I hate to say it, but it is very likely you are screwed. I hope you were keeping backups.
You'll need to decide on 1) how confident you are when it comes to technology - specifically, performing a potential hardware repair yourself, and 2) how valuable the data is. If the data is extremely valuable [and maybe you not confident with a repair], it's off to a drive recovery professional you go. Their services are very expensive, and of course not guaranteed, but it's the best shot at getting some data back.
If you're feeling confident, it's time to attempt to recover the data yourself. I found one article via Google that may help - http://lifehacker.com/5982339/diy-data-recovery-tricks-for-when-your-hard-drive-goes-belly-up - but it'll be up to you to research your problem and take the steps necessary to fix it (although it may get to the point where the repair requires access to a clean room).
If the data isn't valuable (i.e. not worth spending the potentially very hefty cost of repair) and you're not confident, it's game over.
Remember, always keep backups. Hard drives are more prone to failure compared to other parts.
Okay I guess I need to click Quote instead of Reply ... why does the Reply button exist then?
Community Question: Would you say playing CTM maps is generally easier or harder in multiplayer (2-3 players)?
There are some ways that multiplayer makes a map easier, but in other ways the map becomes more difficult (gear becomes more spread out, server lag). I think having a (competent) buddy to play a map with makes a map more fun, but does it make the map easier or harder to complete (generally speaking)?
Also might be worth talking about how mapmakers can make a good multiplayer experience without influencing the singleplayer experience (placing more loot, lag minimization).
Community Question: Would you say playing CTM maps is generally easier or harder in multiplayer (2-3 players)?
There are some ways that multiplayer makes a map easier, but in other ways the map becomes more difficult (gear becomes more spread out, server lag). I think having a (competent) buddy to play a map with makes a map more fun, but does it make the map easier or harder to complete (generally speaking)?
Also might be worth talking about how mapmakers can make a good multiplayer experience without influencing the singleplayer experience (placing more loot, lag minimization).
I think its easier in multiplayer. The gear factor doesn't really affect much except for in the start. The reason being is that you can get more gear faster with more people. I think that answers it.
Rollback Post to RevisionRollBack
GENERATION 37: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment.
Community Question: Would you say playing CTM maps is generally easier or harder in multiplayer (2-3 players)?
There are some ways that multiplayer makes a map easier, but in other ways the map becomes more difficult (gear becomes more spread out, server lag). I think having a (competent) buddy to play a map with makes a map more fun, but does it make the map easier or harder to complete (generally speaking)?
Also might be worth talking about how mapmakers can make a good multiplayer experience without influencing the singleplayer experience (placing more loot, lag minimization).
I think its easier in multiplayer. The gear factor doesn't really affect much except for in the start. The reason being is that you can get more gear faster with more people. I think that answers it.
You don't get more gear in multiplayer, you just pick up more because more people can hold more stuff. The good gear gets spread out, which can screw over a player that didn't get any good stuff. Server lag is also an issue, making it much harder to hit mobs without getting hit. With heavy-hitting custom mobs, it can make a huge difference.
Community Question: Would you say playing CTM maps is generally easier or harder in multiplayer (2-3 players)?
There are some ways that multiplayer makes a map easier, but in other ways the map becomes more difficult (gear becomes more spread out, server lag). I think having a (competent) buddy to play a map with makes a map more fun, but does it make the map easier or harder to complete (generally speaking)?
Also might be worth talking about how mapmakers can make a good multiplayer experience without influencing the singleplayer experience (placing more loot, lag minimization).
I think its easier in multiplayer. The gear factor doesn't really affect much except for in the start. The reason being is that you can get more gear faster with more people. I think that answers it.
You don't get more gear in multiplayer, you just pick up more because more people can hold more stuff. The good gear gets spread out, which can screw over a player that didn't get any good stuff. Server lag is also an issue, making it much harder to hit mobs without getting hit. With heavy-hitting custom mobs, it can make a huge difference.
Speaking for someone who's watched, like, 5-10 playthroughs of inferno mines, there are definately some maps were pretty much everyone will always have good gear. (It's obviously not the preferred way nor the norm, but there's a chance that's the main thing he's seen)
Community Question: Would you say playing CTM maps is generally easier or harder in multiplayer (2-3 players)?
There are some ways that multiplayer makes a map easier, but in other ways the map becomes more difficult (gear becomes more spread out, server lag). I think having a (competent) buddy to play a map with makes a map more fun, but does it make the map easier or harder to complete (generally speaking)?
Also might be worth talking about how mapmakers can make a good multiplayer experience without influencing the singleplayer experience (placing more loot, lag minimization).
I think that multiplayer doesn't change the difficulty of a map. There may be less loot and more mobs, but these days, loot is very commonplace. I think just giving large amounts of loot make the singleplayer and multiplayer experience both better, but I know some people are more against lots of loot, so those would be geared towards singleplayer generally, otherwise it would be very difficulty. So what I'm saying, it all depends on how much loot there is.
This question probably gets asked a lot, but what would you guys recommend I do to get into map-making? It's something I've wanted to do for a LONG time, but it honestly seems so... intimidating to me.
Also, I agree with Titan of Secrets, Fang's Uncle Sam hat is awesome.
Community Question: Would you say playing CTM maps is generally easier or harder in multiplayer (2-3 players)?
There are some ways that multiplayer makes a map easier, but in other ways the map becomes more difficult (gear becomes more spread out, server lag). I think having a (competent) buddy to play a map with makes a map more fun, but does it make the map easier or harder to complete (generally speaking)?
It feels much more easier.
Maps becomes slightly more difficult. With all that extra consumption of materials, you'll be guzzling up resources like a fuel-inefficient SUV, but you can carry more items, which is a huge plus.Overall, it's more about the fun factor and it's always much more fun to play with them.
Rollback Post to RevisionRollBack
Every bloody CTM map series boasts that it's bigger, longer, and harder than other CTM series. It's almost as if it's a **** measuring contest. (bigger, longer, harder...)
This question probably gets asked a lot, but what would you guys recommend I do to get into map-making? It's something I've wanted to do for a LONG time, but it honestly seems so... intimidating to me.
Also, I agree with Titan of Secrets, Fang's Uncle Sam hat is awesome.
Just latch onto an idea and run with it. If it feels intimidating to do a full map, make a minimap first. Think up a few cool concepts for areas, and try to fit them together. Your first map doesn't have to be anything special. Don't make your first project something massive and time-consuming or you'll never finish it *coughFANGRIDEcough*. But honestly, unless you have much better willpower than me, you'll probably give up/lose inspiration/lose interest before you finish a full map. And take this from me: You don't really want that. I've been around here for nearly 2 years at this point, and I have yet to finish a map (okay, yes, I did make a Jam map in the most recent Strawberry Jam. Maybe I'm getting better). But yeah, start with something small, and don't try to make it perfect. I might actually advise rushing it out as quickly as you can; sure, it might be terrible, and you might look back on it later with embarrassment, but there's nothing like failure to help you learn, and it's better than constantly tinkering with your map until you're satisfied, which may be never.
also: oh god it got reverted to Titan of Secrets? That's hilarious. Nice going, MCForums.
also also: where did you get that hat, Fangride? I like it, too.
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
This question probably gets asked a lot, but what would you guys recommend I do to get into map-making? It's something I've wanted to do for a LONG time, but it honestly seems so... intimidating to me.
Also, I agree with Titan of Secrets, Fang's Uncle Sam hat is awesome.
But yeah, start with something small, and don't try to make it perfect. I might actually advise rushing it out as quickly as you can; sure, it might be terrible, and you might look back on it later with embarrassment, but there's nothing like failure to help you learn, and it's better than constantly tinkering with your map until you're satisfied, which may be never.
also: oh god it got reverted to Titan of Secrets? That's hilarious. Nice going, MCForums.
also also: where did you get that hat, Fangride? I like it, too.
I've definitely been looking back at my first map with embarrassment recently, I really didn't know what I was doing. I'm glad I made it though, cause I can at least say I've released a full map and learned from the experience ;P
The most important thing when making a map is to be excited to do it. You need to WANT to sit hunched over MCEdit for hours using a brush over and over to try and get the shape you're looking for. The project should give you butterflies every time you open the map and imagine the finished product. Motivation is key to sticking it out to the end and not just brushing a bunch of cylinders for the final castle of the map (dear gawd the PLAIN WHITE CAKE CASTLE...)
I dunno, these just my thoughts I guess... learn from both your mistakes as well as the mistakes of others. Play other CTM maps and try to imagine their process; take note of what worked well vs. not so well.
This question probably gets asked a lot, but what would you guys recommend I do to get into map-making? It's something I've wanted to do for a LONG time, but it honestly seems so... intimidating to me.
Also, I agree with Titan of Secrets, Fang's Uncle Sam hat is awesome.
I just started making my first map like a week ago. Even if I'm new to this I'll give you some advice.
HAVE FUN!!!!!!
Do you really want to do this?
Install the software you need (e.g. World Edit, MCEdit, etc)
Go with what you feel.
Think BIG
I think that's it!
P.S. Sorry for the double post. Stupid new MCF with no connected posts.
Annoyed that you can no longer post video links which preview properly :/
Not to CTM related huh?
Krose is a long-time member of the community, and we love to hear about his projects when they are finished. Maybe be a bit more careful about how you approach people around here.
Also, forum rules state that there should be no double-posting, which I can't help but notice you've just done. You can edit your post with the edit button alongside Reply and Quote, please make use of this in the future. Ignore me, clearly you know how to edit.
This question probably gets asked a lot, but what would you guys recommend I do to get into map-making? It's something I've wanted to do for a LONG time, but it honestly seems so... intimidating to me.
Also, I agree with Titan of Secrets, Fang's Uncle Sam hat is awesome.
I just started making my first map like a week ago. Even if I'm new to this I'll give you some advice.
HAVE FUN!!!!!!
Do you really want to do this? Yes you do. Ofcourse you do. Mapping is a ton of fun!
Install the software you need (e.g. World Edit, MCEdit) (grabbing an NBT-editor somewhere is really important. If you need help on NBT stuff, there's a few guys in the thread to help you out.)
Go with what you feel. Sure
Think BIG not to big and make sure you put enough subtle details in your gameplay to make sure the map plays out well. Making a 100x100 square really needs you to make use of the space, and don't leave most of the space empty and unused. Make sure that every block is there for a reason :-)
I think that's it!
P.S. Sorry for the double post. Stupid new MCF with no connected posts.
Sorry for using your post but I didn't feel like retyping stuff you said. Btw welcome HUGH-UGH.
So, does anyone know of a good "vine" filter for MCEdit/craftscript for WorldEdit? The ones I've found for MCEdit don't work, and Build Commands and Terraforming Toolkit don't work either. I'm in the middle of coding my own addition to Build Commands, but I'd like to know if I could save the effort.
(I'm basically trying to create stalactites/icicles, and the Build Commands vines can only be placed on walls. Also, it doesn't work with any block other than vines. At least, not for me.)
This question probably gets asked a lot, but what would you guys recommend I do to get into map-making? It's something I've wanted to do for a LONG time, but it honestly seems so... intimidating to me.
Also, I agree with Titan of Secrets, Fang's Uncle Sam hat is awesome.
I would recommend a survival island as your first project. The time commitment for a survival island is really however much you want, from a few hour to a few weeks. You don't have to worry about command blocks or crazy redstone or such, just regular mechanics and you'll learn all about all of your map making tools. If you're looking for more commitment, a MiniCTM is a good first project. You only really need three areas and an intersection, so it isn't that big.
Rollback Post to RevisionRollBack
Trainwreck, point us to a player we can prove it to.
Okay, forget what I said earlier about needing to find a vine/icicle/stalactite-placer. I figured out how to code my own. And you know what? I feel like this is a big deal. I can make my own craftscripts! I can do aaaaaaaanything!
...well, okay, probably not anything. But a lot more than I could do before. It's been so long since I programmed anything. I forgot how good I was at it. <--pinnacle of modesty, right there. *rolls eyes*
I'm still figuring out how the whole "craftscripts" thing works, but I might be willing to make craftscripts on request... (Keep it simple for now, though. I haven't worked out TileEntities (spawners, chests, etc.) yet or anything. I don't even know if WorldEdit is capable of doing stuff with TileEntities. (A good generalization of what a TileEntity-containing block is is that it's anything you can't push with a piston, not including obsidian and bedrock.)
Edit: This is of particular note to anyone who prefers WorldEdit over MCEdit. Craftscripts are to WorldEdit what filters are to MCEdit.
Okay I guess I need to click Quote instead of Reply ... why does the Reply button exist then?
Lol
There are some ways that multiplayer makes a map easier, but in other ways the map becomes more difficult (gear becomes more spread out, server lag). I think having a (competent) buddy to play a map with makes a map more fun, but does it make the map easier or harder to complete (generally speaking)?
Also might be worth talking about how mapmakers can make a good multiplayer experience without influencing the singleplayer experience (placing more loot, lag minimization).
I think its easier in multiplayer. The gear factor doesn't really affect much except for in the start. The reason being is that you can get more gear faster with more people. I think that answers it.
You don't get more gear in multiplayer, you just pick up more because more people can hold more stuff. The good gear gets spread out, which can screw over a player that didn't get any good stuff. Server lag is also an issue, making it much harder to hit mobs without getting hit. With heavy-hitting custom mobs, it can make a huge difference.
Speaking for someone who's watched, like, 5-10 playthroughs of inferno mines, there are definately some maps were pretty much everyone will always have good gear. (It's obviously not the preferred way nor the norm, but there's a chance that's the main thing he's seen)
I think that multiplayer doesn't change the difficulty of a map. There may be less loot and more mobs, but these days, loot is very commonplace. I think just giving large amounts of loot make the singleplayer and multiplayer experience both better, but I know some people are more against lots of loot, so those would be geared towards singleplayer generally, otherwise it would be very difficulty. So what I'm saying, it all depends on how much loot there is.
Also, I agree with Titan of Secrets, Fang's Uncle Sam hat is awesome.
It feels much more easier.
Maps becomes slightly more difficult. With all that extra consumption of materials, you'll be guzzling up resources like a fuel-inefficient SUV, but you can carry more items, which is a huge plus.Overall, it's more about the fun factor and it's always much more fun to play with them.
Just latch onto an idea and run with it. If it feels intimidating to do a full map, make a minimap first. Think up a few cool concepts for areas, and try to fit them together. Your first map doesn't have to be anything special. Don't make your first project something massive and time-consuming or you'll never finish it *coughFANGRIDEcough*. But honestly, unless you have much better willpower than me, you'll probably give up/lose inspiration/lose interest before you finish a full map. And take this from me: You don't really want that. I've been around here for nearly 2 years at this point, and I have yet to finish a map (okay, yes, I did make a Jam map in the most recent Strawberry Jam. Maybe I'm getting better). But yeah, start with something small, and don't try to make it perfect. I might actually advise rushing it out as quickly as you can; sure, it might be terrible, and you might look back on it later with embarrassment, but there's nothing like failure to help you learn, and it's better than constantly tinkering with your map until you're satisfied, which may be never.
also: oh god it got reverted to Titan of Secrets? That's hilarious. Nice going, MCForums.
also also: where did you get that hat, Fangride? I like it, too.
I've definitely been looking back at my first map with embarrassment recently, I really didn't know what I was doing. I'm glad I made it though, cause I can at least say I've released a full map and learned from the experience ;P
The most important thing when making a map is to be excited to do it. You need to WANT to sit hunched over MCEdit for hours using a brush over and over to try and get the shape you're looking for. The project should give you butterflies every time you open the map and imagine the finished product. Motivation is key to sticking it out to the end and not just brushing a bunch of cylinders for the final castle of the map (dear gawd the PLAIN WHITE CAKE CASTLE...)
I dunno, these just my thoughts I guess... learn from both your mistakes as well as the mistakes of others. Play other CTM maps and try to imagine their process; take note of what worked well vs. not so well.
Not to CTM related huh?
I just started making my first map like a week ago. Even if I'm new to this I'll give you some advice.
P.S. Sorry for the double post. Stupid new MCF with no connected posts.
Krose is a long-time member of the community, and we love to hear about his projects when they are finished. Maybe be a bit more careful about how you approach people around here.
Also, forum rules state that there should be no double-posting, which I can't help but notice you've just done. You can edit your post with the edit button alongside Reply and Quote, please make use of this in the future.Ignore me, clearly you know how to edit.Sorry for using your post but I didn't feel like retyping stuff you said. Btw welcome HUGH-UGH.
(I'm basically trying to create stalactites/icicles, and the Build Commands vines can only be placed on walls. Also, it doesn't work with any block other than vines. At least, not for me.)
Edit: Never mind. See my reply below.
I would recommend a survival island as your first project. The time commitment for a survival island is really however much you want, from a few hour to a few weeks. You don't have to worry about command blocks or crazy redstone or such, just regular mechanics and you'll learn all about all of your map making tools. If you're looking for more commitment, a MiniCTM is a good first project. You only really need three areas and an intersection, so it isn't that big.
...well, okay, probably not anything. But a lot more than I could do before. It's been so long since I programmed anything. I forgot how good I was at it. <--pinnacle of modesty, right there. *rolls eyes*
I'm still figuring out how the whole "craftscripts" thing works, but I might be willing to make craftscripts on request... (Keep it simple for now, though. I haven't worked out TileEntities (spawners, chests, etc.) yet or anything. I don't even know if WorldEdit is capable of doing stuff with TileEntities. (A good generalization of what a TileEntity-containing block is is that it's anything you can't push with a piston, not including obsidian and bedrock.)
Edit: This is of particular note to anyone who prefers WorldEdit over MCEdit. Craftscripts are to WorldEdit what filters are to MCEdit.