So not only is this map based off of a song, It's also based off of a video game character - and I'm not telling you who it is.
A couple of the areas in the map may give you hints as to their identity, as will how things are named, and there's also a total of 4 books in the map that will give you some crytic clues as well.
So that we don't spam up this thread with guesses, you can either guess on my own thread, myah:
Your map is broken. In the intersection you have a couple of teleporters: one works fine but the other just teleports you to the middle of the same intersection.
Also you have a couple of spots where the boundry between 'inside map' and 'outside map' is only one block thick with no bedrock. I don't like this kinda thing as it means that you can pretty much break the map on accident really quickly.
Rain of a Thousand Flames by Omega
Difficulty- 9/10
Fun:3.5/10
Deaths:0 (I have no idea how I didn't die at least once, I must have been insanely lucky)
Played in: Hard map option, hard difficulty
My thoughts:
Well Omega, you told me you like reading...
I can honestly say, I did not like this map. It was way too mob spammy and unbalanced which made it stressful to complete. On top of that, there were many derps such as open command blocks and holes in the walls that revealed void, a bedrock floor, or something similar.
First of all the desert area had a rather atrocious mix of sandstone and red sandstone that was painful to the eyes and just did not look good at all in my opinion. On top of that, the area was very empty, with nothing more than a couple trees and a few buildings in the walls. There was a small amount of mob spam here since under majority of the trees were a spawner that couldn't be broken before a mob spawned behind you. To add further injury, the player is given so few torches, that it was nearly impossible to light up and secure the spawners as well. I also noticed that the spawners were given an extra large spawn radius because even if the spawner was lit up around the normal 5 block radius, it would still manage to spawn somewhere. The loot often was too poor to properly fight off the wither skeletons so I eventually decided to stop fighting them altogether and mostly dash through the area. I thought the banners were pulled off nicely, though, it would have been nice if the player was given a cue of some sort to let them know that they did something right after placing them. The first boss fight was rather easy and I managed to kill him without taking a single hit.
The underwater area was extremely annoying. The guardians posed more as a nuisance for me since I decided that fighting them would be suicide. I just swam by them and placed blocks whenever I had to, in order to stop their lazers from hitting me. My real complaint with this area though, are the spawners. I'll start with the zombies. They weren't very dangerous, but they spawned so often and spawned in such a large block radius that they just became awful to have to deal with. The skeletons...oh no the skeletons. Their punch made them impossible to melee and the extreme lack of arrows made them not worth fighing from afar. Every single time I ended up having to fight them, I had crybox in a wall and just hit their feet. The spawners themselves were obnoxious to try and destroy since the punch skeletons and spammed zombies would always manage to hit me before I could break it. The loot in the area felt very underpowered and eventually became not worth grabbing.
The third area may be my favorite area in the map, though it too, suffers from the straight path syndrome. Like the first area, it was mostly just a flat path with occasional buildings and structures here and there. In the parkour part, I was idiotic enough to take the fun path, and I fell about 10 times and water dropped successfully each time. When I finally got to the top I managed to kill the boss quite easily and take the crystal. The knockback resistant skeletons were suprisingly easy to kill. (Omega already knows about the broken teleporter, so there's another clunky aspect of this map)
This last area is just awful. At this point, I still only had a stone pickaxe which bothered me greatly. The beginning of the area suffered from the flat and long straight path syndrome once again. The six spawners right in front of the castle were overkill, yet little did I know what was ahead of me. In the castle part was mob spam so bad that I couldn't be bothered fighting them. I ended up just going up the ladders, torching the area, and then running out to regenerate before repeating the process. After I found the painting, I fought the extremely easy boss, got the glass, and ran back through the mob spam to finish the area. Sorry if this sounds mean Omega, but this map was just very, very unbalanced and got to a point where it was no longer fun.
Anyways, victory pic!
Wolves by Shadow (Finally got your name right guy!)
Difficulty: 6/10
Fun:8/10
Deaths:2
Played in: Hardest option, normal difficulty
My thoughts:
This map was pretty challenging, but thankfully it was nicely balanced, and I played in the hardest "gamemode" with only two deaths total. The aesthetics, as usual, were pretty and simplistic. There's just something about shadow's mapping style that I really like . On a side note, I got an extra emerald, and three out of the four books, but I'm too lazy to figure out who the character is. (Apparently writing large clusters of feedback like this isn't lazy, but doing a simple puzzle is.)
The forest area that the players starts in was a bit overkill. I tried fighting all the mobs I saw and taking out the spawners with the little supplies I had, but it didn't work. I got swarmed and killed really quickly. After that, I decided to strafe away from the fun path a bit and I managed much better. Without armor, the mobs in the forest were overpowered and were really tough to fight without taking damage. I couldn't be bothered fighting the wolves for supplies either.
The fiery place, which had the first wool, had shadow's typical bridge-styled area. All the mobs and loot here were balanced, however those magma jockies might have been a bit too difficult, unless you just shoot them from afar. I thought the area looked fine, although, there wasn't anything particularly interesting about the area other than the mob variation.
Next up was the wintery castle area, which I thought looked pretty neat from the outside. Once again, the woods area had mobs that I couldn't be bothered to kill so I just ran into the castle, ignoring everything outside. The inside of the castle was visually simplistic, but looked good in my opinion. There weren't any mobs here that were overkill except possibly the silverfish. In a map where taking damage is devastating, the silverfish just peck the player's health down. The loot here seemed to be less powerful than the loot in the first dungeon, excluding the potions of course, so I wore the same golden armor that I got from the fiery area. I got my second death here from a little bit of mob spam in the room above the first layer of the "above ground" part. Overall, a fun map!
The Meaning of Life, the Universe, and Everything.
Location:
The Island From Lost
Join Date:
5/23/2015
Posts:
230
Minecraft:
coolfool88
Xbox:
coolfool88
Member Details
Just thought I'd drop a post here saying that I will be participating in Wave 2 of this Jam! I have some cool ideas, my song all picked out and ready to go, and I look forward to releasing my third Jam map if all goes well
Finally got back to this map, after I started it, then went away for a couple of days (I kept on looking forward to it!) and I'm glad to be finished!
I quite enjoyed the map as a whole and, taking into account that I'm not very good at CTM's, found it roughly balanced.
The wolf mechanic didn't seem to work that well, as you had to hit them first before they tried to kill you. I just ended up taming them for a little help.
The fire area was enjoyable, not too hard even for me, however the ice area was a lot tougher, with 8 outta my 11 deaths from those creepers
I also collected all 4 books, but I'll post my musings on your own thread for the map.
Only thing I really thought could have been improved was to put some more structures in the forest. After the first outpost, there was only one other building to keep my interest.
Since we'll see a 1.9 release right as wave 3 starts, I wonder if anyone will map using 1.9...
I'm considering using the pre-releases, although I'm unsure if I'll get enough time to actually make a map. I know all of Sat and Sun are free, but Fir and Mon are no-go and I'm yet to plan ;/
Didn't really have a lot of time today... argh, I hope I have more time the next days or... Well, if not I'll probably retry in wave 3.
Whatever, here a first screenshot of what I finished today ^^''
Rollback Post to RevisionRollBack
I wish I could change my username...
Just call me Toaster. I'm toasting tomatoes.
Edit: I now claim this page in the rightful name of... (The man currently talking has forgotten this great man's name, and just climbs down from his vantage point in shame.)
The Meaning of Life, the Universe, and Everything.
Location:
The Island From Lost
Join Date:
5/23/2015
Posts:
230
Minecraft:
coolfool88
Xbox:
coolfool88
Member Details
I'm sad to say I didn't have quite as much time as I expected for this week, so sadly I'm going to have to drop out of this Wave and it's kind of doubtful I'll participate next weekend. Can't wait to see what all you guys do because it seems like a ton of people are working on maps this weekend but for me, I'll have to make like Chris Christie and drop out!
Progress so far! This is the white wool/glass area. I know it's pretty simplistic, but that's kinda what I'm aiming for since it's been a while since I've mapped...
I've completed the building aspect of my Jam map. Moving onto spawners and loot. I'm having trouble creating mob spawners which actually spawn entities in 1.9. I've used MCStacker, having ticked the "1.9 snapshots" selector, but the spawners generated using those commands in-game do not spawn
Do you have any ideas on how to create working mob spawners in 1.9?
EDIT: The spawners don't work in the 2nd pre-release, but do in the snapshots!... ? Odd.
Wish I'd been able to help earlier, but mob spawners are completely broken in the 2nd pre-release, as all mobs from spawners spawn at x=0 (I think)
In fact, I wish I'd had as much time as I thought I would have this weekend. A load of stuff cropped up that I hadn't expected (or had forgotten about) and I've had no time at all to make anything. I guess I can always try the final wave, but this weekend was going to be my best bet time-wise.
Well, I didn't really have any time at all... so as I said I only built on friday and not even a lot. I will try again next weekend, but would anyone have a problem if I would just start on saturday and use what I did this friday? Would be kind of stupid to build the exact same thing again.
Rollback Post to RevisionRollBack
I wish I could change my username...
Just call me Toaster. I'm toasting tomatoes.
This map is aimed to be pretty hard. You most likely will die a few times. I've set the player's health permanently to 6 hearts for that little added spice to the difficulty. Good luck, you most likely will need it.
EDIT: I've posted an update that blances out a few things and adds a certain feature.
Done!
- Wolves - For MC 1.8.X
Download :
http://www.mediafire.com/download/33w05jtun60tjcm/Wolves+-+A+CTM+Strawberry+Jam+Map+By+BSM.zip
The song It's based off of is this one:
It's a royalty free song, which is pretty cool.
Secondary Objective:
So not only is this map based off of a song, It's also based off of a video game character - and I'm not telling you who it is.
A couple of the areas in the map may give you hints as to their identity, as will how things are named, and there's also a total of 4 books in the map that will give you some crytic clues as well.
So that we don't spam up this thread with guesses, you can either guess on my own thread, myah:
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2230260-ctm-rfw-black-shadows-map-collection-ctm-and?page=2
or fire me a PM.
If enough people are interested, I may leave more hints on my thread and reveal their identity in, say, a couple of weeks.
If not I guess it can remain a mystery. :3
Screenshots:
[DELETED]
EDIT: He changed the music video lol
Umm..
Your map is broken. In the intersection you have a couple of teleporters: one works fine but the other just teleports you to the middle of the same intersection.
Also you have a couple of spots where the boundry between 'inside map' and 'outside map' is only one block thick with no bedrock. I don't like this kinda thing as it means that you can pretty much break the map on accident really quickly.
I'm back to
bashpraise some maps!Rain of a Thousand Flames by Omega
Difficulty- 9/10
Fun:3.5/10
Deaths:0 (I have no idea how I didn't die at least once, I must have been insanely lucky)
Played in: Hard map option, hard difficulty
My thoughts:
Well Omega, you told me you like reading...
I can honestly say, I did not like this map. It was way too mob spammy and unbalanced which made it stressful to complete. On top of that, there were many derps such as open command blocks and holes in the walls that revealed void, a bedrock floor, or something similar.
First of all the desert area had a rather atrocious mix of sandstone and red sandstone that was painful to the eyes and just did not look good at all in my opinion. On top of that, the area was very empty, with nothing more than a couple trees and a few buildings in the walls. There was a small amount of mob spam here since under majority of the trees were a spawner that couldn't be broken before a mob spawned behind you. To add further injury, the player is given so few torches, that it was nearly impossible to light up and secure the spawners as well. I also noticed that the spawners were given an extra large spawn radius because even if the spawner was lit up around the normal 5 block radius, it would still manage to spawn somewhere. The loot often was too poor to properly fight off the wither skeletons so I eventually decided to stop fighting them altogether and mostly dash through the area. I thought the banners were pulled off nicely, though, it would have been nice if the player was given a cue of some sort to let them know that they did something right after placing them. The first boss fight was rather easy and I managed to kill him without taking a single hit.
The underwater area was extremely annoying. The guardians posed more as a nuisance for me since I decided that fighting them would be suicide. I just swam by them and placed blocks whenever I had to, in order to stop their lazers from hitting me. My real complaint with this area though, are the spawners. I'll start with the zombies. They weren't very dangerous, but they spawned so often and spawned in such a large block radius that they just became awful to have to deal with. The skeletons...oh no the skeletons. Their punch made them impossible to melee and the extreme lack of arrows made them not worth fighing from afar. Every single time I ended up having to fight them, I had crybox in a wall and just hit their feet. The spawners themselves were obnoxious to try and destroy since the punch skeletons and spammed zombies would always manage to hit me before I could break it. The loot in the area felt very underpowered and eventually became not worth grabbing.
The third area may be my favorite area in the map, though it too, suffers from the straight path syndrome. Like the first area, it was mostly just a flat path with occasional buildings and structures here and there. In the parkour part, I was idiotic enough to take the fun path, and I fell about 10 times and water dropped successfully each time. When I finally got to the top I managed to kill the boss quite easily and take the crystal. The knockback resistant skeletons were suprisingly easy to kill. (Omega already knows about the broken teleporter, so there's another clunky aspect of this map)
This last area is just awful. At this point, I still only had a stone pickaxe which bothered me greatly. The beginning of the area suffered from the flat and long straight path syndrome once again. The six spawners right in front of the castle were overkill, yet little did I know what was ahead of me. In the castle part was mob spam so bad that I couldn't be bothered fighting them. I ended up just going up the ladders, torching the area, and then running out to regenerate before repeating the process. After I found the painting, I fought the extremely easy boss, got the glass, and ran back through the mob spam to finish the area. Sorry if this sounds mean Omega, but this map was just very, very unbalanced and got to a point where it was no longer fun.
Anyways, victory pic!
Wolves by Shadow (Finally got your name right guy!)
Difficulty: 6/10
Fun:8/10
Deaths:2
Played in: Hardest option, normal difficulty
My thoughts:
This map was pretty challenging, but thankfully it was nicely balanced, and I played in the hardest "gamemode" with only two deaths total. The aesthetics, as usual, were pretty and simplistic. There's just something about shadow's mapping style that I really like . On a side note, I got an extra emerald, and three out of the four books, but I'm too lazy to figure out who the character is. (Apparently writing large clusters of feedback like this isn't lazy, but doing a simple puzzle is.)
The forest area that the players starts in was a bit overkill. I tried fighting all the mobs I saw and taking out the spawners with the little supplies I had, but it didn't work. I got swarmed and killed really quickly. After that, I decided to strafe away from the fun path a bit and I managed much better. Without armor, the mobs in the forest were overpowered and were really tough to fight without taking damage. I couldn't be bothered fighting the wolves for supplies either.
The fiery place, which had the first wool, had shadow's typical bridge-styled area. All the mobs and loot here were balanced, however those magma jockies might have been a bit too difficult, unless you just shoot them from afar. I thought the area looked fine, although, there wasn't anything particularly interesting about the area other than the mob variation.
Next up was the wintery castle area, which I thought looked pretty neat from the outside. Once again, the woods area had mobs that I couldn't be bothered to kill so I just ran into the castle, ignoring everything outside. The inside of the castle was visually simplistic, but looked good in my opinion. There weren't any mobs here that were overkill except possibly the silverfish. In a map where taking damage is devastating, the silverfish just peck the player's health down. The loot here seemed to be less powerful than the loot in the first dungeon, excluding the potions of course, so I wore the same golden armor that I got from the fiery area. I got my second death here from a little bit of mob spam in the room above the first layer of the "above ground" part. Overall, a fun map!
Victory pic:
Hello CTM Community. <3
Just thought I'd drop a post here saying that I will be participating in Wave 2 of this Jam! I have some cool ideas, my song all picked out and ready to go, and I look forward to releasing my third Jam map if all goes well
I can't wait to get home and try some of these entries! I'll be starting mine this friday and I can't wait!
Check me out on YouTube:
https://youtube.com/@Xenocorpse
Finally got back to this map, after I started it, then went away for a couple of days (I kept on looking forward to it!) and I'm glad to be finished!
I quite enjoyed the map as a whole and, taking into account that I'm not very good at CTM's, found it roughly balanced.
The wolf mechanic didn't seem to work that well, as you had to hit them first before they tried to kill you. I just ended up taming them for a little help.
The fire area was enjoyable, not too hard even for me, however the ice area was a lot tougher, with 8 outta my 11 deaths from those creepers
I also collected all 4 books, but I'll post my musings on your own thread for the map.
Only thing I really thought could have been improved was to put some more structures in the forest. After the first outpost, there was only one other building to keep my interest.
Victory proof
Since we'll see a 1.9 release right as wave 3 starts, I wonder if anyone will map using 1.9...
Check me out on YouTube:
https://youtube.com/@Xenocorpse
I'm considering using the pre-releases, although I'm unsure if I'll get enough time to actually make a map. I know all of Sat and Sun are free, but Fir and Mon are no-go and I'm yet to plan ;/
So yes, I'm new here *screams*
I'm going to try for Wave 2 and 3, see you later :3
Didn't really have a lot of time today... argh, I hope I have more time the next days or... Well, if not I'll probably retry in wave 3.
Whatever, here a first screenshot of what I finished today ^^''
I wish I could change my username...
Just call me Toaster. I'm toasting tomatoes.
Several years ago...
In a foreign town...
Far away from home...
I met the Count of Tuscany...
Edit: I now claim this page in the rightful name of... (The man currently talking has forgotten this great man's name, and just climbs down from his vantage point in shame.)
I'm working on my map, but I've only finished the spawn.... I need to get to work!
Check me out on YouTube:
https://youtube.com/@Xenocorpse
I'm sad to say I didn't have quite as much time as I expected for this week, so sadly I'm going to have to drop out of this Wave and it's kind of doubtful I'll participate next weekend. Can't wait to see what all you guys do because it seems like a ton of people are working on maps this weekend but for me, I'll have to make like Chris Christie and drop out!
Progress so far! This is the white wool/glass area. I know it's pretty simplistic, but that's kinda what I'm aiming for since it's been a while since I've mapped...
EDIT: More fun...
I hope you're happy Infamy...
Check me out on YouTube:
https://youtube.com/@Xenocorpse
My Submission: GO FAR is complete! I will say it is horribly unbalanced, but I'll continue to work on it!
It was based off of the song: You're Gonna Go Far, Kid - The Offspring
Here's the download!
http://www.mediafire.com/download/21g1gcir26se1m3/Go_Far_-_Strawberry_Edition.zip
It's also on my CTM post HERE if you guys want to tell me what to fix or check out my other map!
Check me out on YouTube:
https://youtube.com/@Xenocorpse
Wish I'd been able to help earlier, but mob spawners are completely broken in the 2nd pre-release, as all mobs from spawners spawn at x=0 (I think)
In fact, I wish I'd had as much time as I thought I would have this weekend. A load of stuff cropped up that I hadn't expected (or had forgotten about) and I've had no time at all to make anything. I guess I can always try the final wave, but this weekend was going to be my best bet time-wise.
Nope It's for 1.8.9.
Check me out on YouTube:
https://youtube.com/@Xenocorpse
Well, I didn't really have any time at all... so as I said I only built on friday and not even a lot. I will try again next weekend, but would anyone have a problem if I would just start on saturday and use what I did this friday? Would be kind of stupid to build the exact same thing again.
I wish I could change my username...
Just call me Toaster. I'm toasting tomatoes.
So (woah chipmunk is doing things this wave, how did that happen), I finally finished my jam map.
My map was based off the song O' Death by Jen Titus
Download: http://www.mediafire.com/download/cdi6xd2mr2cb9sr/Forgotten_Memories_#2_-_O'_Death_-__V1.0.4.zip
This map is aimed to be pretty hard. You most likely will die a few times. I've set the player's health permanently to 6 hearts for that little added spice to the difficulty. Good luck, you most likely will need it.
EDIT: I've posted an update that blances out a few things and adds a certain feature.