So, I know this is a discussion from a page or two ago, but I figured out how to make a tileable BUD monument (i.e. the monument blocks are right next to each other). Keep in mind that I'm not all that great at redstone.
So here's how the monument would look. Unfortunately, there's too much redstone behind it to make it stand on its own, so it'd have to be in a cave/room of some sort, built into a wall. The monument blocks go right in front of the bedrock.
Here's one of the two parts of the tileable design. I probably could have gotten this picture at a better angle, but I'm lazy and I'm not gonna go re-shoot. There's redstone on top of every stone block that doesn't have something else on it. All the repeaters are set to 1 tick. The output is on the left side - the torch that's on in this picture is on if there's no block on the monument, and off if there is.
Here it is again, but this time, with the wiring for the redstone lamps added. There are redstone torches on the right of both the stone up and to the right of the upper-right redstone block, and the stone that's directly down and to the right of that one. (It's a fairly intuitive way of carrying the redstone current down to the lamp.) Note: There is no redstone on top of the upper lamp. Also, the two repeaters at the bottom-right have delays of 4 ticks and 3 ticks. Every other repeater has a delay of 1 tick.
Here's the other part of the tileable design. Alternate this one with the other to provide as long a monument as you want. The repeater in the bottom right (to the left of the redstone block) has a delay of 3 ticks, as does the repeater towards the center of the picture. All other repeaters, again, have delays of 1 tick.
And here it is with the lamps. The repeaters at the bottom right have delays of 4 and 2 ticks, and the repeater at the top right has a delay of 4 ticks.
I got to this point in my explanation of the design before I decided, "Screw it, I'm making a video." Why I didn't do that in the first place, I have no idea. The video is uploading to YouTube as we speak; once it's done, the video will be available .
i am looking for a mature atleast 16 year old partner to do any ctm maps. ( mainly vechs). you will ned to be able to host the server or be able to talk mew through seting one up skype and a descent mic is a must. if you are intrested private message me and we can talk more. i will check my messages every 8 hours or so.i am looking for a mature at least 16 year old partner to do any ctm maps. ( mainly vechs). you will need to be able to host the server or be able to talk mew through setting one up skype and a descent mic is a must. if you are interested private message me and we can talk more. i will check my messages every 8 hours or so.
Difficulty: 7 (Lowest was 3, highest was a full 10) Overall Enjoyment: 8
Comments:
I like to start with the good things about a map. First and foremost is the structure of the map. This map has a hub, from which every area can be accessed at will. The hub comes with a pre-made base, and allows for easy revisiting of areas. The areas themselves are all thematic and unique, each one requires a different playstyle. Although, I do feel that many of the areas were small, and underwhelming. The aesthetics are lacking, but this doesn't take a whole lot away from the map itself. The map is short, fairly easy, and the end of areas aren't exceptionally extravagant. However, there are several unique concepts spread across areas, which makes the map a nice breath of fresh air from the common "walk through cave, kill things, get wool" style that fills many maps.
To avoid spoiling the map for others, I'll throw some per-area feedback below, in spoilers. I do make the mistake of referring to the crystals as wool a few times, but I think I get the point across.
The Crown. Excellent starting area. Good starting supplies, farmable sources of armour. The room is easy to navigate. I would suggest adding more space for the player to do as he likes, since I started to feel cramped as the map progressed.
The Village. liked this area as a first area. The area was well-made. The mushroom blocks on the walls didn't seem to fit well, but the trees and layout were good. The villager quests were exceptional, however the dialogue could have been done better using command blocks. After returning to this area (after the second world), I felt a bit more well-geared than I should have been for the next part of the map. This was in part due to the fact that many of the trades were cheap, and partly due to the abundance of coins throughout the map. Considering some of the loot available in other areas, I feel like many of the trades were unneeded.
Underwater Tunnel. They say the water levels are the worst ones in any game. This held true for this map. While the design was fun and unique, the inclusion of creeper spawners made progress a bit on the hellish side. But that could be more opinion than feedback. The larger rooms in this area were easy to clear, and small. They also seemed empty, despite a handful of chests and spawners. More decoration would have served this area well.
Seregon Province. I enjoyed this area. A gravel path leading towards the city from the start would be a good addition, but otherwise the area was fine.
Tootang's Temple. Well made. However, the boss/wool room was a bit small and feature-less, especially considering the exterior of the temple. The choice to use wool as the cieling is debatable, but it didn't detract from the area in general.
The Beanstalk. Great! The beanstalk itself wasn't easy to climb, but the area as a whole was fun and unique. The custom mobs were also quite fun. It was nice to see a good use of giant zombies. Again, more guidance towards the main dungeon would be good.
Lilypads. Good aesthetics. Not so good gameplay. The pads were difficult to get onto if to if you got knocked into the water, which happened often. Custom mob/boss spawners were not well marked from the creeper and witch spawners that were in the beginning of the area. Also, the wool pad lacked an exceptional feature, other than increased size and a bigger flower. Some additional decoration might be good here.
Sojourn Isles. Loved the concept, as well as the shark-infested waters. The ships were difficult to board if you managed to get into the water, but they were fun nonetheless. The wool cave was too difficult to find though. Digging under the marked X was not enough to find the cave, and the entrance was not well marked at all. In fact, I cheated here, and went into creative to spam tnt all over the area before I found the cavern. In addition, the rest of the island might have been a viable spot for optional loot, similar to the one shack that was put in. Otherwise, the area was fun.
Infested Tracks. Very fun. Good concept. Also very hard. The number of mobs was insane, even with the golems. The use of creepers was an absolutely brutal thing to do, with minecarts being so fragile. The custom mobs were used well, save for the Bound Jockeys and the spawner carts. Really though, spawning spawners? A balance check might be needed, but I still enjoyed myself. The access to iron is also helpful.
Disintegration. Good aesthetics. Good gameplay. Good mobs. Only a couple problems. At the very start of the area, there is a super-creeper spawner above a sandtrap. If a player sets it off, he has no escape from the lava, as fire resistance potions were not given out yet. Neither were pearls. Might be good to move the chest with a pearl and some pots over to the start, as opposed to having it right before the main island. Secondly, the wool was poorly marked and poorly protected. In fact, my chest of crystals was destroyed by ghasts the moment I got my crystal. It might warrant another check, possibly more obsidian.
The Meteor. Hard. Very hard. To fight and clear this area, enchanted diamond gear is needed. This is where I realized the potion villager was OP. Stock up on regen potions, and some rough haven extract (which might need a nerf), and run through this area. Ender pearls were also needed.
Lava/diamond area.So, it's obvious at this point that I'm close to the end. I gear up with potions of all kinds, full diamond gear, full enchants. I cannot possible have better gear. I made it to the wool room, despite the large numbers of difficult mobs. This is where I got killed. The potions made this area almost impossible to beat. Good aesthetics, good gameplay, but that last room was a bit overkill.
Final area. Wow. Easily my favorite final area ever. Because of it's nature (trying to keep it a secret), all my previous criticism applies, especially the creepers in the tunnels and the lilypads. Very fun, fairly good-looking (the parts of this area don't meld together so well).
The inside looks much better, and the outside looks like too much erosion. .
I got a little carried away. So I tried to correct it by making it look like someone was living there for a little while and repaired it. I might just do that part over.
So what do you guys think? Better, worse or the same?
Well, it's not the prettiest, but I bet that if you keep trying, you'll get a lot better
Feedback:
So the first picture still has some pretty obvious brushstrokes, but they actually feel kinda right there ^^. I like the block variation, but I'd suggest using 43:9 instead of creeper sandstone. Just an opinion.
The second picture feels a bit empty, I think you could add a couple of structures with loot in them and make it feel a lot better.
Well, it's not the prettiest, but I bet that if you keep trying, you'll get a lot better
Feedback:
So the first picture still has some pretty obvious brushstrokes, but they actually feel kinda right there ^^. I like the block variation, but I'd suggest using 43:9 instead of creeper sandstone. Just an opinion.
The second picture feels a bit empty, I think you could add a couple of structures with loot in them and make it feel a lot better.
Thanks for the input. Yea, I think I'm going to redo the exterior of that part. I never thought of adding any buildings there. It's a good idea. Thanks. Will report back after more changes.
So what do you guys think? Better, worse or the same?
Your making a lot of progress very fast. Looks way better. The second picture is eroded too much, maybe try make the water come "trough" the island like a river so it looks more like it's rised out of the ocean. It also needs something, a house, some reeds, some ruins, just anything to stand out and attract the player, disturbing (right word?) the circle.
Arggghhh!!! Why is it that every time I forget to make a significant backup, the computer I'm using finds a way to randomly wreck?
I'll still be around, but won't be mapping at all until its fixed -.-'
GRRRR! That always happens!
Last time it happened It randomly deleted a critical world file in the save. Luckly, I was able to take an older backup and copy the region files from the corrupt save so the blocks were the same as when it derped up. It was a full recovery so it really wasn't that bad at all. But I almost lost a giant area I was working on. One time I wasn't so lucky and it decided to delete an entire building containing a minecraft replica of mojang's new office, with super-max detail. It had everything from the creeper plushy in the corner to the cup on jeb's table. Dang it computer! I might remake that one day...
Sure:
http://www.minecraftforum.net/topic/1730355-ctmcollection-impossible-victory-trailer-for-2nd-map-is-released/
Area Name: The Geosphere
and up closer
So here's how the monument would look. Unfortunately, there's too much redstone behind it to make it stand on its own, so it'd have to be in a cave/room of some sort, built into a wall. The monument blocks go right in front of the bedrock.
Here's one of the two parts of the tileable design. I probably could have gotten this picture at a better angle, but I'm lazy and I'm not gonna go re-shoot. There's redstone on top of every stone block that doesn't have something else on it. All the repeaters are set to 1 tick. The output is on the left side - the torch that's on in this picture is on if there's no block on the monument, and off if there is.
Here it is again, but this time, with the wiring for the redstone lamps added. There are redstone torches on the right of both the stone up and to the right of the upper-right redstone block, and the stone that's directly down and to the right of that one. (It's a fairly intuitive way of carrying the redstone current down to the lamp.) Note: There is no redstone on top of the upper lamp. Also, the two repeaters at the bottom-right have delays of 4 ticks and 3 ticks. Every other repeater has a delay of 1 tick.
Here's the other part of the tileable design. Alternate this one with the other to provide as long a monument as you want. The repeater in the bottom right (to the left of the redstone block) has a delay of 3 ticks, as does the repeater towards the center of the picture. All other repeaters, again, have delays of 1 tick.
And here it is with the lamps. The repeaters at the bottom right have delays of 4 and 2 ticks, and the repeater at the top right has a delay of 4 ticks.
I got to this point in my explanation of the design before I decided, "Screw it, I'm making a video." Why I didn't do that in the first place, I have no idea. The video is uploading to YouTube as we speak; once it's done, the video will be available .
EDIT: And here's an Imgur album. http://imgur.com/a/AdGs1#0
Difficulty: 7 (Lowest was 3, highest was a full 10)
Overall Enjoyment: 8
Comments:
I like to start with the good things about a map. First and foremost is the structure of the map. This map has a hub, from which every area can be accessed at will. The hub comes with a pre-made base, and allows for easy revisiting of areas. The areas themselves are all thematic and unique, each one requires a different playstyle. Although, I do feel that many of the areas were small, and underwhelming. The aesthetics are lacking, but this doesn't take a whole lot away from the map itself. The map is short, fairly easy, and the end of areas aren't exceptionally extravagant. However, there are several unique concepts spread across areas, which makes the map a nice breath of fresh air from the common "walk through cave, kill things, get wool" style that fills many maps.
To avoid spoiling the map for others, I'll throw some per-area feedback below, in spoilers. I do make the mistake of referring to the crystals as wool a few times, but I think I get the point across.
Aesthetics: 6
Creativity: 9
Gameplay: 7
TOTAL: 22
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Would that big tower I gave you a while back count as an application? :3
Just make it a hell biome- no mobs will spawn unless it's actually in the nether
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Before
So what do you guys think? Better, worse or the same?
The inside looks much better, and the outside looks like too much erosion. :(.
My Thread: http://www.minecraftforum.net/topic/1881805-ctm-wip-lands-of-mystery-by-bnm-new-map-started/#entry23248316
I got a little carried away. So I tried to correct it by making it look like someone was living there for a little while and repaired it. I might just do that part over.
@down
1. This thread is more active.
2. I'm using it for CTM map, it's on topic, tho.
Well, it's not the prettiest, but I bet that if you keep trying, you'll get a lot better
Feedback:
So the first picture still has some pretty obvious brushstrokes, but they actually feel kinda right there ^^. I like the block variation, but I'd suggest using 43:9 instead of creeper sandstone. Just an opinion.
The second picture feels a bit empty, I think you could add a couple of structures with loot in them and make it feel a lot better.
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Also, love how the OP got updated! I was waiting for that to happen, haha.
Thanks for the input. Yea, I think I'm going to redo the exterior of that part. I never thought of adding any buildings there. It's a good idea. Thanks. Will report back after more changes.
Your making a lot of progress very fast. Looks way better. The second picture is eroded too much, maybe try make the water come "trough" the island like a river so it looks more like it's rised out of the ocean. It also needs something, a house, some reeds, some ruins, just anything to stand out and attract the player, disturbing (right word?) the circle.
before
after
ARE THOSE #YOLOCIRCLES I SEE?
@Rubisk disrupting, I think you mean.
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No, zombie pigmen and ghasts spawn. They spawn in the biome, not the actual dimension itself.
*ahem* Page Get!
...and 100 posts!
I'll still be around, but won't be mapping at all until its fixed -.-'
GRRRR! That always happens!
Last time it happened It randomly deleted a critical world file in the save. Luckly, I was able to take an older backup and copy the region files from the corrupt save so the blocks were the same as when it derped up. It was a full recovery so it really wasn't that bad at all. But I almost lost a giant area I was working on.
One time I wasn't so lucky and it decided to delete an entire building containing a minecraft replica of mojang's new office, with super-max detail. It had everything from the creeper plushy in the corner to the cup on jeb's table. Dang it computer! I might remake that one day...
Before
Close-Up of the newly added tower.
So what do you guys think? Better, worse or the same?