Try to hide it to make thé player search for it to destroy the block. like at the top of a tree on, the floor' under the see, behind waterfall etc
Is it really a good idea to keep the spawner hidden, though? I don't like having to dig for it. I would usually think that you would want to cover it in glass to make it harder to break, or put it under a carpet... I think hiding it without some kind of indicator isn't a good idea.
Is it really a good idea to keep the spawner hidden, though? I don't like having to dig for it. I would usually think that you would want to cover it in glass to make it harder to break, or put it under a carpet... I think hiding it without some kind of indicator isn't a good idea.
Hiding it creates a deeper difficulty - it has the player search for spawner sparks and pay attention to where the mob is spawning from, instead of just handing them the location and making spawners mostly a breeze.
Hiding it creates a deeper difficulty - it has the player search for spawner sparks and pay attention to where the mob is spawning from, instead of just handing them the location and making spawners mostly a breeze.
I think it's ok to hide spawners, but not a lot. Most of the time mappers make spawners visible so players do not have to go through the tedious task of looking through walls to find a way to prevent mobs from spawning.
Personally, if there are lots of spawners everywhere and they're buried behind more than 1 block, I'll usually just try to sprint through it. I think burying your spawners to make players dig for every single one just encourages trying to run through areas and not clear them. At the same time though, I think as long as you only have to dig one block to find them (and it's an "edge" block, like the ones under walls in a fortress, Vechs-style), then hiding spawners can make things more interesting.
Though, if you have a LOT of spawners, you'll usually want to make them more obvious.
Haven't played all the recently released maps. Also I'm not quite sure what the criteria for recently released is, I'm guessing 1.8 maps. The map that has given me the most trouble in 1.8 is probably Legend of Argon. However nearing the end I felt as though most of the difficulty could be attributed to trivial things such as mob spam and damage over time effects.
I also want to say that in my opinion pantheon got a lot of nerfs in the newer 1.8 version. I might have agreed with you if you were speaking of the original release version. But I found the new version to be pretty easy.
What do you think is the hardest CTM that was recently made?
If we're all sticking to 1.8, then Now THAT'S What I Call CTM has to be the most difficult. RageCraft 3's difficulty cannot compare to this wreck. It's ridiculously unbalanced and rather ugly, which makes it so difficult and annoying that I couldn't bother playing past intersection 2. I have no idea how blade beat this map legitimately...
What do you think is the hardest CTM that was recently made?
Of the ones that I have played recently (and I'm gonna go with good ones, not NTWICCTM), I'd have to say RenderXR's Goliath. Even with very little custom mobs, he managed to create a challenging map using old-school antics (and lots of traps). I enjoyed playing it and found it fairly difficult the whole way through, though I felt the difficulty (at times) would jump up dramatically between the dungeons, like the Black Wool dungeon Final Screams.
If we're all sticking to 1.8, then Now THAT'S What I Call CTM has to be the most difficult. RageCraft 3's difficulty cannot compare to this wreck. It's ridiculously unbalanced and rather ugly, which makes it so difficult and annoying that I couldn't bother playing past intersection 2. I have no idea how blade beat this map legitimately...
That's because I am an insane, masochistic maniacal no-lifer. (It was actually because I had nothing better to do during the summer break when I played it. And I never want to see another black wool dungeon like that. Ever. Again.)
I think it's ok to hide spawners, but not a lot. Most of the time mappers make spawners visible so players do not have to go through the tedious task of looking through walls to find a way to prevent mobs from spawning.
In my opinion hiding spawners is fine, but they should be hidden in such a way that you can see the particle effects if you pay attention.
In my opinion hiding spawners is fine, but they should be hidden in such a way that you can see the particle effects if you pay attention.
I think Heliceo does a really good job of doing this in his maps with slabs and iron bars so the spawner is still obvious but still that extra layer of block so players can't just break the spawner and run away.
After adding some more elements into the area, it looks alot better now, Thanks for the support guys! I Think I'll just make some final refine to the area before its done. (I have to make the buildings different from each other, and make the "trees" better, And the vine has freakin overgrown...) Anyways, I think it actually looks fine for my first-time map making, take a look guys!
After adding some more elements into the area, it looks alot better now, Thanks for the support guys! I Think I'll just make some final refine to the area before its done. (I have to make the buildings different from each other, and make the "trees" better, And the vine has freakin overgrown...) Anyways, I think it actually looks fine for my first-time map making, take a look guys!
That looks incredible.
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.
After adding some more elements into the area, it looks alot better now, Thanks for the support guys! I Think I'll just make some final refine to the area before its done. (I have to make the buildings different from each other, and make the "trees" better, And the vine has freakin overgrown...) Anyways, I think it actually looks fine for my first-time map making, take a look guys!
Wow, you really know how to make improvements, and rather quick as well. That is some great effort, looking forward to more!
About the lag, have you tried messing around with your mipmap levels? 1.8 always worked fine for me at full mipmap, and 1.9 lagged like all heck until I turned them down again (it still does, on the main menu but not in the actual game... it's super weird...), increasing or decreasing the mipmap levels might help with 1.8.
After adding some more elements into the area, it looks alot better now, Thanks for the support guys! I Think I'll just make some final refine to the area before its done. (I have to make the buildings different from each other, and make the "trees" better, And the vine has freakin overgrown...) Anyways, I think it actually looks fine for my first-time map making, take a look guys!
There is always room for improvement but that is a hell of a lot better than most of our first areas thats for sure. Keep up the good work.
After adding some more elements into the area, it looks alot better now, Thanks for the support guys! I Think I'll just make some final refine to the area before its done. (I have to make the buildings different from each other, and make the "trees" better, And the vine has freakin overgrown...) Anyways, I think it actually looks fine for my first-time map making, take a look guys!
You have a great future as a map maker ahead of you.
You have a great future as a map maker ahead of you.
Thanks for all the encouragements guys, that will just make me want to put more effort into map making. I Wouldn't say the area is incredible, I think its just goodish, I really want to be able to make maps as good as Heliceo, and compared to his works, mine isnt very good, so theres a ton of stuff to improve here. Since I'm Very new to Map-making, I dont have much experience and much skills, but I'm eager to learn from you guys and work hard to improve myself, so if I could get more advises and help along the way of map making, I would be very grateful!
Thanks for all the encouragements guys, that will just make me want to put more effort into map making. I Wouldn't say the area is incredible, I think its just goodish, I really want to be able to make maps as good as Heliceo, and compared to his works, mine isnt very good, so theres a ton of stuff to improve here. Since I'm Very new to Map-making, I dont have much experience and much skills, but I'm eager to learn from you guys and work hard to improve myself, so if I could get more advises and help along the way of map making, I would be very grateful!
Heliceo is el numero uno with regards to areas. Don't expect to make things like that right away, but you may well get there.
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.
Okay there, people! I am setting up for a stream-I recently did some work in The Last Sorceror and i2 that I want to captialize on, so feel free to join me at the usual place, and I'll be sure to check what other maps are about as well!
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Hey there all. I stream CTMs as well as other indiegames, RPGs and more. Check me out: www.twitch.tv/aurabolt
maybe not to a new mapmaker.
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.
Is it really a good idea to keep the spawner hidden, though? I don't like having to dig for it. I would usually think that you would want to cover it in glass to make it harder to break, or put it under a carpet... I think hiding it without some kind of indicator isn't a good idea.
Check out my bad CTM map reviews here.
Hiding it creates a deeper difficulty - it has the player search for spawner sparks and pay attention to where the mob is spawning from, instead of just handing them the location and making spawners mostly a breeze.
I think it's ok to hide spawners, but not a lot. Most of the time mappers make spawners visible so players do not have to go through the tedious task of looking through walls to find a way to prevent mobs from spawning.
Personally, if there are lots of spawners everywhere and they're buried behind more than 1 block, I'll usually just try to sprint through it. I think burying your spawners to make players dig for every single one just encourages trying to run through areas and not clear them. At the same time though, I think as long as you only have to dig one block to find them (and it's an "edge" block, like the ones under walls in a fortress, Vechs-style), then hiding spawners can make things more interesting.
Though, if you have a LOT of spawners, you'll usually want to make them more obvious.
Check out my bad CTM map reviews here.
Hey community peoples, as this thread is in a coma right now I just wanted to chuck a CQ out there:
What do you think is the hardest CTM that was recently made?
My personal vote would be Pantheon. I have never found its equal in rage inducement.
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.
@CQ
Haven't played all the recently released maps. Also I'm not quite sure what the criteria for recently released is, I'm guessing 1.8 maps. The map that has given me the most trouble in 1.8 is probably Legend of Argon. However nearing the end I felt as though most of the difficulty could be attributed to trivial things such as mob spam and damage over time effects.
I also want to say that in my opinion pantheon got a lot of nerfs in the newer 1.8 version. I might have agreed with you if you were speaking of the original release version. But I found the new version to be pretty easy.
If we're all sticking to 1.8, then Now THAT'S What I Call CTM has to be the most difficult. RageCraft 3's difficulty cannot compare to this wreck. It's ridiculously unbalanced and rather ugly, which makes it so difficult and annoying that I couldn't bother playing past intersection 2. I have no idea how blade beat this map legitimately...
Hello CTM Community. <3
Of the ones that I have played recently (and I'm gonna go with good ones, not NTWICCTM), I'd have to say RenderXR's Goliath. Even with very little custom mobs, he managed to create a challenging map using old-school antics (and lots of traps). I enjoyed playing it and found it fairly difficult the whole way through, though I felt the difficulty (at times) would jump up dramatically between the dungeons, like the Black Wool dungeon Final Screams.
That's because I am an insane, masochistic maniacal no-lifer. (It was actually because I had nothing better to do during the summer break when I played it. And I never want to see another black wool dungeon like that. Ever. Again.)
In my opinion hiding spawners is fine, but they should be hidden in such a way that you can see the particle effects if you pay attention.
I think Heliceo does a really good job of doing this in his maps with slabs and iron bars so the spawner is still obvious but still that extra layer of block so players can't just break the spawner and run away.
After adding some more elements into the area, it looks alot better now, Thanks for the support guys! I Think I'll just make some final refine to the area before its done. (I have to make the buildings different from each other, and make the "trees" better, And the vine has freakin overgrown...) Anyways, I think it actually looks fine for my first-time map making, take a look guys!
That looks incredible.
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.
Wow, you really know how to make improvements, and rather quick as well. That is some great effort, looking forward to more!
About the lag, have you tried messing around with your mipmap levels? 1.8 always worked fine for me at full mipmap, and 1.9 lagged like all heck until I turned them down again (it still does, on the main menu but not in the actual game... it's super weird...), increasing or decreasing the mipmap levels might help with 1.8.
Check out my bad CTM map reviews here.
There is always room for improvement but that is a hell of a lot better than most of our first areas thats for sure. Keep up the good work.
You have a great future as a map maker ahead of you.
Thanks for all the encouragements guys, that will just make me want to put more effort into map making. I Wouldn't say the area is incredible, I think its just goodish, I really want to be able to make maps as good as Heliceo, and compared to his works, mine isnt very good, so theres a ton of stuff to improve here. Since I'm Very new to Map-making, I dont have much experience and much skills, but I'm eager to learn from you guys and work hard to improve myself, so if I could get more advises and help along the way of map making, I would be very grateful!
Heliceo is el numero uno with regards to areas. Don't expect to make things like that right away, but you may well get there.
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.
Okay there, people! I am setting up for a stream-I recently did some work in The Last Sorceror and i2 that I want to captialize on, so feel free to join me at the usual place, and I'll be sure to check what other maps are about as well!
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1