I've got a new project idea I want to share with the community. It's the creation of a generalised CTM guide, not targetted at any one particular map. You can give your opioion and read the details over on this thread. (<---- Myah)
So, I have a question for you guys. Does anyone start making a map that they're really excited about, then just get bored halfway through and want to start something else?
I've had this idea for awhile now for a sci-fi themed CTM for 1.8. I've only really played a couple maps like that (Moon II and Vinyl Fantasy II come to mind), and the stories and environments of them were just so engaging! But looking back on Moon II, I realized that it could have been WAAAY better if it was able to use even half of the mechanics we have now. For example,
One of the areas talks about genetically modified blazes. Now that we have custom mobs, one could make blazes that actually are "genetically modified".
Maybe it's just because I'm not really a fan of magic and fantasy lands and stuff like that, and a lot of CTMs use that as their theme.
Anyway, I decided that if I were to make a map like that, I would really need to put a lot of time into it. I had another idea for a map in which there is minimal effort on aesthetics, but the gameplay is rock solid. Also, it doesn't have any custom mobs or items, so I could get used to using the basics that minecraft offers. I decided to use that to practice map making, but now I'm kinda getting burnt out on that map, and am itching to start developing my sci-fi map.
Should I just push through and finish the other map, or start on the one I actually want to make? Because frankly, I don't think people are going to care about a map that doesn't look that great, and I want to make a project that people actually talk about, and I can discuss the design choices I made, the influences that the area comes from, the funny references to stuff I hid in it, etc. I feel like that will be the best part, but if I get burnt out on a map I don't care about, that won't help me do anything productive.
So, I have a question for you guys. Does anyone start making a map that they're really excited about, then just get bored halfway through and want to start something else?
I've had this idea for awhile now for a sci-fi themed CTM for 1.8. I've only really played a couple maps like that (Moon II and Vinyl Fantasy II come to mind), and the stories and environments of them were just so engaging! But looking back on Moon II, I realized that it could have been WAAAY better if it was able to use even half of the mechanics we have now. For example,
One of the areas talks about genetically modified blazes. Now that we have custom mobs, one could make blazes that actually are "genetically modified".
Maybe it's just because I'm not really a fan of magic and fantasy lands and stuff like that, and a lot of CTMs use that as their theme.
Anyway, I decided that if I were to make a map like that, I would really need to put a lot of time into it. I had another idea for a map in which there is minimal effort on aesthetics, but the gameplay is rock solid. Also, it doesn't have any custom mobs or items, so I could get used to using the basics that minecraft offers. I decided to use that to practice map making, but now I'm kinda getting burnt out on that map, and am itching to start developing my sci-fi map.
Should I just push through and finish the other map, or start on the one I actually want to make? Because frankly, I don't think people are going to care about a map that doesn't look that great, and I want to make a project that people actually talk about, and I can discuss the design choices I made, the influences that the area comes from, the funny references to stuff I hid in it, etc. I feel like that will be the best part, but if I get burnt out on a map I don't care about, that won't help me do anything productive.
Any tips on what I should do?
I think you should take a break from that first map and do some work on the 2nd map idea you have.
I'm working on both my Main CTM map and two other mini-CTMs at the moment, and whenever I get bored of building/working in one (or my brain just, for whatever reason, decides to shut down and I'll just jump around the map trying to get my brain back into gear), I can go and switch to a different map to work on. Usually it helps me get on track later on.
It you're not having fun in the creation of one of your maps, I don't think that you should just force yourself to complete it just to get it out of the way. Just don't get caught up in one single map and you should do fine.
Hey there all. Just finished up with making a D&D character, so I'm good to stream...you know, after I finish driving a tenant in our house to get a new car, and have lunch...so let's say 3:30 EST?
Hey guys, I actually finished my Dreadsky Isle's let's play
Yeah, spoilers I didn't 100% the map, but I got really close. After leaving this series for almost a full year I didn't want to keep it running for very long. I hope everyone enjoys the last part though, for what it's worth!
Not a huge fan of the striped walls or the lighting. The ceiling look great though!
Are you going for a specific feel? Somehow it makes me think of an air pocket over an underwater cavern. Which is why the lighting bothers me, I really want it to be less yellow and more blue. Unfortunately, minecraft doesn't have colored lighting yet. (I miss mogminer already...) If that's what your going for, you might consider experimenting with bluer clays or something.
Otherwise, great work.
On an entirely different note, has anybody tried using armor stands as item holders in a CTM?
From a practically standpoint the only benefit is speed. It's nice to grab an enchanted sword from an armor stand in the middle of a fight, rather than having to speed search a chess.
As an asthetic it looks great though.
I'm thinking of putting something like this in my "Generic Floating Islands":
On an entirely different note, has anybody tried using armor stands as item holders in a CTM?
From a practically standpoint the only benefit is speed. It's nice to grab an enchanted sword from an armor stand in the middle of a fight, rather than having to speed search a chess.
As an asthetic it looks great though.
I'm thinking of putting something like this in my "Generic Floating Islands":
I've been trying it out for a while, and I recently created this:
An iron sword on an armor stand. Both aesthetics and quick equipment!
It's actually really cool what you can come up with just by using an armor stand and another block, or using a few armor stands. Their uses seem limitless! (Especially when it comes to redstone, as I've seen in videos)
From a practically standpoint the only benefit is speed. It's nice to grab an enchanted sword from an armor stand in the middle of a fight, rather than having to speed search a chess.
As an asthetic it looks great though.
Well CTMs are basically all about aesthetics these days anyway.
It's not formatted yet, so the end product will likely look a lot nicer and have some illistrated examples.
Anyway, i just wanted to put this here so that you guys can point out anything that I missed out.
Also, feel free to help me write other sections by signing up here:
I've been trying it out for a while, and I recently created this:
An iron sword on an armor stand. Both aesthetics and quick equipment!
It's actually really cool what you can come up with just by using an armor stand and another block, or using a few armor stands. Their uses seem limitless! (Especially when it comes to redstone, as I've seen in videos)
Nice! I'm contemplating adding NPCs to my map, if I do I might use them to add cosmetics as well.
I liked the feedback, so here is another area I was wondering about:
-it is not hostile at the moment (so it is not complete)
-the lore is that the castle cannot rot and is preserved overtime whilst the area surrounding it is rotting away
-I wanted a sorta "Birthday cake" feel to it because the design of the castle was meant to be made from the King to the Daughter as a present (this is explained before the area)
-the spawners give jump boost V, speed II, and night vision
I liked the feedback, so here is another area I was wondering about:
-it is not hostile at the moment (so it is not complete)
-the lore is that the castle cannot rot and is preserved overtime whilst the area surrounding it is rotting away
-I wanted a sorta "Birthday cake" feel to it because the design of the castle was meant to be made from the King to the Daughter as a present (this is explained before the area)
-the spawners give jump boost V, speed II, and night vision
Anyways, here ya go!
Screenshots:
Gotta be honest with you, I aint a huge fan of the big bedrock box holding up the majestic castle. It just doesn't fit at all with the rest of the otherwise good looking area. Instead you could have it be on top of a little hill or a floating island, idk. The block variation is also a bit to intense, maybe cool it down a bit, get rid of the unnecessary blocks. Looks like a g00d start, though. Good luck!
Gotta be honest with you, I aint a huge fan of the big bedrock box holding up the majestic castle. It just doesn't fit at all with the rest of the otherwise good looking area. Instead you could have it be on top of a little hill or a floating island, idk. The block variation is also a bit to intense, maybe cool it down a bit, get rid of the unnecessary blocks. Looks like a g00d start, though. Good luck!
I made one layer of Quartz over the bedrock so it doesn't look ugly (thanks for that suggestion btw).
And I traded half the moss stone for stained clay.
I liked the feedback, so here is another area I was wondering about:
-it is not hostile at the moment (so it is not complete)
-the lore is that the castle cannot rot and is preserved overtime whilst the area surrounding it is rotting away
-I wanted a sorta "Birthday cake" feel to it because the design of the castle was meant to be made from the King to the Daughter as a present (this is explained before the area)
-the spawners give jump boost V, speed II, and night vision
Anyways, here ya go!
Screenshots:
That honestly hurts my eyes. Your walls are horrible to look at, with lots of nasty clashing colors all over that I imagine look even worse when you're moving around. It doesn't help that the castle doesn't fit into it's surroundings in the slightest. It's too bright, too weirdly cheery, and too clean for such a messy background. Really needs a lot of work, tbh.
That honestly hurts my eyes. Your walls are horrible to look at, with lots of nasty clashing colors all over that I imagine look even worse when you're moving around. It doesn't help that the castle doesn't fit into it's surroundings in the slightest. It's too bright, too weirdly cheery, and too clean for such a messy background. Really needs a lot of work, tbh.
I needed this sorta constructive criticism. I made the background fit more with the castle (using lighter colors by removing the moss stone) and covered the bedrock with some quartz.
However, I won't be remaking the walls since I'm not exactly a stylish builder. I was hoping for the weird cherry colors since it's supposed to have a happy sorta vibe to it that is more bright in the castle than the landscape.
Glad your fixing the walls. If your looking for ways to preserve the ruined enviroment, you might consider making ruined pathways and ruined statues. I like the castle, could lead to some very cool game play if done right. Plus it looks cool. It may have given me an idea for my own map...
Anyway, good job!
Glad your fixing the walls. If your looking for ways to preserve the ruined enviroment, you might consider making ruined pathways and ruined statues. I like the castle, could lead to some very cool game play if done right. Plus it looks cool. It may have given me an idea for my own map...
Anyway, good job!
Glad your fixing the walls. If your looking for ways to preserve the ruined enviroment, you might consider making ruined pathways and ruined statues. I like the castle, could lead to some very cool game play if done right. Plus it looks cool. It may have given me an idea for my own map...
Anyway, good job!
I've had this idea for awhile now for a sci-fi themed CTM for 1.8. I've only really played a couple maps like that (Moon II and Vinyl Fantasy II come to mind), and the stories and environments of them were just so engaging! But looking back on Moon II, I realized that it could have been WAAAY better if it was able to use even half of the mechanics we have now. For example,
One of the areas talks about genetically modified blazes. Now that we have custom mobs, one could make blazes that actually are "genetically modified".
Maybe it's just because I'm not really a fan of magic and fantasy lands and stuff like that, and a lot of CTMs use that as their theme.
Anyway, I decided that if I were to make a map like that, I would really need to put a lot of time into it. I had another idea for a map in which there is minimal effort on aesthetics, but the gameplay is rock solid. Also, it doesn't have any custom mobs or items, so I could get used to using the basics that minecraft offers. I decided to use that to practice map making, but now I'm kinda getting burnt out on that map, and am itching to start developing my sci-fi map.
Should I just push through and finish the other map, or start on the one I actually want to make? Because frankly, I don't think people are going to care about a map that doesn't look that great, and I want to make a project that people actually talk about, and I can discuss the design choices I made, the influences that the area comes from, the funny references to stuff I hid in it, etc. I feel like that will be the best part, but if I get burnt out on a map I don't care about, that won't help me do anything productive.
Any tips on what I should do?
I think you should take a break from that first map and do some work on the 2nd map idea you have.
I'm working on both my Main CTM map and two other mini-CTMs at the moment, and whenever I get bored of building/working in one (or my brain just, for whatever reason, decides to shut down and I'll just jump around the map trying to get my brain back into gear), I can go and switch to a different map to work on. Usually it helps me get on track later on.
It you're not having fun in the creation of one of your maps, I don't think that you should just force yourself to complete it just to get it out of the way. Just don't get caught up in one single map and you should do fine.
Strawpoll go: http://strawpoll.me/3664883
Hope to see you there!
Edot: Streaming now!
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1
Yeah, spoilers I didn't 100% the map, but I got really close. After leaving this series for almost a full year I didn't want to keep it running for very long. I hope everyone enjoys the last part though, for what it's worth!
Tell me watcha think!
I think the cavern walls could use a little bit more texture and maybe some ambient lighting as well, but the platforms themselves look great!
Not a huge fan of the striped walls or the lighting. The ceiling look great though!
Are you going for a specific feel? Somehow it makes me think of an air pocket over an underwater cavern. Which is why the lighting bothers me, I really want it to be less yellow and more blue. Unfortunately, minecraft doesn't have colored lighting yet. (I miss mogminer already...) If that's what your going for, you might consider experimenting with bluer clays or something.
Otherwise, great work.
On an entirely different note, has anybody tried using armor stands as item holders in a CTM?
From a practically standpoint the only benefit is speed. It's nice to grab an enchanted sword from an armor stand in the middle of a fight, rather than having to speed search a chess.
As an asthetic it looks great though.
I'm thinking of putting something like this in my "Generic Floating Islands":
I've been trying it out for a while, and I recently created this:
An iron sword on an armor stand. Both aesthetics and quick equipment!
It's actually really cool what you can come up with just by using an armor stand and another block, or using a few armor stands. Their uses seem limitless! (Especially when it comes to redstone, as I've seen in videos)
Well CTMs are basically all about aesthetics these days anyway.
https://docs.google.com/document/d/1edrjuse08SnWi-6sjehjDxSW2XVOjhQ96jAUPXkotU8/edit?usp=sharing
It's not formatted yet, so the end product will likely look a lot nicer and have some illistrated examples.
Anyway, i just wanted to put this here so that you guys can point out anything that I missed out.
Also, feel free to help me write other sections by signing up here:
https://docs.google.com/spreadsheets/d/1TR6RIgXAAhJ66-DUhQ8CxcIJO443YwlvKHHkvsswNlY/edit?usp=sharing
Thanks!
Nice! I'm contemplating adding NPCs to my map, if I do I might use them to add cosmetics as well.
Too true. Though there are a handful of good ones out there.
I liked the feedback, so here is another area I was wondering about:
-it is not hostile at the moment (so it is not complete)
-the lore is that the castle cannot rot and is preserved overtime whilst the area surrounding it is rotting away
-I wanted a sorta "Birthday cake" feel to it because the design of the castle was meant to be made from the King to the Daughter as a present (this is explained before the area)
-the spawners give jump boost V, speed II, and night vision
Anyways, here ya go!
Screenshots:
Gotta be honest with you, I aint a huge fan of the big bedrock box holding up the majestic castle. It just doesn't fit at all with the rest of the otherwise good looking area. Instead you could have it be on top of a little hill or a floating island, idk. The block variation is also a bit to intense, maybe cool it down a bit, get rid of the unnecessary blocks. Looks like a g00d start, though. Good luck!
I made one layer of Quartz over the bedrock so it doesn't look ugly (thanks for that suggestion btw).
And I traded half the moss stone for stained clay.
Thanks!
That honestly hurts my eyes. Your walls are horrible to look at, with lots of nasty clashing colors all over that I imagine look even worse when you're moving around. It doesn't help that the castle doesn't fit into it's surroundings in the slightest. It's too bright, too weirdly cheery, and too clean for such a messy background. Really needs a lot of work, tbh.
I needed this sorta constructive criticism. I made the background fit more with the castle (using lighter colors by removing the moss stone) and covered the bedrock with some quartz.
However, I won't be remaking the walls since I'm not exactly a stylish builder. I was hoping for the weird cherry colors since it's supposed to have a happy sorta vibe to it that is more bright in the castle than the landscape.
Anyways, thanks!
Glad your fixing the walls. If your looking for ways to preserve the ruined enviroment, you might consider making ruined pathways and ruined statues. I like the castle, could lead to some very cool game play if done right. Plus it looks cool. It may have given me an idea for my own map...
Anyway, good job!
Thanks!
And go ahead
Use it as inspiration if you want