Thanks for the feedback! I'm glad you're enjoying the map. As far as some of the things you've mentioned go:
Some of the mobs in earlier areas (mainly the first two intersections) are going to be re-done before my final release. Mushroom Isles shouldn't be too difficult if you try to stay near the mushrooms that give you buffs though. And I'll probably remove the slime spawners in Starlight Jungle since I havn't really missed them playing without them in it, but I'll test it with them riding a snowball or something first. There's so much undergrowth that they'll mostly spawn in blocks, though, so I'll probably just remove them.
There is a travel system later on since some areas would be a pain to travel through. But the two areas that lead to the Monument back from I3 and from I1 aren't too bad to travel through.
Your base looks really crazy. I only ever built myself a nice hut while testing the map. Is that a sort of mob farm or just something for crops?
Thanks for the feedback! This is probably the best place for it.
As far as the feedback itself, I'll definitely look into ways to increase the challenge, and the fire resistance potions should go.
Weeeeellll.... A long time ago I posted on the CTM community thread a post about a gameplay mechanic which I deemed "Killstreak". What this relies on is killing mobs to survive, or in the example post that I did, kill blazes to get short fire resistance potions, water blocks (it was in the nether), and good fire resistance chestplates. Here's what I recommend: import the area to a far away place (I know how densely packed all the area's in your map are ), use a command block to clear all potion effects from the player once every minute (or however often you want. This is so the potions aren't useless, but less valuable), and put a custom mob there that uses the same fire resistance potion mechanic, or even just gives you some buffs. And bwalla, you got yourself some better gameplay and a fixed area
Thanks for the ideas, I'm already thinking of ways to incorporate something like this into the area with a few twists to really change how the area plays.
@Acaran Deathstorm: I really aprpeciate all the feedback on the map! I'm really glad you had a good time playing it too. That last area will see some rebalancing for sure, but I'm also going to remove the gold blocks that are fairly easy to get nearby too to limit those notch apples.
As far as updating the map goes, I'm currently very busy with school and work, so an update to a new version will be slow since I would rather take the time on it than rush it out.
Alright, after numerous delays and technical difficulties, have a Let's Play of Depths of Irkalla! I'll be putting out episodes of the Let's Play every 2 days, and once a week will have a special episode analyzing an area in the map from a level-design standpoint. Both so far are about the intro zone, the Endermen's Grove. Spoiler, the analysis is all ridiculously positive as the first area is fantastically done. Thanks for the amazing map moldybread1, and I hope everyone enjoys both my analysis and my not-infrequent deaths.
I really enjoyed your first 2 episodes! Definitely looking forward to more.
My username on Youtube is czarinabox. If you see comments on there from that username it isn't an imposter.
Your first series I'm sure will be easy enough as far as structure goes since there's plenty of other examples. For your second series I've got a few things to say:
- If you let me know when you finish areas, I can let you know where the hidden/bonus chests are in the area so you can include them in your Let's Analyze episode. Whether you go back and get the stuff in your main LP is up to you.
- I'm glad you liked the first area. Most of the things you said were spot on. There weren't any times where I thought "what on Earth is this guy talking about, that's not what I meant at all"
- Some kind of overhead view of the layout of whichever area you're doing can be really helpful for people watching who aren't familiar with the map, maybe with the part you're looking at highlighted. Not sure how'd you do that, but it would be interesting.
I'm interested to see which areas you pick to do later on. I'm definitely looking forward to seeing more of both series though. As far as what Rubisk mentioned on the CTM thread, I think he made very good suggestions but knowing the map well myself, it wasn't difficult to follow for me.
While it doesn't show the block types or anything, I think it should actually be more useful in discussing stuff about the levels. As for hidden stuff, I actually made this diagram by opening up the map in MCedit and writing down spawner placement that way, so I think I'm good, but thanks for the offer
@kaladun I like the map, it's a very different way of looking at an area. Looking forward to seeing the layout of the next Let's Analyze.
In other news, I've updated the map. There's a lot of little changes, but I'll list some of the main ones:
- Fixed some loot on the map to function properly
- Tweaked difficulty in some areas in Intersection 1. There are some more difficult custom mobs, but not as much spamminess with spawners. There is also more loot and improved aesthetics in certain areas in Intersection 1 as well.
- Changed balance towards the end of the map. Removed a lot of the gold that was available to the player to make it harder to obtain Notch apples.
- Finally signed the rule book.
- And a bunch of smaller changes that are a little harder to keep track of.
I'm still planning on working more on the map, so the new version isn't final. Thanks to everybody who has checked out the map! I appreciate all of your feedback!
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Looks like a really cool map. I didn't notice your post on reddit until the other day. I doubt I will be playing it with the group I originally intended due to scheduling conflicts, but I plan on recording it with my friend Paul.
I was thinking of running it on 1.7.10 and using the Picture in Picture mod to get his perspective.
Looks like a really cool map. I didn't notice your post on reddit until the other day. I doubt I will be playing it with the group I originally intended due to scheduling conflicts, but I plan on recording it with my friend Paul.
I was thinking of running it on 1.7.10 and using the Picture in Picture mod to get his perspective.
I recommend you wait a bit. Currently Moldy is changing up a bunch of stuff for the better, and the beta shouldn't last too long now. If you start now, he might need to update your map later multiple times among doing other things, and it'll generally not be too great of a situation.
Like Infinity said, I'm working on quite a few changes not in the version up for download yet. I plan on getting a final beta version up for download sometime this weekend that should have all the features that will be on the final release, minus some balancing tweaks that might need to be made. And I check the reddit every now and then, although it's pretty dead usually.
So, it's update time. I'm still working on a few last things that are going to be in the final version of the map, but that shouldn't be far off now. I was going to wait until I finished that to release another update, but there have been quite a few other important changes that I thought were important to get out in an updated download link.
I'm now working on a new map, Depths of Mortua. I've updated the main post to include my mini maps that can be hard to find as well. If anybody is interested in doing testing for Depths of Mortua, post a reply and I'll chat with you about it.
Here's a screenshot from Depths of Mortua:
So far progress is good. I'm currently testing I1, as well as some other people. Still a lot to do, but it's off to a good start!
I don't have a mac to test it out on, but I know you can download 7zip for mac and that should be able to extract the files.
Edit: I didn't realize 7zip was compressing it to a .7z file, changed it to a regular .zip and updated the download. It should be fine now.
Thanks for trying out the map, any feedback is appreciated!
There is a travel system later on since some areas would be a pain to travel through. But the two areas that lead to the Monument back from I3 and from I1 aren't too bad to travel through.
Your base looks really crazy. I only ever built myself a nice hut while testing the map. Is that a sort of mob farm or just something for crops?
As far as the feedback itself, I'll definitely look into ways to increase the challenge, and the fire resistance potions should go.
Weeeeellll.... A long time ago I posted on the CTM community thread a post about a gameplay mechanic which I deemed "Killstreak". What this relies on is killing mobs to survive, or in the example post that I did, kill blazes to get short fire resistance potions, water blocks (it was in the nether), and good fire resistance chestplates. Here's what I recommend: import the area to a far away place (I know how densely packed all the area's in your map are ), use a command block to clear all potion effects from the player once every minute (or however often you want. This is so the potions aren't useless, but less valuable), and put a custom mob there that uses the same fire resistance potion mechanic, or even just gives you some buffs. And bwalla, you got yourself some better gameplay and a fixed area
As far as updating the map goes, I'm currently very busy with school and work, so an update to a new version will be slow since I would rather take the time on it than rush it out.
Let's Play:
Let's Analyze:
I really enjoyed your first 2 episodes! Definitely looking forward to more.
My username on Youtube is czarinabox. If you see comments on there from that username it isn't an imposter.
Your first series I'm sure will be easy enough as far as structure goes since there's plenty of other examples. For your second series I've got a few things to say:
- If you let me know when you finish areas, I can let you know where the hidden/bonus chests are in the area so you can include them in your Let's Analyze episode. Whether you go back and get the stuff in your main LP is up to you.
- I'm glad you liked the first area. Most of the things you said were spot on. There weren't any times where I thought "what on Earth is this guy talking about, that's not what I meant at all"
- Some kind of overhead view of the layout of whichever area you're doing can be really helpful for people watching who aren't familiar with the map, maybe with the part you're looking at highlighted. Not sure how'd you do that, but it would be interesting.
I'm interested to see which areas you pick to do later on. I'm definitely looking forward to seeing more of both series though. As far as what Rubisk mentioned on the CTM thread, I think he made very good suggestions but knowing the map well myself, it wasn't difficult to follow for me.
While it doesn't show the block types or anything, I think it should actually be more useful in discussing stuff about the levels. As for hidden stuff, I actually made this diagram by opening up the map in MCedit and writing down spawner placement that way, so I think I'm good, but thanks for the offer
In other news, I've updated the map. There's a lot of little changes, but I'll list some of the main ones:
- Fixed some loot on the map to function properly
- Tweaked difficulty in some areas in Intersection 1. There are some more difficult custom mobs, but not as much spamminess with spawners. There is also more loot and improved aesthetics in certain areas in Intersection 1 as well.
- Changed balance towards the end of the map. Removed a lot of the gold that was available to the player to make it harder to obtain Notch apples.
- Finally signed the rule book.
- And a bunch of smaller changes that are a little harder to keep track of.
I'm still planning on working more on the map, so the new version isn't final. Thanks to everybody who has checked out the map! I appreciate all of your feedback!
I was thinking of running it on 1.7.10 and using the Picture in Picture mod to get his perspective.
http://www.youtube.com/user/CrimsonKingLP
I recommend you wait a bit. Currently Moldy is changing up a bunch of stuff for the better, and the beta shouldn't last too long now. If you start now, he might need to update your map later multiple times among doing other things, and it'll generally not be too great of a situation.
I'm now working on a new map, Depths of Mortua. I've updated the main post to include my mini maps that can be hard to find as well. If anybody is interested in doing testing for Depths of Mortua, post a reply and I'll chat with you about it.
Here's a screenshot from Depths of Mortua:
So far progress is good. I'm currently testing I1, as well as some other people. Still a lot to do, but it's off to a good start!