Major, I meant to post it as a quote to your post, but I'm not good at quoting things and since yours was right above me I thought you'd understand xD Sorry, my bad. But yeah, I do agree with you and everything, your wall of text was very good <3
pls dont hate me ;w;
So here's a paragraph. Or more. Ok a rant/rambling by me. I'll try to keep the ranting to a minimum, but I'll put up a separate thread for my future rambles. So here goes.
Most of these are most likely gonna be somewhat like the Extra Credits series, (if you don't know what that is, I'd highly suggest you go check it out). What I'd like to touch up on today is audience towards less skilled based players.
Now most of us on the CTM community, from what I can see, have been mainly addressing older "veterans" or OK players of the CTM genre. Not to say that this is bad. This is perfectly acceptable, and by all means it should continue. But time and time again I find people willing enough to try out these maps, but being addressed wrongly about where to start. Most don't ask at all, and just jump straight into the latest map thats been released. This is a slight problem from what I can see. First off, it gets these people uninterested in the maps themselves, as they usually have no knowledge whatsoever about a CTM map if they haven't played one. Secondly, the few people that do find maps that are labeled "easy" are few in numbers, as most people who know about CTM maps go for the really popular map makers such as Vechs, Amlup, etc. These maps, though great, are not for them. They need to start off with the easier maps, and going to Vechs's maps is NOT really good. There are great "easy" maps made by amazing people (I'd like to give a shout-out to Skeeto for making an extraordinary map called Rugged Horizons. First CTM map I've ever beaten, and had fun doing it :)), but sadly, these maps only go to those who have an advanced sense of the game logic.
So I've said all these things that are "bad" for new players of the CTM genre. So how do we go about getting "newbies" to ease into the CTM map genre in the first place? Well, first of all, there needs to be an influx of maps that are more solely focused on the tutorial aspect of the CTM genre. Vechs has made a sort of "tutorial" style map, but this is, from what I can see, what most people who have found the CTM genre already know. So how do we make these maps? Well, thats fairly simple. By creating maps as we always do, with hazardous environments, custom spawners/loot, that sort of the usual stuff. But then we start focusing greatly on the gameplay more. People new to the CTM genre aren't really looking at the aesthetics at this point (though it is still a nice thing to implement into all maps), so gameplay is going to play a major role in the way these people feel about this map genre.
So here's an example:
In a map made for the more advanced player, vanilla spawners are almost out of existence unless they're for ambush spawners (Spawners that are hidden, or out of sight, and have a long delay to create a false sense of security for the player). These spawners would have a greatly shortened delay, and would, most of the time, start spawning mobs immediately as the player came into range.
Obviously for a map made for newer players who don't know gist of how most CTM maps go, the map maker could make a quick little note about spawner logic and such. This way, the player doesn't immediately face danger in the map, but is noted of future content that has the shorter spawn delay.
And so, even though this is pretty much common knowledge to most map makers (I'm sure you're all VERY bright individuals and probably see this as information that you all know), I don't see it quite often. I found it very difficult to find a map that was easy enough, but challenging at the same time to play with enjoyment, and the only reason I was able to get through Rugged Horizons with ease was because of knowledge from watching other Lets Plays of CTM maps. Even if others have previous knowledge, its nice to have a map that will ease a player into the genre instead of having them scream their head off from raging on maps that are not meant for their skill level. Don't get me wrong, the maps that you guys are making are phenomenal, and you should totally keep doing what you're doing. I'd just like to see more maps made for players with less skill.
So that end's this week's CTM ramble. Stay tuned for next week's topic!
There are very few beginner and introductory ctm maps. But it makes sense for a few reasons.
1. Not as large of an audience.
2. It's difficult to introduce a player to a new genre.
3. Maps aren't as fun to make. You can't make as many evil things :'(
Saying that, more beginner maps are needed. Personally, I'd recommend starting off with an easy minimap (or RH) and progressing to something like To Greener Pastas (by Karrott).
Not really but if they don't drown they will stockpile into a high amount the effects of this include decreasing natural spawns and when the player attampts this the spawn count will be very hig...... Wait you have water in your map?
Water isn't uncommon in maps. In fact, IM is the only map I can think of that strongly limits the players ability to get water.
The Enterance to the last and most dangerous area of my open world project:
again: snow will be replaced with various types of stained clay, as 1.6 is released...
Love the chains! How is it open world if there's a roof?... *mindblown*
Ok so as some of you know i am almost done with my first completed mini map (and actual mapping project) ever. I need to the build the spawn area and make a few adjustments to the first wool area. But...im kind of almost bored with it at this point.
What i really want to know is how many of you (besides Infamy because the map is specifically for him) actually want to play the map? I want to see if there's a significant amount of people, because if there is, i'll work double time to get it done tomorrow. if there's not, i'd rather take a while longer to finish up and get it into beta.
Anyway, that's all i really have to say right now...
Very excited!! I like the look of the areas so far If you feel burned out just come visit us on Galaxia
Knowing that you guys all want it (even though you're only 4 people, given my current fanbase that's a lot) is enough to get me back into the swing of things
Knowing that you guys all want it (even though you're only 4 people, given my current fanbase that's a lot) is enough to get me back into the swing of things
The map will be composed of kinda random placed caves, tunnels and huge themed caverns...
I placed some ore veins and mini dungeons with some randomised loot (mostly gear and food, few unobtainable buildingblocks)to make exploring a bit more interesting than travelling thrue caves to get to the next wool might be...
If someone was ready to test it for me when the main part is done that would be great ^^
Open world means the whole map is open to the sky. (Of course there can be dungeons underground, but the map itself is open, no roof.)
Unfortunately, I'm busy with numerous other projects at the moment.
I've been working on my map a lot lately, and finally finished the Intersection I areas, and currently looking for pretesters.
Please send me a PM if you're interested. You don't have to record, but i would like it if you can.
Ow, and some screenies:
BTW: If i need to make my own thread for asking this please let me know.
What was your progression as a map maker? ie(failed projects etc)
I started map making in 1.3.2 world edit Then I decided to build a mindcrack CTM map didnt turn out so good but it was passable. I then built a a full 16 wool CTM called To Greener Pastures which I first put pictures on the CTM Shop( Two threads before this) I then got demotivated as I began to realize what an obvious brushstroke is XD. I still felt like it was quite good for someone that had barely beaten SBC but anyways To Greener Pastures was forgotten for now. In Intersection 4 of the map I had built a mindcrack area and decided to re-purpose this to a mini map. Which Torien,Skeeto and Pie had the expeirence of playing, Lets just say it was rushed and yet another failed project. Oh yeah before the failed To Greener Pastures I had built another 5 wool CTM XD. After this I came up with ideas for the new To Greener Pastures and now im here :). TLDR I failed a lot to get to where I am...
What was your progression as a map maker? ie(failed projects etc)
It all started over a year ago: 1.0 was released, Notch was leading the team and the useless thorns enchantment didn't exist. I decided I would install a mod in which you can build a base and defend it from waves of monsters. I built a small castle and I though "wow thats really cool, I guess I'll make a backup" Once I played the mod I though "what if I made some more cool buildings or I know! A minecraft RPG map!" Thus began development of the slime flats. I built walls and cities and forts but it was not to last. I was clearing out my hardrive and it was lost in the battle against useless files (I found it like 6 months later) I decided "it was good but I can restart, I did not have much progress and what I did have wasn't the greatest" Shortly after my devastation I decided to make a hardcore survival map. Paul uploaded his spellbound caves LP and I decided to start playing CTM maps, of course thats when I first heard of them and they were way too hard. Nonetheless I started development on an open world hardcore survival inspired by CTM's difficulty dungeons and traps. I began digging a hole for a dungeon and said to myself "Why not make this 2 maps? An overground survival map and an underground CTM and it will be super super hard!" Thus began development on herobrine caverns. I started with the outpost of darkness, a pathetic structure over lava, tiny and filled with blazes and cave spiders, it was the white wool, it was stupid and impossible to beat and I thought it was good. I continued on with: the stockades, the jungle of kerek etc. Then Amlup released his "Let's make a CTM map" and I decided to restart and do it like Amlup did in those videos. Thus began the development of the second version of the herobrine caverns. I started with a boring ugly generic valley, the a generic fire desert then nothing because I had no inspiration and it took me forever to build an area. I eventually decided to scrap the project. Since then I've made many kindling but really nothing ever took free. I decided to make a special for my birthday in which I make custom loot dedicated towards my favourite youtubers and show it off, I was making something for another loot showcase and I decided to release it. Thus the Bridge of Karet was released! Following that I decided to make minimaps as they were easier to make and I made: The Hills Of Char and Living Nightmare. Finally I am here now working on my next project: The Ethereal Chaor (not a typo)
Knowing that you guys all want it (even though you're only 4 people, given my current fanbase that's a lot) is enough to get me back into the swing of things
What was your progression as a map maker? ie(failed projects etc)
I started map making in 1.3.2 world edit Then I decided to build a mindcrack CTM map didnt turn out so good but it was passable. I then built a a full 16 wool CTM called To Greener Pastures which I first put pictures on the CTM Shop( Two threads before this) I then got demotivated as I began to realize what an obvious brushstroke is XD. I still felt like it was quite good for someone that had barely beaten SBC but anyways To Greener Pastures was forgotten for now. In Intersection 4 of the map I had built a mindcrack area and decided to re-purpose this to a mini map. Which Torien,Skeeto and Pie had the expeirence of playing, Lets just say it was rushed and yet another failed project. Oh yeah before the failed To Greener Pastures I had built another 5 wool CTM XD. After this I came up with ideas for the new To Greener Pastures and now im here . TLDR I failed a lot to get to where I am...
Im interested to hear your guys's stories!
I built a 9 wool map that kinda sucked, it consisted of a superflat word with a tower and a bedrock box I called a "tower"
I also had A decent cave underground, but it still sucked
Then I built a sandstone map, and I had completed the first 2 intersections and I was almost finished the third intersection. I had 6 good areas but the rest were not my best. The main reason I ditched that project is the layout was horrible and 1.3.2 had come out, so I started my next project
Now I am creating an easy-easy 3 intersection map, that I currently proud of. first intersection is almost done, so it will probably come out by october-november.
I'd love to see some more open-branching sky maps from you, RH was awesome! As for vising RH, i support that. Its always good to be looking for new ways to improve your maps.
What was your progression as a map maker? ie(failed projects etc)
I started making parkour maps, and i had a decently good puzzle map called Dreamscape. Both projects were being made solely with creative though, no mods, so kinda got bored.
I then had the original Speluncaphobia which was a total failure spellbound caves rip off. I just dont talk about that one >.>
And then i have a horror map called Everlow - Darkness of the Mind which has been put on hold while i work on my various ctm projects.
Open world means the whole map is open to the sky. (Of course there can be dungeons underground, but the map itself is open, no roof.)
Unfortunately, I'm busy with numerous other projects at the moment.
I know this post is about a page old, but I just want to say that this is 100% wrong. By your logic, Nightmare Realm isn't open world.
Open world means the whole map is open to the sky. (Of course there can be dungeons underground, but the map itself is open, no roof.)
Unfortunately, I'm busy with numerous other projects at the moment.
Don't know where you got that idea from... open world just means that the map is in a non structured style with an emphasis on exploration and no particular forced order to the dungeons. It's definitely easier to make an open world map that is open air but by no means is it necessary.
Yes to the idea of numbering them.
Maybe to the idea numbering RH (if you thing the amount of time spent is worth it)
Yes to the idea of having the number correspond to the chance of more areas after it.
Since there is a massive lack of easier maps in the community...
Uhh, who says there is? There are actually quite a few good, easier maps out there right now, they've just faded from the public eye slightly (not counting RH). There's my map, Dreadsky Isles, which I designed to be accessible for newcomers, and hopefully teach them some new tactics that they could take to other CTM maps. Then there's Lands of Desire II by Draco_Rogue, which uses Rugged Horizon's "Open Branching" style to create a large world with lots of exploration possibilities, and also some stellar dungeon designs. Karrott's To Greener Pastures and CFG's Monstrosity are two other easier maps that are good for beginners (from what I've heard. )
I think it might help to add a list of easy, newb-friendly CTM maps to the OP, so that anyone who stumbles across this thread knows a few good places to start if they want to break into the genre.
So I was building some creeper fountains, because EFFEESHANCY. Anyway, I was wondering... is it too evil to make the creepers have water breathing?
Nah, that's not too evil at all. I actually did that in Trickleflood Hollow in DsD, but I added a low Wither effect to the creepers, so they'd be reverse ticking timebombs of sorts. If you can avoid them for long enough, they'll die off.
Yeah, I'll definitely play it, provided my computer decides to behave and can handle it. I've been very much looking forward to the day when you finally release a completed map project.
Open world means the whole map is open to the sky. (Of course there can be dungeons underground, but the map itself is open, no roof.)
Well, generally "Open-World" refers to an open, non-linear layout of the map/game. Generally, open-world takes the form of an open-air map, but it doesn't have to.
Edit: Actually, there's something I wanted to ask everyone.
*mega snipe*
tl;dr Wanna make a "sequel" to RH further defining "open branching" and a difficulty curve, wondering if there's a way I can do this in the existing RH as well or whether it'd be pointless after all this time. Also, I like cookies.
I'd say you should feel free to do what you want, but I feel like RH has been polished and adjusted enough times to warrant you retiring from updating it. If you had ideas of adding attributes to weapons, or really making noticable use of 1.6 features, that would be cool (a weapon that gives you a huge speed boost pls :3). Something I can think of that would greatly help speedrunners (or just derpy people in general, I know you've said you don't pander to speedrunners) is to remove the wool from the map, and replace it with stained clay. I know you made Fairy Land out of wool to give it a whimsical feel, but I felt that feel was more accomplished by the colors, not the material.
What was your progression as a map maker? ie(failed projects etc)
Oh goodie!
So, my very first mapping project was a map about a group of miners who were locked in a house and forced to mine out a cave. I was going to have them discover this huge, long-lost civilization underground, but that project hardly went anywhere and I dropped it after a day or two.
Next project got a bit farther; I called it Towers of Aesmora. Basically, it would be a huge continent that people used to live on, and they all lived in towers. There would be about 10-14 towers scattered around, and each one would be a parkour puzzle to climb up (this was back when climbable vines had just been added.) This project lasted a while, but I kinda lost interest, in favor of starting to play CTM maps.
Towards the end of last October, I started working on Dreadsky Isles, which I never stopped working on and completed in February. That's about all I can say about it; it seems like I'm much more dedicated to my CTM projects than my older adventure map projects.
In all honesty I wish people would update their maps more, all too often people just leave their maps alone after release, particularly if something is broken in an update or such. I think that even if the update seems insignificant if you think it has a place then go for it!
And then there are people like me, who want to update, but also want to wait to group up as many little changes as they can into one giga-update.
Seriously though, I think I might finally get around to updating DsI soon. With 1.6 coming out, I really want to try and use some of the new effects and attributes. I was thinking of giving S'venjal a very small slowness debuff, as it seems to be the primary bow people use for the entire map, giving Shadowscythe a slight speed and health boost buff, and Hiiya'lex a large speed and slight knockback resistance buff.
Community Question: What was your progression as a map maker? ie(failed projects etc)
I started ages ago (beta 1.6-1.7) building a minecraft challenges map for my little brother (we're 8 years apart) with a friend of mine.
Followed by an adventure map (unreleased) that was mostly just for my friend and I to play through (it wasn't that good).
Followed by parkour/minigames/world building on my server for a good long while.
Then I discovered SH an played that excessively (that was before spellbound caves was released) dropping vanilla minecraft for good.
Then more parkour/mingames/world building.
Interlude for excessive tekkits with my friends.
Attempt to make a Tekkit map.
Followed by this past year my attempts at a pvp game (which was not that bad)
Then I discovered the SH forums (past november-december).
At which point I decided to make CTM maps.
I started with a uber ambitious project (an open world underground map) that was scrapped just recently.
Worked on awesomes collab map (progress going well.)
Worked on a minimap (that I may revisit)
Scrapped the above uber ambitious project.
Started my current less uber ambitious but still really ambitious project.
Will make a strawberry jam map in a few days (seewhatIdidthere :P)
Rollback Post to RevisionRollBack
This guy is pretty cool: Hey! I like, run this... or something:
@Drago
First of all, I wouldn't classify Monstrosity as an easy map to start out in. It's quite tricky at points and, depending on the person, can get really tough. Especially for the beginners. Even counting it, that's 5 maps that you've listed compared to the dozens of CTM maps that aren't geared to beginners. For every map that's geared to new players, there's 5 or 6 that aren't. That's a lack (albeit massive may have been a slight bit too far)
@Drago
First of all, I wouldn't classify Monstrosity as an easy map to start out in. It's quite tricky at points and, depending on the person, can get really tough. Especially for the beginners. Even counting it, that's 5 maps that you've listed compared to the dozens of CTM maps that aren't geared to beginners. For every map that's geared to new players, there's 5 or 6 that aren't. That's a lack (albeit massive may have been a slight bit too far)
Its alot more fun to make a hard map because you can watch your lpers suffer > : D
@Drago
First of all, I wouldn't classify Monstrosity as an easy map to start out in. It's quite tricky at points and, depending on the person, can get really tough. Especially for the beginners. Even counting it, that's 5 maps that you've listed compared to the dozens of CTM maps that aren't geared to beginners. For every map that's geared to new players, there's 5 or 6 that aren't. That's a lack (albeit massive may have been a slight bit too far)
But here's the thing; are you counting the numerous uber-hard maps that suffer from "first-map" syndrome? Because there are a lot of those, but we wouldn't be suggesting them to anyone as they aren't worth playing.
And really, you don't need a bunch of easy maps for a new player to choose from. It's nice to have variety, sure, but once they've gotten the hang of things they can take on medium/transitional maps (I'd say UT1 is a good example of this), before taking on harder maps. CTM maps, by tradition, have been designed to be difficult, so if you can train players to be ready for the harder things by starting them on a few easier maps, they'll be ready to break into the more difficult ones. Not saying every CTM map has to be uber difficult. I prefer easy-medium maps, but I also find some maps easy because I have experience taking on complicated areas.
Hopefully that made sense and didn't sound like me rambling. >_>
Community question:
What type of map do you prefer
1.Mini Maps
2.Linear Branching
3.Open World
4.Hub
5.Linear
I personally really like open world maps but they must be done REALLY well in order for me to like them and i am a huge fan of xekaj's mini-maps
pls dont hate me ;w;
There are very few beginner and introductory ctm maps. But it makes sense for a few reasons.
1. Not as large of an audience.
2. It's difficult to introduce a player to a new genre.
3. Maps aren't as fun to make. You can't make as many evil things :'(
Saying that, more beginner maps are needed. Personally, I'd recommend starting off with an easy minimap (or RH) and progressing to something like To Greener Pastas (by Karrott).
Nah, evil-er things have been done. (I do find the noise of suffocating kreepas to be quite frightening, just something to keep in mind )
Water isn't uncommon in maps. In fact, IM is the only map I can think of that strongly limits the players ability to get water.
Love the chains! How is it open world if there's a roof?... *mindblown*
Very excited!! I like the look of the areas so far If you feel burned out just come visit us on Galaxia
Knowing that you guys all want it (even though you're only 4 people, given my current fanbase that's a lot) is enough to get me back into the swing of things
Take your time, Chickenman.
[YOUR AD HERE FOR JUST $69.69]
Open world means the whole map is open to the sky. (Of course there can be dungeons underground, but the map itself is open, no roof.)
Unfortunately, I'm busy with numerous other projects at the moment.
Please send me a PM if you're interested. You don't have to record, but i would like it if you can.
Ow, and some screenies:
BTW: If i need to make my own thread for asking this please let me know.
What was your progression as a map maker? ie(failed projects etc)
I started map making in 1.3.2 world edit
Then I decided to build a mindcrack CTM map didnt turn out so good but it was passable.
I then built a a full 16 wool CTM called To Greener Pastures which I first put pictures on the CTM Shop( Two threads before this) I then got demotivated as I began to realize what an obvious brushstroke is XD. I still felt like it was quite good for someone that had barely beaten SBC but anyways To Greener Pastures was forgotten for now. In Intersection 4 of the map I had built a mindcrack area and decided to re-purpose this to a mini map. Which Torien,Skeeto and Pie had the expeirence of playing, Lets just say it was rushed and yet another failed project. Oh yeah before the failed To Greener Pastures I had built another 5 wool CTM XD. After this I came up with ideas for the new To Greener Pastures and now im here :). TLDR I failed a lot to get to where I am...
Im interested to hear your guys's stories!
It all started over a year ago: 1.0 was released, Notch was leading the team and the useless thorns enchantment didn't exist. I decided I would install a mod in which you can build a base and defend it from waves of monsters. I built a small castle and I though "wow thats really cool, I guess I'll make a backup" Once I played the mod I though "what if I made some more cool buildings or I know! A minecraft RPG map!" Thus began development of the slime flats. I built walls and cities and forts but it was not to last. I was clearing out my hardrive and it was lost in the battle against useless files (I found it like 6 months later) I decided "it was good but I can restart, I did not have much progress and what I did have wasn't the greatest" Shortly after my devastation I decided to make a hardcore survival map. Paul uploaded his spellbound caves LP and I decided to start playing CTM maps, of course thats when I first heard of them and they were way too hard. Nonetheless I started development on an open world hardcore survival inspired by CTM's difficulty dungeons and traps. I began digging a hole for a dungeon and said to myself "Why not make this 2 maps? An overground survival map and an underground CTM and it will be super super hard!" Thus began development on herobrine caverns. I started with the outpost of darkness, a pathetic structure over lava, tiny and filled with blazes and cave spiders, it was the white wool, it was stupid and impossible to beat and I thought it was good. I continued on with: the stockades, the jungle of kerek etc. Then Amlup released his "Let's make a CTM map" and I decided to restart and do it like Amlup did in those videos. Thus began the development of the second version of the herobrine caverns. I started with a boring ugly generic valley, the a generic fire desert then nothing because I had no inspiration and it took me forever to build an area. I eventually decided to scrap the project. Since then I've made many kindling but really nothing ever took free. I decided to make a special for my birthday in which I make custom loot dedicated towards my favourite youtubers and show it off, I was making something for another loot showcase and I decided to release it. Thus the Bridge of Karet was released! Following that I decided to make minimaps as they were easier to make and I made: The Hills Of Char and Living Nightmare. Finally I am here now working on my next project: The Ethereal Chaor (not a typo)
Dangit Apollo! Release it now!
I built a 9 wool map that kinda sucked, it consisted of a superflat word with a tower and a bedrock box I called a "tower"
I also had A decent cave underground, but it still sucked
Then I built a sandstone map, and I had completed the first 2 intersections and I was almost finished the third intersection. I had 6 good areas but the rest were not my best. The main reason I ditched that project is the layout was horrible and 1.3.2 had come out, so I started my next project
Now I am creating an easy-easy 3 intersection map, that I currently proud of. first intersection is almost done, so it will probably come out by october-november.
NUH! :U
I'd love to see some more open-branching sky maps from you, RH was awesome! As for vising RH, i support that. Its always good to be looking for new ways to improve your maps.
I started making parkour maps, and i had a decently good puzzle map called Dreamscape. Both projects were being made solely with creative though, no mods, so kinda got bored.
I then had the original Speluncaphobia which was a total failure spellbound caves rip off. I just dont talk about that one >.>
And then i have a horror map called Everlow - Darkness of the Mind which has been put on hold while i work on my various ctm projects.
I know this post is about a page old, but I just want to say that this is 100% wrong. By your logic, Nightmare Realm isn't open world.
Don't know where you got that idea from... open world just means that the map is in a non structured style with an emphasis on exploration and no particular forced order to the dungeons. It's definitely easier to make an open world map that is open air but by no means is it necessary.
I would say:
Yes to the idea of numbering them.
Maybe to the idea numbering RH (if you thing the amount of time spent is worth it)
Yes to the idea of having the number correspond to the chance of more areas after it.
Hey! I like, run this... or something:
Uhh, who says there is? There are actually quite a few good, easier maps out there right now, they've just faded from the public eye slightly (not counting RH). There's my map, Dreadsky Isles, which I designed to be accessible for newcomers, and hopefully teach them some new tactics that they could take to other CTM maps. Then there's Lands of Desire II by Draco_Rogue, which uses Rugged Horizon's "Open Branching" style to create a large world with lots of exploration possibilities, and also some stellar dungeon designs. Karrott's To Greener Pastures and CFG's Monstrosity are two other easier maps that are good for beginners (from what I've heard. )
I think it might help to add a list of easy, newb-friendly CTM maps to the OP, so that anyone who stumbles across this thread knows a few good places to start if they want to break into the genre.
Nah, that's not too evil at all. I actually did that in Trickleflood Hollow in DsD, but I added a low Wither effect to the creepers, so they'd be reverse ticking timebombs of sorts. If you can avoid them for long enough, they'll die off.
Yeah, I'll definitely play it, provided my computer decides to behave and can handle it. I've been very much looking forward to the day when you finally release a completed map project.
Well, generally "Open-World" refers to an open, non-linear layout of the map/game. Generally, open-world takes the form of an open-air map, but it doesn't have to.
I'd say you should feel free to do what you want, but I feel like RH has been polished and adjusted enough times to warrant you retiring from updating it. If you had ideas of adding attributes to weapons, or really making noticable use of 1.6 features, that would be cool (a weapon that gives you a huge speed boost pls :3). Something I can think of that would greatly help speedrunners (or just derpy people in general, I know you've said you don't pander to speedrunners) is to remove the wool from the map, and replace it with stained clay. I know you made Fairy Land out of wool to give it a whimsical feel, but I felt that feel was more accomplished by the colors, not the material.
Oh goodie!
So, my very first mapping project was a map about a group of miners who were locked in a house and forced to mine out a cave. I was going to have them discover this huge, long-lost civilization underground, but that project hardly went anywhere and I dropped it after a day or two.
Next project got a bit farther; I called it Towers of Aesmora. Basically, it would be a huge continent that people used to live on, and they all lived in towers. There would be about 10-14 towers scattered around, and each one would be a parkour puzzle to climb up (this was back when climbable vines had just been added.) This project lasted a while, but I kinda lost interest, in favor of starting to play CTM maps.
Towards the end of last October, I started working on Dreadsky Isles, which I never stopped working on and completed in February. That's about all I can say about it; it seems like I'm much more dedicated to my CTM projects than my older adventure map projects.
And then there are people like me, who want to update, but also want to wait to group up as many little changes as they can into one giga-update.
Seriously though, I think I might finally get around to updating DsI soon. With 1.6 coming out, I really want to try and use some of the new effects and attributes. I was thinking of giving S'venjal a very small slowness debuff, as it seems to be the primary bow people use for the entire map, giving Shadowscythe a slight speed and health boost buff, and Hiiya'lex a large speed and slight knockback resistance buff.
I started ages ago (beta 1.6-1.7) building a minecraft challenges map for my little brother (we're 8 years apart) with a friend of mine.
Followed by an adventure map (unreleased) that was mostly just for my friend and I to play through (it wasn't that good).
Followed by parkour/minigames/world building on my server for a good long while.
Then I discovered SH an played that excessively (that was before spellbound caves was released) dropping vanilla minecraft for good.
Then more parkour/mingames/world building.
Interlude for excessive tekkits with my friends.
Attempt to make a Tekkit map.
Followed by this past year my attempts at a pvp game (which was not that bad)
Then I discovered the SH forums (past november-december).
At which point I decided to make CTM maps.
I started with a uber ambitious project (an open world underground map) that was scrapped just recently.
Worked on awesomes collab map (progress going well.)
Worked on a minimap (that I may revisit)
Scrapped the above uber ambitious project.
Started my current less uber ambitious but still really ambitious project.
Will make a strawberry jam map in a few days (seewhatIdidthere :P)
Hey! I like, run this... or something:
First of all, I wouldn't classify Monstrosity as an easy map to start out in. It's quite tricky at points and, depending on the person, can get really tough. Especially for the beginners. Even counting it, that's 5 maps that you've listed compared to the dozens of CTM maps that aren't geared to beginners. For every map that's geared to new players, there's 5 or 6 that aren't. That's a lack (albeit massive may have been a slight bit too far)
Its alot more fun to make a hard map because you can watch your lpers suffer > : D
And really, you don't need a bunch of easy maps for a new player to choose from. It's nice to have variety, sure, but once they've gotten the hang of things they can take on medium/transitional maps (I'd say UT1 is a good example of this), before taking on harder maps. CTM maps, by tradition, have been designed to be difficult, so if you can train players to be ready for the harder things by starting them on a few easier maps, they'll be ready to break into the more difficult ones. Not saying every CTM map has to be uber difficult. I prefer easy-medium maps, but I also find some maps easy because I have experience taking on complicated areas.
Hopefully that made sense and didn't sound like me rambling. >_>
What type of map do you prefer
1.Mini Maps
2.Linear Branching
3.Open World
4.Hub
5.Linear
I personally really like open world maps but they must be done REALLY well in order for me to like them and i am a huge fan of xekaj's mini-maps