Finished two of your maps today - Ticking Chill (2 hrs) and Mage's Escape (1hr 10mins). Enjoyed them both, and really looking forward to your next one. I'm not used to 3 wool maps so I keep hoarding all the items, gotta break that habit...
Any chance I can test what you're working on? Would be happy to provide feedback where I can!
Recently finished Mage's escape then decided to look at your threads on your profile and found your main ctm thread i am assuming?
I also noticed that you have a complete full ctm map called Depths Of Irkalla for version 1.6.4 do you mind if i play that for youtube also?
I actually updated this thread somewhat recently to contain all of my maps since I started working on another full size CTM. You are more than welcome to make an LP of Depths of Irkalla.
In response to MindlessDream and Acaran, right now I've only got the first intersection done, so testing is limited to only a few people. I'll mark your names down and once I have a beta version of the full map I'll send everyone who has expressed an interest in testing a pm with a link. Hopefully it doesn't take too long. I've finished I1 fairly quickly and it has received a lot of positive feedback.
Here's another screenshot from Depths of Mortua since I'm typing this up:
This is another area off of I1. Unlike usual CTM intersections, intersections in Depths of Mortua will be more organic like Monument Island in Depths of Irkalla, or the sort of intersection areas in Ticking Chill or Mage's Escape. The goal is to make it feel more connected, give the player more to explore, and to be able to put bonus areas joined into the intersections. It also means that intersections may have more areas connected to them. I1 for example has 5 wools branching off of it instead of the usual 4.
I'll continue posting updates here as I work on the map.
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Hey guy!
After we talked in Aura's stream last week my cousin, brother, and I played Depths of Irkalla and really enjoyed it! It was fun, yet at the same time challenging. Like you said there were a few issues with playing it in 1.8...
The Amazing Pink & The Archive were cripplingly laggy & the final boss didn't spawn
But other than that we had a blast! Can't wait for your second map
Victory Screenie (ft me & my cousin because my brother wouldn't go in the picture)
@Kiaser: Glad you like the screenshots! Also Odlym has a nice ring to it.
@coolfool I'm glad you guys enjoyed the map in spite of some 1.8 issues. Amazing Pink and the Archive are two areas people generally really enjoy, so it's a shame they were so laggy.
So now for progress on Depths of Mortua. I've finished all of the major areas of Intersection II, although some may change based on testing. Here are a few screenshots from areas in I2:
I've had fun playing around with different gameplay mechanics in I2, and I've also been working on a boss fight. It's a lot more fun making boss fights in 1.8 with all the additional command block stuff I was missing in 1.6.4. Abusing the mob AI is fun as well.
Hopefully I can continue working fairly quickly and have the third and final intersection done before long. I also have a few ideas for bonus areas I want to add, and I owe a bonus area to Aurabolt as well. Stay tuned for more updates in the future
love all those screenshots I can't wait till the map comes out! it looks like you love the vine brush!...wow that 2nd screenshot... i used the same block variation in my snowy area! just i didn't add stone/cobble... but.. you know what they say! great minds think alike! odlym
love all those screenshots I can't wait till the map comes out! it looks like you love the vine brush!...wow that 2nd screenshot... i used the same block variation in my snowy area! just i didn't add stone/cobble... but.. you know what they say! great minds think alike! odlym
Yeah I certainly get a lot of use out of the vine brush. The map still has a lot of work before it's complete, but I really like how it's going so far. Also that block var works really well for a cold atmosphere. I used something really similar in the first area of Ticking Chill because it works so well.
I've seen you post elsewhere without much response, so here are some tips if you're starting off:
1. Learn your tools. Really get to know mcedit, singleplayer commands, alluwant, or whatever mods/programs you're going to use to make your maps.
2. Don't start with a full size map. This kinda goes back to number one, but you're not oging to really know what you're doing when you start mapmaking, so your first projects should be short and mostly about learning how to use your tools to translate your ideas into actual minecraft. Start off with a 3 wool or a 5 wool map and then when you're finished it is what it is. If you start with a full sized map the last areas you create might be really good because you've learned what you're doing, but people won't see them because your not so good areas when you were first learning scares them off. It's also a lot tougher to go back and redo areas to bring them up to par than to just start your map knowing what you're doing.
3. Play other maps. If you've decided to make a map because you saw OOG or GOB play a CTM and thought it'd be cool to make one, don't just start making one! Watching a map being played is a lot different than playing. Play a lot of different ctms from different people, take note of the things you like and made the maps fun and things you thought made the maps not so fun and then use that knowledge to make a map that players will enjoy.
4. Be creative and original. Don't just copy what other people have done, come up with your own ideas and mess around with things to see how they work. If you start off with smaller projects you can mess around with ideas to figure out things that work well and things that don't without ruining a ton of work put into a full 16 wool CTM. There are also a lot of average CTMs out there, you need to do something different and creative to really get noticed.
Good luck! Post screenshots of what you've worked on in the community CTM thread for feedback and work on creating really good areas before creating a really good map.
My new map from the jam, Spectre Isles, has been added to the main post. I'm very happy with how this jam turned out and I look forward to doing the next one. Unfortunately I havem't been working on Depths of Mortua since I've been busy with the jam and other things, but work will commence soon!
So I'm currently working on speedrunning Depths of Irkalla. While some speedrunners ignore some rules of maps like leaving the map boundaries and stuff, most of us try to follow them. I was reading trough the rules and there is one that bothers me - Do not exploit the map by tunneling between areas or going on top of the maps ceiling - the first part is quite unusual for rules and I'm curious if I have to follow it. From what I've seen you've actually left some holes in bedrock and other convenient stuff that straight away suggests dig trough here and exploit this thing.
/if you're speedrunning I wouldnt expect the first part of that rule to be followed. It would almost defeat the purpose of doing a speedrun. I would still consider a speedrun legitimate if that rule was broken.
After managing to beat Ticking Chill, I decided to have a go at Mage's Escape. I really like how the start of the map gives you a chance to get your bearings before throwing tons of evilness at you - although it definitely lulled me into a false sense of security... >_<
I enjoyed watching you play so far! The map does progress really quickly in the beginning. When I play minimaps I don't like spending half of them with a wooden pick so I don't make them that way. I'll look foward to more videos!
What is a Realm Gate? Currently stuck after completing the first area in Spectre Isles.
By the way, great work on it so far. Really enjoying the map overall, especially the unique combat needed to beat the different Spectres.
You should find a "Realm Gate" on the roof of the tower on the first island you get to. It's a 1x1 nether portal surrounded by bedrock. I'm glad you're enjoying the map!
You should find a "Realm Gate" on the roof of the tower on the first island you get to. It's a 1x1 nether portal surrounded by bedrock. I'm glad you're enjoying the map!
That was silly of me to miss. Thanks for clarifying that. Also wanted to mention there's a great deal of lag in the castle area of the first area's last island. Not sure if the Ghasts have anything to do with it since they tend to drift off farther away from their spawners.
Hmm... this thread seems very much alive. Maybe I'll play #1, and the mini maps afterward. Spectre Isles in paticular got my attention - cool name!
I'd start off with the minimaps since they're a little more up to date. DoI has a some of the issues a lot of first maps have, whereas I was able to put more of the experience I got from DoI into my minimaps. Be sure to let me know what you think!
I'm guessing the spectra work with mobs that have full resistance and only instant_damage mobs in the radius of the flying snowball. But how do you /give the bolded dark blue snowballs? I can't seem to /give items with coloured names, or did you mcedit the command block with §? please let me know!
Finished two of your maps today - Ticking Chill (2 hrs) and Mage's Escape (1hr 10mins). Enjoyed them both, and really looking forward to your next one. I'm not used to 3 wool maps so I keep hoarding all the items, gotta break that habit...
Any chance I can test what you're working on? Would be happy to provide feedback where I can!
Recently finished Mage's escape then decided to look at your threads on your profile and found your main ctm thread i am assuming?
I also noticed that you have a complete full ctm map called Depths Of Irkalla for version 1.6.4 do you mind if i play that for youtube also?
I actually updated this thread somewhat recently to contain all of my maps since I started working on another full size CTM. You are more than welcome to make an LP of Depths of Irkalla.
In response to MindlessDream and Acaran, right now I've only got the first intersection done, so testing is limited to only a few people. I'll mark your names down and once I have a beta version of the full map I'll send everyone who has expressed an interest in testing a pm with a link. Hopefully it doesn't take too long. I've finished I1 fairly quickly and it has received a lot of positive feedback.
Here's another screenshot from Depths of Mortua since I'm typing this up:
This is another area off of I1. Unlike usual CTM intersections, intersections in Depths of Mortua will be more organic like Monument Island in Depths of Irkalla, or the sort of intersection areas in Ticking Chill or Mage's Escape. The goal is to make it feel more connected, give the player more to explore, and to be able to put bonus areas joined into the intersections. It also means that intersections may have more areas connected to them. I1 for example has 5 wools branching off of it instead of the usual 4.
I'll continue posting updates here as I work on the map.
screenshots Look amazing Odlym
http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/2461662-ctm-ctm-catastrophic-caverns-by-kaiser_2
Hey guy!
After we talked in Aura's stream last week my cousin, brother, and I played Depths of Irkalla and really enjoyed it! It was fun, yet at the same time challenging. Like you said there were a few issues with playing it in 1.8...
The Amazing Pink & The Archive were cripplingly laggy & the final boss didn't spawn
But other than that we had a blast! Can't wait for your second map
Victory Screenie (ft me & my cousin because my brother wouldn't go in the picture)
@Kiaser: Glad you like the screenshots! Also Odlym has a nice ring to it.
@coolfool I'm glad you guys enjoyed the map in spite of some 1.8 issues. Amazing Pink and the Archive are two areas people generally really enjoy, so it's a shame they were so laggy.
So now for progress on Depths of Mortua. I've finished all of the major areas of Intersection II, although some may change based on testing. Here are a few screenshots from areas in I2:
I've had fun playing around with different gameplay mechanics in I2, and I've also been working on a boss fight. It's a lot more fun making boss fights in 1.8 with all the additional command block stuff I was missing in 1.6.4. Abusing the mob AI is fun as well.
Hopefully I can continue working fairly quickly and have the third and final intersection done before long. I also have a few ideas for bonus areas I want to add, and I owe a bonus area to Aurabolt as well. Stay tuned for more updates in the future
love all those screenshots I can't wait till the map comes out! it looks like you love the vine brush!...wow that 2nd screenshot... i used the same block variation in my snowy area! just i didn't add stone/cobble... but.. you know what they say! great minds think alike! odlym
http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/2461662-ctm-ctm-catastrophic-caverns-by-kaiser_2
Yeah I certainly get a lot of use out of the vine brush. The map still has a lot of work before it's complete, but I really like how it's going so far. Also that block var works really well for a cold atmosphere. I used something really similar in the first area of Ticking Chill because it works so well.
Tips for making my own map?
I've seen you post elsewhere without much response, so here are some tips if you're starting off:
1. Learn your tools. Really get to know mcedit, singleplayer commands, alluwant, or whatever mods/programs you're going to use to make your maps.
2. Don't start with a full size map. This kinda goes back to number one, but you're not oging to really know what you're doing when you start mapmaking, so your first projects should be short and mostly about learning how to use your tools to translate your ideas into actual minecraft. Start off with a 3 wool or a 5 wool map and then when you're finished it is what it is. If you start with a full sized map the last areas you create might be really good because you've learned what you're doing, but people won't see them because your not so good areas when you were first learning scares them off. It's also a lot tougher to go back and redo areas to bring them up to par than to just start your map knowing what you're doing.
3. Play other maps. If you've decided to make a map because you saw OOG or GOB play a CTM and thought it'd be cool to make one, don't just start making one! Watching a map being played is a lot different than playing. Play a lot of different ctms from different people, take note of the things you like and made the maps fun and things you thought made the maps not so fun and then use that knowledge to make a map that players will enjoy.
4. Be creative and original. Don't just copy what other people have done, come up with your own ideas and mess around with things to see how they work. If you start off with smaller projects you can mess around with ideas to figure out things that work well and things that don't without ruining a ton of work put into a full 16 wool CTM. There are also a lot of average CTMs out there, you need to do something different and creative to really get noticed.
Good luck! Post screenshots of what you've worked on in the community CTM thread for feedback and work on creating really good areas before creating a really good map.
Thanks man
My new map from the jam, Spectre Isles, has been added to the main post. I'm very happy with how this jam turned out and I look forward to doing the next one. Unfortunately I havem't been working on Depths of Mortua since I've been busy with the jam and other things, but work will commence soon!
/if you're speedrunning I wouldnt expect the first part of that rule to be followed. It would almost defeat the purpose of doing a speedrun. I would still consider a speedrun legitimate if that rule was broken.
I enjoyed watching you play so far! The map does progress really quickly in the beginning. When I play minimaps I don't like spending half of them with a wooden pick so I don't make them that way. I'll look foward to more videos!
What is a Realm Gate? Currently stuck after completing the first area in Spectre Isles.
By the way, great work on it so far. Really enjoying the map overall, especially the unique combat needed to beat the different Spectres.
YouTube Channel: Chronicler
Includes Minecraft play-throughs and video game discussion videos!
You should find a "Realm Gate" on the roof of the tower on the first island you get to. It's a 1x1 nether portal surrounded by bedrock. I'm glad you're enjoying the map!
That was silly of me to miss. Thanks for clarifying that. Also wanted to mention there's a great deal of lag in the castle area of the first area's last island. Not sure if the Ghasts have anything to do with it since they tend to drift off farther away from their spawners.
YouTube Channel: Chronicler
Includes Minecraft play-throughs and video game discussion videos!
Hmm... this thread seems very much alive. Maybe I'll play #1, and the mini maps afterward. Spectre Isles in paticular got my attention - cool name!
I'd start off with the minimaps since they're a little more up to date. DoI has a some of the issues a lot of first maps have, whereas I was able to put more of the experience I got from DoI into my minimaps. Be sure to let me know what you think!
I'm guessing the spectra work with mobs that have full resistance and only instant_damage mobs in the radius of the flying snowball. But how do you /give the bolded dark blue snowballs? I can't seem to /give items with coloured names, or did you mcedit the command block with §? please let me know!
Some CloudClient dude. Also some CloudPack dude.