Most of you all won't recognize me but it's been awhile, and I have gotten back into things, i've never made a map before and I think i'm gonna start, i've spent a little bit on making a bunch of different custom mobs, 25 so far
Hopefully aiming for every single mob, besides natty spawns are gonna be in some way, custom for a really custom experience.. I have many themed mobs planned that go with different areas to make a really custom experience. Should be pretty cool, who knows.
also, im not a retired forum moderator anymore? wtf
o-o
Most of you all won't recognize me but it's been awhile, and I have gotten back into things, i've never made a map before and I think i'm gonna start, i've spent a little bit on making a bunch of different custom mobs, 25 so far
Hopefully aiming for every single mob, besides natty spawns are gonna be in some way, custom for a really custom experience.. I have many themed mobs planned that go with different areas to make a really custom experience. Should be pretty cool, who knows.
also, im not a retired forum moderator anymore? wtf
o-o
Using /summon, I'm guessing? Interesting.
Speaking of which, I had an idea for Thanatos (my subterranean open-world CTM), and more specifically the starting area. I find that it's a common experience that, particularly early in a map, natural spawns can really screw a player over. Thus, the start of the map will have no natural spawns, and very few spawners; instead, when a player enters the area, command blocks will /summon a single mob. If you've seen my starting area, you'll know what I mean when I say that I will put a few zombies, a skeleton or two, and nothing else in, and they'll probably be scattered around the room in a few of the "cages". This way I can control the difficulty at the start much more easily, with the added bonus of there not being any creepers to give the player placeable blocks.
Anyone got any thoughts about this?
(Note: If you have no clue what I'm talking about, check my thread! I've got some pictures there. Just click the image in my signature.)
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
Speaking of which, I had an idea for Thanatos (my subterranean open-world CTM), and more specifically the starting area. I find that it's a common experience that, particularly early in a map, natural spawns can really screw a player over. Thus, the start of the map will have no natural spawns, and very few spawners; instead, when a player enters the area, command blocks will /summon a single mob. If you've seen my starting area, you'll know what I mean when I say that I will put a few zombies, a skeleton or two, and nothing else in, and they'll probably be scattered around the room in a few of the "cages". This way I can control the difficulty at the start much more easily, with the added bonus of there not being any creepers to give the player placeable blocks.
Anyone got any thoughts about this?
(Note: If you have no clue what I'm talking about, check my thread! I've got some pictures there. Just click the image in my signature.)
I understand what you mean, but you could just give the player a decent-er sword so they can deal with natural spawns, or the map is just hard.. Honestly i'm gonna wait until i finish the whole entire map before i put in spawners, so I can then put in count for natural spawns. But i'm not using /summon for the mobs just using that to create the custom mobs and then switch the mob to a spawner.
Speaking of which, I had an idea for Thanatos (my subterranean open-world CTM), and more specifically the starting area. I find that it's a common experience that, particularly early in a map, natural spawns can really screw a player over. Thus, the start of the map will have no natural spawns, and very few spawners; instead, when a player enters the area, command blocks will /summon a single mob. If you've seen my starting area, you'll know what I mean when I say that I will put a few zombies, a skeleton or two, and nothing else in, and they'll probably be scattered around the room in a few of the "cages". This way I can control the difficulty at the start much more easily, with the added bonus of there not being any creepers to give the player placeable blocks.
Anyone got any thoughts about this?
(Note: If you have no clue what I'm talking about, check my thread! I've got some pictures there. Just click the image in my signature.)
Or just light the area up at the ground, and put the spawners up high?
p-p-p-p-p-page get.
You can test to see if a player is damaged, but I'm not sure if you can test to see if a mob hits the player, and which one it is from a group surrounding the player. Unless you find a way to incorporate stats in the detection process, i.e. zombie.hit.player (I doubt anything like that exists) Mojang needs to get on it!
-----
Quick update on my MH map- I've completed the outlines for 6 areas in the continent, done minor details in each; they're improving each day thanks for the AMAZING WorldPainter program It's going to be epic with my custom spawning system
Man I'm really excited for this map, this worldpainter thing looks cool.
Or just light the area up at the ground, and put the spawners up high?
p-p-p-p-p-page get.
Breaking or lighting up spawners that are in the air is much harder, y'know... and besides, I'm trying to make my map a fairly easy one, at least to start. I don't want CTM noobs being overrun with spawner spawns in the very first room because they're going too slowly.
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
Breaking or lighting up spawners that are in the air is much harder, y'know... and besides, I'm trying to make my map a fairly easy one, at least to start. I don't want CTM noobs being overrun with spawner spawns in the very first room because they're going too slowly.
You can balance everything. Provide a path up, reduce the delay. Balancing can be done in a 1000 ways.
Spawn so far, Just created it in world painter, gonna add structures and stuff I suppose, thoughts?
Keep in mind i literally just made it in worldpainter, haven't added any details.
I like the layout and shape so far, but i'm not entirely sure with the blocks. I like the cyan(?) stainedclay but not sure the orange goes with it. Also the lava kind of contrasts, maybe try something else with that? you could do water and change the biome to swamp, give the water a murky, poisonous look.
I like the layout and shape so far, but i'm not entirely sure with the blocks. I like the cyan(?) stainedclay but not sure the orange goes with it. Also the lava kind of contrasts, maybe try something else with that? you could do water and change the biome to swamp, give the water a murky, poisonous look.
you right, you right, thats a brilliant idea.
Thank you, Should i add another block variety to the walls or nah? just like vines or something? Thats a good idea though, thanks a lot really is gonna improve the area.
You can balance everything. Provide a path up, reduce the delay. Balancing can be done in a 1000 ways.
I think this is the easiest way to balance, though. Sure, I could put the spawners on a huge delay, but at that point what would the difference be between that and a /summon command block (maybe on a long timer)? I also want the mobs spawning in very specific locations; they are paths over the void, after all. I suppose I could shrink the range of the spawners, but I feel like it'd just be simpler to /summon the mobs. Keep in mind I only want the mobs spawning once, probably when the player presses the "start map" button, and it's only really for the starting area. Although I may extend it to other areas if I think it's appropriate.
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
The Meaning of Life, the Universe, and Everything.
Join Date:
7/14/2013
Posts:
596
Member Details
Community Question:
What do you do when you're burned out, how often do you become burned out, and what makes you be burned out (if there's a specific thing)?
When I'm burned out, I usually either go on the Playmindcrcak server for DvZ or this server called "Real Life" for other stuff. I become burned out depending on what I'm doing; if I'm doing a large amount of repetitive aesthetic work, I'll get burned out in an hour or so usually; if I'm doing something more interesting like making gameplay or doing stuff in worldpainter, I could do it for a fair while longer.
What do you do when you're burned out, how often do you become burned out, and what makes you be burned out (if there's a specific thing)?
When I'm burned out, I usually either go on the Playmindcrcak server for DvZ or this server called "Real Life" for other stuff. I become burned out depending on what I'm doing; if I'm doing a large amount of repetitive aesthetic work, I'll get burned out in an hour or so usually; if I'm doing something more interesting like making gameplay or doing stuff in worldpainter, I could do it for a fair while longer.
I get burned out when I need to change tools every second, that really bugs me. I really don't enjoy having to go in McEdit just to add 2 little § signs, or go to photoshop to edit 1 little teeny tiny texture. Swapping tools is usually what bugs me the most, especially since I waste like 10-30 minutes a day reloading worlds that way, kinda said.
If I'm burned out, I just go play WoT until I got inspiration again. I don't get burned out doing repetive stuff, just make sure you have good music and turn the volume high enough, you'll get through it easily then. Not knowing what to do is a much bigger problem. Youtube channels like Etho or Extra Credits often provide me with just the inspiration I need.
Try do what you like (as you just told me, LOL). If you don't feel like making terrain, make mobs. Swap stuff out.
In the global scheme of things, I don't get seriously "burned out" at all, because I like doing things at my own pace, which helps me to keep going at a consistent rate. What also helps is that I enjoy basically any side of map-making, be it doing aesthetics or planning out gameplay.
However, if I really go nuts working on something for a long-ish period of time, then it all starts to go downhill. After that I usually become completely inactive for at least a week or two. When I'm getting that burned out I like to completely step away from map-making and switch to doing something different. Drawing\writing is usually what keeps me occupied, (I really enjoy coming up with stories or ideas for games), while I think about what I want to do next.
What do you do when you're burned out, how often do you become burned out, and what makes you be burned out (if there's a specific thing)?
When I'm burned out, I usually either go on the Playmindcrcak server for DvZ or this server called "Real Life" for other stuff. I become burned out depending on what I'm doing; if I'm doing a large amount of repetitive aesthetic work, I'll get burned out in an hour or so usually; if I'm doing something more interesting like making gameplay or doing stuff in worldpainter, I could do it for a fair while longer.
I get burned out after 2 mins.
Then I try to make something else.
>repeat
What do you do when you're burned out, how often do you become burned out, and what makes you be burned out (if there's a specific thing)?
- Infinisnip-
I usually get burned out when I can't make an area or item/mechanic work. I eventually get bored and don't go back for a while. When I get burned out I just go play other games like G-Mod or TF2.
Well i usually play fallout nv, skyrim, isaac, borderlands, or other games, but i also just fly around the map and make very minimal tweaks until i want to make areas again.
Edit: I just finished the starting area for my next map too:
(sorry if the spoiler doesnt work, i dont know how to use the new forums.)
Hopefully aiming for every single mob, besides natty spawns are gonna be in some way, custom for a really custom experience.. I have many themed mobs planned that go with different areas to make a really custom experience. Should be pretty cool, who knows.
also, im not a retired forum moderator anymore? wtf
o-o
Anyway, 25 command blocks? Man, I want to see them :-(
Using /summon, I'm guessing? Interesting.
Speaking of which, I had an idea for Thanatos (my subterranean open-world CTM), and more specifically the starting area. I find that it's a common experience that, particularly early in a map, natural spawns can really screw a player over. Thus, the start of the map will have no natural spawns, and very few spawners; instead, when a player enters the area, command blocks will /summon a single mob. If you've seen my starting area, you'll know what I mean when I say that I will put a few zombies, a skeleton or two, and nothing else in, and they'll probably be scattered around the room in a few of the "cages". This way I can control the difficulty at the start much more easily, with the added bonus of there not being any creepers to give the player placeable blocks.
Anyone got any thoughts about this?
(Note: If you have no clue what I'm talking about, check my thread! I've got some pictures there. Just click the image in my signature.)
I understand what you mean, but you could just give the player a decent-er sword so they can deal with natural spawns, or the map is just hard.. Honestly i'm gonna wait until i finish the whole entire map before i put in spawners, so I can then put in count for natural spawns. But i'm not using /summon for the mobs just using that to create the custom mobs and then switch the mob to a spawner.
Or just light the area up at the ground, and put the spawners up high?
p-p-p-p-p-page get.
Man I'm really excited for this map, this worldpainter thing looks cool.
Breaking or lighting up spawners that are in the air is much harder, y'know... and besides, I'm trying to make my map a fairly easy one, at least to start. I don't want CTM noobs being overrun with spawner spawns in the very first room because they're going too slowly.
You can balance everything. Provide a path up, reduce the delay. Balancing can be done in a 1000 ways.
Spawn so far, Just created it in world painter, gonna add structures and stuff I suppose, thoughts?
Keep in mind i literally just made it in worldpainter, haven't added any details.
I like the layout and shape so far, but i'm not entirely sure with the blocks. I like the cyan(?) stainedclay but not sure the orange goes with it. Also the lava kind of contrasts, maybe try something else with that? you could do water and change the biome to swamp, give the water a murky, poisonous look.
you right, you right, thats a brilliant idea.
Thank you, Should i add another block variety to the walls or nah? just like vines or something? Thats a good idea though, thanks a lot really is gonna improve the area.
I think this is the easiest way to balance, though. Sure, I could put the spawners on a huge delay, but at that point what would the difference be between that and a /summon command block (maybe on a long timer)? I also want the mobs spawning in very specific locations; they are paths over the void, after all. I suppose I could shrink the range of the spawners, but I feel like it'd just be simpler to /summon the mobs. Keep in mind I only want the mobs spawning once, probably when the player presses the "start map" button, and it's only really for the starting area. Although I may extend it to other areas if I think it's appropriate.
What do you do when you're burned out, how often do you become burned out, and what makes you be burned out (if there's a specific thing)?
When I'm burned out, I usually either go on the Playmindcrcak server for DvZ or this server called "Real Life" for other stuff. I become burned out depending on what I'm doing; if I'm doing a large amount of repetitive aesthetic work, I'll get burned out in an hour or so usually; if I'm doing something more interesting like making gameplay or doing stuff in worldpainter, I could do it for a fair while longer.
I get burned out when I need to change tools every second, that really bugs me. I really don't enjoy having to go in McEdit just to add 2 little § signs, or go to photoshop to edit 1 little teeny tiny texture. Swapping tools is usually what bugs me the most, especially since I waste like 10-30 minutes a day reloading worlds that way, kinda said.
If I'm burned out, I just go play WoT until I got inspiration again. I don't get burned out doing repetive stuff, just make sure you have good music and turn the volume high enough, you'll get through it easily then. Not knowing what to do is a much bigger problem. Youtube channels like Etho or Extra Credits often provide me with just the inspiration I need.
Try do what you like (as you just told me, LOL). If you don't feel like making terrain, make mobs. Swap stuff out.
Wow. You're never going to get it done if you want to make it like that...
In the global scheme of things, I don't get seriously "burned out" at all, because I like doing things at my own pace, which helps me to keep going at a consistent rate. What also helps is that I enjoy basically any side of map-making, be it doing aesthetics or planning out gameplay.
However, if I really go nuts working on something for a long-ish period of time, then it all starts to go downhill. After that I usually become completely inactive for at least a week or two. When I'm getting that burned out I like to completely step away from map-making and switch to doing something different. Drawing\writing is usually what keeps me occupied, (I really enjoy coming up with stories or ideas for games), while I think about what I want to do next.
I get burned out after 2 mins.
Then I try to make something else.
>repeat
Whats the IP?
I usually get burned out when I can't make an area or item/mechanic work. I eventually get bored and don't go back for a while. When I get burned out I just go play other games like G-Mod or TF2.
Well i usually play fallout nv, skyrim, isaac, borderlands, or other games, but i also just fly around the map and make very minimal tweaks until i want to make areas again.
Edit: I just finished the starting area for my next map too: