.
Alternatively, should I just play some of Vechs' maps on Easy? How much of a difference does difficulty make in these maps?
Im still not sure what to do with the "aesthetic" blocks. Either it would be like you said and ALL blocks would need to be collected from dungeons, or just give the players the useless decorative blocks and only place actual useful resources in dungeons. The first option would give the mapmaker more options for dungeon objectives, but limit the aesthetics of the map. It would also allow the player to slowly "evolve" the base as they conquer the map.
The second option, on the other hand, would allow mapmakers to express their creativity in the map itself, and give the player an opportunity to decorate their base right away. However, it does limit what can be put in the dungeons. There are still plenty of ideas I can think of tho. Some examples include extensive mines infested with monsters that the player would have to clear out and build extensive infrastructure to harvest the ore and return it to the base. Or perhaps mob spawners in fleecy boxes to build grinders with (just not too many). You would probably have to give players access to some resources fairly early tho (such as wood). Maybe in the first dungeon. You could give them a starter kit to survive just long enough to secure them.
Either way this idea still requires quite a bit of thought.
I HIGHLY recommend playing something other than Sunburn, as it's not very easy any more. Also, play on Easy difficulty. Srsly, it's aloud by the rules and it makes the map easier. It's a win-win.
All you need to do is to keep trying new strategies until you find one that works for you. Zistau plays areas safe by bridging. I use ender pearls alot so that I can "skip" the harder parts of an area and then go back later to get the loot. Keep trying new things and you will find something that works.
All you need to do is to keep trying new strategies until you find one that works for you. Zistau plays areas safe by bridging. I use ender pearls alot so that I can "skip" the harder parts of an area and then go back later to get the loot. Keep trying new things and you will find something that works.
Tips:
Enderpearl
Grinders
Tunnel
Play on Easy
Wall it off
Torch spam
Don't play Sunburn Islands
Play Rugged Horizons
Hey! I like, run this... or something:
Play maps by Xekaj they're really easy. Other easy maps include: Pantheon, Ragecraft and Monstrosity
In all seriousness play spellbound caves or infernal sky II and don't play sunburn isles. It's massively unbalanced.
(Ragecraft isn't as hard as the title suggests)
It is for this same reason that people play survival maps. These people become bored of the vanilla Minecraft experience, and come here looking for something more interesting. Also, the original CTM maps began as a series of difficult survival maps. It may be time to help them return to their roots, without losing all they have gained in the past few years. This map can help those people find what they are looking for while at the same time dramatically increasing the replay value of CTM maps.
Also, I am currently taking 2 summer classes and have other obligations which would prevent me from taking on an extensive map project. I have no idea how any of the advanced map-making tools work or have any advanced knowledge of game mechanics. I pitched the idea in the hopes that someone else in the community would be willing to take it up. Thank you for you assistance and positive feedback.