I'm focusing on the cliff, not the floor or the walls, their just there for comparison purposes
Imagine the floor and wall are not there and are in another magical realm :<
The walls and floor do however add to the cliff. You couldn't have a cliff without the rock face around it. Otherwise you would have a mountain, or some kind of spire. To make the area look right, you really need all these things to work in unison.
Are you starting by hollowing it out with rectangle select? Try approaching it differently, like with a large sphere brush.
For this area in particular, the cliff is really gonna have to come out far to stand out. Unless you lower the cliff. Don't lower the walls. Lower the little cliff you tried to make, and don't center it like that. Weight it a little more on a side. Might look more natural.
The walls and floor do however add to the cliff. You couldn't have a cliff without the rock face around it. Otherwise you would have a mountain, or some kind of spire. To make the area look right, you really need all these things to work in unison.
Are you starting by hollowing it out with rectangle select? Try approaching it differently, like with a large sphere brush.
For this area in particular, the cliff is really gonna have to come out far to stand out. Unless you lower the cliff. Don't lower the walls. Lower the little cliff you tried to make, and don't center it like that. Weight it a little more on a side. Might look more natural.
#ideas
If I hollow out an area in a rectangle like that, It usually means it's a terraforming test/experiment (terra test box if you will!)
Now if I may ask what do you mean by lowering the cliff? Maybe a short example perhaps would be helpful?
(I apologize I am more of a visual person, I can't read and do so well...)
Are angry wolfs still not a thing? I can't seem to get them to work with MCStacker..
I'm not 100% sure, but if you get a command block and type this in, I think you will get an angry wolf spawner: /setblock ~ ~ ~ mob_spawner 0 replace {EntityId:Wolf,SpawnData:{Anger:30}}
If I hollow out an area in a rectangle like that, It usually means it's a terraforming test/experiment (terra test box if you will!)
Now if I may ask what do you mean by lowering the cliff? Maybe a short example perhaps would be helpful?
(I apologize I am more of a visual person, I can't read and do so well...)
Mk. The purpose of testing out techniques is to see which one works best for you. You don't need to try them here, but I implore you to at least give them a shot later so that maybe it can help you perfect a style you like.
I had figured the cliff was the center piece that was embedded in the back wall. So I offered advice on how to make it stand out more. All this talk about walls and cliffs it was easy to be confused so I'm sorry about that.
All good critique is useful critique. Or at least in a case like yours. You can't just brush off stuff that you don't want to hear because the focus was something else (well you can brush it off, but you don't need to announce it. At least people are responding at all.) Its all part of the same area so in one way or another, it is effecting how nice the section in question looks.
In all seriousness the shape is throwing people for a loop, and in a way distracting them from the focus of your cave. That is not a good sign. Next time maybe try for a basic shape with like 5 or more vertices at the base. So bigger than a rectangle/square.
Only other thing I can think of is to make your walls less flat. The Sphere brush could help with that.
For those who don't know me, allow me to introduce myself. I am Crimson the Kid and I made posts before on this thread until I went forum surfing. I used to work on a project known as 'The [aCTM] Project'. This custom map tag is abbreviated as Adventure-Complete the Monument. The project was supposed to add elements from adventure and mix it with some elements of CTM, like the requirement of collecting colored wool blocks, to create a unique experience.
I had the help from some notable forum users like Infinity via Private Messaging on here. While the feedback had helped me out, I just didn't like how I felt while I was working on the map. Plus, the map layout didn't look right. Basically, I didn't like how it turned out. After that, I pretty much stopped working on it and went to other sections of the forums. (BTW, I did make a thread for the [aCTM] project. But since I had problems with the map, I might have to request a lock.)
So, what's next for me? I'd say I should come back to work on the project, but with a new start. Plus, I think I should start small, kinda like Mini-CTM small. I think it'll work for me.
Oh, and I played numerous CTM maps before - just to let you know. Now that I pretty much said what I wanted to say... Hello, everybody!
@
Mk. The purpose of testing out techniques is to see which one works best for you. You don't need to try them here, but I implore you to at least give them a shot later so that maybe it can help you perfect a style you like.
Understandable, That's really what I am trying to do with terraforming right now
had figured the cliff was the center piece that was embedded in the back wall. So I offered advice on how to make it stand out more. All this talk about walls and cliffs it was easy to be confused so I'm sorry about that.
All good critique is useful critique. Or at least in a case like yours. You can't just brush off stuff that you don't want to hear because the focus was something else (well you can brush it off, but you don't need to announce it. At least people are responding at all.) Its all part of the same area so in one way or another, it is effecting how nice the section in question looks.
The cliff is indeed the center piece
I apologize that my attitude came off irritable like that, I always consider every critique even if its not on the area I wanted, even if its not the critique I wanted I should be happy that I got feedback at all and it certainly helps me improves. I'll work on all of an area from now on then for proper feedback
In all seriousness the shape is throwing people for a loop, and in a way distracting them from the focus of your cave. That is not a good sign. Next time maybe try for a basic shape with like 5 or more vertices at the base. So bigger than a rectangle/square.
Only other thing I can think of is to make your walls less flat. The Sphere brush could help with that.
I'll stop my terra test box then, I'll go for an uneven/round shape then. As for the walls I actually want them to be "mini cliffs" which in hindsight I should have done first.....
This time I redid the whole cliff area and before I progress with the main structure/focus I would like feedback on the area.
The aim of it was to have a set of small natural looking cliffs surrounding the spawn area, here is the area so you know what I mean:
Now for most of this area it was using a round/erode brush with a noise of 50 and despite the fact that the hanging blocks were a pain to get rid of I like the results. However, if you notice the area floor has little to no height variation, and I don't exactly know how to incorporate that in a way that will look "natural"
This time I redid the whole cliff area and before I progress with the main structure/focus I would like feedback on the area.
The aim of it was to have a set of small natural looking cliffs surrounding the spawn area, here is the area so you know what I mean:
Now for most of this area it was using a round/erode brush with a noise of 50 and despite the fact that the hanging blocks were a pain to get rid of I like the results. However, if you notice the area floor has little to no height variation, and I don't exactly know how to incorporate that in a way that will look "natural"
Of course all critique is appreciated
Looks good but maybe more block variation- most of your areas have been grass and stone- and use a shallow brush on the bottom.
Rollback Post to RevisionRollBack
I don't care about the Xs. You can call me Navarog. Or Nava if you really want to be a hipster. It's fine.
If you had doubts on the hardened clay choice, why'd you use it?
I know that you want to get feedback on your area, but you shouldn't be letting other people make your map.
To clarify, if you think it won't look good, don't feel the need you HAVE to go through with every single person's suggestions. After all, its your map.
Feedback wise I think you should be try to envision the final product of your area before you attempt to execute it. Ask yourself questions like "What kind of theme do I want this area to be?" and "What would I want to see if this area was a certain theme?'
And for what its worth, don't be afraid to take risks. Lets face it, you're not gonna please every player out there.
If you had doubts on the hardened clay choice, why'd you use it?
I know that you want to get feedback on your area, but you shouldn't be letting other people make your map.
To clarify, if you think it won't look good, don't feel the need you HAVE to go through with every single person's suggestions. After all, its your map.
Feedback wise I think you should be try to envision the final product of your area before you attempt to execute it. Ask yourself questions like "What kind of theme do I want this area to be?" and "What would I want to see if this area was a certain theme?'
And for what its worth, don't be afraid to take risks. Lets face it, you're not gonna please every player out there.
[insert Shia Labeauf reference here]
I used the clay because its usually a good variation but I had my thoughts..
and as for people "making my map" I suppose your right on that but the reason I go through with every suggestion on here is because people (mostly) here are experts at making these type of maps. I on the other hand am not that good and I just trust these people here that they know what's best for m area, though I will admit I am posting more than I should here for "feedback"
As for the second part of your comment I DO have a vision for my area and in fact I am going to make it in a bit. As for the risks part I suppose it would be good to take your advice, I am just feared that my map won't get any views/downloads because I am so "terrible" at mapmaking.
I love this community, I really do but I notice theirs a few people that post on "first map" threads that even if the mapmaker did a decent job for their first time, they get bombarded with harsh criticism and despite the fact that it's supposed to help them. I really don't want to get bombarded that much because it might show that I "rushed" or "lack of practice" for my map.
I am trying to do my best and as for my current area, I really think I got the look and theme I wanted for it and in fact I have only a couple things to put in left and then I will post the final photo and I will move on to the starting area/white wool.
Honestly the question really want answered in terms of this is, should I make the map with my current experience? or should I practice more? I want to make a mini-CTM I really do. Making it would give me practice in itself but at the same time it would look better in terms of reputation if I practiced with just "one area" before I start making an official map. I am of course putting effort into my map I am not just doing this in two days (or at least not trying) but I do not know...
In a CTM I am playing in one area I know where this spawner is so I place torches at said spawner to cancel it (it spawns 4 fire zombies almost instantly).
Instead what is happening no matter how much I light the area around the spawners they keep spawning! I even checked the light level around everywhere and they just keep spawning! How is that possible?
In a CTM I am playing in one area I know where this spawner is so I place torches at said spawner to cancel it (it spawns 4 fire zombies almost instantly).
Instead what is happening no matter how much I light the area around the spawners they keep spawning! I even checked the light level around everywhere and they just keep spawning! How is that possible?
This could have several causes but the way to fix it is to use an nbtedit filter in mcedit and modify the light levels at which the mobs spawn, you can easily find this in the UI.
Hello RaZoR, glad to see there's a new CTM map-maker out there! Okay, time to start explaining stuff:
First off, you can find the erode tool by selecting the brush tool. Then, click on the button that says, "Mode". A list of options will appear. Select erode and BAM, you can now erode stuff. I suppose the other options within the erode brush are new to you, so I'll explain them as well.
Noise- The lower the number, the more random and messy-looking the brush-stoke is. You should just keep it on 100 unless you want an area to look mystical or something when using the brush tool. (Basically, you can ignore the Noise icon when using the erosion tool in MCEdit)
H/L/W- These are measurements of the height, length, and width of the brush you want to use. However, these measurements are completely useless in erosion unless you change the strength to a higher number.
Strength- The higher the number of strength, the more space the erosion brush gets rid of. You really have to mess with the strength yourself to understand it. It's very hard to explain.
Old (Messy)- TBH, I have never changed this so I have no idea what it does.
Minimum Spacing- When clicking and dragging with the erosion tool, there is a minimum distance that can be set to a specific number. For example, if I set the number to 5, when clicking and dragging, there will be 5 blocks minimum between erosion spots. (Confusing I know. Just mess with it on your own. You'll understand it.)
Smoothing stuff out with MCEdit is pretty easy in my opinion. All you have to do is search for a place you want to erode, and click. If it is a big area you want to erode, just click and drag. If you make any mistakes during eroding, press CTRL and Z at the same time to undo something you've messed up. Hope this helped a bit!
Edit: I was just doing this by memory so I could be wrong for one of the brush options.
As for the pictures above:
I think the first picture looks sort of bland. It needs a little something else. Consider adding vines or having more block variation on the stone bricks.
The second pic looks nice. However, if you are going to have vines in that area, you need to have more than just 5 vines.
The third pic looks really nice! I don't see how it could be improved in any way except for maybe adding a few more cobwebs in the walls.
The fourth pic I assume is an Intersection. For some reason, I don't like the torches being on the ground. I think that Intersections should have danger too. So consider getting rid of the torches. (You don't really have to. I just like Intersections that try to kill the player)
The last pic looks good, but I'm not going to critique it since it's still a WIP.
The walls and floor do however add to the cliff. You couldn't have a cliff without the rock face around it. Otherwise you would have a mountain, or some kind of spire. To make the area look right, you really need all these things to work in unison.
Are you starting by hollowing it out with rectangle select? Try approaching it differently, like with a large sphere brush.
For this area in particular, the cliff is really gonna have to come out far to stand out. Unless you lower the cliff. Don't lower the walls. Lower the little cliff you tried to make, and don't center it like that. Weight it a little more on a side. Might look more natural.
#ideas
If I hollow out an area in a rectangle like that, It usually means it's a terraforming test/experiment (terra test box if you will!)
Now if I may ask what do you mean by lowering the cliff? Maybe a short example perhaps would be helpful?
(I apologize I am more of a visual person, I can't read and do so well...)
I'm not 100% sure, but if you get a command block and type this in, I think you will get an angry wolf spawner: /setblock ~ ~ ~ mob_spawner 0 replace {EntityId:Wolf,SpawnData:{Anger:30}}
Hello CTM Community. <3
@
Mk. The purpose of testing out techniques is to see which one works best for you. You don't need to try them here, but I implore you to at least give them a shot later so that maybe it can help you perfect a style you like.
I had figured the cliff was the center piece that was embedded in the back wall. So I offered advice on how to make it stand out more. All this talk about walls and cliffs it was easy to be confused so I'm sorry about that.
All good critique is useful critique. Or at least in a case like yours. You can't just brush off stuff that you don't want to hear because the focus was something else (well you can brush it off, but you don't need to announce it. At least people are responding at all.) Its all part of the same area so in one way or another, it is effecting how nice the section in question looks.
In all seriousness the shape is throwing people for a loop, and in a way distracting them from the focus of your cave. That is not a good sign. Next time maybe try for a basic shape with like 5 or more vertices at the base. So bigger than a rectangle/square.
Only other thing I can think of is to make your walls less flat. The Sphere brush could help with that.
Ah, memories. :')
For those who don't know me, allow me to introduce myself. I am Crimson the Kid and I made posts before on this thread until I went forum surfing. I used to work on a project known as 'The [aCTM] Project'. This custom map tag is abbreviated as Adventure-Complete the Monument. The project was supposed to add elements from adventure and mix it with some elements of CTM, like the requirement of collecting colored wool blocks, to create a unique experience.
I had the help from some notable forum users like Infinity via Private Messaging on here. While the feedback had helped me out, I just didn't like how I felt while I was working on the map. Plus, the map layout didn't look right. Basically, I didn't like how it turned out. After that, I pretty much stopped working on it and went to other sections of the forums. (BTW, I did make a thread for the [aCTM] project. But since I had problems with the map, I might have to request a lock.)
So, what's next for me? I'd say I should come back to work on the project, but with a new start. Plus, I think I should start small, kinda like Mini-CTM small. I think it'll work for me.
Oh, and I played numerous CTM maps before - just to let you know. Now that I pretty much said what I wanted to say... Hello, everybody!
Understandable, That's really what I am trying to do with terraforming right now The cliff is indeed the center piece
I apologize that my attitude came off irritable like that, I always consider every critique even if its not on the area I wanted, even if its not the critique I wanted I should be happy that I got feedback at all and it certainly helps me improves. I'll work on all of an area from now on then for proper feedback
I'll stop my terra test box then, I'll go for an uneven/round shape then. As for the walls I actually want them to be "mini cliffs" which in hindsight I should have done first.....
Wolves are only angry towards specific players
Black ops 3 Guns
Black ops 3 III Perks
Seriously ??? OMG, each time I take a day off and go out: there comes the stream I want to watch...
@Fangride: Amazing Septum picture!!! :wub:
Today I'll be streaming as well at 1:30 pm EDT some Minimalist (by Kaladun) for about an hour then smth else.
Hope to see you there!
Thanks!
Alright, so I requested a lock on my old thread (located in WIP Maps). It's time for a new start! I'm gonna go ahead and plan some stuff right now.
Alright, let's try this again
This time I redid the whole cliff area and before I progress with the main structure/focus I would like feedback on the area.
The aim of it was to have a set of small natural looking cliffs surrounding the spawn area, here is the area so you know what I mean:
Now for most of this area it was using a round/erode brush with a noise of 50 and despite the fact that the hanging blocks were a pain to get rid of I like the results. However, if you notice the area floor has little to no height variation, and I don't exactly know how to incorporate that in a way that will look "natural"
Of course all critique is appreciated
Looks good but maybe more block variation- most of your areas have been grass and stone- and use a shallow brush on the bottom.
I don't care about the Xs. You can call me Navarog. Or Nava if you really want to be a hipster. It's fine.
[quote=XNavarogX;../../../../members/XNavarogX;1564860-ctm-the-ultimate-ctm-community-thread?comment=24570]
Looks good but maybe more block variation- most of your areas have been grass and stone- and use a shallow brush on the bottom.
Did your suggestions, I have slight doubts on the hardened clay choice though....
As for height variation I applied a small brush and I still think its missing something....
Any other suggestions before I add my main goal?
[quote=MinecraftCTMMaps;../../../../members/MinecraftCTMMaps;1564860-ctm-the-ultimate-ctm-community-thread?comment=24571] -snip-
If you had doubts on the hardened clay choice, why'd you use it?
I know that you want to get feedback on your area, but you shouldn't be letting other people make your map.
To clarify, if you think it won't look good, don't feel the need you HAVE to go through with every single person's suggestions. After all, its your map.
Feedback wise I think you should be try to envision the final product of your area before you attempt to execute it. Ask yourself questions like "What kind of theme do I want this area to be?" and "What would I want to see if this area was a certain theme?'
And for what its worth, don't be afraid to take risks. Lets face it, you're not gonna please every player out there.
[insert Shia Labeouf reference here]
[quote=TheBMajor;../../../../members/TheBMajor;1564860-ctm-the-ultimate-ctm-community-thread?comment=24573]
If you had doubts on the hardened clay choice, why'd you use it?
I know that you want to get feedback on your area, but you shouldn't be letting other people make your map.
To clarify, if you think it won't look good, don't feel the need you HAVE to go through with every single person's suggestions. After all, its your map.
Feedback wise I think you should be try to envision the final product of your area before you attempt to execute it. Ask yourself questions like "What kind of theme do I want this area to be?" and "What would I want to see if this area was a certain theme?'
And for what its worth, don't be afraid to take risks. Lets face it, you're not gonna please every player out there.
[insert Shia Labeauf reference here]
I used the clay because its usually a good variation but I had my thoughts..
and as for people "making my map" I suppose your right on that but the reason I go through with every suggestion on here is because people (mostly) here are experts at making these type of maps. I on the other hand am not that good and I just trust these people here that they know what's best for m area, though I will admit I am posting more than I should here for "feedback"
As for the second part of your comment I DO have a vision for my area and in fact I am going to make it in a bit. As for the risks part I suppose it would be good to take your advice, I am just feared that my map won't get any views/downloads because I am so "terrible" at mapmaking.
I love this community, I really do but I notice theirs a few people that post on "first map" threads that even if the mapmaker did a decent job for their first time, they get bombarded with harsh criticism and despite the fact that it's supposed to help them. I really don't want to get bombarded that much because it might show that I "rushed" or "lack of practice" for my map.
I am trying to do my best and as for my current area, I really think I got the look and theme I wanted for it and in fact I have only a couple things to put in left and then I will post the final photo and I will move on to the starting area/white wool.
Honestly the question really want answered in terms of this is, should I make the map with my current experience? or should I practice more? I want to make a mini-CTM I really do. Making it would give me practice in itself but at the same time it would look better in terms of reputation if I practiced with just "one area" before I start making an official map. I am of course putting effort into my map I am not just doing this in two days (or at least not trying) but I do not know...
Grey Wool get!!!! making some progress on Catastrophic caverns! Area: Sinful Scaffolds
I need enlightenment....
In a CTM I am playing in one area I know where this spawner is so I place torches at said spawner to cancel it (it spawns 4 fire zombies almost instantly).
Instead what is happening no matter how much I light the area around the spawners they keep spawning! I even checked the light level around everywhere and they just keep spawning! How is that possible?
This could have several causes but the way to fix it is to use an nbtedit filter in mcedit and modify the light levels at which the mobs spawn, you can easily find this in the UI.
Looks very good. But I'm think this area needs a bit more detail. Trees,waterfalls.
Oh wow.I like it!
Hello RaZoR, glad to see there's a new CTM map-maker out there! Okay, time to start explaining stuff:
First off, you can find the erode tool by selecting the brush tool. Then, click on the button that says, "Mode". A list of options will appear. Select erode and BAM, you can now erode stuff. I suppose the other options within the erode brush are new to you, so I'll explain them as well.
Noise- The lower the number, the more random and messy-looking the brush-stoke is. You should just keep it on 100 unless you want an area to look mystical or something when using the brush tool. (Basically, you can ignore the Noise icon when using the erosion tool in MCEdit)
H/L/W- These are measurements of the height, length, and width of the brush you want to use. However, these measurements are completely useless in erosion unless you change the strength to a higher number.
Strength- The higher the number of strength, the more space the erosion brush gets rid of. You really have to mess with the strength yourself to understand it. It's very hard to explain.
Old (Messy)- TBH, I have never changed this so I have no idea what it does.
Minimum Spacing- When clicking and dragging with the erosion tool, there is a minimum distance that can be set to a specific number. For example, if I set the number to 5, when clicking and dragging, there will be 5 blocks minimum between erosion spots. (Confusing I know. Just mess with it on your own. You'll understand it.)
Smoothing stuff out with MCEdit is pretty easy in my opinion. All you have to do is search for a place you want to erode, and click. If it is a big area you want to erode, just click and drag. If you make any mistakes during eroding, press CTRL and Z at the same time to undo something you've messed up. Hope this helped a bit!
Edit: I was just doing this by memory so I could be wrong for one of the brush options.
As for the pictures above:
I think the first picture looks sort of bland. It needs a little something else. Consider adding vines or having more block variation on the stone bricks.
The second pic looks nice. However, if you are going to have vines in that area, you need to have more than just 5 vines.
The third pic looks really nice! I don't see how it could be improved in any way except for maybe adding a few more cobwebs in the walls.
The fourth pic I assume is an Intersection. For some reason, I don't like the torches being on the ground. I think that Intersections should have danger too. So consider getting rid of the torches. (You don't really have to. I just like Intersections that try to kill the player)
The last pic looks good, but I'm not going to critique it since it's still a WIP.
Hello CTM Community. <3