The Meaning of Life, the Universe, and Everything.
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Another minor bit of feedback...
I like ladders, but I'm rarely given any, and the monument area is not a great place to try to farm trees for wood... I wish there were either a bit more wood/ladders in loot chests, or else a less fire-prone pre-built area at the base where tree-farming was convenient. But that's pretty minor, just kinda continually spewing my various thoughts
The Meaning of Life, the Universe, and Everything.
Join Date:
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Yet another shortcut comment...
The rainbow tunnel from novice to back of dunes/dragon... barrier blocks? I think perhaps this was just trying to be nice and make it possible/easy to sail boats on the packed ice without falling off maybe... but given traps on other railways, there's zero chance I'm ever going to do that, because it seems likely there would be one missing barrier where my boat will sail off onto a pressure plate and blow me up or something. Barriers in that one crazy area past Crystallized (can't think of the name) seem ok as an essential/interesting mechanics for the area, but I really don't like the barriers here. In my opinion, use glass instead (even if it breaks the aesthetic), or just get rid of the packed ice and the barriers and just have it be a rail line (that's fine).
In any case, I was happy for a 'short' transition from dunes to dragon, and a shortcut to dragon that's reasonably close to the monument (though there's a lot of rail left to complete).
I have actually been enjoying building some rails through Lumenspire, but I still would prefer more pre-built.
So I took a little break from devloping this map. kinda needed it after 6 months of working on it. I want to rework some stuff and improve the map overall.
IF YOU HAVE ANY COMPLAINTS OR FEEDBACK, PLEASE POST IT ASAP!
So far on my list:
-redo most of the rail line shortcuts. Most of them are just too inconvenient/have too many problems for a shortcut. I also want to change the tnt tunnels to a
set hallway that gets cloned in.
-Cut some stuff out. Mainly from the bigger areas that have just too much stuff to stay fresh and repetitive. Also some of the transition areas are way too
long.
-Redo the Infernizer (all levels). The first few levels are too weak and by the time you get to the later ones you (should) have way better gear. They weren't
really meant to be really strong main weapons, but more crowd control weapons. They still are going to be, but I want them to be a bit more usable if you
are using them as a main weapon.
-Rework parts of the Forsaken Cliffs completely. It just gets to much of a chore after a while so it needs to be shortened quiet a bit.
-Try to remove any really mean death traps that will wipe you inventory in the process. I don't mind almost unavoidable traps, as long as they don't wipe
your inventory. So if you find a trap that feel just too mean to you, please report it.
- Some other minor feedback that has been posted here before.
I originally didn't really intend for the map to take this long to complete, and I don't mind really big maps, but to keep players interested I want to make the map shorter. This is my first 1.9 map and combat has slowed down very much. I didn't really realize this until way late in the development, so I wanted to see how others would react to it being so big.
So yeah, feel free to leave any feedback/complaints as I want to wrap up the map so I can start working on a new project.
yeah um... I can assure you that I am a really professional map maker who can totally write signs correctly after 3 tries...
firstly I write Myriad Depths, secondly I write my own name without a capital letter (yes it really bothers me. I know my usename is renderXR, but it still bothers me that a name is without a capital letter) and finally I mess up again.
(btw, what are you doing back at spawn? Did you die again you derp?)
Hope the idea is clear, I'm not verifying the colors, but the idea is if the pink wool is the first section and has the first 3 emeralds, have 3 pink stained glass placeholders, named emeralds 1-3, etc... so as you fill in and are missing a few, it's easier to recall which area the missing emerald is from. (Optionally put the area name in the placeholder name, but sometimes it's more fun if people don't know names of future areas, so maybe the area names are spoilers, dunno) ... anyway, I started doing this on my own, I'm missing one from Lumenspire, so I put glowstone in that 'hole' to help remind me, and I put Primsarine in a missing emerald hole to remind me it comes from Drizzled Cove... but basically just 'help' to make it more visibly obvious to the completionists which ones are missing at a glance. Here's a screenshot from my current map:
In 1.8 this would work fine, but since 1.9 the suffocation part has been happening to me a few times too. what is happening is that you get teleported, but the chunks aren't loaded yet. You then basically fall/float downwards. the chunks get then loaded and you are underneath the tunnel in the ground. I wanted to see if others had this problem too and none of my testers encountered this problem so I was thinking it was over at my side.
I saw that happen some with teleporters in vanilla swirl ctm. I found that teleporting players to one or two blocks above the ground (rather than just onto it) made the bug less likely to happen, though I imagine that ruins the seamlessness.
Also be aware that there are like 6 other bugs that randomly happen sometimes after teleporting a player, including: damage sounds not playing, elytra no longer working, players no longer taking any knockback, FOV glitches, armor/health bar display wrong, ... see https://bugs.mojang.com/browse/MC-92916 ... I ended up asking players to re-log after teleporting. "Seamless" anything is kinda un-achievable in Minecraft, as the game is so buggy.
Hope the idea is clear, I'm not verifying the colors, but the idea is if the pink wool is the first section and has the first 3 emeralds, have 3 pink stained glass placeholders, named emeralds 1-3, etc... so as you fill in and are missing a few, it's easier to recall which area the missing emerald is from. (Optionally put the area name in the placeholder name, but sometimes it's more fun if people don't know names of future areas, so maybe the area names are spoilers, dunno) ... anyway, I started doing this on my own, I'm missing one from Lumenspire, so I put glowstone in that 'hole' to help remind me, and I put Primsarine in a missing emerald hole to remind me it comes from Drizzled Cove... but basically just 'help' to make it more visibly obvious to the completionists which ones are missing at a glance. Here's a screenshot from my current map:
You don't have to exactly take my idea, I was just brainstorming, but something that helps map the 'empty hole' to an area name would be useful IMO.
I actually like that idea even more than what I had in mind. I commented on one of War's video that I maybe should add green coloured glass panes on the chest with the number of the emerald on it. this would give the feeling as if that slot is locked. But using different items or blocks could also look interesting. I have to think about putting area names in, by doing that the player will immediately see a order of areas to go to. This could ruin the open-world aspect a bit as I like the player to just take a direction and go with it. Maybe going with a coloured panes corresponding to the wool you get from said area is an idea, but I don't know if people remember where they got certain wool colours. I will definitely experiment with this. Thanks for bouncing around this idea!
I am leaning towards using coloured panes that resemble the wool. I feel like most people remember the colour they got in area X. some of the wool colours are actually chosen because of the environment they are in, so the colour could make some sense. But I am contemplating about using or not using the area names too. Have my area names been very descriptive? Is it the fact that if you see the area name you know exactly what you are going to see? I feel like the area name doesn't spoil too much and it could even keep the player interested if they find an area called "Angelic Spire". (just an example) I have been kinda weird/non-descriptive with my area names in some places. Instead of saying something like 'Satellite' I sometimes say 'transparency'.
So my question: Are my areas names too spoiler-y to actually be used in the emerald chest at the monument to signify in which area the emerald is located?
Casually fighting mobs, and then a creeper sneaks up behind me and blows me up, then all my stuff goes into the lava rip ._., overall, this is a alright CTM map.
I am leaning towards using coloured panes that resemble the wool. I feel like most people remember the colour they got in area X. some of the wool colours are actually chosen because of the environment they are in, so the colour could make some sense. But I am contemplating about using or not using the area names too. Have my area names been very descriptive? Is it the fact that if you see the area name you know exactly what you are going to see? I feel like the area name doesn't spoil too much and it could even keep the player interested if they find an area called "Angelic Spire". (just an example) I have been kinda weird/non-descriptive with my area names in some places. Instead of saying something like 'Satellite' I sometimes say 'transparency'.
So my question: Are my areas names too spoiler-y to actually be used in the emerald chest at the monument to signify in which area the emerald is located?
I don't know that many of the names are spoiler-y. I could not remember the 4 latest area names I've discovered, so I had to go back and look at my videos, and they were
"Delusion", "Forlorn Legacy", "Miner's Dream", and "Dragon's Vengeance". None of those suggest anything to me beforehand, so they're not spoiler-y from that point-of-view. Of the areas I've been in, I think only "Dunes of Inferno", "Bandon Mines", "Drizzled Cove", and "Forsaken Cliffs" have names that suggest what they are, and given that these are the 4 connected to monument/Lumenspire most directly/obviously, I don't think that's much of a spoiler.
Though it's not a spoiler, I can imagine that knowing area names beforehand could cause a little confusion, e.g. if I just had peeked into the area 'Delusion' and then later was trying to recall it's name from the set of names in the emerald chest, I might think it was 'Miner's Dream' instead maybe, I dunno. I don't know if that really matters.
I tried drawing a graph on paper of all the areas, connections, and shortcuts I know of so far. I know 13 areas, 15 connections, and 3 shortcut rail lines, and it's very challenging to draw a 2-D map on paper. But having experienced it all in 3-D for many hours, I still 'know' where everything is, so it's not a problem for me playing (but I was thinking of trying to make some kind of map for my video viewers to give an overview, and that will be a challenge).
I recall only some of the 7 wool-color-to-area mappings, mostly because I can visualize the stained glass at the dungeon entrance. So the color alone might not be enough.
I don't know that many of the names are spoiler-y. I could not remember the 4 latest area names I've discovered, so I had to go back and look at my videos, and they were
"Delusion", "Forlorn Legacy", "Miner's Dream", and "Dragon's Vengeance". None of those suggest anything to me beforehand, so they're not spoiler-y from that point-of-view. Of the areas I've been in, I think only "Dunes of Inferno", "Bandon Mines", "Drizzled Cove", and "Forsaken Cliffs" have names that suggest what they are, and given that these are the 4 connected to monument/Lumenspire most directly/obviously, I don't think that's much of a spoiler.
Though it's not a spoiler, I can imagine that knowing area names beforehand could cause a little confusion, e.g. if I just had peeked into the area 'Delusion' and then later was trying to recall it's name from the set of names in the emerald chest, I might think it was 'Miner's Dream' instead maybe, I dunno. I don't know if that really matters.
I tried drawing a graph on paper of all the areas, connections, and shortcuts I know of so far. I know 13 areas, 15 connections, and 3 shortcut rail lines, and it's very challenging to draw a 2-D map on paper. But having experienced it all in 3-D for many hours, I still 'know' where everything is, so it's not a problem for me playing (but I was thinking of trying to make some kind of map for my video viewers to give an overview, and that will be a challenge).
I recall only some of the 7 wool-color-to-area mappings, mostly because I can visualize the stained glass at the dungeon entrance. So the color alone might not be enough.
Regarding drawing a map -
If you go above the bedrock in the map/go on top of the map, Render has a whole layout of where each wool is and what wool it connects to using carpeting. I wouldn't recommend this until you've done most of the map/are looking for that one wool you're missing, but if you're really stuck it's pretty helpful.
This is one of those things that come up with this type of map, unfortunately.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
Another random thought for Myriad in case I've not mentioned it...
I can only recall one, maybe two, chests that had wood in them. I've farmed a lot of trees. I love all the gifts of coal, but I sure would not mind a stack of oak logs in a chest every once in a while.
Also, my emerald collection, organized by number (I plan to go back and get the rest of them later.)
Overall, this map was a lot of fun. I only died about 10 times in total, but some moments were just as frustrating as the deaths.
And now for some thoughts on the dungeons:
(Grove?) of the Novice: Not a lot to say on this area, a good starting zone that got you prepared for the rest of the map.
Cavern of Victory: The Monument area, can't really complain too much, though I do have one complaint really: I feel like there needs to be a little more space for tree-farming. There's not much space on the surface (with the Monument being there) and not much either underground.
Lumenspire Caverns: 1 Death here as a result of the cave spiders beneath the surface. Here, I learned that Cave Spiders are literally Satan himself in 1.9. (Considering the fact that at this point in the map most players won't have a lot of food on them, I feel like you might want to remove a few of them from that dungeon or replace them with something not-so rage inducing.)
Bandon Mines: A very large, maze-like mineshaft. Not much to complain about here (I did like the call-back to Goliath, though. That was fun.)
Forsaken Cliffs: This area was surprisingly easy, considering I managed to get a bucket of water from the Drizzling Cove and just make my way to the wool using that, so I can't really say anything about this one.
Drizzling Cove: 2 Deaths here: one from a creeper, another from one of your TNT traps. I quite enjoyed exploring the waterfalls and cliffs of this area, and the Sapphire gear was fun to use! (Too bad it was short lived as I broke the helmet in Crystallized.)
Dunes of Inferno: A very nice area: the castle was a challenge to conquer, but I got it! Not much to say here.
Corrosion: This was a fun and interesting area. I liked the play on the classic "dozens of towers, one has the wool/objective" style with the broken pathways and dizzying heights. 1 Death here from walking back into a creeper (A lot of my deaths actually came from creepers, surprisingly. Pretty sure it's because of how damage is calculated in 1.9+ now. That creepers are naturally rude buggers.)
Crystallized: This was one of my most favorite areas in the map if just for the aesthetics alone. The area was absolutely stunning with the beautiful crystals/crystal trees around the place. I almost died here (twice) but it was not enough to stop me!
Forlorn Legacy: And this is my most favorite area of the map: A large underground town/city with a massive castle as the dungeon. I really enjoyed this one, even if the mob spawning sorta got out of hand. I actually had to run a bunch of chests on minecarts back to base because there was so much loot to get (I'm a looter, it's what I do!)
Midnight Miasma: This one was tricky to traverse being a large, jungly area. My complaint here is that it is kinda hard to find compared to other areas being up a random waterfall in Forlorn Legacy.
When You Go Up, You Gotta Get Back Down(?): This dungeon was interesting, but I felt like it could've been handled better. I didn't die once on it (probably cause I had Prot 4 diamond gear on) but it plays more like trial and error than an actual dungeon. The first hole I went through just ended in lava. I had to swim through the lava just to get to a hole that'd let me pass. It happened multiple times to me, and truthfully it felt kinda unfair that if you made a mistake and went through the wrong hole or bumped the corner of some lava *whoops* you're dead and have to restart. (Oh, and let's not forget the shulkers near the end of it. God, those were the worst.
Fluffscape: ...uh-huh. (Similar complaint to Miasma: hard to find in a small waterfall in Crystallized.)
And now for the "evil" dungeons.
The Miner's Dream: This was my least favorite of the dungeons for a number of reasons:
1. The path to get there is very long. Going through Forsaken Cliffs and then dropping through one large cave to get to it, compared to the others in which the sign distance was normally a hop, skip and a jump away.
2. The explosions are very random. Sometimes, I'm not even close to an ore pile and I'll suddenly hear explosions going off in the distance. Other times, I'll return to a stone spire I already cleared up of spawners only to hear the hiss of TNT (and spiders. Many screaming spiders.)
3. It felt the least inspired of the areas and looked kinda drab. The way the walkways and the caverns looked was such a contrast to how the rest of the map looked and felt.
Also, I felt like this was nothing more than a resource area like that one place in Goliath, so I only came back for the wool once I got all of the other wools. I only died once here from a bunch of exploding creepers and then straight into the lava.
Dragon's Vengeance: And this one was freaking awesome. Climbing the dragon's tail/back was both exciting and nerve-wracking! That, and the dragon looks awesome! Only one death here from a super creeper (I never actually saw it, so I never knew if it blew up its own spawner or not.)
Delusion: This was an interesting dungeon, and it worked quite well (and was also quite infuriating at times.) Having the dungeon be surrounded by barriers meant you could never know where the skeletons on the other side would be able to shoot you or if they can even get to you. I will say, however, that some of it was just very annoying: the no-floor, no-wall maze with zombie spawners was annoying as heck, and it was also really annoying having to travel all the way up and all the way down (if you didn't get to the wool, that is.) There's no shortcuts to be made, so if you need to restock or you die, you have to travel through everything. 2 Deaths here, one from a creeper I couldn't get away from (darn skeletons), and another from a baby zombie that knocked me off the edge near the top. (Here, I learned that baby zombies were literally Satan.)
Death's Pass: This dungeon was okay. It wasn't really as hard as I expected it to be (except for the final room, because that was crazy and cool.) Plus, the other rooms (except for the throne room) were fairly bland, just being reminiscent of a stronghold. If the rest of the dungeon was more like that final room - in terms of aesthetics and stronger mobs - then this would've been better.
And some more general thoughts on the map:
Overall, this reminded me of your first map (Goliath, which I played and beat) - a very fun map with some rough edges. Most of the areas were pretty fun, though I had some I liked more than others. My favorites here had to be Forlorn Legacy, Crystallized and Dragon's Vengeance - they all played well and looked wonderful - in fact, I'm pretty sure they're some of your best work to date! On the other hand, there's dungeons like Miner's Dream and Death's Pass, which feel bland and uninspired. They look (aesthetically) very basic compared to the rest of the dungeons, and to me they feel either too hard (Miner's Dream) or too easy (Death's Pass).
Some of the shortcuts I didn't really like - the ones with TNT to open the way, specifically. In the one between Crystallized and Drizzling Cove, I used it and not only did a piece of TNT come flying at my face despite getting a fair distance away, leaving me with two hearts, it didn't break all the way through. I had to dig through the rest of the way to open it up. Speaking of shortcuts, the teleporter from the Monument to Midnight Miasma and vice-versa kept putting me in solid blocks, leaving me to suffocate.
For the beginning, I started with a sword and a shield as weapons, but soon switched over to sword and bow. The loot given out was plentiful and helpful, so running out of loot wasn't much of a problem.
Despite some of the map's flaws, I had a lot of fun with it. I'm probably gonna come back to it later to try and find the rest of the emeralds.
Bonus: I also had fun decorating my base, because I'm that type of person:
Here, my enchanting room:
My brewing room on the right:
A nether wart farm on the left:
A "railyard" that I used for dropping off loot from Forlorn Legacy, up the stairs:
And a carrot farm in the side room:
I also made this nice stand since I wanted a good photo of the Monument:
I might try and write a review of it later on the CTM Community thread. It was a lot of fun, and I hope you get some of those problems worked out! (For the record, I played on version 1.1.3 of the map, so I have no idea if some of these problems have been changed/fixed in any way.)
Thanks for the feedback! Glad you enjoyed it!
Some of your criticisms have already been tweaked. All TNT shortcuts are replaced with command block tunnels. Most transition zones have been shortened if not replaced by a seamless teleporter. (that actually works.) So that long cave you were talking about is no more. The suffocating in the seamless teleporter is caused by a 1.9 bug, so I had to work around by making it less seamless.
Hey there, been playing through Myriad Caves and loving it, but as of today food is no longer working in my save. I can only eat food when hungry like in survival, although the hunger bar does not show. It does NOT fill my health when I eat food, and I am not regenerating passively when my hunger is full. Currently there is no way for me to regain health. Is this a known issue? Is there any way I can fix this?
Thanks a lot, love the map so much, really sad it just broke on me
That's news to me. I haven't seen this occur so far and I have no reason why this would happen except for MC just derping. it sounds like commands in general aren't working as your food bar isn't locked around 4 haunches and your not getting the effects from eating food. I sadly can't really investigate as I'm out of town and unable to look at he map file. Could you maybe do the command /gamerule logAdmincommands true? The game launcher should show a clutter of commands getting executed. If you don't see that happening then the command blocks are not getting activated for some reason.
What you could also do is /gamerule naturalRegeneration true. This will make the food system behave like the normal 1.9 food system. If you don't mind playing the map like that. It should suffice for the rest of the map.
Again, sorry that I can't really look into this further as I have no acces to the map file. I will get the time to look into it in about one to two weeks, so maybe just starting from a clean save file is also an option.
Another minor bit of feedback...
I like ladders, but I'm rarely given any, and the monument area is not a great place to try to farm trees for wood... I wish there were either a bit more wood/ladders in loot chests, or else a less fire-prone pre-built area at the base where tree-farming was convenient. But that's pretty minor, just kinda continually spewing my various thoughts
Yet another shortcut comment...
The rainbow tunnel from novice to back of dunes/dragon... barrier blocks? I think perhaps this was just trying to be nice and make it possible/easy to sail boats on the packed ice without falling off maybe... but given traps on other railways, there's zero chance I'm ever going to do that, because it seems likely there would be one missing barrier where my boat will sail off onto a pressure plate and blow me up or something. Barriers in that one crazy area past Crystallized (can't think of the name) seem ok as an essential/interesting mechanics for the area, but I really don't like the barriers here. In my opinion, use glass instead (even if it breaks the aesthetic), or just get rid of the packed ice and the barriers and just have it be a rail line (that's fine).
In any case, I was happy for a 'short' transition from dunes to dragon, and a shortcut to dragon that's reasonably close to the monument (though there's a lot of rail left to complete).
I have actually been enjoying building some rails through Lumenspire, but I still would prefer more pre-built.
So I took a little break from devloping this map. kinda needed it after 6 months of working on it. I want to rework some stuff and improve the map overall.
IF YOU HAVE ANY COMPLAINTS OR FEEDBACK, PLEASE POST IT ASAP!
So far on my list:
-redo most of the rail line shortcuts. Most of them are just too inconvenient/have too many problems for a shortcut. I also want to change the tnt tunnels to a
set hallway that gets cloned in.
-Cut some stuff out. Mainly from the bigger areas that have just too much stuff to stay fresh and repetitive. Also some of the transition areas are way too
long.
-Redo the Infernizer (all levels). The first few levels are too weak and by the time you get to the later ones you (should) have way better gear. They weren't
really meant to be really strong main weapons, but more crowd control weapons. They still are going to be, but I want them to be a bit more usable if you
are using them as a main weapon.
-Rework parts of the Forsaken Cliffs completely. It just gets to much of a chore after a while so it needs to be shortened quiet a bit.
-Try to remove any really mean death traps that will wipe you inventory in the process. I don't mind almost unavoidable traps, as long as they don't wipe
your inventory. So if you find a trap that feel just too mean to you, please report it.
- Some other minor feedback that has been posted here before.
I originally didn't really intend for the map to take this long to complete, and I don't mind really big maps, but to keep players interested I want to make the map shorter. This is my first 1.9 map and combat has slowed down very much. I didn't really realize this until way late in the development, so I wanted to see how others would react to it being so big.
So yeah, feel free to leave any feedback/complaints as I want to wrap up the map so I can start working on a new project.
http://i.imgur.com/vQZRXMC.png
Storier
I mean... It is storier than 2...
twitch.tv/warnev3rchanges
yeah um... I can assure you that I am a really professional map maker who can totally write signs correctly after 3 tries...
firstly I write Myriad Depths, secondly I write my own name without a capital letter (yes it really bothers me. I know my usename is renderXR, but it still bothers me that a name is without a capital letter) and finally I mess up again.
(btw, what are you doing back at spawn? Did you die again you derp?)
LOL no. I didn't die. Kitt started playing it and got up really close to the sign, so I got a screen grab from his vid.
twitch.tv/warnev3rchanges
I would like it if the bonus emerald chest were easier to 'read'... here is a quick mock-up:
https://sli.mg/0IAttL
Hope the idea is clear, I'm not verifying the colors, but the idea is if the pink wool is the first section and has the first 3 emeralds, have 3 pink stained glass placeholders, named emeralds 1-3, etc... so as you fill in and are missing a few, it's easier to recall which area the missing emerald is from. (Optionally put the area name in the placeholder name, but sometimes it's more fun if people don't know names of future areas, so maybe the area names are spoilers, dunno) ... anyway, I started doing this on my own, I'm missing one from Lumenspire, so I put glowstone in that 'hole' to help remind me, and I put Primsarine in a missing emerald hole to remind me it comes from Drizzled Cove... but basically just 'help' to make it more visibly obvious to the completionists which ones are missing at a glance. Here's a screenshot from my current map:
https://sli.mg/r2lBCE
You don't have to exactly take my idea, I was just brainstorming, but something that helps map the 'empty hole' to an area name would be useful IMO.
I saw that happen some with teleporters in vanilla swirl ctm. I found that teleporting players to one or two blocks above the ground (rather than just onto it) made the bug less likely to happen, though I imagine that ruins the seamlessness.
Also be aware that there are like 6 other bugs that randomly happen sometimes after teleporting a player, including: damage sounds not playing, elytra no longer working, players no longer taking any knockback, FOV glitches, armor/health bar display wrong, ... see https://bugs.mojang.com/browse/MC-92916 ... I ended up asking players to re-log after teleporting. "Seamless" anything is kinda un-achievable in Minecraft, as the game is so buggy.
I actually like that idea even more than what I had in mind. I commented on one of War's video that I maybe should add green coloured glass panes on the chest with the number of the emerald on it. this would give the feeling as if that slot is locked. But using different items or blocks could also look interesting. I have to think about putting area names in, by doing that the player will immediately see a order of areas to go to. This could ruin the open-world aspect a bit as I like the player to just take a direction and go with it. Maybe going with a coloured panes corresponding to the wool you get from said area is an idea, but I don't know if people remember where they got certain wool colours. I will definitely experiment with this. Thanks for bouncing around this idea!
I am leaning towards using coloured panes that resemble the wool. I feel like most people remember the colour they got in area X. some of the wool colours are actually chosen because of the environment they are in, so the colour could make some sense. But I am contemplating about using or not using the area names too. Have my area names been very descriptive? Is it the fact that if you see the area name you know exactly what you are going to see? I feel like the area name doesn't spoil too much and it could even keep the player interested if they find an area called "Angelic Spire". (just an example) I have been kinda weird/non-descriptive with my area names in some places. Instead of saying something like 'Satellite' I sometimes say 'transparency'.
So my question: Are my areas names too spoiler-y to actually be used in the emerald chest at the monument to signify in which area the emerald is located?
Casually fighting mobs, and then a creeper sneaks up behind me and blows me up, then all my stuff goes into the lava rip ._., overall, this is a alright CTM map.
I don't know that many of the names are spoiler-y. I could not remember the 4 latest area names I've discovered, so I had to go back and look at my videos, and they were
"Delusion", "Forlorn Legacy", "Miner's Dream", and "Dragon's Vengeance". None of those suggest anything to me beforehand, so they're not spoiler-y from that point-of-view. Of the areas I've been in, I think only "Dunes of Inferno", "Bandon Mines", "Drizzled Cove", and "Forsaken Cliffs" have names that suggest what they are, and given that these are the 4 connected to monument/Lumenspire most directly/obviously, I don't think that's much of a spoiler.
Though it's not a spoiler, I can imagine that knowing area names beforehand could cause a little confusion, e.g. if I just had peeked into the area 'Delusion' and then later was trying to recall it's name from the set of names in the emerald chest, I might think it was 'Miner's Dream' instead maybe, I dunno. I don't know if that really matters.
I tried drawing a graph on paper of all the areas, connections, and shortcuts I know of so far. I know 13 areas, 15 connections, and 3 shortcut rail lines, and it's very challenging to draw a 2-D map on paper. But having experienced it all in 3-D for many hours, I still 'know' where everything is, so it's not a problem for me playing (but I was thinking of trying to make some kind of map for my video viewers to give an overview, and that will be a challenge).
I recall only some of the 7 wool-color-to-area mappings, mostly because I can visualize the stained glass at the dungeon entrance. So the color alone might not be enough.
Regarding drawing a map -
If you go above the bedrock in the map/go on top of the map, Render has a whole layout of where each wool is and what wool it connects to using carpeting. I wouldn't recommend this until you've done most of the map/are looking for that one wool you're missing, but if you're really stuck it's pretty helpful.
This is one of those things that come up with this type of map, unfortunately.
What happens when the game spontaneously provides 3 iron ingots via zombies when I'm yet to find a reliable source of iron. >^)
My YouTube channel | https://www.youtube.com/channel/UCIbBMI3OQACmHF5c32awcpA
Here's a couple other people playing Myriad Caves I found:
https://www.youtube.com/playlist?list=PLrJzlaiBeEpeh6vwaoA6oFMjMdDYi5Bh9
https://www.youtube.com/playlist?list=PLpz73uOfWKVbYkqDW94sC9qPZPTt3CDV9
I hope they don't mind me sharing.
Another random thought for Myriad in case I've not mentioned it...
I can only recall one, maybe two, chests that had wood in them. I've farmed a lot of trees. I love all the gifts of coal, but I sure would not mind a stack of oak logs in a chest every once in a while.
*blasts down door with a shotgun*
Look who just finished your map! (Myriad Caves):
Also, my emerald collection, organized by number (I plan to go back and get the rest of them later.)
Overall, this map was a lot of fun. I only died about 10 times in total, but some moments were just as frustrating as the deaths.
And now for some thoughts on the dungeons:
(Grove?) of the Novice: Not a lot to say on this area, a good starting zone that got you prepared for the rest of the map.
Cavern of Victory: The Monument area, can't really complain too much, though I do have one complaint really: I feel like there needs to be a little more space for tree-farming. There's not much space on the surface (with the Monument being there) and not much either underground.
Lumenspire Caverns: 1 Death here as a result of the cave spiders beneath the surface. Here, I learned that Cave Spiders are literally Satan himself in 1.9. (Considering the fact that at this point in the map most players won't have a lot of food on them, I feel like you might want to remove a few of them from that dungeon or replace them with something not-so rage inducing.)
Bandon Mines: A very large, maze-like mineshaft. Not much to complain about here (I did like the call-back to Goliath, though. That was fun.)
Forsaken Cliffs: This area was surprisingly easy, considering I managed to get a bucket of water from the Drizzling Cove and just make my way to the wool using that, so I can't really say anything about this one.
Drizzling Cove: 2 Deaths here: one from a creeper, another from one of your TNT traps. I quite enjoyed exploring the waterfalls and cliffs of this area, and the Sapphire gear was fun to use! (Too bad it was short lived as I broke the helmet in Crystallized.)
Dunes of Inferno: A very nice area: the castle was a challenge to conquer, but I got it! Not much to say here.
Corrosion: This was a fun and interesting area. I liked the play on the classic "dozens of towers, one has the wool/objective" style with the broken pathways and dizzying heights. 1 Death here from walking back into a creeper (A lot of my deaths actually came from creepers, surprisingly. Pretty sure it's because of how damage is calculated in 1.9+ now. That creepers are naturally rude buggers.)
Crystallized: This was one of my most favorite areas in the map if just for the aesthetics alone. The area was absolutely stunning with the beautiful crystals/crystal trees around the place. I almost died here (twice) but it was not enough to stop me!
Forlorn Legacy: And this is my most favorite area of the map: A large underground town/city with a massive castle as the dungeon. I really enjoyed this one, even if the mob spawning sorta got out of hand. I actually had to run a bunch of chests on minecarts back to base because there was so much loot to get (I'm a looter, it's what I do!)
Midnight Miasma: This one was tricky to traverse being a large, jungly area. My complaint here is that it is kinda hard to find compared to other areas being up a random waterfall in Forlorn Legacy.
When You Go Up, You Gotta Get Back Down(?): This dungeon was interesting, but I felt like it could've been handled better. I didn't die once on it (probably cause I had Prot 4 diamond gear on) but it plays more like trial and error than an actual dungeon. The first hole I went through just ended in lava. I had to swim through the lava just to get to a hole that'd let me pass. It happened multiple times to me, and truthfully it felt kinda unfair that if you made a mistake and went through the wrong hole or bumped the corner of some lava *whoops* you're dead and have to restart. (Oh, and let's not forget the shulkers near the end of it. God, those were the worst.
Fluffscape: ...uh-huh. (Similar complaint to Miasma: hard to find in a small waterfall in Crystallized.)
And now for the "evil" dungeons.
The Miner's Dream: This was my least favorite of the dungeons for a number of reasons:
1. The path to get there is very long. Going through Forsaken Cliffs and then dropping through one large cave to get to it, compared to the others in which the sign distance was normally a hop, skip and a jump away.
2. The explosions are very random. Sometimes, I'm not even close to an ore pile and I'll suddenly hear explosions going off in the distance. Other times, I'll return to a stone spire I already cleared up of spawners only to hear the hiss of TNT (and spiders. Many screaming spiders.)
3. It felt the least inspired of the areas and looked kinda drab. The way the walkways and the caverns looked was such a contrast to how the rest of the map looked and felt.
Also, I felt like this was nothing more than a resource area like that one place in Goliath, so I only came back for the wool once I got all of the other wools. I only died once here from a bunch of exploding creepers and then straight into the lava.
Dragon's Vengeance: And this one was freaking awesome. Climbing the dragon's tail/back was both exciting and nerve-wracking! That, and the dragon looks awesome! Only one death here from a super creeper (I never actually saw it, so I never knew if it blew up its own spawner or not.)
Delusion: This was an interesting dungeon, and it worked quite well (and was also quite infuriating at times.) Having the dungeon be surrounded by barriers meant you could never know where the skeletons on the other side would be able to shoot you or if they can even get to you. I will say, however, that some of it was just very annoying: the no-floor, no-wall maze with zombie spawners was annoying as heck, and it was also really annoying having to travel all the way up and all the way down (if you didn't get to the wool, that is.) There's no shortcuts to be made, so if you need to restock or you die, you have to travel through everything. 2 Deaths here, one from a creeper I couldn't get away from (darn skeletons), and another from a baby zombie that knocked me off the edge near the top. (Here, I learned that baby zombies were literally Satan.)
Death's Pass: This dungeon was okay. It wasn't really as hard as I expected it to be (except for the final room, because that was crazy and cool.) Plus, the other rooms (except for the throne room) were fairly bland, just being reminiscent of a stronghold. If the rest of the dungeon was more like that final room - in terms of aesthetics and stronger mobs - then this would've been better.
And some more general thoughts on the map:
Overall, this reminded me of your first map (Goliath, which I played and beat) - a very fun map with some rough edges. Most of the areas were pretty fun, though I had some I liked more than others. My favorites here had to be Forlorn Legacy, Crystallized and Dragon's Vengeance - they all played well and looked wonderful - in fact, I'm pretty sure they're some of your best work to date! On the other hand, there's dungeons like Miner's Dream and Death's Pass, which feel bland and uninspired. They look (aesthetically) very basic compared to the rest of the dungeons, and to me they feel either too hard (Miner's Dream) or too easy (Death's Pass).
Some of the shortcuts I didn't really like - the ones with TNT to open the way, specifically. In the one between Crystallized and Drizzling Cove, I used it and not only did a piece of TNT come flying at my face despite getting a fair distance away, leaving me with two hearts, it didn't break all the way through. I had to dig through the rest of the way to open it up. Speaking of shortcuts, the teleporter from the Monument to Midnight Miasma and vice-versa kept putting me in solid blocks, leaving me to suffocate.
For the beginning, I started with a sword and a shield as weapons, but soon switched over to sword and bow. The loot given out was plentiful and helpful, so running out of loot wasn't much of a problem.
Despite some of the map's flaws, I had a lot of fun with it. I'm probably gonna come back to it later to try and find the rest of the emeralds.
Bonus: I also had fun decorating my base, because I'm that type of person:
Here, my enchanting room:
My brewing room on the right:
A nether wart farm on the left:
A "railyard" that I used for dropping off loot from Forlorn Legacy, up the stairs:
And a carrot farm in the side room:
I also made this nice stand since I wanted a good photo of the Monument:
I might try and write a review of it later on the CTM Community thread. It was a lot of fun, and I hope you get some of those problems worked out! (For the record, I played on version 1.1.3 of the map, so I have no idea if some of these problems have been changed/fixed in any way.)
Thanks for the feedback! Glad you enjoyed it!
Some of your criticisms have already been tweaked. All TNT shortcuts are replaced with command block tunnels. Most transition zones have been shortened if not replaced by a seamless teleporter. (that actually works.) So that long cave you were talking about is no more. The suffocating in the seamless teleporter is caused by a 1.9 bug, so I had to work around by making it less seamless.
Hey there, been playing through Myriad Caves and loving it, but as of today food is no longer working in my save. I can only eat food when hungry like in survival, although the hunger bar does not show. It does NOT fill my health when I eat food, and I am not regenerating passively when my hunger is full. Currently there is no way for me to regain health. Is this a known issue? Is there any way I can fix this?
Thanks a lot, love the map so much, really sad it just broke on me
That's news to me. I haven't seen this occur so far and I have no reason why this would happen except for MC just derping. it sounds like commands in general aren't working as your food bar isn't locked around 4 haunches and your not getting the effects from eating food. I sadly can't really investigate as I'm out of town and unable to look at he map file. Could you maybe do the command /gamerule logAdmincommands true? The game launcher should show a clutter of commands getting executed. If you don't see that happening then the command blocks are not getting activated for some reason.
What you could also do is /gamerule naturalRegeneration true. This will make the food system behave like the normal 1.9 food system. If you don't mind playing the map like that. It should suffice for the rest of the map.
Again, sorry that I can't really look into this further as I have no acces to the map file. I will get the time to look into it in about one to two weeks, so maybe just starting from a clean save file is also an option.