If that was the design for the monsters/areas, then they are both terribly and absolutely flawed.
On the Zistonian Pigmen:
If that is the intended "mechanic" for such a mob, then it is absolutely grotesque and disgusting for a number of reasons:
1. The zombie pigmen spawn invulnerable for approximately 3-4 seconds (never entirely sure) so you can only push them around for a bit.
2. They are fast, strong, and durable in one powerful mob. If even one of these aspects were lessened, maybe it wouldn't be so bad. Maybe.
3. They also have Knockback II so they can just push you away from the spawner.
4. (and most importantly) One alone is tough. Two or more are nothing but an absolute nightmare. Even if you clear one spawner out, you have more Zombiepigs coming from other angles waiting to knock you in a corner and start pummeling you to death.
5. I really hate the idea that I need a specific item to actually break a spawner or do an action (not talking about items with special actions, mind you) unless it's actually an interesting gimmick (like, say, Ragecraft III's Phantom Ruins - no, it's not unique, but at least it wasn't super annoying). Sure, having a Smite/Bane of Arthropods sword helps with certain enemies and Efficiency can help with breaking spawners quicker. That doesn't mean that ones with super-high levels should be required/necessary just to defeat a mob, pass a dungeon or break a spawner.
As for Eternal Battle:
How am I supposed to know that I'm to shoot the button? From the distance I'd need to cover to actually see the button, I might as well as just go and press it myself if I'm that close. When my brother and I (years ago) first played it, that's what we thought we had to do - brave the potions and hit the button (with our hands). Made our way over, barely survived the swarm of potions, thoughts of victory and accomplishment in our head and... teleported right into lava. All of our stuff gone. Unless you'd have seen someone do it or knew about it ahead of time (and knew about hitting wooden buttons with arrows, which I imagine some players don't), there was no way you could tell that a wooden button was in place.
Maybe I just haven't played in a while and don't remember anything but I don't think I had too many problems in the Zisteau Cavern.. it was pretty straight forward. The spot around the button in eternal battle was pretty calm (tbh) looking at the rest of the area. I don't remember getting swarmed there (well, just the potions )
If that was the design for the monsters/areas, then they are both terribly and absolutely flawed.
I dont know about you guys, I just saw that the button is wooden (wow!) so I just shot it and got out pretty quickly (hell even survived the lava somehow with the sliver of health lmao)
Of course Inferno Mines is flawed map (hell there's hardly anything good about it) but no need to call the stuff you failed to understand 'bad' though. That's why everyone leaves tons of signs and books now, people just don't believe that someone will figure out their mechanic on their own lol.
Maybe I just haven't played in a while and don't remember anything but I don't think I had too many problems in the Zisteau Cavern.. it was pretty straight forward. The spot around the button in eternal battle was pretty calm (tbh) looking at the rest of the area. I don't remember getting swarmed there (well, just the potions )
I dont know about you guys, I just saw that the button is wooden (wow!) so I just shot it and got out pretty quickly (hell even survived the lava somehow with the sliver of health lmao)
Of course Inferno Mines is flawed map (hell there's hardly anything good about it) but no need to call the stuff you failed to understand 'bad' though. That's why everyone leaves tons of signs and books now, people just don't believe that someone will figure out their mechanic on their own lol.
I'm just gonna say, I strongly disagree with the "failed to understand" comment. Just because someone designs something in a specific way and players don't catch onto it doesn't mean they "failed to understand". It just means you "failed to actually create a mechanic". You don't have to be obvious but you do have to like... actually display you're doing something. The Zistykins are the ultimate failure there.
I just want to ask you one thing. Or not ask you. Rather, I want you to think again about one thing. Why did you make the Inferno Mines review? Just, think about it. No need to answer.
I could comment on the review but I won't.
After you think about it, just make a reply wheather you want it added to the review list. I'd rather not.
Ps: it's not because it's critical and doesn't have much to do with my personal opinion of the map.
Also, can I add the command block guide to the OP Kaladun? It would be great for the third post. I might also go back to add the things that phoenix shared here.
By all means, Acaran, please add my guide to the OP.
And add blade's review to the OP as well, preferably without condescension and disdain. While I might've rated Inferno Mines 10-12 myself, not only is the content of his review spot-on and informative, but his prose filled with sardonic wit that makes it a fun read. There is zero reason to censor his criticism.
I just want to ask you one thing. Or not ask you. Rather, I want you to think again about one thing. Why did you make the Inferno Mines review? Just, think about it. No need to answer.
I could comment on the review but I won't.
After you think about it, just make a reply wheather you want it added to the review list. I'd rather not.
Ps: it's not because it's critical and doesn't have much to do with my personal opinion of the map.
Also, can I add the command block guide to the OP Kaladun? It would be great for the third post. I might also go back to add the things that phoenix shared here.
I just want to ask you one thing. Or not ask you. Rather, I want you to think again about one thing. Why did you censor criticism? Just, think about it. No need to answer.
I could comment on your condescending tone but I won't.
After you think about it, just make a reply wheather you want to still have access to the account. I'd rather not.
Ps: it's not because it's nonsensical and doesn't anything to do with your personal warped, distorted views.
Just to make things even more absurd, Hybran's review of Inferno Mines is still linked in the review list, and we've all seen how absurdly snarky he gets about that map, not to mention both of my extremely vitrolic reviews of maps I deeply disliked.
It shouldn't matter what your personal thoughts on the review are - it's a legitimate review and should be added. You're free to argue with their review, but still post the dang thing.
I just wanted the actually OP of the review (not 3 other people) to think twice.
-snip-
...to think twice about what? Writing the review? Saying what I said about the map in the review?
I didn't set the forums on fire from writing it. I got, like, two comments on/about/debating it. I didn't start a war over it, did I?
As for why I wrote it, I kinda already said at the top of the review. I chose to do Inferno Mines because it was a map I had played years ago and decided to redo it solo, given that I had more experience in CTM maps than I did before when I played with rose-tinted glasses on.
If you want to add the review to the OP, feel free to. It doesn't seem like it's welcome, either way.
I'm trying to use a special weapon effect command for a pair of boots. When the player wears them, it should be granting a jump boost effect. This is what I'm trying to do:
However, I'm encountering a problem. As you can see from the screenshots, the jump boost effect works when I am holding the boots, but it does not work when I am wearing them. I suspect the root of the problem to be in the line "{SelectedItem:{tag:{display:{Lore:[=JumpBoost=]}}}}" I'm no expert with commands, but from what I can tell, SelectedItem only applies to items in the hand. I know I need to change that line so the jump boost works while wearing the boots, but I do not know what I should change it to. If someone could please tell me what I need to change it to for the effect to apply while wearing the boots, I would appreciate that.
I suspect the root of the problem to be in the line "{SelectedItem:{tag:{display:{Lore:[=JumpBoost=]}}}}" I'm no expert with commands, but from what I can tell, SelectedItem only applies to items in the hand.
Yes, SelectedItem only applies to your held item. What you have to do instead is look in a specific inventory slot, like so:
{Inventory:[{Slot:100b,tag:{display:{Lore:[=JumpBoost=]}}}]}
100b is the feet slot, 101b legs, 102b chest, and 103b head. You can find the full list at http://minecraft.gamepedia.com/Player.dat_format#Inventory_slot_numbers, but this is how you'd test for an item in a specific slot. Hope that helps!
I've posted here a few times, but haven't really become a part of the community.
Anyway, I've been interested in mapping for about a year now, and tossed a few ideas around in my head. The problem is, the last time I mapped a lot was in the 1.2.5~ esque era of Minecraft, and obviously a LOT has changed since then.
I'm wondering if someone can explain some of the major changes since 1.2.5, or point me in the direction of some type of video series / tutorial that explains the progression. I know a LOT has changed with the command blocks, and the impression I get is the mapper is given a small programming language of their own to work with.
Anyway, it would really help a lot. I hope it's not too much work.
I played a Beta of the map (all wools and emeralds); the map is now out of Beta and has had a few improvements based on feedback.
Difficulty: 7
Overall Enjoyment: 9
Comments: I really like this map. It uses its own food/health system similar to Minecraft Beta, where food restores health directly, and combined with the new combat mechanics of Minecraft 1.9, this works extremely well. It is a huge underground open-world map, with many areas having connection points that lead to two or three other areas, though there is also a linear progression suggested by signs at area nameposts. The areas are challenging and most are very large and open. In addition to the wools and ore blocks, there are also 54 emeralds hidden throughout the map to give completionists an extra challenge and more incentive to explore every nook and cranny. The map is somewhat light on loot and chests, though loot tables cause common mobs to very occasionally drop useful bonus items in addition to usual drops. The mobs are mostly vanilla (rather than custom), and there are rail chests and shortcuts that help the player move through the map, as well as enderchests at area borders to make inventory easier to transport. Many of these features combine to give the map a bit of a 'retro' feel, like the days of Legendary in beta Minecraft. I really like it, and don't know any other map quite like it.
Pros: solid map throughout, each area has its own theme/aesthetic, lots of open-world exploration coupled with clearly signalled objectives, a few very unique/interesting areas, great food/health system, fun retro feel
Cons: extremely large/long map (I feel full CTMs have gotten too big, this map is no exception); minor balance issues (loot is disproportionate in a couple areas)
Hey, excellent review there, Largon. While I do personally like the idea of large maps, and how to handle them, I appreciate the nature of the pros and, since I'm also playing this one myself, I figure that it will do quite well for itself and pave the way for 1.9/1.10 maps.
Speaking of playing, I plan on streaming in a few minutes. Feel free to join me, at the usual place! Link is below in my description.
Rollback Post to RevisionRollBack
Hey there all. I stream CTMs as well as other indiegames, RPGs and more. Check me out: www.twitch.tv/aurabolt
Only Brian could take 76 episodes to complete a map that's, by today's standards, not that large :P. Wonderful review, lorgon, good reviews are always nice.
I've posted here a few times, but haven't really become a part of the community.
Anyway, I've been interested in mapping for about a year now, and tossed a few ideas around in my head. The problem is, the last time I mapped a lot was in the 1.2.5~ esque era of Minecraft, and obviously a LOT has changed since then.
I'm wondering if someone can explain some of the major changes since 1.2.5, or point me in the direction of some type of video series / tutorial that explains the progression. I know a LOT has changed with the command blocks, and the impression I get is the mapper is given a small programming language of their own to work with.
Anyway, it would really help a lot. I hope it's not too much work.
Well a key aspect of learning mapmaking right now is: Command Blocks, as well as the new types, Repeating and Conditional. I recommend you look at Jragon014; he has a lot of tutorials and basics that are really easy to understand. His website as well, which is linked in his YouTube channel, has a great list of tutorials made by him. You should watch them all.
If that was the design for the monsters/areas, then they are both terribly and absolutely flawed.
On the Zistonian Pigmen:
If that is the intended "mechanic" for such a mob, then it is absolutely grotesque and disgusting for a number of reasons:
1. The zombie pigmen spawn invulnerable for approximately 3-4 seconds (never entirely sure) so you can only push them around for a bit.
2. They are fast, strong, and durable in one powerful mob. If even one of these aspects were lessened, maybe it wouldn't be so bad. Maybe.
3. They also have Knockback II so they can just push you away from the spawner.
4. (and most importantly) One alone is tough. Two or more are nothing but an absolute nightmare. Even if you clear one spawner out, you have more Zombiepigs coming from other angles waiting to knock you in a corner and start pummeling you to death.
5. I really hate the idea that I need a specific item to actually break a spawner or do an action (not talking about items with special actions, mind you) unless it's actually an interesting gimmick (like, say, Ragecraft III's Phantom Ruins - no, it's not unique, but at least it wasn't super annoying). Sure, having a Smite/Bane of Arthropods sword helps with certain enemies and Efficiency can help with breaking spawners quicker. That doesn't mean that ones with super-high levels should be required/necessary just to defeat a mob, pass a dungeon or break a spawner.
As for Eternal Battle:
How am I supposed to know that I'm to shoot the button? From the distance I'd need to cover to actually see the button, I might as well as just go and press it myself if I'm that close. When my brother and I (years ago) first played it, that's what we thought we had to do - brave the potions and hit the button (with our hands). Made our way over, barely survived the swarm of potions, thoughts of victory and accomplishment in our head and... teleported right into lava. All of our stuff gone. Unless you'd have seen someone do it or knew about it ahead of time (and knew about hitting wooden buttons with arrows, which I imagine some players don't), there was no way you could tell that a wooden button was in place.
Awesome post Kala! This is incredibly helpful.
Maybe I just haven't played in a while and don't remember anything but I don't think I had too many problems in the Zisteau Cavern.. it was pretty straight forward. The spot around the button in eternal battle was pretty calm (tbh) looking at the rest of the area. I don't remember getting swarmed there (well, just the potions )
I dont know about you guys, I just saw that the button is wooden (wow!) so I just shot it and got out pretty quickly (hell even survived the lava somehow with the sliver of health lmao)
Of course Inferno Mines is flawed map (hell there's hardly anything good about it) but no need to call the stuff you failed to understand 'bad' though. That's why everyone leaves tons of signs and books now, people just don't believe that someone will figure out their mechanic on their own lol.
I'm just gonna say, I strongly disagree with the "failed to understand" comment. Just because someone designs something in a specific way and players don't catch onto it doesn't mean they "failed to understand". It just means you "failed to actually create a mechanic". You don't have to be obvious but you do have to like... actually display you're doing something. The Zistykins are the ultimate failure there.
I'd say add it.
Since:
And it's a critical review.
By all means, Acaran, please add my guide to the OP.
And add blade's review to the OP as well, preferably without condescension and disdain. While I might've rated Inferno Mines 10-12 myself, not only is the content of his review spot-on and informative, but his prose filled with sardonic wit that makes it a fun read. There is zero reason to censor his criticism.
I just want to ask you one thing. Or not ask you. Rather, I want you to think again about one thing. Why did you censor criticism? Just, think about it. No need to answer.
I could comment on your condescending tone but I won't.
After you think about it, just make a reply wheather you want to still have access to the account. I'd rather not.
Ps: it's not because it's nonsensical and doesn't anything to do with your personal warped, distorted views.
RIP CTM 2011-2016
Funeral at Hybran's house
#dicksoutforctm
Just to make things even more absurd, Hybran's review of Inferno Mines is still linked in the review list, and we've all seen how absurdly snarky he gets about that map, not to mention both of my extremely vitrolic reviews of maps I deeply disliked.
It shouldn't matter what your personal thoughts on the review are - it's a legitimate review and should be added. You're free to argue with their review, but still post the dang thing.
...to think twice about what? Writing the review? Saying what I said about the map in the review?
I didn't set the forums on fire from writing it. I got, like, two comments on/about/debating it. I didn't start a war over it, did I?
As for why I wrote it, I kinda already said at the top of the review. I chose to do Inferno Mines because it was a map I had played years ago and decided to redo it solo, given that I had more experience in CTM maps than I did before when I played with rose-tinted glasses on.
If you want to add the review to the OP, feel free to. It doesn't seem like it's welcome, either way.
Well, with all that drama out of the way...
Welcome to Kaladun, one of the new account holders of the CTM Community account!
I'm trying to use a special weapon effect command for a pair of boots. When the player wears them, it should be granting a jump boost effect. This is what I'm trying to do:
However, I'm encountering a problem. As you can see from the screenshots, the jump boost effect works when I am holding the boots, but it does not work when I am wearing them. I suspect the root of the problem to be in the line "{SelectedItem:{tag:{display:{Lore:[=JumpBoost=]}}}}" I'm no expert with commands, but from what I can tell, SelectedItem only applies to items in the hand. I know I need to change that line so the jump boost works while wearing the boots, but I do not know what I should change it to. If someone could please tell me what I need to change it to for the effect to apply while wearing the boots, I would appreciate that.
Yes, SelectedItem only applies to your held item. What you have to do instead is look in a specific inventory slot, like so:
{Inventory:[{Slot:100b,tag:{display:{Lore:[=JumpBoost=]}}}]}
100b is the feet slot, 101b legs, 102b chest, and 103b head. You can find the full list at http://minecraft.gamepedia.com/Player.dat_format#Inventory_slot_numbers, but this is how you'd test for an item in a specific slot. Hope that helps!
I got the effect to work. Thanks Kaladun!
Hey guys,
I've posted here a few times, but haven't really become a part of the community.
Anyway, I've been interested in mapping for about a year now, and tossed a few ideas around in my head. The problem is, the last time I mapped a lot was in the 1.2.5~ esque era of Minecraft, and obviously a LOT has changed since then.
I'm wondering if someone can explain some of the major changes since 1.2.5, or point me in the direction of some type of video series / tutorial that explains the progression. I know a LOT has changed with the command blocks, and the impression I get is the mapper is given a small programming language of their own to work with.
Anyway, it would really help a lot. I hope it's not too much work.
Time for a review!
Myriad Caves CTM
(Minecraft 1.9.4)
The third map by renderxr:
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2295375-ctm-collection-renderxrs-untold-stories-series
I played a Beta of the map (all wools and emeralds); the map is now out of Beta and has had a few improvements based on feedback.
Difficulty: 7
Overall Enjoyment: 9
Comments: I really like this map. It uses its own food/health system similar to Minecraft Beta, where food restores health directly, and combined with the new combat mechanics of Minecraft 1.9, this works extremely well. It is a huge underground open-world map, with many areas having connection points that lead to two or three other areas, though there is also a linear progression suggested by signs at area nameposts. The areas are challenging and most are very large and open. In addition to the wools and ore blocks, there are also 54 emeralds hidden throughout the map to give completionists an extra challenge and more incentive to explore every nook and cranny. The map is somewhat light on loot and chests, though loot tables cause common mobs to very occasionally drop useful bonus items in addition to usual drops. The mobs are mostly vanilla (rather than custom), and there are rail chests and shortcuts that help the player move through the map, as well as enderchests at area borders to make inventory easier to transport. Many of these features combine to give the map a bit of a 'retro' feel, like the days of Legendary in beta Minecraft. I really like it, and don't know any other map quite like it.
Pros: solid map throughout, each area has its own theme/aesthetic, lots of open-world exploration coupled with clearly signalled objectives, a few very unique/interesting areas, great food/health system, fun retro feel
Cons: extremely large/long map (I feel full CTMs have gotten too big, this map is no exception); minor balance issues (loot is disproportionate in a couple areas)
SCORE
Aesthetics: 9
Creativity: 9
Gameplay: 9
TOTAL: 27
(If you want to watch me very methodically complete this map over 76 episodes, check out https://www.youtube.com/playlist?list=PLHYAYMSbpcvus8rTdALDZJ5JWnHDERJWt )
Hey, excellent review there, Largon. While I do personally like the idea of large maps, and how to handle them, I appreciate the nature of the pros and, since I'm also playing this one myself, I figure that it will do quite well for itself and pave the way for 1.9/1.10 maps.
Speaking of playing, I plan on streaming in a few minutes. Feel free to join me, at the usual place! Link is below in my description.
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1
Aw, just missed your stream Aurabolt, sadly it looks like there was only about 1 video frame per 30s in the video archive.
Only Brian could take 76 episodes to complete a map that's, by today's standards, not that large :P. Wonderful review, lorgon, good reviews are always nice.
Well a key aspect of learning mapmaking right now is: Command Blocks, as well as the new types, Repeating and Conditional. I recommend you look at Jragon014; he has a lot of tutorials and basics that are really easy to understand. His website as well, which is linked in his YouTube channel, has a great list of tutorials made by him. You should watch them all.