8th December: As I have been asked, already, if this could be the case, I'd like to announce here again that I do not give permission to anyone to edit or update my maps to 1.7 or to reupload them to somewhere else on the forum.
I wish for the maps to remain as they are, playable in the version I last updated them for, just in case I do want to update them myself one day. It is easy, now, for anyone with the new launcher to switch back to 1.6 to play the maps, so I don't feel that updating them to 1.7 is particularly required.
But please use this thread if you continue to play the maps! I still check back here every so often to check up on things, even if I don't post as much, and I still love seeing anyone who is playing one of my maps.
Hi all I’m Skeeto, and welcome to my thread.
a collection of CTM maps!
Aimoskeeto. That's "A Mosquito". Or "Aim-o-Skeeto".
For those unfamiliar with what a CTM map actually is...
These maps are meant to be played like regular, Vanilla Minecraft - survival mode, with the ability to craft, break and place blocks - except they are a lot harder and a lot more varied than regular Minecraft, with the mapmaker creating their own landscapes and dungeons for you to conquer and providing free loot and resources as they please.
I love exploring in Minecraft. While Vechs’ Super Hostile maps have a great challenge, sometime I wish that, for once, there would be maps focused more on aesthetics than the whole “die in a fire” attitude. My maps will probably never be as hard as Vechs’, with a bigger focus on aesthetics and lore than deadly and impossible dungeons. That’s not to say that there won’t be a challenge, however; I just wanted to take a slightly different approach with my maps, and all traps and monster spawners will come second to the look, feel and atmosphere of the areas I create.
1. Rugged Horizons (v5.4 final)
2. The Lake of Mirrors (v2.1)
3. Between the Sun and Moon (v2.1) [jam map]
1. The Rapid Labyrinths (v1.0)
1. Find and complete the Monument.
2. Use only wools found in chests for the Monument. Do not craft the wools, or stealz them from sheep. They’ll get cold.
3. Always play on Easy or higher if you want the full experience.
4. Survive in any way you can. This includes growing food, slaughtering animals, breaking blocks, crafting tools, and fighting baddies. And anything else you do in Vanilla Minecraft!
5. Don’t leave the boundaries of the map, ‘cause IRL is boring. If you do, then anything you obtain from the real world cannot be used in your CTM venture.
6. Explore each area as thoroughly as you can. You never know what you may find!
7. Have fun, and ensure you let me know of your progress and thoughts on the maps. I love reading your feedback.
Each map may have a few specific rules added to its ruleboard - be sure to read the signs, written books or readme files provided to ensure you know exactly what you're doing.
Policy on Mods, Nether Portals, Invisibility Potions and Ender Chests
Mods can be used, but I will rarely encourage them. I would rather you played the map your own way than be restricted, but all the same, don’t use any mods that allow you to cheat or make the map significantly easier. If you want my opinion on a certain mod, please let me know either in the thread or PM and I’ll ensure to reply.
I'm not going to prevent you from brewing potions of Invisibility, but be aware that they're likely to take away from the challenge of the map. Personally, I'd rather they weren't used at all.
Unless specified otherwise, you will not be allowed to craft your own Ender Chests in my maps. Usually in my full-length maps I will include them anyway for your convenience, but you still won't be allowed to move them about.
You are not allowed to make Nether Portals in my maps. If there is a Nether section in the map this could severely damage the structure of the map, and therefore is inadvisable. However, if the map is open world, or if I've stated that you are allowed to make a portal, then circumstances may call for a different rule set, which will be posted with the map itself.
Easy – ideal for newbies to the genre or for tired veterans. Still with a challenge, but intentionally missing the death wishes.
Normal – not necessarily recommended for newbies, but not particularly hard, either. A nice challenge for everyone; hard for some, easy for others.
Hard – the time in which I, as a mapmaker, intend for you to have to work extremely hard for that victory.
Linear Branching – containing intersections that provide freedom in choosing which areas to explore first, but still containing a linear difficulty progression.
Open Branching – an open world map with areas that can only be accessed through other areas. There may or may not be a recommended order to complete the areas.
Linear – most likely a smaller map, with a linear difficulty path in which you keep progressing forwards.
Hub (Linear) – a map containing a hub (or intersection) in which you must tackle the areas in the correct order for the map to work properly, or to gain the best experience from the map.
Minimap – containing only one to two wools.
Tiny – usually containing three to six wools and smaller areas.
Small – any number of wools but contained within a small world size.
Regular – the average sixteen wool map length, normally with three intersections.
Large – will take you longer to complete, usually containing bigger areas and more intersections.
Each map will likely include one of these. It may be that you’re given a second Monument to complete, or that you must find a select number of items within the map and areas. These are often optional, and are great as a reason to keep playing the map even after you’ve completed the Monument.
Or, the following may apply:
Speedrun - a map built entirely for you to complete as quickly as possible. Will likely have a scoreboard within my thread, and will probably not be a full-sized map.
Hardcore – here you'll get only one life. And hell, you'll have to work to be able to keep it! (Feel free to unzip more than one copy; and editing NBT tags to make the map non-hardcore is fine but won't lead you towards legitimate victory!)
Jam Map #1, September 2013
Worlds of Illusion Adoptee (map #0.1)
Information & Screenshots
Game Type: Hub (Linear)
Monument Blocks: 5 wools (white to yellow)
Bonus Challenge: the Pole Star item
Theme: "Time" and Ancient Egyptian Architecture
Map Size: Tiny
Version: 2.1 (for Minecraft v1.6.2)
Each area within this map takes place at a different time of day. Thus, you must tackle the areas in the correct order; from white to yellow, as with a regular monument structure.
My original idea was to do an entirely Egypt-based map, but that was soon scrapped. Here, instead, is the use of Ancient Egyptian Architecture (or, well, my attempt at it) within lush and out-of-place landscapes. It's built to fit snugly within my Worlds of Illusion map series, although it of course isn't as high quality as I'd normally strive for!
Current title font: here.
(map released 3rd September 2013)
95 downloads - 10th September
minimap #2 - April 2013
#1 Worlds of Illusion
Information & Screenshots
(map released 21st April 2013)
300 downloads - 12th May 2013
600 downloads - 13th July 2013
1000 downloads - 30th July 2013
1244 downloads - 12th August 2013
#1 - December 2012
Information & Screenshots
(map released 24th December 2012)
100 downloads - 27th Dec 2012
500 downloads - 18th Jan 2013
1000 downloads - 24th Feb 2013
2000 downloads - 8th April 2013
3000 downloads - 2nd May 2013
4000 downloads - 12th August 2013
4065 downloads - 17th August 2013
These are not bad maps. They are simply the maps that have either been broken with a Minecraft patch; lost my interest; or no longer match my mapmaking style. You will need a forgiving mind and the correct version of Minecraft to play them with.
A collection of significant screenshots from players of my maps.
First and foremost, I want to thank Torien for all of his support within every hobby I decide to pursue. Thanks for giving me all the inspiration I've needed to be able to complete these maps. I love you.
Secondly, these people are incredibly special:
Thirdly, for Wayuki, for making the best texturepack of all time, and for taking the time to take a look at my thread way-back-when and give it that thumbs up.
And finally, to everyone who's commented on this thread; who've given me help and feedback both in beta and full release; who've shared with me stories and images of their times in my maps; and to everyone who continues to show support, encouragement and enthusiasm, whether here or on another thread, for being the main reason why I'm still making maps.