Hello, CTM community, I have been playing ctm maps for almost 3 years now, and at this point, I have exhausted all of my resources, and I am sadly out of maps (that I know of) to play. So in this terrible situation I come to you, CTM community, to ask your recomandations of new and good CTM maps . I have played the ragecraft series, simulation protocol, dreadsky isles, uncharted territory, the super hostile series (duh) and I am sure others which i have forgotten. And I would like to thank you guys in advance, I really appreciate the support you have given to map makers and map players alike!
Hello, CTM community, I have been playing ctm maps for almost 3 years now, and at this point, I have exhausted all of my resources, and I am sadly out of maps (that I know of) to play. So in this terrible situation I come to you, CTM community, to ask your recomandations of new and good CTM maps . I have played the ragecraft series, simulation protocol, dreadsky isles, uncharted territory, the super hostile series (duh) and I am sure others which i have forgotten. And I would like to thank you guys in advance, I really appreciate the support you have given to map makers and map players alike!
Play moon 2 by kerblah. An old map but one of my favourites. Also inkstar.
Hello, CTM community, I have been playing ctm maps for almost 3 years now, and at this point, I have exhausted all of my resources, and I am sadly out of maps (that I know of) to play. So in this terrible situation I come to you, CTM community, to ask your recomandations of new and good CTM maps . I have played the ragecraft series, simulation protocol, dreadsky isles, uncharted territory, the super hostile series (duh) and I am sure others which i have forgotten. And I would like to thank you guys in advance, I really appreciate the support you have given to map makers and map players alike!
Hello, CTM community, I have been playing ctm maps for almost 3 years now, and at this point, I have exhausted all of my resources, and I am sadly out of maps (that I know of) to play. So in this terrible situation I come to you, CTM community, to ask your recomandations of new and good CTM maps . I have played the ragecraft series, simulation protocol, dreadsky isles, uncharted territory, the super hostile series (duh) and I am sure others which i have forgotten. And I would like to thank you guys in advance, I really appreciate the support you have given to map makers and map players alike
Archangel Rising by Chipmunk46
Vinyl FantasyII by three_two
Inspired Gallery or Forgotten Crevice by Chiefwiggy
Vigilis Oculos by Fangride (5-objective minimap)
...
...
Dang it Caecilleus, you took my other ones
Rollback Post to RevisionRollBack
I don't care about the Xs. You can call me Navarog. Or Nava if you really want to be a hipster. It's fine.
The Meaning of Life, the Universe, and Everything.
Location:
The Island From Lost
Join Date:
5/23/2015
Posts:
230
Minecraft:
coolfool88
Xbox:
coolfool88
Member Details
An SMP running on CTM maps is up and running! Woohoo! We're currently playing through TheSketch's "The Painter", if anyone is interested in joining shoot me a PM
The Meaning of Life, the Universe, and Everything.
Location:
San Francisco
Join Date:
12/17/2013
Posts:
62
Minecraft:
emperor_sto
Member Details
If anyone reading this gets the chance, could you please pop over to my thread (link here) because someone had informed me that some of the pictures on the thread weren't working properly. It works on my computer as well as all my mobile devices, and I think I've fixed the problem, but a second look wouldn't hurt. So if everything is/isn't working properly, regardless, please comment the status of the thread how you see it.
If anyone reading this gets the chance, could you please pop over to my thread (link here) because someone had informed me that some of the pictures on the thread weren't working properly. It works on my computer as well as all my mobile devices, and I think I've fixed the problem, but a second look wouldn't hurt. So if everything is/isn't working properly, regardless, please comment the status of the thread how you see it.
Thanks,
Spencer
I took another look (such poetry) on your thread and the pictures seem to work fine now, the ones that weren't showing were the ones that had the maps' titles.
What do you think this attack strength from the newest snapshot is going to do to CTM maps?
It's very WIP as it currently is. Fighting a horde of mobs is for the most part broken. You can't really deal with multiple enemies efficiently without stacking up on a block pillar or in a crybox with a kill window. The mobs keep coming at you while you are trying to execute more advanced combat than the mob AI is designed for. If they intend to keep developing the attack cooldown, they will have to implement new (and hopefully more interesting) mob AI. In real other games, mobs don't attack constantly for that very reason.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/14/2013
Posts:
596
Member Details
@Whole attack thingamabob update thing:
As Halfstack said, it's very WIP. As it's intended for PvP and to make blocking in PvP be more useful in an unbroken manner, I'd guess that they're gonna be making the normal attack speed duration shorter, to make it be a bit harder to use shield and sword effectively. Anyway this means that suddenly knockback got an indirect buff. What I would personally really like is if they made this be an attribute, so we could have heavy super swords and light but extremely fast swords.
Furthermore, imho they should make it be so now mobs don't have a brief period of invincibility after getting hit, as that's pretty unnecessary now and would just make things possibly harder in a somewhat annoying manner.
This map tried so hard too. However, it managed to fail at pretty much everything it attempted, and felt like a confusing mess at the same time. From the insanely confusing "Class Select" system at the start that failed to even let me do any class selecting, to the way a player progesses from the white wool, I already felt like I had no idea what was going on and that the map maker really didn't do much in the way of testing. Then we got to the Monument, and I discovered where all the effort for this map went. Absolutely stuffed with Command Block features, the monument is also the hub, and swaps intersections based on which button you press (unlocked as you progress). However, it felt very cobbled together. Area titles gave no indication as to the order you should attack them in, some intersections didn't have four areas, and without much clear reasoning, new intersections unlocked as random areas were finished, along with appearing and disappearing chests. The environment outside (that didn't seem worth going into) changed block colors as you selected an Intersection, but it really didn't change the gameplay at all. When wools were placed, an item floated down from above and you were given it. Sometimes. There's even a crafting system, I think. I lost the book early due to one of those random teleporting chests overriding one of my storage chests that it was in. So there's that.
But that's just the monument. The areas are boring. Outright boring, and felt quite uninspired for the most part. Every single area has lazily placed spawners that aren't primed or hidden for the most part, so instead of fighting, you just walk around with a pick, break spawners, and occasionally hit the naturally spawned mobs that rarely turn up. Areas are made of loosely cut out caves, with some random block variation and occasional structures or features, but those never really make an impact on the gameplay. Light Blue Wool for instance was a big cavern with water and islands in the water and floating above, but instead of having gameplay on those, you just swim until you see the wool box, then get it, then leave. No mobs felt threatening or interesting or even really unique. This continued for two intersections before the first custom mob showed up. I was excited, until it died with ease, and then was spammed along with a few other mobs that didn't really do anything super interesting throughout the area. The mapmaker even used weighted spawners, but it wasn't to any sort of impressive effect, it just made the spawners that much more boring. After the first custom mob showed up, I was even more disappointed to see that exact same set of mobs continue to turn up in each area. Making matters worse, the areas got more and more and more boring, turning into just different colored caves carved out of whatever material the map maker had chosen. One area was just full Obsidian and led to an awful looking Volcano. Another was just a wide open cavern made of bedrock, andesite, and quartz, with a bunch of random tunnels in the ground, and random ice trees. For all the custom stuff at the Monument, it was depressing to see how little effort went into each area.
The last few areas just made things worse though. The Brown wool was, of course, a joke wool, and took 10 seconds. The Blue, Green, and Red wools all used the exact same gameplay, asking you to hop over a random assortment of blocks that seemed to have been placed using a randomblocks filter over air, and tried to get you to fall onto other blocks or into void, while mobs attacked you, as you moved from a couple safe spots to a couple more. It was okay with the first one, but then after the second, and walking into the third, I outright groaned. Could the map maker not think of something more interesting and more fun that a THIRD "leap over this stuff to get somewhere else". Even worse, every single one of those areas used the same set of custom mobs to try and kill you - Ghasts, charged creepers, blazes, and spiders with potions on their back.
Then there's the black wool. This one randomly splits any players up based on their class, then sends you through a series of areas to reconnect with everyone. This would seem cool, if it wasn't for the fact that the area just recycled custom mobs again, and once again bored me senseless. It had terrible pathfinding too, with the way forward just being random dark holes that I'd not notice until I was getting fed up. Then, you reached the final bit. A sudden and random redux of the White Wool, but without a floor on the very bottom. It would have been much more interesting too, if it hadn't just been a spawner spam of the same custom mobs, with easy ender pearl spaces, and generally bad design. Once you pick up the wool (not step into the box, I might add, like the White Wool did), you get ported back to the monument, and you can end the map. With a heaving chest, I placed the wool, and then quickly went and drowned myself in the water below. I was free.
All in all, this map was a mess of confusing, half-executed ideas, with little worth doing. Even the custom loot items like "tomes" you toss on the ground to activate, didn't add any real flavor to this map. Custom mobs were uninspired and recycled everywhere. Area design was dull and boring. Don't play this map.
I am really sorry you didn't enjoy the map. The original idea was to mix up the game play a bit from the usual CTM experience. Thank you so much for playing my map though! I hope it didn't ruin it for the other maps in my series. Maybe the overuse of command blocks wasn't a great idea. However I really enjoy using command blocks. Thanks again!
Curiosity question, anyone here has a SSD and uses mcedit? If you do, is rendering, etc. faster?
I guess nobody, ok then.
Hello, CTM community, I have been playing ctm maps for almost 3 years now, and at this point, I have exhausted all of my resources, and I am sadly out of maps (that I know of) to play. So in this terrible situation I come to you, CTM community, to ask your recomandations of new and good CTM maps . I have played the ragecraft series, simulation protocol, dreadsky isles, uncharted territory, the super hostile series (duh) and I am sure others which i have forgotten. And I would like to thank you guys in advance, I really appreciate the support you have given to map makers and map players alike!
Play moon 2 by kerblah. An old map but one of my favourites. Also inkstar.
Try playing The Painter or Pantheon
Hello CTM Community. <3
- Legends of Argon by Draco_Rogue MC1.8
- Savage Realm by Krose MC1.8
- Laingral by Rubisk MC1.8
- The Painter by Sketch MC1.7
- Blight Castle by Thadiwyn MC1.2
- Simulation Protocol II by TikaroHD MC1.7
- And as always, if you are truly short on maps to play check out the jams on the Strawberry Jam Thread!
Thanks bunches , I will try the painter later tonight, it looks great!
Archangel Rising by Chipmunk46
Vinyl Fantasy II by three_two
Inspired Gallery or Forgotten Crevice by Chiefwiggy
Vigilis Oculos by Fangride (5-objective minimap)
...
...
Dang it Caecilleus, you took my other ones
I don't care about the Xs. You can call me Navarog. Or Nava if you really want to be a hipster. It's fine.
Please visit my map thread to provide feedback on the the question I ask at the top of the page! Thanks!
So I did a thing, polished up my Jam #7 map and released it as an open beta! Let me know what you think! Give this a boop.
An SMP running on CTM maps is up and running! Woohoo! We're currently playing through TheSketch's "The Painter", if anyone is interested in joining shoot me a PM
Playing some CTM SMP over at with chip and Ty and others!
http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/2461662-ctm-ctm-catastrophic-caverns-by-kaiser_2
If anyone reading this gets the chance, could you please pop over to my thread (link here) because someone had informed me that some of the pictures on the thread weren't working properly. It works on my computer as well as all my mobile devices, and I think I've fixed the problem, but a second look wouldn't hurt. So if everything is/isn't working properly, regardless, please comment the status of the thread how you see it.
Thanks,
Spencer
I took another look (such poetry) on your thread and the pictures seem to work fine now, the ones that weren't showing were the ones that had the maps' titles.
Thanks!
I'm pretty sure as soon as a world is generated the strongholds' positions are decided upon. You could always build your own stronghold
What do you think this attack strength from the newest snapshot is going to do to CTM maps?
There will be adjustments too it but if it stays similar it would pretty much force us to use much less mobs and stronger mobs.
It's very WIP as it currently is. Fighting a horde of mobs is for the most part broken. You can't really deal with multiple enemies efficiently without stacking up on a block pillar or in a crybox with a kill window. The mobs keep coming at you while you are trying to execute more advanced combat than the mob AI is designed for. If they intend to keep developing the attack cooldown, they will have to implement new (and hopefully more interesting) mob AI. In
realother games, mobs don't attack constantly for that very reason.@Whole attack thingamabob update thing:
As Halfstack said, it's very WIP. As it's intended for PvP and to make blocking in PvP be more useful in an unbroken manner, I'd guess that they're gonna be making the normal attack speed duration shorter, to make it be a bit harder to use shield and sword effectively. Anyway this means that suddenly knockback got an indirect buff. What I would personally really like is if they made this be an attribute, so we could have heavy super swords and light but extremely fast swords.
Furthermore, imho they should make it be so now mobs don't have a brief period of invincibility after getting hit, as that's pretty unnecessary now and would just make things possibly harder in a somewhat annoying manner.
I am really sorry you didn't enjoy the map. The original idea was to mix up the game play a bit from the usual CTM experience. Thank you so much for playing my map though! I hope it didn't ruin it for the other maps in my series. Maybe the overuse of command blocks wasn't a great idea. However I really enjoy using command blocks. Thanks again!