Okay, so I was halfway through composing a very long and thorough discussion about exactly what each and every area in IM did wrong and why the map was disgustingly unbalanced, but I saw this comment. Do you even know what you're talking about? Like, honestly, not even trying to be rude or anything, but the things you're saying are laughably wrong. Like, you asked me if I had even finished IM. I was one of the first people to finish the open launch. Of bloody course I finished it, else I wouldn't be talking about all the problems it has o_O Like, have you not played CTMs beyond Vechs, Halfstack, and the 'lup? Halfstack and 'lup are great and all, but my goodness, a "large crowd of Super Hostile knockoffs" and you then cite Amlup, who's build/design style is very close to Vechs' and then Halfstack, who literally does the exact opposite of rollercoastering in his maps, who instead has some of the most solid upward trending difficulty I've seen in most maps, with each area building upon the last, while having an extreme knack for aesthetics.
If you're telling me Ragecraft, Simulation Protocol, The Painter, Remote District, and loads of other amazing projects that I've not listed here are "Super Hostile knockoffs" and that they didn't do anything to distinguish themselves from all the other CTM map-makers just because they actually understand balance and up the challenge as the map progresses, then I don't know what you're doing when you're playing.
This is a quote of Technic's but the forums is terrible at formatting:
A big problem for some people here was diamond armor on I2. But is it REALLY just a balancing issue.
YES IT IS IT'S A HUGE BALANCING ISSUE. IF YOU HAVE 12 AREAS LEFT IN THE MAP AND YOU'RE IN MAX GEAR AND THE DIFFICULTY IS ALL OVER THE PLACE THERE IS A PROBLEM. The map does not give you any reason to cherish your gear. The map does not give you any reason to scavenge or have difficulty in the collection of resources or gear. The map eliminates an aspect of CTMs that is one of the things that HEAVILY weighs on the difficulty of the map - resource management. There is a trifecta of basic difficulty in CTMs - Loot, enemies, area design. So far, Vechs has eliminated the loot aspect of it and we're not even halfway through the map. Not to mention, enchanting is given early on, bookshelves are given early on, A MASSIVE AMOUNT OF EXPERIENCE is given early on, and you could be in Prot IV Diamond Armour before Lush Ruins. That is not good map design. That is complete and utter disregard for map progression in a Linear-Branching map.
Maybe you're upset with it because you've never seen it before in a CTM map, and you've set your own limitations on the map's enjoyability.
I can agree with this. I am upset because I've never seen it before. I'm more upset by the fact that I've never seen it before and I should never see it in a CTM map ever, especially by someone like Vechs that nailed the curve of loot progression in Spellbound Caves and Kaizo Caverns. He did not test this map. There is no way that anyone in this community nowadays would have such a mish-mash of loot in their map, hell, even people new to the community ask if random loot is a good idea for their map and any other solutions to the problem.I even came into IM thinking that there was going to be something different because Vechs told us that it was going to be a different map. I was disappointed because the way he performed his new stuff was appalling and not something I expected from someone who I thought LEARNED from their mistakes in Black Desert II. Heck, even Waking Up had random loot and it was okay.
Did diamond armor on I2 make the map less fun? YES.
Or was it just your previous experiences with CTM maps casting a bad light on this map? NO.
For all of the loot, I think that's a good thing. I prefer not having to carefully manage all of my loot, and I can appreciate a map in which I can simply throw stuff away. I'll give you this, then.
I'll be honest, Vechs' maps are very gimmicky, and this one more than any other. Are we on the same page?
But just because it uses gimmicks doesn't mean it was bad.
I don't get you. You make it seem like "Oh he used (x) and since nobody uses (x) it means that the way he used it was AUTOMATICALLY GOOD!". That's not right. We are critiquing him because THERE WAS SOMETHING WRONG WITH THE MECHANICS/GIMMICKS (whatever you call them).
Ragecraft 2 was a very gimmicky map, but did that make it bad? No way!
Because the gimmicks were performed correctly and 85% of the areas were incredibly good?
To #22857:
Could you cite each example of poor area design?
Inner Darkness - The windy and bland tunnels at the start weren't anything to write home about, but the last section of the area was literally just a gameplay-less climb for 90% of it and and then suddenly overpowered pigman mob and that was all. I'd be more interested in playing The Order for christ's sake - at least that has QTEs!
Hane's Disgrace - Almost a reverse of Outer Darkness. You have this neat looking cart system and almost-industrial thing and it looked pretty cool and it could be a concept to expand further, and then you have spider cave #124 for the rest of it and the actual part of the area that could have been more in-depth and interesting was completely left out. Not to mention, you can just bridge down to the wool and skip all of it. It's poorly designed in concept and execution.
Lush Ruins - It's basically the cardinal sin of CTM maps.
1. The area design is just god damn APPALLING. It's a huge square, first and foremost, and then literally only three corners of it have something useful, and then the middle section and the top right are completely worthless to explore and contain nothing but one Yugioh reference and some COMPLETELY RANDOMLY PLACED AND CREATED SPAWNERS. That's not to say the rest of the area doesn't have completely randomly placed and created spawners, because it does. As well as randomly placed and created loot chests, A SIMPLE RETEXTURING OF A VANILLA MINESHAFT FOR HALF OF THE BOTTOM LEFT SIDE, and the notorious deathblooms that reduced some people's FPS to under 5. Complain all you want about "oh well those people need to get better computers" and "maybe they should just avoid the soul sand square, duh", they started activating extremely far away from where they actually were and it was almost impossible to avoid one other than going top-layer on the left side.
2. The mobs were just a mish-mash of randomness, they were not thought out in any way to fit the theme of the area and/or to provide a sense of direction or hint for where the hell the player was going. It became a goddamn DRAG to walk around in diamond armour and OP gear because you did not face any challenge or have anything exciting to look at, play with or explore other than three very small sections of the area that weren't just randomly placed/eroded/mish-mashed together more hastily than a bowl of porridge. Someone counted the amount of spawners in Lush Ruins and I think it was in the 2000s. For comparison, the lime wool area in Septum Immoriel has like, thirty or somewhere in that ballpark. Your area should not have NEARLY A MAGNITUDE OF 100 of the map that has been in development for ALMOST THREE YEARS.
3. By god, for an area that has two layers, I want more than ONE INTERESTING THING ON THE ENTIRE TOP LAYER. If you've got a 600x600 area with two layers, either make it VERY CLEAR THAT NOTHING IS ON THE TOP LAYER (as we do with Blue Wool in TR - the area has two layers but we say in lore that it is strictly for the atmosphere of the area and a mini-loot thing) or don't have a second layer at all.
Flame Warp - It is literally an uninspired retextured easy as heck repurposing of Planar Warp and is a polar opposite to Lush Ruins in nearly every way. For christ's sake, areas should be at least slightly consistent in size...it was just so underwhelming.
Big Zisteau Cavern Thing idk the name - One overpowered mob plagues the area above lava and has a trap that reduces nearly every computer's FPS to under 5. It was a good concept, I'll give him that, but it needed more refining.
The Entirety of Intersection 4 (other than the castle at the beginning)
Green Wool (forgot name, it's been a while) was a polar opposite of The Blackened Library in Spellbound. But, it fell flat on mechanics and the boss mob at the end of the area is an incredibly boring tank with no redeeming features that you can trap that takes >50 hits with a diamond sword to kill that doesn't even fit the theme of the area.
Red Wool (Zistonian Battlecry I think?) was an inherently flawed area for the main purpose of it was just a gigantic damn line that was easier than Red/Black wool in Waking Up because you could pearl it with relative ease. Even running through it was a joke - you had a mass amount of speed potions and it even gives you a buff at the start of the area for speed! It's not even as close to being as fun as WU's final area because at least in that one you weren't guaranteed to have diamond armour!
Black Wool...by now, you get the point, because I could write an essay on how badly designed Black Wool was.
And how did the loot "destroy the map". The way it sounds, you are complaining that the map wasn't hard enough. That's the only argument you have.
Having zero challenge is a problem in a map series where the map maker wants you to die and he even says that it's one of his hardest maps. But it wasn't just challenge, there was no meaningful progression in loot tiers and the way loot was distributed was completely random - you had no reason to even check chests anymore because you knew that the chests contained nothing of use past getting you first ten sets of diamond armour, not to mention there was another thousand chests near you anyway! A map should not make you get BORED OF FINDING LOOT! I don't get bored in Borderlands because I know I have a chance to get better gear from (x) boss and (y) enemy. Especially in Borderlands 1 - some loot you got from enemies (Double Anarchy) was better than legendaries of that same class! I want to have an experience when finding chests and killing enemies with rare drops.
Another amazing example is Monster Hunter - The ranking system in that is very similar to how a CTM should be played. Once you get to High Rank (say, Intersection 3 in IM's case) most of your low rank gear is cardboard compared to the upgraded monsters. Monsters in High Rank don't just get a health buff and a damage buff, they also get new movesets, more combinations of monsters to be fought at the same time and more different and engaging monsters. These new monsters also drop even better and more varied gear. Something like that in a CTM would make for amazing gameplay and loot distribution.
And by the way, did you play through all of Inferno Mines? If not, please do, because your argument is not valid otherwise. I don't think you know who Fang is. He's kinda played nearly every CTM on the planet and has been in the community for three and a half years.
If so, then you are terribly wrong.
>guy who has helped balanced countless maps and has beta tested for maps such as UT3 >terribly wrong on the balance of a map that has been under fire by new members to the CTM Community as being unbalanced
While the difficulty decreases with I3 This is bad.
the Vexian Gallery (I4) sharply increases it again. This is worse.
The Blackened Archive for its length That's not a characteristic of difficulty. This is also extremely subjective. If you think that area is 'long', you've got a skewed view on how long some areas can get. If that's the only redeeming factor for it's difficulty (which it's not, see the boss mob), then there is actually something wrong there.
Zistonian Battlecry for its insanity That's not a characteristicof difficulty. A characteristic of difficulty is the mobs themselves, not the amount of them.
and Eternal Battle for both That's doubly not a characteristic of difficulty. Two negatives make a positive I suppose, so Eternal Battle is actually perfect and I've been wrong this entire time! Dang. What makes Eternal Battle difficult is the complete skewing of balance throughout the entire area, how the area is designed (pretty slap-together) and how the boss mob of the area compliments the rest of the area (not! even! close!).
(unless you chose Minor Conflict, but you could see that as a benefit to the map by Vechs). Minor Conflict was only created for slow-running computers because of HOW YOUR FPS TANKED TO ZERO TRYING TO GET OUT OF ETERNAL BATTLE.
The balance thing is just your opinion.
Say there are only two intersections in a map, or what if a map is just supposed to be difficult.
We're not talking about what-ifs here. We're talking about an actual map that fluctuates in difficulty and design so much that I don't even know what's going on.
The balance doesn't matter as long as you're having fun. Oh, okay, I'll just have fun then. :^)
And I think the player will be having fun by the second intersection.
...depending on the mechanics difficulty area design loot distribution loot tiers mob design mob creativity aesthetics aesthetical complimentation area theme difficulty ramp area length and map concept.
The fact that everything is connected in strange ways is a product of Vechs' masterful design.
No, it's bad area design. I shouldn't walk in through Lush Ruins into a sudden transition of "hey, perfectly shaped diamonds! oh, and there's intersection 3 that's back to the regular roughly-designed/eroded base."
He molds areas together, rather than having them all be separate.
What? what? WHAT? Wot? U WOT M8? I don't...I...Look at I4! What is "Intersection 4"? I'll take "bad area transitions and concept overhauls" for $500.
In fact, you could look at Inferno Mines as an open-world map, in a way. Nah.
tl;dr IM doesn't have a balance issue because balance issues are purely subjective.
Just wanted to point out that there are plenty rest spots throughout the map, including the Wilhelm Cliffs, and the Outer Inferno.
In fact, one of my favorite things about Vechs is that his maps aren't a solid line of upward trending difficulty, but rollercoasters that have us screaming one moment, and reclining the next. The same goes for three_two and Amlup, map makers that managed to distinguish themselves from a large crowd of Super Hostile knockoffs.
Because his maps are a rollercoaster of difficulty means THEY ARE UNBALANCED. Don't you understand? And you calling our ENTIRE community a "large crowd of Super Hostile knockoffs" it just absolutely ridiculous. Honestly, it's a little hurtful considering the amazing amount of work we all put into making our work.
I got 5 upjebs, so by popular request we have a BONUS ROUND.
This line made me super saiyan mad because 1. You didn't even give any examples (top kek) and 2. That's not even close to true.
Super Hostile as a series in itself is a very blank template for CTMs - minimal lore, mostly gameplay-oriented, area design is a decently high priority and the maps are based around a concept of "looping around" - you will see this in most of the SH maps. Kaizo loops around. NR loops around. Spellbound loops around. IM loops around. That's something I can admire about SH maps, at least they're meticulously planned out to the point of having modern-day game design mechanics in them. But that's beside the point, because all you need to have to be different to SH maps is something different.
I'll take an example of Thad's Blight Castle (MY GOD THAT WAS THREE YEARS AGO) as something that can be directly compared to IM - both intersection based maps with a base block and a radically different ending. From a glance you could say it's a Super Hostile map (because it was from a time, three years ago, when there were SH knockoffs), but to me it changed how I thought about Linear-Branching CTMs. It had a mystifying lore with a coherently 'gloomy' feel about it. Even with the same base block I didn't feel like an area was compromised by it - each of them were blended together by how Thad decided to expand slowly upon his lore and how captivating it was to explore something that felt seamless. I couldn't get something like that from IM or Waking Up because it ultimately jumped all over the place and tried to force everything to be together because of the base block. You can't go from Hane's Disgrace to Lush Ruins and think it's in the same map other than the fact that it shares the same base block.
And ultimately, that's what sets off nearly every map in the community today from Vechs' template - from Moon II's trek through a clueless land that you don't know about, from Septum's quest to save a land that's been ruled for far too long, from Moon Temple's quest through a broken castle of oddities against time, from Xek's ultimate quest to explore every damn theme that could possibly be thought of in CTM, and Painter's quest to be the sikest drawrer of all time!!!11!.
If you have the audacity to call out people on "Super Hostile" knockoffs in this thread, you better provide some damn proof or you will get blasted back into 2011 where you can sit around and play Canopy Carnage all day. Ain't that just...fun?
P.S You clearly have no idea what you're talking about 99% of the time. You grasp at straws to try and provide excuses for lazy mapmaking and you haven't seen a broader scope of CTM than halfstack's maps. There's more out there, and there's more to be explored than you think. By the time SH13 comes out, I wouldn't be surprised if every concept in it is explored by other people in other maps. Heck, Vechs even said it himself - he doesn't play other maps because might take inspiration from them. And wouldn't that just be awful...
Please don't ever do this again. Who is 22857? Who is 22864? I don't know, and I don't care enough to find out. Use the Quote button like everyone else.
EDIT: Or refer to them by name if you can't be bothered copy-pasting the quotes from each post before writing novels on the forum.
Thanks. I'm reading all this Hybran text and slowly realizing I can throw my whole map away... Oh well
Nah, don't do that. Every map has redeeming factors - try to make them shine out through your map and fix up anything that feels like it plays wrong/doesn't stick to a good concept. Just keep learning and eventually you'll make something that everyone will like.
Oh my god, people, please, calm down. Writing in CAPS usually isn't an amazing idea, it hurts reading.
DISCLAIMER: This posts compares maps as if they were games. In my opinion, they are, if you don't think they are games, please just compare them as if they were.
Anyway, about the 'large crowd of super-hostile knockoffs', that isn't really true. Is every first-person shooter that isn't as innovative as Half Life immediately a "Wolfenstein-knockoff"? (I think that was the first actual FPS, correct me if I'm wrong).
Is every 2d platformer that isn't as innovative as Sonic the Hedgehog a "Mario-knockoff"? Is every collectable card-game a "Magic-knockoff"?
Not at all. Even if you start the genre, that doesn't mean you are the genre. And this is just as true for CTMs.
See, making a CTM takes time, effort, and an experienced mapmaker. Inferno Mines, was (and Vechs said this himself multiple times, so please don't try to defend your hero just because he started the genre, there's no point) an ok-ish map. Vechs didn't really say it himself, but he also pretty much agreed that the later areas weren't very good. In fact, if he just released the part up to the monument, it would have been a very above average map. Why?
Well let's talk about the issues that some people keep on bringing up:
- The aesthetics were bad.
Yes, well, sort of. I have to say, even though they lacked stuff like "block variation", "erosion", "multiple types", Inferno mines' aesthetics did what they needed too. They gave you the feeling you were in an underground, long-lost system of mines. They didn't look amazing, but it had some pretty cool viewports (there's one in the skylight C barracks, behind the anvil room, the view up at Outer Darkness, with vines and gravel, looked incredibly good (especially just to climb up there, it felt really cool to me), at the end of flame warp etc. The views to the ring of the Grand Inferno or whatever it was called were really cool, and had this grand, underground-lost-mine feeling. They really helped to set the tone and provided all the necessary atmosphere, even though they didn't look as fantastic as other CTM's sometimes do.
-The lore was bad.
Well, no. I'm just talking about the first half of the map, and Vechs did a pretty good job at communicating without books. There was very little to read, and it requires a lot of a mapmaker to give people such a good idea of the backstory of the environment without many books. I haven't seen that in most maps. Compared to most other maps, it felt like a mystical world, not a history lesson.
-Diamond armor in intersection II is OVERPOWERED
Disagree. See, if mobs do 5 hearts of damage, and you got 80% damage reduction, or if mobs do 2 hearts of damage and you have 50% damage reduction, in the end, you get killed in 10 hits. This is what is usually referred to as "Power Creep", and it's important to understand that it really doesn't matter what Tier of armour you give out if you scale the mobs with it. Inferno Mines didn't have much balance issues, the mobs were reasonably well balanced with the loot. Although I do have to say that Lush Ruins did suffer some big scaling, balance and general gameplay issues. The area got way to repetitive and just wasn't really fun. But once again, the whole theme of Inferno Mines: "Getting OP gear to deal with OP mobs", isn't unbalanced, it's just different.
-The loot (sigh)
Yup. It was there. Man, it sucked. I don't have a lot to say about this, since most stuff has already been said, but the loot system just didn't really work out. We've all seen Zisteau making 40,000 double chests to stash every single piece of wood. The idea of saving LP'ers time was nice, but there was so much junk to go through... It really didn't work.
I've seen Vechs' LP too, and even he didn't really manage to do it well. He spend half his time managing his inventory, which really isn't good. The loot wasn't fun. If the random loot chests just would be replaced with pre-sorted chests with just the good stuff (just one diamond helmet instead of a diamond helmet, 4 wood, 8 types of planks, 21 gunpowder, 4 books, a bookshelf and 64 bricks) the map would have been so much better and fun to play.
Inferno Mines part 1 I would rate at a good 7 out of 10. Inferno Mines part II, meh. 4.5/10 or so. It had some nice things, but the lore just kinda disappeared, the areas got really repetitive. It felt like nightmare realms, but without the traps and fun troll signs.
For some reason the Attribute gets automatically overwritten every tick, dunno why. Probably some code of Mojang to give them an easier time coding killerbunny (and lagging the game more, yay!). Anyway, try give him a negative damage attribute weapon or use weakness.
Remember to use /entitydata @e[type=Rabbit] {} to get a list of all their tags that are currently set.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/14/2013
Posts:
596
Member Details
Great, I have your attention.
Well, my time has come.
Some of you may remember what I said all those months ago. Some of you weren't even here. Anyway, let me recap what basically happened:
I started to get time constraints. Not your "Oh I won't be able to work for a week" time constraints, the "I don't have time to breathe" time constraints. Because of this, several months ago I declared that if things didn't get better for me until the 22nd of February (which would be the 1 year anniversary of me finishing my map in its most basic form), I would quite mapmaking and become a retired mapmaker ("retired" as in my activity levels will probably be somewhere between Drago and Skeeto).
Spoiler alert: things didn't get better.
So here I am, retiring as I said. All things have a start and an end, unless they're infinite, and it seems I chose the wrong name
This has been an absolutely amazing community, and I'm sad to need to say goodbye. I've had a lot of good times here, whether it was during the Nickname-pocalypse, talking about the never ending battle between gameplay vs aesthetics, or simply asking China to rent me their wall for a bit so I could express my unpopular opinion. It amazes me to think that so much has happened and influenced my life simply from a thread on a forum.
You've all been amazing people on way or another (*sigh*....I guess you too Hybran), and I hate needing to say this goodbye. Sadly, things happen and change, and so must I. I will always remember all you wonderful people, as you won't be easy to forget. As this are some of my final words as a mapmaker, I guess this should also be my will.
If you want to use things from my map or any mini maps which I may have made along the way, please PM me or Skype me your request. I cannot promise that I'll simply straight up give my map to any of you, because while you all are great people, some are greater than others As for my area in the community map, I want Chiptimus Prime, Tikabro, and Rajerk to be in charge of it. You three know what I expect at least a few chests to be called.
Well, back to the goodbye stuff now that's out of the way. I would say goodbye to each of you individually, but that would take far too long, as I don't have time. I tried during the last few days to say my farewell to a few of you in private, but I didn't have time for every one. I'll see if I have time later during this week by any chance, as there are still some of you whom I'd like to do a more private goodbye to.
Well....everything that can be said has basically already been said. I told already of certain other things such as how I got here and whatnot during other memorable times of this thread or my forum life, so I think this is the end.
RIP
Infinity8miner, also known as 8-ball by those who partook in the Nickname-pocalypse. Retired mapmaker.
I got 5 upjebs, so by popular request we have a BONUS ROUND.
This line made me super saiyan mad because 1. You didn't even give any examples (top kek) and 2. That's not even close to true.
Super Hostile as a series in itself is a very blank template for CTMs - minimal lore, mostly gameplay-oriented, area design is a decently high priority and the maps are based around a concept of "looping around" - you will see this in most of the SH maps. Kaizo loops around. NR loops around. Spellbound loops around. IM loops around. That's something I can admire about SH maps, at least they're meticulously planned out to the point of having modern-day game design mechanics in them. But that's beside the point, because all you need to have to be different to SH maps is something different.
I'll take an example of Thad's Blight Castle (MY GOD THAT WAS THREE YEARS AGO) as something that can be directly compared to IM - both intersection based maps with a base block and a radically different ending. From a glance you could say it's a Super Hostile map (because it was from a time, three years ago, when there were SH knockoffs), but to me it changed how I thought about Linear-Branching CTMs. It had a mystifying lore with a coherently 'gloomy' feel about it. Even with the same base block I didn't feel like an area was compromised by it - each of them were blended together by how Thad decided to expand slowly upon his lore and how captivating it was to explore something that felt seamless. I couldn't get something like that from IM or Waking Up because it ultimately jumped all over the place and tried to force everything to be together because of the base block. You can't go from Hane's Disgrace to Lush Ruins and think it's in the same map other than the fact that it shares the same base block.
And ultimately, that's what sets off nearly every map in the community today from Vechs' template - from Moon II's trek through a clueless land that you don't know about, from Septum's quest to save a land that's been ruled for far too long, from Moon Temple's quest through a broken castle of oddities against time, from Xek's ultimate quest to explore every damn theme that could possibly be thought of in CTM, and Painter's quest to be the sikest drawrer of all time!!!11!.
If you have the audacity to call out people on "Super Hostile" knockoffs in this thread, you better provide some damn proof or you will get blasted back into 2011 where you can sit around and play Canopy Carnage all day. Ain't that just...fun?
P.S You clearly have no idea what you're talking about 99% of the time. You grasp at straws to try and provide excuses for lazy mapmaking and you haven't seen a broader scope of CTM than halfstack's maps. There's more out there, and there's more to be explored than you think. By the time SH13 comes out, I wouldn't be surprised if every concept in it is explored by other people in other maps. Heck, Vechs even said it himself - he doesn't play other maps because might take inspiration from them. And wouldn't that just be awful...
See the old list of Map Series for examples. By the way, I would apply "knockoff" to all of those cruddy half-finished maps that were released soon after 1.2.5 was released. Many of them were either way too hard or way too easy to be fun for most people. I'm not trying to defend the map because Vechs made it, I'm trying to make you guys see it my way because I actually had fun with the map. And I was talking about the original Uncharted Territory and Vinyl Fantasy.
Oh my god, people, please, calm down. Writing in CAPS usually isn't an amazing idea, it hurts reading.
DISCLAIMER: This posts compares maps as if they were games. In my opinion, they are, if you don't think they are games, please just compare them as if they were.
Anyway, about the 'large crowd of super-hostile knockoffs', that isn't really true. Is every first-person shooter that isn't as innovative as Half Life immediately a "Wolfenstein-knockoff"? (I think that was the first actual FPS, correct me if I'm wrong).
Is every 2d platformer that isn't as innovative as Sonic the Hedgehog a "Mario-knockoff"? Is every collectable card-game a "Magic-knockoff"?
Not at all. Even if you start the genre, that doesn't mean you are the genre. And this is just as true for CTMs.
See, making a CTM takes time, effort, and an experienced mapmaker. Inferno Mines, was (and Vechs said this himself multiple times, so please don't try to defend your hero just because he started the genre, there's no point) an ok-ish map. Vechs didn't really say it himself, but he also pretty much agreed that the later areas weren't very good. In fact, if he just released the part up to the monument, it would have been a very above average map. Why?
Well let's talk about the issues that some people keep on bringing up:
- The aesthetics were bad.
Yes, well, sort of. I have to say, even though they lacked stuff like "block variation", "erosion", "multiple types", Inferno mines' aesthetics did what they needed too. They gave you the feeling you were in an underground, long-lost system of mines. They didn't look amazing, but it had some pretty cool viewports (there's one in the skylight C barracks, behind the anvil room, the view up at Outer Darkness, with vines and gravel, looked incredibly good (especially just to climb up there, it felt really cool to me), at the end of flame warp etc. The views to the ring of the Grand Inferno or whatever it was called were really cool, and had this grand, underground-lost-mine feeling. They really helped to set the tone and provided all the necessary atmosphere, even though they didn't look as fantastic as other CTM's sometimes do.
-The lore was bad.
Well, no. I'm just talking about the first half of the map, and Vechs did a pretty good job at communicating without books. There was very little to read, and it requires a lot of a mapmaker to give people such a good idea of the backstory of the environment without many books. I haven't seen that in most maps. Compared to most other maps, it felt like a mystical world, not a history lesson.
-Diamond armor in intersection II is OVERPOWERED
Disagree. See, if mobs do 5 hearts of damage, and you got 80% damage reduction, or if mobs do 2 hearts of damage and you have 50% damage reduction, in the end, you get killed in 10 hits. This is what is usually referred to as "Power Creep", and it's important to understand that it really doesn't matter what Tier of armour you give out if you scale the mobs with it. Inferno Mines didn't have much balance issues, the mobs were reasonably well balanced with the loot. Although I do have to say that Lush Ruins did suffer some big scaling, balance and general gameplay issues. The area got way to repetitive and just wasn't really fun. But once again, the whole theme of Inferno Mines: "Getting OP gear to deal with OP mobs", isn't unbalanced, it's just different.
-The loot (sigh)
Yup. It was there. Man, it sucked. I don't have a lot to say about this, since most stuff has already been said, but the loot system just didn't really work out. We've all seen Zisteau making 40,000 double chests to stash every single piece of wood. The idea of saving LP'ers time was nice, but there was so much junk to go through... It really didn't work.
I've seen Vechs' LP too, and even he didn't really manage to do it well. He spend half his time managing his inventory, which really isn't good. The loot wasn't fun. If the random loot chests just would be replaced with pre-sorted chests with just the good stuff (just one diamond helmet instead of a diamond helmet, 4 wood, 8 types of planks, 21 gunpowder, 4 books, a bookshelf and 64 bricks) the map would have been so much better and fun to play.
Inferno Mines part 1 I would rate at a good 7 out of 10. Inferno Mines part II, meh. 4.5/10 or so. It had some nice things, but the lore just kinda disappeared, the areas got really repetitive. It felt like nightmare realms, but without the traps and fun troll signs.
I agree, except for the last part. I enjoyed IM all the way through; I don't know why.
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
8-ball Did I give you that name? Mebbe... It's good of you to leave a note of farewell, though it's a shame all the same!
---
Alright! Here's a semi-important question!
I'd like your opinion on a Map-wide ban on the use of Enderpearls, backed up by a system that kills players who throw them.
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I have designed a system which kills players who use enderpearls, as soon as they are thrown. It also deletes the thrown enderpearls before they can work their cheaty magic. I'm debating on whether to apply this map-wide, or confine it to a specific area. Thoughts?
Well it would certainly allow you to create more wide open areas without fear that players can just ender pearl to the wool box. I myself was thinking abut just making a system where the ender pearl teleports the player wherever the pearl is after a certain amount of time (as opposed to where it lands).
Alternatively, couldn't you just do a /clear command that just gets rid of ender pearls all together? Would prevent people from accidentally killing themselves by mis-clicking on the ender pearl instead of, say a torch.
Okay, so I was halfway through composing a very long and thorough discussion about exactly what each and every area in IM did wrong and why the map was disgustingly unbalanced, but I saw this comment. Do you even know what you're talking about? Like, honestly, not even trying to be rude or anything, but the things you're saying are laughably wrong. Like, you asked me if I had even finished IM. I was one of the first people to finish the open launch. Of bloody course I finished it, else I wouldn't be talking about all the problems it has o_O Like, have you not played CTMs beyond Vechs, Halfstack, and the 'lup? Halfstack and 'lup are great and all, but my goodness, a "large crowd of Super Hostile knockoffs" and you then cite Amlup, who's build/design style is very close to Vechs' and then Halfstack, who literally does the exact opposite of rollercoastering in his maps, who instead has some of the most solid upward trending difficulty I've seen in most maps, with each area building upon the last, while having an extreme knack for aesthetics.
If you're telling me Ragecraft, Simulation Protocol, The Painter, Remote District, and loads of other amazing projects that I've not listed here are "Super Hostile knockoffs" and that they didn't do anything to distinguish themselves from all the other CTM map-makers just because they actually understand balance and up the challenge as the map progresses, then I don't know what you're doing when you're playing.
Oh, don't mind me, just trying to lighten the mood a bit.
plz no fighting
Oh ma gawd, This totally represents the heart warming and totally not rude ctm community, This needs to be a banner to represent our friendship
A big problem for some people here was diamond armor on I2. But is it REALLY just a balancing issue.
YES IT IS IT'S A HUGE BALANCING ISSUE. IF YOU HAVE 12 AREAS LEFT IN THE MAP AND YOU'RE IN MAX GEAR AND THE DIFFICULTY IS ALL OVER THE PLACE THERE IS A PROBLEM. The map does not give you any reason to cherish your gear. The map does not give you any reason to scavenge or have difficulty in the collection of resources or gear. The map eliminates an aspect of CTMs that is one of the things that HEAVILY weighs on the difficulty of the map - resource management. There is a trifecta of basic difficulty in CTMs - Loot, enemies, area design. So far, Vechs has eliminated the loot aspect of it and we're not even halfway through the map. Not to mention, enchanting is given early on, bookshelves are given early on, A MASSIVE AMOUNT OF EXPERIENCE is given early on, and you could be in Prot IV Diamond Armour before Lush Ruins. That is not good map design. That is complete and utter disregard for map progression in a Linear-Branching map.
Maybe you're upset with it because you've never seen it before in a CTM map, and you've set your own limitations on the map's enjoyability.
I can agree with this. I am upset because I've never seen it before. I'm more upset by the fact that I've never seen it before and I should never see it in a CTM map ever, especially by someone like Vechs that nailed the curve of loot progression in Spellbound Caves and Kaizo Caverns. He did not test this map. There is no way that anyone in this community nowadays would have such a mish-mash of loot in their map, hell, even people new to the community ask if random loot is a good idea for their map and any other solutions to the problem. I even came into IM thinking that there was going to be something different because Vechs told us that it was going to be a different map. I was disappointed because the way he performed his new stuff was appalling and not something I expected from someone who I thought LEARNED from their mistakes in Black Desert II. Heck, even Waking Up had random loot and it was okay.
Did diamond armor on I2 make the map less fun? YES.
Or was it just your previous experiences with CTM maps casting a bad light on this map? NO.
For all of the loot, I think that's a good thing. I prefer not having to carefully manage all of my loot, and I can appreciate a map in which I can simply throw stuff away. I'll give you this, then.
I'll be honest, Vechs' maps are very gimmicky, and this one more than any other. Are we on the same page?
But just because it uses gimmicks doesn't mean it was bad.
I don't get you. You make it seem like "Oh he used (x) and since nobody uses (x) it means that the way he used it was AUTOMATICALLY GOOD!". That's not right. We are critiquing him because THERE WAS SOMETHING WRONG WITH THE MECHANICS/GIMMICKS (whatever you call them).
Ragecraft 2 was a very gimmicky map, but did that make it bad? No way!
Because the gimmicks were performed correctly and 85% of the areas were incredibly good?
To #22857:
Could you cite each example of poor area design?
Inner Darkness - The windy and bland tunnels at the start weren't anything to write home about, but the last section of the area was literally just a gameplay-less climb for 90% of it and and then suddenly overpowered pigman mob and that was all. I'd be more interested in playing The Order for christ's sake - at least that has QTEs!
Hane's Disgrace - Almost a reverse of Outer Darkness. You have this neat looking cart system and almost-industrial thing and it looked pretty cool and it could be a concept to expand further, and then you have spider cave #124 for the rest of it and the actual part of the area that could have been more in-depth and interesting was completely left out. Not to mention, you can just bridge down to the wool and skip all of it. It's poorly designed in concept and execution.
Lush Ruins - It's basically the cardinal sin of CTM maps.
1. The area design is just god damn APPALLING. It's a huge square, first and foremost, and then literally only three corners of it have something useful, and then the middle section and the top right are completely worthless to explore and contain nothing but one Yugioh reference and some COMPLETELY RANDOMLY PLACED AND CREATED SPAWNERS. That's not to say the rest of the area doesn't have completely randomly placed and created spawners, because it does. As well as randomly placed and created loot chests, A SIMPLE RETEXTURING OF A VANILLA MINESHAFT FOR HALF OF THE BOTTOM LEFT SIDE, and the notorious deathblooms that reduced some people's FPS to under 5. Complain all you want about "oh well those people need to get better computers" and "maybe they should just avoid the soul sand square, duh", they started activating extremely far away from where they actually were and it was almost impossible to avoid one other than going top-layer on the left side.
2. The mobs were just a mish-mash of randomness, they were not thought out in any way to fit the theme of the area and/or to provide a sense of direction or hint for where the hell the player was going. It became a goddamn DRAG to walk around in diamond armour and OP gear because you did not face any challenge or have anything exciting to look at, play with or explore other than three very small sections of the area that weren't just randomly placed/eroded/mish-mashed together more hastily than a bowl of porridge. Someone counted the amount of spawners in Lush Ruins and I think it was in the 2000s. For comparison, the lime wool area in Septum Immoriel has like, thirty or somewhere in that ballpark. Your area should not have NEARLY A MAGNITUDE OF 100 of the map that has been in development for ALMOST THREE YEARS.
3. By god, for an area that has two layers, I want more than ONE INTERESTING THING ON THE ENTIRE TOP LAYER. If you've got a 600x600 area with two layers, either make it VERY CLEAR THAT NOTHING IS ON THE TOP LAYER (as we do with Blue Wool in TR - the area has two layers but we say in lore that it is strictly for the atmosphere of the area and a mini-loot thing) or don't have a second layer at all.
Flame Warp - It is literally an uninspired retextured easy as heck repurposing of Planar Warp and is a polar opposite to Lush Ruins in nearly every way. For christ's sake, areas should be at least slightly consistent in size...it was just so underwhelming.
Big Zisteau Cavern Thing idk the name - One overpowered mob plagues the area above lava and has a trap that reduces nearly every computer's FPS to under 5. It was a good concept, I'll give him that, but it needed more refining.
The Entirety of Intersection 4 (other than the castle at the beginning)
Green Wool (forgot name, it's been a while) was a polar opposite of The Blackened Library in Spellbound. But, it fell flat on mechanics and the boss mob at the end of the area is an incredibly boring tank with no redeeming features that you can trap that takes >50 hits with a diamond sword to kill that doesn't even fit the theme of the area.
Red Wool (Zistonian Battlecry I think?) was an inherently flawed area for the main purpose of it was just a gigantic damn line that was easier than Red/Black wool in Waking Up because you could pearl it with relative ease. Even running through it was a joke - you had a mass amount of speed potions and it even gives you a buff at the start of the area for speed! It's not even as close to being as fun as WU's final area because at least in that one you weren't guaranteed to have diamond armour!
Black Wool...by now, you get the point, because I could write an essay on how badly designed Black Wool was.
And how did the loot "destroy the map". The way it sounds, you are complaining that the map wasn't hard enough. That's the only argument you have.
Having zero challenge is a problem in a map series where the map maker wants you to die and he even says that it's one of his hardest maps. But it wasn't just challenge, there was no meaningful progression in loot tiers and the way loot was distributed was completely random - you had no reason to even check chests anymore because you knew that the chests contained nothing of use past getting you first ten sets of diamond armour, not to mention there was another thousand chests near you anyway! A map should not make you get BORED OF FINDING LOOT! I don't get bored in Borderlands because I know I have a chance to get better gear from (x) boss and (y) enemy. Especially in Borderlands 1 - some loot you got from enemies (Double Anarchy) was better than legendaries of that same class! I want to have an experience when finding chests and killing enemies with rare drops.
Another amazing example is Monster Hunter - The ranking system in that is very similar to how a CTM should be played. Once you get to High Rank (say, Intersection 3 in IM's case) most of your low rank gear is cardboard compared to the upgraded monsters. Monsters in High Rank don't just get a health buff and a damage buff, they also get new movesets, more combinations of monsters to be fought at the same time and more different and engaging monsters. These new monsters also drop even better and more varied gear. Something like that in a CTM would make for amazing gameplay and loot distribution.
And by the way, did you play through all of Inferno Mines? If not, please do, because your argument is not valid otherwise. I don't think you know who Fang is. He's kinda played nearly every CTM on the planet and has been in the community for three and a half years.
If so, then you are terribly wrong.
>guy who has helped balanced countless maps and has beta tested for maps such as UT3
>terribly wrong on the balance of a map that has been under fire by new members to the CTM Community as being unbalanced
While the difficulty decreases with I3 This is bad.
the Vexian Gallery (I4) sharply increases it again. This is worse.
The Blackened Archive for its length That's not a characteristic of difficulty. This is also extremely subjective. If you think that area is 'long', you've got a skewed view on how long some areas can get. If that's the only redeeming factor for it's difficulty (which it's not, see the boss mob), then there is actually something wrong there.
Zistonian Battlecry for its insanity That's not a characteristic of difficulty. A characteristic of difficulty is the mobs themselves, not the amount of them.
and Eternal Battle for both That's doubly not a characteristic of difficulty. Two negatives make a positive I suppose, so Eternal Battle is actually perfect and I've been wrong this entire time! Dang. What makes Eternal Battle difficult is the complete skewing of balance throughout the entire area, how the area is designed (pretty slap-together) and how the boss mob of the area compliments the rest of the area (not! even! close!).
(unless you chose Minor Conflict, but you could see that as a benefit to the map by Vechs). Minor Conflict was only created for slow-running computers because of HOW YOUR FPS TANKED TO ZERO TRYING TO GET OUT OF ETERNAL BATTLE.
The balance thing is just your opinion.
Say there are only two intersections in a map, or what if a map is just supposed to be difficult.
We're not talking about what-ifs here. We're talking about an actual map that fluctuates in difficulty and design so much that I don't even know what's going on.
The balance doesn't matter as long as you're having fun. Oh, okay, I'll just have fun then. :^)
And I think the player will be having fun by the second intersection.
...depending on the mechanics difficulty area design loot distribution loot tiers mob design mob creativity aesthetics aesthetical complimentation area theme difficulty ramp area length and map concept.
The fact that everything is connected in strange ways is a product of Vechs' masterful design.
No, it's bad area design. I shouldn't walk in through Lush Ruins into a sudden transition of "hey, perfectly shaped diamonds! oh, and there's intersection 3 that's back to the regular roughly-designed/eroded base."
He molds areas together, rather than having them all be separate.
What? what? WHAT? Wot? U WOT M8? I don't...I...Look at I4! What is "Intersection 4"? I'll take "bad area transitions and concept overhauls" for $500.
In fact, you could look at Inferno Mines as an open-world map, in a way. Nah.
tl;dr IM doesn't have a balance issue because balance issues are purely subjective.
Love, hibin
Ah yes, the new banner
Because his maps are a rollercoaster of difficulty means THEY ARE UNBALANCED. Don't you understand? And you calling our ENTIRE community a "large crowd of Super Hostile knockoffs" it just absolutely ridiculous. Honestly, it's a little hurtful considering the amazing amount of work we all put into making our work.
MY NEW BANNER THANKS BAE
Everybody must use this for their banner! :DDDDDDD
Ok page get i guess, all i can say is...
Praise sketch for his wonderful Sketches (ba dum tis) to represent this wonderful friendly community!
I got 5 upjebs, so by popular request we have a BONUS ROUND.
This line made me super saiyan mad because 1. You didn't even give any examples (top kek) and 2. That's not even close to true.
Super Hostile as a series in itself is a very blank template for CTMs - minimal lore, mostly gameplay-oriented, area design is a decently high priority and the maps are based around a concept of "looping around" - you will see this in most of the SH maps. Kaizo loops around. NR loops around. Spellbound loops around. IM loops around. That's something I can admire about SH maps, at least they're meticulously planned out to the point of having modern-day game design mechanics in them. But that's beside the point, because all you need to have to be different to SH maps is something different.
I'll take an example of Thad's Blight Castle (MY GOD THAT WAS THREE YEARS AGO) as something that can be directly compared to IM - both intersection based maps with a base block and a radically different ending. From a glance you could say it's a Super Hostile map (because it was from a time, three years ago, when there were SH knockoffs), but to me it changed how I thought about Linear-Branching CTMs. It had a mystifying lore with a coherently 'gloomy' feel about it. Even with the same base block I didn't feel like an area was compromised by it - each of them were blended together by how Thad decided to expand slowly upon his lore and how captivating it was to explore something that felt seamless. I couldn't get something like that from IM or Waking Up because it ultimately jumped all over the place and tried to force everything to be together because of the base block. You can't go from Hane's Disgrace to Lush Ruins and think it's in the same map other than the fact that it shares the same base block.
And ultimately, that's what sets off nearly every map in the community today from Vechs' template - from Moon II's trek through a clueless land that you don't know about, from Septum's quest to save a land that's been ruled for far too long, from Moon Temple's quest through a broken castle of oddities against time, from Xek's ultimate quest to explore every damn theme that could possibly be thought of in CTM, and Painter's quest to be the sikest drawrer of all time!!!11!.
If you have the audacity to call out people on "Super Hostile" knockoffs in this thread, you better provide some damn proof or you will get blasted back into 2011 where you can sit around and play Canopy Carnage all day. Ain't that just...fun?
P.S You clearly have no idea what you're talking about 99% of the time. You grasp at straws to try and provide excuses for lazy mapmaking and you haven't seen a broader scope of CTM than halfstack's maps. There's more out there, and there's more to be explored than you think. By the time SH13 comes out, I wouldn't be surprised if every concept in it is explored by other people in other maps. Heck, Vechs even said it himself - he doesn't play other maps because might take inspiration from them. And wouldn't that just be awful...
Please don't ever do this again. Who is 22857? Who is 22864? I don't know, and I don't care enough to find out. Use the Quote button like everyone else.
EDIT: Or refer to them by name if you can't be bothered copy-pasting the quotes from each post before writing novels on the forum.
Best banner ever.
I love that! Thanks for cheering things up x)
Nah, don't do that. Every map has redeeming factors - try to make them shine out through your map and fix up anything that feels like it plays wrong/doesn't stick to a good concept. Just keep learning and eventually you'll make something that everyone will like.
DISCLAIMER: This posts compares maps as if they were games. In my opinion, they are, if you don't think they are games, please just compare them as if they were.
Anyway, about the 'large crowd of super-hostile knockoffs', that isn't really true. Is every first-person shooter that isn't as innovative as Half Life immediately a "Wolfenstein-knockoff"? (I think that was the first actual FPS, correct me if I'm wrong).
Is every 2d platformer that isn't as innovative as Sonic the Hedgehog a "Mario-knockoff"? Is every collectable card-game a "Magic-knockoff"?
Not at all. Even if you start the genre, that doesn't mean you are the genre. And this is just as true for CTMs.
See, making a CTM takes time, effort, and an experienced mapmaker. Inferno Mines, was (and Vechs said this himself multiple times, so please don't try to defend your hero just because he started the genre, there's no point) an ok-ish map. Vechs didn't really say it himself, but he also pretty much agreed that the later areas weren't very good. In fact, if he just released the part up to the monument, it would have been a very above average map. Why?
Well let's talk about the issues that some people keep on bringing up:
- The aesthetics were bad.
Yes, well, sort of. I have to say, even though they lacked stuff like "block variation", "erosion", "multiple types", Inferno mines' aesthetics did what they needed too. They gave you the feeling you were in an underground, long-lost system of mines. They didn't look amazing, but it had some pretty cool viewports (there's one in the skylight C barracks, behind the anvil room, the view up at Outer Darkness, with vines and gravel, looked incredibly good (especially just to climb up there, it felt really cool to me), at the end of flame warp etc. The views to the ring of the Grand Inferno or whatever it was called were really cool, and had this grand, underground-lost-mine feeling. They really helped to set the tone and provided all the necessary atmosphere, even though they didn't look as fantastic as other CTM's sometimes do.
-The lore was bad.
Well, no. I'm just talking about the first half of the map, and Vechs did a pretty good job at communicating without books. There was very little to read, and it requires a lot of a mapmaker to give people such a good idea of the backstory of the environment without many books. I haven't seen that in most maps. Compared to most other maps, it felt like a mystical world, not a history lesson.
-Diamond armor in intersection II is OVERPOWERED
Disagree. See, if mobs do 5 hearts of damage, and you got 80% damage reduction, or if mobs do 2 hearts of damage and you have 50% damage reduction, in the end, you get killed in 10 hits. This is what is usually referred to as "Power Creep", and it's important to understand that it really doesn't matter what Tier of armour you give out if you scale the mobs with it. Inferno Mines didn't have much balance issues, the mobs were reasonably well balanced with the loot. Although I do have to say that Lush Ruins did suffer some big scaling, balance and general gameplay issues. The area got way to repetitive and just wasn't really fun. But once again, the whole theme of Inferno Mines: "Getting OP gear to deal with OP mobs", isn't unbalanced, it's just different.
-The loot (sigh)
Yup. It was there. Man, it sucked. I don't have a lot to say about this, since most stuff has already been said, but the loot system just didn't really work out. We've all seen Zisteau making 40,000 double chests to stash every single piece of wood. The idea of saving LP'ers time was nice, but there was so much junk to go through... It really didn't work.
I've seen Vechs' LP too, and even he didn't really manage to do it well. He spend half his time managing his inventory, which really isn't good. The loot wasn't fun. If the random loot chests just would be replaced with pre-sorted chests with just the good stuff (just one diamond helmet instead of a diamond helmet, 4 wood, 8 types of planks, 21 gunpowder, 4 books, a bookshelf and 64 bricks) the map would have been so much better and fun to play.
Inferno Mines part 1 I would rate at a good 7 out of 10. Inferno Mines part II, meh. 4.5/10 or so. It had some nice things, but the lore just kinda disappeared, the areas got really repetitive. It felt like nightmare realms, but without the traps and fun troll signs.
For some reason the Attribute gets automatically overwritten every tick, dunno why. Probably some code of Mojang to give them an easier time coding killerbunny (and lagging the game more, yay!). Anyway, try give him a negative damage attribute weapon or use weakness.
Remember to use /entitydata @e[type=Rabbit] {} to get a list of all their tags that are currently set.
Great, I have your attention.
Well, my time has come.
Some of you may remember what I said all those months ago. Some of you weren't even here. Anyway, let me recap what basically happened:
I started to get time constraints. Not your "Oh I won't be able to work for a week" time constraints, the "I don't have time to breathe" time constraints. Because of this, several months ago I declared that if things didn't get better for me until the 22nd of February (which would be the 1 year anniversary of me finishing my map in its most basic form), I would quite mapmaking and become a retired mapmaker ("retired" as in my activity levels will probably be somewhere between Drago and Skeeto).
Spoiler alert: things didn't get better.
So here I am, retiring as I said. All things have a start and an end, unless they're infinite, and it seems I chose the wrong name
This has been an absolutely amazing community, and I'm sad to need to say goodbye. I've had a lot of good times here, whether it was during the Nickname-pocalypse, talking about the never ending battle between gameplay vs aesthetics, or simply asking China to rent me their wall for a bit so I could express my unpopular opinion. It amazes me to think that so much has happened and influenced my life simply from a thread on a forum.
You've all been amazing people on way or another (*sigh*....I guess you too Hybran), and I hate needing to say this goodbye. Sadly, things happen and change, and so must I. I will always remember all you wonderful people, as you won't be easy to forget. As this are some of my final words as a mapmaker, I guess this should also be my will.
If you want to use things from my map or any mini maps which I may have made along the way, please PM me or Skype me your request. I cannot promise that I'll simply straight up give my map to any of you, because while you all are great people, some are greater than others As for my area in the community map, I want Chiptimus Prime, Tikabro, and Rajerk to be in charge of it. You three know what I expect at least a few chests to be called.
Well, back to the goodbye stuff now that's out of the way. I would say goodbye to each of you individually, but that would take far too long, as I don't have time. I tried during the last few days to say my farewell to a few of you in private, but I didn't have time for every one. I'll see if I have time later during this week by any chance, as there are still some of you whom I'd like to do a more private goodbye to.
Well....everything that can be said has basically already been said. I told already of certain other things such as how I got here and whatnot during other memorable times of this thread or my forum life, so I think this is the end.
See the old list of Map Series for examples. By the way, I would apply "knockoff" to all of those cruddy half-finished maps that were released soon after 1.2.5 was released. Many of them were either way too hard or way too easy to be fun for most people. I'm not trying to defend the map because Vechs made it, I'm trying to make you guys see it my way because I actually had fun with the map. And I was talking about the original Uncharted Territory and Vinyl Fantasy.
I agree, except for the last part. I enjoyed IM all the way through; I don't know why.
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
but DAT PIC
seriously if you made that its freakin' amazing! I don't care if you used shaders or whatnot, it looks great
Well it would certainly allow you to create more wide open areas without fear that players can just ender pearl to the wool box. I myself was thinking abut just making a system where the ender pearl teleports the player wherever the pearl is after a certain amount of time (as opposed to where it lands).
Alternatively, couldn't you just do a /clear command that just gets rid of ender pearls all together? Would prevent people from accidentally killing themselves by mis-clicking on the ender pearl instead of, say a torch.