I see what you are trying to tell me (at least I think so) - my first plan I had for the sounds was to play them if the Zombie is near, but it turned out that I couldn't do it the way I wanted it to work in Version 1.7.x. I am not going to use Snapshots, because I can't be sure if a certain behaviour of things is a bug or intentional or will be changed etc. and waiting for 1.8 isn't an option for me either.
So I decided to use the sounds as simple atmospheric enhancement, similar to the creepy sound stuff in 'Slender' after you pick up pages.
There are other possibility's. You can make it be so whenever the sound happens a certain mob spawns, or the player gets certain potion effects. Something which I think would be kinda cool is if you made it be so the mobs there have something as a rare drop, and whenever the player picks it up it gets cleared from their inventory, a sound plays (a creepy sound would be less fitting for this, but if you experiment with this it could work), and the player gets some powerful buffs for a few seconds.
Can you test for the amplifier of a potion-effect, like invisibility 2 or something similar via the /testfor-command in 1.7?
If that works, I would have a pretty neat idea on how to realise the sounds a little more like the original plan.
Ruins Of The Mindcrackers 3 - White Wool Dungeon (There is a small dungeon you go through before coming here)
Thoughts?
Hybran isn't saying anything so you're good.
Personally I like the look of all the pictures of that area that have been posted so far. It seems like you're making an effort with aesthetics and that can always be praised.
It's more functional. Visually, it's about on the same level as the old one.
Unfortunately the Go to first unread button has been swallowed up in the update. It's on the list of things to be fixed apparently, but until then the update is in fact less functional. (unless a plethora of new features have been added that I just missed)
Thanks a lot, it's Avidya's area, in this map I'm mostly doing my buildings first and then theirs so it becomes more of a challenge and more fun.
I'm currently ''done'' with the starter area, intersection 1, the monument 70%, white wool and the orange wool. I have also tested it 3 times and I think the balance is pretty nice, I didn't die once but I almost died ~5 times. I'm not going to take into consideration multiplayer (spawner spam) and rushers anymore, it just doesn't work out.
I talked about this to other people already, and figured I'd direct myself directly to you.
So, you have kind of a special way of creating CTMs, causing the aesthetics to be mostly not yours. Some people say this is lazyness, I don't think so. I think it's an interesting concept, but you should really try make use of the resources you have. And with RotM 1 and 2, you didn't do more than take the buildings and fill them with spawners. If you want to improve your series, focus on gameplay. The way you can distinguish yourself is by gameplay. Etho said it in his LP of RotM 2, difficulty isn't the amount of spawners you put down. Try do something different then trowing harder, tankier, and more mobs at the player. Minecraft can do more then WoW. Take a look at some other maps (or even better, Let's plays), and see how they create difficulty, even in areas with less mobs. Make use of that, and focus on gameplay. The builds are already there. It's your job to make it interesting to take them on.
...The way you can distinguish yourself is by gameplay. Etho said it in his LP of RotM 2, difficulty isn't the amount of spawners you put down. Try do something different then trowing harder, tankier, and more mobs at the player...
I absolutely agree. In my (limited) experience, dungeons that just boil down to killing endless hordes of mobs tend to be a lot more forgettable then the ones that require cleverness and tactics from using cool tricks. Frequently, good game design is often about giving you lots of options and letting you figure out what combinations of options will let you succeed.
On an unrelated note, here's some images of my map at the moment. I have dungeons 1-8 finished, both mechanically and aesthetically, and extensively tested, and now am working on the continent around them. I'd love to hear what people have to think, especially about the cliffside in image 2 (should I keep that dirt on the edges or not?)
Viaje Outpost, the starting area
Palomas Island, the home of dungeons 1-4
Thaumaturgic Research Center, AKA Victory Monument
I absolutely agree. In my (limited) experience, dungeons that just boil down to killing endless hordes of mobs tend to be a lot more forgettable then the ones that require cleverness and tactics from using cool tricks. Frequently, good game design is often about giving you lots of options and letting you figure out what combinations of options will let you succeed.
On an unrelated note, here's some images of my map at the moment. I have dungeons 1-8 finished, both mechanically and aesthetically, and extensively tested, and now am working on the continent around them. I'd love to hear what people have to think, especially about the cliffside in image 2 (should I keep that dirt on the edges or not?)
Viaje Outpost, the starting area
Palomas Island, the home of dungeons 1-4
Thaumaturgic Research Center, AKA Victory Monument
Dungeon VI : Misery Gulch
Looks great, the starting area is lacking though, it looks very boring, i don't exactly know how you can fix it, but try experimenting with more detail and i think adding another block into the variation of the terrain would fit nicely, i would also experiment with obsidian pillars.
Looks great, the starting area is lacking though, it looks very boring, i don't exactly know how you can fix it, but try experimenting with more detail and i think adding another block into the variation of the terrain would fit nicely, i would also experiment with obsidian pillars.
Yeah, I've only gotten overhead views of the starting area from flying around lately, but seeing it from that angle I agree. I think I'll add a more foliage for a splash of color, and probably a dilapidated watchtower to give some more verticality and break up the dirt columns. I'll probably hold off on obsidian pillars for a last resort though, since I feel that everyone uses them
Woo! 1000 Pages! I was hoping to have a little more to show by this time, but hopefully this is enough.
HD Images from trailer:
Click on signature for forum thread \/
On the other hand, I'm back! After a long disappearance from the thread that I guess nobody cares...
Anyway, I got a message from Internet Explorer to congratulate you guys for reaching 100 pages and wish you guys will reach 1000 pages someday!
But seriously, congrats on 1K! And it makes me feel good that I'm apart of it! (A tiiiiiny weenie bit microscopic part of it :3)
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
congrats to everyone for 1000 pages. including myself (just barely) with my relatively (extremley) insignificant amount of posts.
it's been a few weeks since i posted anything on here, or really did anything ctm-related (i've been distracted by robots, scuba diving and M&M's). now i'm toying with WPaint and open-world gameplay mechanics. will probably start up something.
wb, xekaj.
In terms of architecture - I saw a game called NaissanceE and thought its art style would be interesting to replicate in Minecraft - I don't think it would hold up for a full-length map, so instead I'm making a smaller one, as a sort of proof of concept.
As a lot of you have seen i've been absent a while from the community, but i decided its time for me to make another map, but because of my long absence i don't have a working spc version of mc. If someone could send me one via pm i would appreciate it greatly. In other news I'm making a completely new thread due to the change in the forum coding and layout.
There are other possibility's. You can make it be so whenever the sound happens a certain mob spawns, or the player gets certain potion effects. Something which I think would be kinda cool is if you made it be so the mobs there have something as a rare drop, and whenever the player picks it up it gets cleared from their inventory, a sound plays (a creepy sound would be less fitting for this, but if you experiment with this it could work), and the player gets some powerful buffs for a few seconds.
yes
I really like where you are going with this.
Hybran isn't saying anything so you're good.
Personally I like the look of all the pictures of that area that have been posted so far. It seems like you're making an effort with aesthetics and that can always be praised.
The dungeon looks fantastic... but one question what mindcracker is dedicated to that area
Unfortunately the Go to first unread button has been swallowed up in the update. It's on the list of things to be fixed apparently, but until then the update is in fact less functional. (unless a plethora of new features have been added that I just missed)
I talked about this to other people already, and figured I'd direct myself directly to you.
So, you have kind of a special way of creating CTMs, causing the aesthetics to be mostly not yours. Some people say this is lazyness, I don't think so. I think it's an interesting concept, but you should really try make use of the resources you have. And with RotM 1 and 2, you didn't do more than take the buildings and fill them with spawners. If you want to improve your series, focus on gameplay. The way you can distinguish yourself is by gameplay. Etho said it in his LP of RotM 2, difficulty isn't the amount of spawners you put down. Try do something different then trowing harder, tankier, and more mobs at the player. Minecraft can do more then WoW. Take a look at some other maps (or even better, Let's plays), and see how they create difficulty, even in areas with less mobs. Make use of that, and focus on gameplay. The builds are already there. It's your job to make it interesting to take them on.
I absolutely agree. In my (limited) experience, dungeons that just boil down to killing endless hordes of mobs tend to be a lot more forgettable then the ones that require cleverness and tactics from using cool tricks. Frequently, good game design is often about giving you lots of options and letting you figure out what combinations of options will let you succeed.
On an unrelated note, here's some images of my map at the moment. I have dungeons 1-8 finished, both mechanically and aesthetically, and extensively tested, and now am working on the continent around them. I'd love to hear what people have to think, especially about the cliffside in image 2 (should I keep that dirt on the edges or not?)
Viaje Outpost, the starting area
Palomas Island, the home of dungeons 1-4
Thaumaturgic Research Center, AKA Victory Monument
Dungeon VI : Misery Gulch
Looks great, the starting area is lacking though, it looks very boring, i don't exactly know how you can fix it, but try experimenting with more detail and i think adding another block into the variation of the terrain would fit nicely, i would also experiment with obsidian pillars.
Yeah, I've only gotten overhead views of the starting area from flying around lately, but seeing it from that angle I agree. I think I'll add a more foliage for a splash of color, and probably a dilapidated watchtower to give some more verticality and break up the dirt columns. I'll probably hold off on obsidian pillars for a last resort though, since I feel that everyone uses them
For some reason the forums were being glitchy so I couldn't post
And while I'm at it, @GnomeStyle your pictures look beatimuss
On the other hand, I'm back! After a long disappearance from the thread that I guess nobody cares...
Anyway, I got a message from Internet Explorer to congratulate you guys for reaching 100 pages and wish you guys will reach 1000 pages someday!
But seriously, congrats on 1K! And it makes me feel good that I'm apart of it! (A tiiiiiny weenie bit microscopic part of it :3)
I don't really see how SBC doesn't have interesting content... It has tons of variety, and, by the time, interesting concepts?
Btw all the derplingtons that aren't hyped for RotM 3, go get hyped. I saw some stuff. It's awsum.
The Crimson Fire Cavern
I thought you guys may be interested in this. I'm sure some of you may have already heard, but I haven't seen it mentioned officially on here.
Ruins of the Mindcrackers 3 is going into development.
http://www.reddit.com/r/mindcrack/comments/2cwozw/ruins_of_the_mindcrackers_3_discussion_ctm/
and there were some pics released:
http://imgur.com/a/imjYS
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
He posted it in the thread. I just told people to get hyped T_T
it's been a few weeks since i posted anything on here, or really did anything ctm-related (i've been distracted by robots, scuba diving and M&M's). now i'm toying with WPaint and open-world gameplay mechanics. will probably start up something.
wb, xekaj.
Found this screen on the site:
It reminds me of Portal 2.