Might want to make it clearer what type of map each one is. E.g. Adventure vs CTM.
Also, no pics, no clicks
I don't know if anyone else would care about this, but I would love to also see your map graveyard. You've made a lot more that aren't listed, and I feel like they demonstrate your growth.
Might want to make it clearer what type of map each one is. E.g. Adventure vs CTM.
Also, no pics, no clicks
I don't know if anyone else would care about this, but I would love to also see your map graveyard. You've made a lot more that aren't listed, and I feel like they demonstrate your growth.
Why not list the collab maps you were part of?
These are all great suggestions.
EDIT: Map types are now labeled. I added some pictures to the list (I'll add some pictures to the threads in a little while...) The map graveyard will be coming soon-ish.
I'll also be adding a videos page.
EDIT 2: Map graveyard complete. I may have lost a couple somewhere...
Race your boat down the river, navigating rapids, waterfalls, and other obstacles! Or just take the leisurely, scenic route. This map is intended as a creation, so my rating is based on comparing it to other creations, even though TheQMagnet has embedded a challenge.
I had an original map Idea that I wanted to share. Two games that I liked: "One Chance", and "A mind forever voyaging", both have a certain gameplay mechanic in common. Each game had a progression of time split up in intervals of days or decades respectively. A day in Tuscarora, and City of Love prove that living environments are possible. I really wanted to go for the route taken by "One chance", and have the progression be marked by a highly lethal plague. The map would take place in an open world map similar to one of the maps I referred to. It would be a creation/adventure due to the progression that brings you to the next section. It would be mostly creation though, because there is no real challenge other than maybe a few optional puzzles, and the area itself will be more important than the nonexistent journey. At any point, the player can go to sleep, and move to a map that represents the next day. The effects of the plague would get worse and worse, as the days go on, and I think it would be ideal if things started out as stereotypically pleasant only to devolve into anarchy. The meat would be the unique set of stories that come every map day.
What do you think? I can't make maps, so this is just food for thought.
I want everybody to remember that it would be adventure/creation. I was thinking that most of the fun, would be in how unique each day is, but an optional cure scenario is up to you. It seems like it would be a great proof of concept though. Thanks for your interest!
At any point, the player can go to sleep, and move to a map that represents the next day. The effects of the plague would get worse and worse, as the days go on, and I think it would be ideal if things started out as stereotypically pleasant only to devolve into anarchy. The meat would be the unique set of stories that come every map day.
The overall concept sounds solid, but I think the key will be to plan out the escalation.
For example, I can see where day 1 is all happy and maybe some NPC dialog to clue you in that a plague is coming.
Day 2 - someone is sick, someone is missing
Day 3 - several people sick
Day 4 - one zombie
Day 5 - 3 zombies
...
Day 20 - everyone is a zombie
Questions I would ask myself:
Is there a way to simulate that certain NPCs are being turned by the plague, since all zombies look the same.
Is it a linear story? Is there any way to save certain NPCs and change what happens when you get to day 20.
What are the end goals? Are there multiple? Discover the source of the plague? Cure it? Death? Run and hide?
What options will there be for combat? (if any) Just zombies? Creepers?
Questions I would ask myself:
Is there a way to simulate that certain NPCs are being turned by the plague, since all zombies look the same.
Why not? I'd imagine all instances (or days) to be a separate copy of the map so it's entirely possible to have zombies unique to each NPC. Also, you being a mapmaker, I didn't expect you to say 'all zombies look the same' after 1.4.
Quote from rsmalec »
Is it a linear story? Is there any way to save certain NPCs and change what happens when you get to day 20.
I'd again expect there to be multiple copies which emulate if you're helping or not. It may seem that we'd require too much copies but with some clever multiple choice manipulations, I'd say you can have a fairly non-linear plotline with about 35-40 copies of the village. [this number is considering the total time to be 20 days which IMHO too long for this gimmick. I'd say 10 days is more than enough which results in the copy number being halved]
Quote from rsmalec »
What are the end goals? Are there multiple? Discover the source of the plague? Cure it? Death? Run and hide?
I think you can already see the multiple choice potential here
It'd be easier to make if there are a set number of outcomes but multiple choice is rather nice ala City of Love
Quote from rsmalec »
What options will there be for combat? (if any) Just zombies? Creepers?
Combat is an interesting question. If it's allowed, then the map isn't so much about survival or saving people or curing the disease but more about Zombie-slaughter which has been done to death.
To give the saving & curing options viability, the zombies need to be very strong & very damaging & combat with even one would be extremely life-threatening, even on easy.
I think just having Zombies is the way to go ala any zombie apocalypse fiction. Adding Skellies or Creepers or Spiders would ruin the Zombie outbreak immersion IMHO.
But this is a very nice idea for a map & I'd DEFINITELY like to see one made
As far as combat goes, a good balance could be to have the zombies be invincible. Weapons like a baton with lots of knockback would only be good for keeping them away. Whether or not a cure is made is up to the guy who pulls this off. The only thing I think should be a constant is a somber, depressing tone coming from a slow deterioration of society. For example, somewhere in the middle, the level of human activity reaches a crescendo from all the panic, and eventually plummets after that.
Thank you all for the support! I really felt the need to help anyone looking for a new map theme.
Another idea I had was a way to make the play area more lively. In City of Love, NPC heads would "dock" at different spots when moving. Non-essential civilians could be made to periodically rotate stations depending on the situation the town is in or what they are supposed to be.
A contemporary setting will work best considering how we want the environment to be. Sci-fi is just too overdone. The origin of the plague is up to the saint who makes this map. There doesn't have to be an origin at all, or even a cure. The only thing I want to stay unchanged is the slow escalation of the situation (the big panic in the middle). Whoever makes has earned the right to tell their story how they want to do it. I do advise making the infected invincible though.
Here are some potential names: Urban Decay, Entropy, Trouble in paradise, For whom the bell tolls, last stand of "town name here". I suck at making maps BTW, so I can't help build. It's why I stopped playing survival mode and started just playing maps. I was tapped out of ideas. People could pitch in and design their own characters, events side quests etc. after the sandbox is done. The content could be organized by giving general guidelines for each day.
I wouldn't suggest making it too combat heavy, depressing tones are often ruined by Minecrafts combat, it becomes too comical and spoils the sad tones.
By the way, I had an idea bouncing around ages ago that I never implemented. How about to visually show the disease, you have grass spreading over dirt. Of course the texture will change to be something like paving stone going green or red. The problem with that is that it's hard to control, but with a bit of piston magic you would be able to slowly spread the disease visually.
I wouldn't suggest making it too combat heavy, depressing tones are often ruined by Minecrafts combat, it becomes too comical and spoils the sad tones.
By the way, I had an idea bouncing around ages ago that I never implemented. How about to visually show the disease, you have grass spreading over dirt. Of course the texture will change to be something like paving stone going green or red. The problem with that is that it's hard to control, but with a bit of piston magic you would be able to slowly spread the disease visually.
The invincible zombies are to discourage combat from ever happening. If you can implement the spread, that would be amazing.
Might want to make it clearer what type of map each one is. E.g. Adventure vs CTM.
Also, no pics, no clicks
I don't know if anyone else would care about this, but I would love to also see your map graveyard. You've made a lot more that aren't listed, and I feel like they demonstrate your growth.
Why not list the collab maps you were part of?
EDIT: Map types are now labeled. I added some pictures to the list (I'll add some pictures to the threads in a little while...) The map graveyard will be coming soon-ish.
I'll also be adding a videos page.
EDIT 2: Map graveyard complete. I may have lost a couple somewhere...
Do you still happen to have "Trade Wars"?
My Minecraft Maps: coldfusionmaps.com
http://www.minecraftforum.net/topic/1736054-monstrosity
This does NOT represent the final map, but it was pretty fun.
Sorry, no.
http://www.minecraftforum.net/topic/1538787-raftcraft
Race your boat down the river, navigating rapids, waterfalls, and other obstacles! Or just take the leisurely, scenic route. This map is intended as a creation, so my rating is based on comparing it to other creations, even though TheQMagnet has embedded a challenge.
Total Rating: 14
Creativity - 2
Detail - 2
Experience - 3
Challenge - 4
Progression - 3
My Minecraft Maps: coldfusionmaps.com
What do you think? I can't make maps, so this is just food for thought.
And then every time it hits 0 sensor output, we make it say "What a terrible night to have a curse"
The overall concept sounds solid, but I think the key will be to plan out the escalation.
For example, I can see where day 1 is all happy and maybe some NPC dialog to clue you in that a plague is coming.
Day 2 - someone is sick, someone is missing
Day 3 - several people sick
Day 4 - one zombie
Day 5 - 3 zombies
...
Day 20 - everyone is a zombie
Questions I would ask myself:
Is there a way to simulate that certain NPCs are being turned by the plague, since all zombies look the same.
Is it a linear story? Is there any way to save certain NPCs and change what happens when you get to day 20.
What are the end goals? Are there multiple? Discover the source of the plague? Cure it? Death? Run and hide?
What options will there be for combat? (if any) Just zombies? Creepers?
Just some thoughts.
Why not? I'd imagine all instances (or days) to be a separate copy of the map so it's entirely possible to have zombies unique to each NPC. Also, you being a mapmaker, I didn't expect you to say 'all zombies look the same' after 1.4.
I'd again expect there to be multiple copies which emulate if you're helping or not. It may seem that we'd require too much copies but with some clever multiple choice manipulations, I'd say you can have a fairly non-linear plotline with about 35-40 copies of the village. [this number is considering the total time to be 20 days which IMHO too long for this gimmick. I'd say 10 days is more than enough which results in the copy number being halved]
I think you can already see the multiple choice potential here
It'd be easier to make if there are a set number of outcomes but multiple choice is rather nice ala City of Love
Combat is an interesting question. If it's allowed, then the map isn't so much about survival or saving people or curing the disease but more about Zombie-slaughter which has been done to death.
To give the saving & curing options viability, the zombies need to be very strong & very damaging & combat with even one would be extremely life-threatening, even on easy.
I think just having Zombies is the way to go ala any zombie apocalypse fiction. Adding Skellies or Creepers or Spiders would ruin the Zombie outbreak immersion IMHO.
But this is a very nice idea for a map & I'd DEFINITELY like to see one made
The Indian Let's Player. Here's my Minecraft Custom Map LP Thread, my Youtube channel with over 2200 LP videos & my Twitch channel where I stream very often. Also, contact me on Twitter if you're interested
Thank you all for the support! I really felt the need to help anyone looking for a new map theme.
Even better!
P.S. Ten days sounds good. Any shorter, and it might progress too quickly.
Sounds like you just named the map.
Ahem
Also, make it happen dasbootocks
The Indian Let's Player. Here's my Minecraft Custom Map LP Thread, my Youtube channel with over 2200 LP videos & my Twitch channel where I stream very often. Also, contact me on Twitter if you're interested
Good point... I really have to start keeping these accounts straight. Lol.
And woah woah woah, I'm not signing up for that million hours of work.
Though if we're being serious, that does really sound like one of ours.
Here are some potential names: Urban Decay, Entropy, Trouble in paradise, For whom the bell tolls, last stand of "town name here". I suck at making maps BTW, so I can't help build. It's why I stopped playing survival mode and started just playing maps. I was tapped out of ideas. People could pitch in and design their own characters, events side quests etc. after the sandbox is done. The content could be organized by giving general guidelines for each day.
2 words: Dispenser + Bonemeal
The Indian Let's Player. Here's my Minecraft Custom Map LP Thread, my Youtube channel with over 2200 LP videos & my Twitch channel where I stream very often. Also, contact me on Twitter if you're interested
The invincible zombies are to discourage combat from ever happening. If you can implement the spread, that would be amazing.