Little Empire is good, but I got lost as well. And how is it spawn spam? I thought in some places, spiders were a little overused, but I guess it's just you. All of us love it, so...
Still enjoying the map, but directioning is still a big issue. White Wool was half impossible to locate, Orange Wool was just randomly thrown in, and spawners do feel spammy. They're *everywhere*, like you can't walk a step without hitting a few. It's bothering me, from a "Clever Placement > Lots" standpoint.
Still enjoying the map, but directioning is still a big issue. White Wool was half impossible to locate, Orange Wool was just randomly thrown in, and spawners do feel spammy. They're *everywhere*, like you can't walk a step without hitting a few. It's bothering me, from a "Clever Placement > Lots" standpoint.
oh, about that...*cough* next area *cough* But it doesn't really matter, I've seen worse. The next area has LOTS of spawners. I have an eft 3 iron pick, so that might help :l
I've seen that video and did a similar boss for one of my fleecy mobs in Storm the Castles, but what I'm going for is something more than just one enemy that spawns other enemies. Like a ghast stacked with spawner minecarts that spawn falling sand entities with spawner data and litter the field with creeper/zombie spawners while the boss mob is stacked on a wither boss flying around killing bats that are stacked with minecart spawners for falling sand entity lava. I did make one mob in my map that gets more ridiculous, and when I get to it on my dev com of the map I'll probably show the video here for feedback on it...
Perfect imbalance, Spellbound Caves and The Fire Beneath were good examples.
Edit:
I would love to get into mapmaking...but I am just...ADD you could say, so I can't pay attention to stuff, but, I want to know of some good tutorials explaining MCedit, and any other tools I'll need to make custom mobs, bosses, areas, and some stuff that would be good. I just don't want to fall out of CTM like I did :3
Perfect imbalance, Spellbound Caves and The Fire Beneath were good examples.
Edit:
I would love to get into mapmaking...but I am just...ADD you could say, so I can't pay attention to stuff, but, I want to know of some good tutorials explaining MCedit, and any other tools I'll need to make custom mobs, bosses, areas, and some stuff that would be good. I just don't want to fall out of CTM like I did :3
Checking out Sethbling's videos for his filters is a fantastic start, and looking up videos about the Forge Mod, All-U-Want would also be a great choice!
Checking out Sethbling's videos for his filters is a fantastic start, and looking up videos about the Forge Mod, All-U-Want would also be a great choice!
Thank you, because I want to make a quality CTM that is well...good, and I want to have some of my ideas put into perspective, because I have a lot xD
Thank you, because I want to make a quality CTM that is well...good, and I want to have some of my ideas put into perspective, because I have a lot xD
Good luck, and I hope you get further than me in that. I've restarted 3 times, and right now I'm on an indefinite hiatus. I'll probably get back after I finish Pantheon / Monstrosity / Super Meat Boy / never.
EDIT: Why suddenly all these map releases? I am disappointed. School started a few days ago and now I get to play 2 hours a week or something like that. Expect a Pantheon I3 progress update around March, even though I've only got Rumblehiss to go.
Still enjoying the map, but directioning is still a big issue. White Wool was half impossible to locate, Orange Wool was just randomly thrown in, and spawners do feel spammy. They're *everywhere*, like you can't walk a step without hitting a few. It's bothering me, from a "Clever Placement > Lots" standpoint.
I dunno, I had no trouble figuring out where the white wool was likely to be.
I mean, as long as you assume it's not over the giant lake, it pretty much HAS to be in the big mausoleum-type thing up on the hill. The other objectives are similarly located: one at the top/center of a fortress; one across a swamp, up a hill and through a tunnel; and one across a lake, involving a bit of island-hopping. What I DO find a bit arbitrarily placed are the emeralds. Apart from the first one, which I could just tell was going to be an emerald, I had no idea there was even a chest where most of them were until I was right up on them.
With regards to spawners, though... If I may make a comparison to Vigilis Oculos, I find I like RC2's spawner placement more. At least I know where the spawners are, even if there are a lot of them. I can't find half the spawners in VO, despite trying my best. I remember that in the first area, there are cave spiders literally dropping from the middle of the ceiling with no spawner in sight. It's really frustrating. Consider this my first bit of critique of Vigilis Oculos. If I ever finish the map, I'll give more. I do really like it so far though, just a little irritating in places. (For example: Do you think you could offer some signal when you put all 4 of those signets in those droppers? I had no idea I had done it right until I traced the redstone for quite a ways.)
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
The sheer number of spawners scattered in RC2 might seem a bit much, but the spawn delays make it work out to be very manageable and you only usually need to kill a single wave of spawns. I think its much better than a few hyper-spawners in terms of gameplay. All dat xp is nice to have as well; even though you degrade your st00f a lot you'll be able to repair them thanks to spawner xp.
Thanks to RC2 I've now failed to go to bed before 4 am for 2 nights now... curse you insomnia ;D at Intersection 3 now though.
Communiter Questern Term!
When is it appropriate to use bosses? When a map uses bosses in a later area (like the green wool area for example) it seems out of place and inconsistent with the areas that don't have a boss. But I don't want to put a boss in every area, I feel that would get old after a while. So what is your take on this?
I don't know if I agree about this, but when I was testing around with the Knockback Resistance attribute, it felt like there was a chance to fully resist average knockback (2 Blocks). Like for example, an item that offers 0.25 knockback resistance would be a 25% chance to resist. I could test this out to see if my statement is true. But I just wanted to point that out.
This is true. The knockback resistance attribute isn't that you'll get a certain amount of less knockback, but that you have a certain percentage of not getting knockback. Because of this items with negative knockback resistance don't make you get knocked around more, but they cancel out items with knockback resistance (not fully, just a certain percentage).
Communiter Questern Term!
When is it appropriate to use bosses? When a map uses bosses in a later area (like the green wool area for example) it seems out of place and inconsistent with the areas that don't have a boss. But I don't want to put a boss in every area, I feel that would get old after a while. So what is your take on this?
This is my take on this:
If your map has lore, put a boss wherever he'll fit. If it doesn't, than probably just to make the wool renewable yet harder to get in certain areas. If it's inconsistent how often there's a boss it doesn't really matter, because players overall don't care if it's a boss or box overall. Only if it's something like 90% of the wool is bosses and 10% is boxes than that can be a problem (or the other way around). I'll post an idea I got about possibly another way to get the wool later, because it doesn't fit in this reply.
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So currently the only ways of obtaining wool/ monument items is either a boss fight or a brick box (AKA fleecy box, an exception for this is when there's other monument items). I propose of a new possible way of getting wool which can encourage exploration. If a villager is at the end of an area (maybe in the box) with a trade that for the monument item, but he asks for things you can only get by killing mobs that spawn in certain parts of the area or loot that's in multiple hidden chests, it'll not only make it be so that the area is longer (in a good way) but it'll also encourage exploring and make the area not be just get to the box, get item, and go. Here's an example of this:
You just got to a hut at the end of a ravine like area. Inside the hut there's a villager asking for a sapling called "Holy tree sapling" for green wool. You head to a large tree made of multiple types of wood earlier in the area. After climbing it a special buffed zombie called "Holy tree guardian" spawns as a mini boss. After killing him you get the sapling and go back to the villager. Now you greatly regret just running into the hut and not lighting up outside. The rest of the story is pretty obvious.
I don't know how good this may be, but overall I think it's a good concept.
So currently the only ways of obtaining wool/ monument items is either a boss fight or a brick box (AKA fleecy box, an exception for this is when there's other monument items). I propose of a new possible way of getting wool which can encourage exploration. If a villager is at the end of an area (maybe in the box) with a trade that for the monument item, but he asks for things you can only get by killing mobs that spawn in certain parts of the area or loot that's in multiple hidden chests, it'll not only make it be so that the area is longer (in a good way) but it'll also encourage exploring and make the area not be just get to the box, get item, and go. Here's an example of this:
You just got to a hut at the end of a ravine like area. Inside the hut there's a villager asking for a sapling called "Holy tree sapling" for green wool. You head to a large tree made of multiple types of wood earlier in the area. After climbing it a special buffed zombie called "Holy tree guardian" spawns as a mini boss. After killing him you get the sapling and go back to the villager. Now you greatly regret just running into the hut and not lighting up outside. The rest of the story is pretty obvious.
I don't know how good this may be, but overall I think it's a good concept.
haha, both me and orange have done that before, so it isn't exactly new
haha, both me and orange have done that before, so it isn't exactly new
Well in that case I derped. Sorry for not knowing about you, I don't know a lot of CTM's because I have an overall tight schedule so in the time I do have I'm busy making a CTM and doing other stuff.
I find it really funny...CTM maps...usually nowadays are in the medium-hard, ROMhack-esque, or plain easy maps.
Half of the 4 maps I have beaten are difficult/challenging maps.
I have beaten Inferno Mines, The Fire Beneath, Infernal Sky II, and the old Sunburn Islands.
How the heck have I been able to beat maps like The Fire Beneath and Inferno Mines, yet I struggled like a mofo on Infernal Sky II and Sunburn Islands? It is like I have to do an easy map before I do a hard map, anyone else have this feeling?
Still enjoying the map, but directioning is still a big issue. White Wool was half impossible to locate, Orange Wool was just randomly thrown in, and spawners do feel spammy. They're *everywhere*, like you can't walk a step without hitting a few. It's bothering me, from a "Clever Placement > Lots" standpoint.
Pretty proud as black wool was all manner of hell breaking loose!
Also, Sneaky Cow
oh, about that...*cough* next area *cough* But it doesn't really matter, I've seen worse. The next area has LOTS of spawners. I have an eft 3 iron pick, so that might help :l
My Thread: http://www.minecraftforum.net/topic/1881805-ctm-wip-lands-of-mystery-by-bnm-new-map-started/#entry23248316
Black wool was hecka fun bro...if the withers would stop firing at me for two seconds so i could pillar. Only problem with it
I've seen that video and did a similar boss for one of my fleecy mobs in Storm the Castles, but what I'm going for is something more than just one enemy that spawns other enemies. Like a ghast stacked with spawner minecarts that spawn falling sand entities with spawner data and litter the field with creeper/zombie spawners while the boss mob is stacked on a wither boss flying around killing bats that are stacked with minecart spawners for falling sand entity lava. I did make one mob in my map that gets more ridiculous, and when I get to it on my dev com of the map I'll probably show the video here for feedback on it...
Edit:
I would love to get into mapmaking...but I am just...ADD you could say, so I can't pay attention to stuff, but, I want to know of some good tutorials explaining MCedit, and any other tools I'll need to make custom mobs, bosses, areas, and some stuff that would be good. I just don't want to fall out of CTM like I did :3
Furries are cool.
Checking out Sethbling's videos for his filters is a fantastic start, and looking up videos about the Forge Mod, All-U-Want would also be a great choice!
Furries are cool.
Get it on my thread (It's called the Pinnacle of Wigggery) - http://www.minecraftforum.net/topic/1751083-chiefwiggys-ctm-trilogy-16
Good luck, and I hope you get further than me in that. I've restarted 3 times, and right now I'm on an indefinite hiatus. I'll probably get back after I finish Pantheon / Monstrosity / Super Meat Boy / never.
EDIT: Why suddenly all these map releases? I am disappointed. School started a few days ago and now I get to play 2 hours a week or something like that. Expect a Pantheon I3 progress update around March, even though I've only got Rumblehiss to go.
*busy*
I dunno, I had no trouble figuring out where the white wool was likely to be.
I mean, as long as you assume it's not over the giant lake, it pretty much HAS to be in the big mausoleum-type thing up on the hill. The other objectives are similarly located: one at the top/center of a fortress; one across a swamp, up a hill and through a tunnel; and one across a lake, involving a bit of island-hopping. What I DO find a bit arbitrarily placed are the emeralds. Apart from the first one, which I could just tell was going to be an emerald, I had no idea there was even a chest where most of them were until I was right up on them.
With regards to spawners, though... If I may make a comparison to Vigilis Oculos, I find I like RC2's spawner placement more. At least I know where the spawners are, even if there are a lot of them. I can't find half the spawners in VO, despite trying my best. I remember that in the first area, there are cave spiders literally dropping from the middle of the ceiling with no spawner in sight. It's really frustrating. Consider this my first bit of critique of Vigilis Oculos. If I ever finish the map, I'll give more. I do really like it so far though, just a little irritating in places. (For example: Do you think you could offer some signal when you put all 4 of those signets in those droppers? I had no idea I had done it right until I traced the redstone for quite a ways.)
Thanks to RC2 I've now failed to go to bed before 4 am for 2 nights now... curse you insomnia ;D at Intersection 3 now though.
Communiter Questern Term!
When is it appropriate to use bosses? When a map uses bosses in a later area (like the green wool area for example) it seems out of place and inconsistent with the areas that don't have a boss. But I don't want to put a boss in every area, I feel that would get old after a while. So what is your take on this?
This is true. The knockback resistance attribute isn't that you'll get a certain amount of less knockback, but that you have a certain percentage of not getting knockback. Because of this items with negative knockback resistance don't make you get knocked around more, but they cancel out items with knockback resistance (not fully, just a certain percentage).
This is my take on this:
If your map has lore, put a boss wherever he'll fit. If it doesn't, than probably just to make the wool renewable yet harder to get in certain areas. If it's inconsistent how often there's a boss it doesn't really matter, because players overall don't care if it's a boss or box overall. Only if it's something like 90% of the wool is bosses and 10% is boxes than that can be a problem (or the other way around). I'll post an idea I got about possibly another way to get the wool later, because it doesn't fit in this reply.
You just got to a hut at the end of a ravine like area. Inside the hut there's a villager asking for a sapling called "Holy tree sapling" for green wool. You head to a large tree made of multiple types of wood earlier in the area. After climbing it a special buffed zombie called "Holy tree guardian" spawns as a mini boss. After killing him you get the sapling and go back to the villager. Now you greatly regret just running into the hut and not lighting up outside. The rest of the story is pretty obvious.
I don't know how good this may be, but overall I think it's a good concept.
haha, both me and orange have done that before, so it isn't exactly new
Well in that case I derped. Sorry for not knowing about you, I don't know a lot of CTM's because I have an overall tight schedule so in the time I do have I'm busy making a CTM and doing other stuff.
Half of the 4 maps I have beaten are difficult/challenging maps.
I have beaten Inferno Mines, The Fire Beneath, Infernal Sky II, and the old Sunburn Islands.
How the heck have I been able to beat maps like The Fire Beneath and Inferno Mines, yet I struggled like a mofo on Infernal Sky II and Sunburn Islands? It is like I have to do an easy map before I do a hard map, anyone else have this feeling?
Furries are cool.