Whats up guys, some of you might remember me, I haven't played a ctm, or Minecraft in general for over a year now (cause computer broke), I'm just wondering if any really notable releases happened within that time(with the exception of the new Ragecraft, downloaded that yesterday, and its fantastic) , and if anyone needs a map tested or would like feedback on a map just pm me, I'd be happy to help.
Whats up guys, some of you might remember me, I haven't played a ctm, or Minecraft in general for over a year now (cause computer broke), I'm just wondering if any really notable releases happened within that time(with the exception of the new Ragecraft, downloaded that yesterday, and its fantastic) , and if anyone needs a map tested or would like feedback on a map just pm me, I'd be happy to help.
yoo orchard, I would play Sketch's map, or Tikaro's Simulation Protocol 2. There have been some other good maps out recently, but I'm not sure which ones.
Whats up guys, some of you might remember me, I haven't played a ctm, or Minecraft in general for over a year now (cause computer broke), I'm just wondering if any really notable releases happened within that time(with the exception of the new Ragecraft, downloaded that yesterday, and its fantastic) , and if anyone needs a map tested or would like feedback on a map just pm me, I'd be happy to help.
Do Legends of Argon (or Archangel Rising if you haven't.)
Happy to see you back btw
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.
Whats up guys, some of you might remember me, I haven't played a ctm, or Minecraft in general for over a year now (cause computer broke), I'm just wondering if any really notable releases happened within that time(with the exception of the new Ragecraft, downloaded that yesterday, and its fantastic) , and if anyone needs a map tested or would like feedback on a map just pm me, I'd be happy to help.
The Painter,Simulation Protocol II:Overload,Savage Realm and Legends of Argon are highly recommended to play.
The Meaning of Life, the Universe, and Everything.
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NTWIC is a trainwreck of a map. It is so hard and so un-balanced. It's meant to be a homage to classic maps but does it without the fun of something like an old vechs map or something like UT 2.
No progress to report on my big ol' archive of CTM maps, if anyone was ever concerned or following the project. I did add in a few mentions from between page 1313 and now, though. I will resume additions.
In other news, however, I do have spare hardware running a Mumble server and ready to go with Minecraft Server 1.8.9. If the community is itching to play a CTM map in multiplayer, I can host for probably up to six people for an afternoon. Gimme a shout if we'd like to arrange something.
What's all this about Now That's What I Call CTM, anyways?
Hmmm, suddenly people are not dead!
NTWICCTM is, yes, essentially what Avantium said. Tries way too hard to be like a classic map and not hard enough to just be a GOOD map.
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.
No progress to report on my big ol' archive of CTM maps, if anyone was ever concerned or following the project. I did add in a few mentions from between page 1313 and now, though. I will resume additions.
In other news, however, I do have spare hardware running a Mumble server and ready to go with Minecraft Server 1.8.9. If the community is itching to play a CTM map in multiplayer, I can host for probably up to six people for an afternoon. Gimme a shout if we'd like to arrange something.
What's all this about Now That's What I Call CTM, anyways?
Multiplayer CTM sounds like fun! Love to do it if enough people come around for it.
And NTWICCTM, it is a terrible "old-school" fashioned CTM map that could literally be described as a living nightmare that I somehow suffered through and completed and if you value your sanity you will not want to try it.
(I was thinking of linking it as a joke, but that would be the equivalent of torture.)
EDIT: Also, the first wave of the CTM Jam is starting soon (said next week before, herp derp), yay! Anyone already got ideas down for their maps?
Good work, Witty. Nice to see you did well, man. Keep going-this is only the beginning for you!
So, I'm planning on streaming today. Perhaps some more catchup on RC3, likely something else to cleanse the palette after just shortcutting a rescue of Hilda and doing Little Mines. Feel free to join me!
Why Remote District I over III? I know I and II are updated to 1.8 but both of them are rather outdated in aesthetics and gameplay. I personally recommend Remote District III - even though it's in 1.7, it will still feel less outdated.
Wassup? I'm new around these parts, and I currently working on a *gasp* CTM Map. Of course I'm a lover of the Classics, played and completed almost every single one of Vechs maps, and I also enjoyed the Uncharted Territory series.
I thought I'd stop by to chat a little bit about my experience, ask some questions, get some advice, you know the drill.
So. My work-in-progress map is little bit slow-going and since it is very much the first map I have ever attempted, it has some issues. However, I'm not gonna be that guy who makes a map that sucks and his excuse is "buht itz mah first mahp gimmee break". I intend to make a good first impression. Questions I would like answered for any of you kind gentlemen (or women!):
1. What order is most effective for CTM map creating? By that I mean, should I finish every area (decorations, spawners, loot) completely before moving on to the next? Or should I carve out all the areas and get the themes down, then come back and decorate everything? Currently I'm using the second technique, as it seems to be the most time-savvy.
2. How does one go about building all the castles/fortresses/dungeons etc. which are essential to making areas not look empty and sad? I'm no creative slacker, I know how to make a good-looking building, but to make them of a quantity and quality which CTM maps demand, it just does not seem feasible. The best I can figure at the moment is to create the walls/structure, and then decorate it in-game. Which is very time-consuming.
3. What is the best way to ensure your map is balanced? Nobody likes playing a map that is way too easy from the beginning or way too hard. Play-testing the map myself doesn't seem to be the best option, as I know where all the loot and wool lies. I also know exactly what paths to take etc. and so the experience would not be anything like a stranger playing it.
And now for the technical issue questions:
1. The Forester filter is not working for me. This is like, super bad because without it the area I had in mind will look terribly barren. 1 of 2 things will happen when attempting to use it:
- I click the "filter" button and absolutely nothing happens. I suspect this is due to the selection being too small because error #2 only occurs when I increase the selection area.
- The filter does not complete because "the local variable "newtree" referenced before assignment" error pops up. This actually does not always happen. But the filter button not doing anything does.
2. 1.8.9 Minecraft definitely has some compatability issues with spawners & spawner filters. It also has issues with custom potion filters. How do I know this? By switching back to 1.6.4 I tried using all the filters again and they worked perfectly. So right now my solution is switching back to 1.6.4, creating my custom mobs/potions, exporting them as a schematic, and then importing them again in the 1.8 map. Just wondering if anyone else has experienced this...?
Well enough of that! It's great to be here and I hope I can get my map out to you guys soon. Some early screenies of the map:
Bear in mind that all these areas not finished, and are for the most part just carved out and made to look pretty. However, if anyone has some suggestions for these areas, I'm all ears.
Like Navarog said, suddenly people are not dead, including me (for a while tho)
Anyway can you guys stop bashing about NTWICCTM already? Like yea, it sucks. But map making is hard. And you know it. And some good map makers had made some bad maps from their early days and there are a plethora of bad maps out there. Like, come on guys, this is a hobby, not a professional stuff. Hopefully he did not lurk in this thread because it's downright demotivating if you get constantly reminded at how your creation is apparently the worst thing since the holocaust.
These sort of thing is why I slowly drifting from the thread, aside from growing up and deal with real life stuffs (well, university stuff but w/hatever). Like the talk about Vechs in a few while back and how he was "overrated" and stuff because he's the one that came up with CTM. The way I see it, this is a hobby. You could make money out of this but it mainly just for fun! You want to create beautiful terrain! You want to see people die in their LP! It' for fun!
Not gonna lie, this thread felt... different than how I first lurk here. Lots of people grow up and deal with real stuff and move on from this thread. You guys, the current regular poster here, please keep the spirits high! Please keep this community alive! Please keep CTM just as fun to build and play them!
/rant
TL;DR Stop bashing on Ellie_Axe's map, stop the negativity, make CTM great again! #rexxyTrump2016
Good to see a new face around the community! I'm not an expert mapmaker but I've played a lot and have been around long enough that I can offer some tips!
1. Play some newer CTMs as the classics are a bit outdated and you can learn a lot of cool new stuff and be really inspired by what other mapmakers have done.
2. From your screenshots I see that you should maybe do some more erosion. A lot of them have very obvious brushstrokes which makes areas look kinda bad. Rockenroll4life has a smooth erosion filter that works really well for making areas look clean but also natural. The regular erosion brush in mcedit is also good for making rough terrain.
3. Try to create a local bukkit or spigot server with updated plugins. Switching to 1.6 to use certain filters and mods can be really tricky and its better to just have everything in 1.8. My suggestion would be to download a bukkit server and install worldedit, voxelsniper, and nbteditor.
4. For balancing just go with what you feel is good when making the map and when it seems all done get some people to play test it for you whether its irl friends or people on here and ask them for feedback on whats good and what needs balancing
5. Unfortunately CTMs take a long time and there isn't an easy way around that unless you want your map to come out bad.
6. If you ever need a filter, command, or any help ask here and someone will probably help you!
Welcome to the community! Judging by your screenies, you're putting way more effort into your first map than I did to mine... but, as to what you were saying about not being able to make buildings up to "CTM standards", don't worry about it. Don't feel obligated to making these massive hour-long areas equivalent to Pantheon. Areas can be short challenges or long slogs, depending on the mapmaker. Know your limits and don't let yourself get burned out. Not sure how to make them not look sad and empty, though... I would suggest small amounts of lighting, though not a lot. Don't forget to honeybox to control the natural spawns. Oh, and beta-testing is very important too.
Also, about balancing, I would personally suggest a LOT of loot. A lot of bad loot. That way, your map can be hard, but if players die and lose everything, then they need to have something to fall back on. Ragecraft uses large amounts of loot right. There are some people who would say less loot is better, though, so it's ultimately your decision.
Does anyone have experience working with World Machine and then importing the maps into WorldPainter? If so, how's the learning curve? Is it worth giving a shot, and is there anything in particular one should keep in mind when trying it?
the learning curve isn't too bad, but obviously your first few attempts will come out worse. just try to remember what you intended for it to look like, and start simple before you make your maps more complex.
Many thanks for your extensive and helpful reply. I did not expect this amount of people willing to give tips.
Luckily, I've been employing a lot of these techniques already, because like you said it mostly comes from experience. It may be noticeable that my first couple of areas seem amateur and the later areas of my map seem much better, because once I figured out my work-flow, the areas started to look much better.
Best tip you gave me: "Have an idea of what the finished area will look like before you begin". This is actually pretty hard to do, but I find that when I do it I don't have nearly as many "sit-and-stare-at-screen-like-an-idiot-wondering-what-to-do-next" moments. Of course I am enjoying the process of creation! I've currently got three intersections of areas finished. Just curious, is five intersections the general rule for a standard linear-branching map? Perhaps I am a bit biased by my love of the Vechs maps, so I just want to be sure I'm not making the map outdated.
Probably the single-best idea I ever had was to open a well received CTM map like UT3 and get a MCEdit's-eye view of the map. It's actually really helpful to get an idea of the scale and loot and spawner amounts in a good map. :3
I've actually attempted to play-test my map and do just that - take the obvious routes and loot chests. It still does not feel quite accurate enough to be a good judge of what needs fixing. One of my weaknesses at the moment is a tendency to place area-specific loot right before the area where you need it. This reduces the amount of strategy the player has to employ to conquer an area, and instead feels like an adventure map rather than a CTM. Additionally, the area feels far too easy, almost like I conquered it for them.
I don't actually switch the map world between 1.6 and 1.8. I created a different world entirely just for my custom mobs and loot, which I then export into the map which is 1.8. Everything seems to be working great. And of course, I am regularly backing up the world just in case. One my worst moments was when I accidentally loaded my map in 1.2.5. The game crashed of course, and when I loaded back in several chunks had been completely deleted and reverted into a superflat. Obviously because of the new blocks that didn't exist in those days. I learned my lesson.
THANK YOU THANK YOU THANK YOU. For solving my Forester issue. I can't believe the solution was so frickin simple, and yet probably twenty google searches revealed nothing about how to solve that problem.
Cheers for your help! I'm going to play Savage Realm!
I was working on a mini-ctm when my old computer broke, never completed it, but i uploaded my progress to mediafire right before it broke, I worked on it a little while today, and i thought i might as well give it to you guys, its not much, around the size of an advent map, but i hope some of you could enjoy it.
Image:
Whats up guys, some of you might remember me, I haven't played a ctm, or Minecraft in general for over a year now (cause computer broke), I'm just wondering if any really notable releases happened within that time(with the exception of the new Ragecraft, downloaded that yesterday, and its fantastic) , and if anyone needs a map tested or would like feedback on a map just pm me, I'd be happy to help.
yoo orchard, I would play Sketch's map, or Tikaro's Simulation Protocol 2. There have been some other good maps out recently, but I'm not sure which ones.
Do Legends of Argon (or Archangel Rising if you haven't.)
Happy to see you back btw
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 Painter,Simulation Protocol II:Overload,Savage Realm and Legends of Argon are highly recommended to play.
Hello everyone. Just popping by out of the blue to say that I have actually done it.
Spellbound Caves. First CTM complete. Ever.
Gonna dive away now because there ain't much more to talk about than that.
NTWIC is a trainwreck of a map. It is so hard and so un-balanced. It's meant to be a homage to classic maps but does it without the fun of something like an old vechs map or something like UT 2.
Hmmm, suddenly people are not dead!
NTWICCTM is, yes, essentially what Avantium said. Tries way too hard to be like a classic map and not hard enough to just be a GOOD map.
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.
Multiplayer CTM sounds like fun! Love to do it if enough people come around for it.
And NTWICCTM, it is a terrible "old-school" fashioned CTM map that could literally be described as a living nightmare that I somehow suffered through and completed and if you value your sanity you will not want to try it.
(I was thinking of linking it as a joke, but that would be the equivalent of torture.)
EDIT: Also, the first wave of the CTM Jam is starting soon (said next week before, herp derp), yay! Anyone already got ideas down for their maps?
Plus the map hammers in how it plays like an original and its loaded with annoying and unfunny jokes.
Good work, Witty. Nice to see you did well, man. Keep going-this is only the beginning for you!
So, I'm planning on streaming today. Perhaps some more catchup on RC3, likely something else to cleanse the palette after just shortcutting a rescue of Hilda and doing Little Mines. Feel free to join me!
Edit: Okay, I made a poll for sanity's sake. http://strawpoll.me/6807966
Feel free to choose one while I play Issac!
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1
Why Remote District I over III? I know I and II are updated to 1.8 but both of them are rather outdated in aesthetics and gameplay. I personally recommend Remote District III - even though it's in 1.7, it will still feel less outdated.
Wassup? I'm new around these parts, and I currently working on a *gasp* CTM Map. Of course I'm a lover of the Classics, played and completed almost every single one of Vechs maps, and I also enjoyed the Uncharted Territory series.
I thought I'd stop by to chat a little bit about my experience, ask some questions, get some advice, you know the drill.
So. My work-in-progress map is little bit slow-going and since it is very much the first map I have ever attempted, it has some issues. However, I'm not gonna be that guy who makes a map that sucks and his excuse is "buht itz mah first mahp gimmee break". I intend to make a good first impression. Questions I would like answered for any of you kind gentlemen (or women!):
1. What order is most effective for CTM map creating? By that I mean, should I finish every area (decorations, spawners, loot) completely before moving on to the next? Or should I carve out all the areas and get the themes down, then come back and decorate everything? Currently I'm using the second technique, as it seems to be the most time-savvy.
2. How does one go about building all the castles/fortresses/dungeons etc. which are essential to making areas not look empty and sad? I'm no creative slacker, I know how to make a good-looking building, but to make them of a quantity and quality which CTM maps demand, it just does not seem feasible. The best I can figure at the moment is to create the walls/structure, and then decorate it in-game. Which is very time-consuming.
3. What is the best way to ensure your map is balanced? Nobody likes playing a map that is way too easy from the beginning or way too hard. Play-testing the map myself doesn't seem to be the best option, as I know where all the loot and wool lies. I also know exactly what paths to take etc. and so the experience would not be anything like a stranger playing it.
And now for the technical issue questions:
1. The Forester filter is not working for me. This is like, super bad because without it the area I had in mind will look terribly barren. 1 of 2 things will happen when attempting to use it:
- I click the "filter" button and absolutely nothing happens. I suspect this is due to the selection being too small because error #2 only occurs when I increase the selection area.
- The filter does not complete because "the local variable "newtree" referenced before assignment" error pops up. This actually does not always happen. But the filter button not doing anything does.
2. 1.8.9 Minecraft definitely has some compatability issues with spawners & spawner filters. It also has issues with custom potion filters. How do I know this? By switching back to 1.6.4 I tried using all the filters again and they worked perfectly. So right now my solution is switching back to 1.6.4, creating my custom mobs/potions, exporting them as a schematic, and then importing them again in the 1.8 map. Just wondering if anyone else has experienced this...?
Well enough of that! It's great to be here and I hope I can get my map out to you guys soon. Some early screenies of the map:
Bear in mind that all these areas not finished, and are for the most part just carved out and made to look pretty. However, if anyone has some suggestions for these areas, I'm all ears.
Thanks for listening!
CTM Map in progress: Approximately 90% finished.
Thread for my content is coming soon.
Like Navarog said, suddenly people are not dead, including me (for a while tho)
Anyway can you guys stop bashing about NTWICCTM already? Like yea, it sucks. But map making is hard. And you know it. And some good map makers had made some bad maps from their early days and there are a plethora of bad maps out there. Like, come on guys, this is a hobby, not a professional stuff. Hopefully he did not lurk in this thread because it's downright demotivating if you get constantly reminded at how your creation is apparently the worst thing since the holocaust.
These sort of thing is why I slowly drifting from the thread, aside from growing up and deal with real life stuffs (well, university stuff but w/hatever). Like the talk about Vechs in a few while back and how he was "overrated" and stuff because he's the one that came up with CTM. The way I see it, this is a hobby. You could make money out of this but it mainly just for fun! You want to create beautiful terrain! You want to see people die in their LP! It' for fun!
Not gonna lie, this thread felt... different than how I first lurk here. Lots of people grow up and deal with real stuff and move on from this thread. You guys, the current regular poster here, please keep the spirits high! Please keep this community alive! Please keep CTM just as fun to build and play them!
/rant
TL;DR Stop bashing on Ellie_Axe's map, stop the negativity, make CTM great again! #rexxyTrump2016
#PleaseDontVoteTrump
Good to see a new face around the community! I'm not an expert mapmaker but I've played a lot and have been around long enough that I can offer some tips!
1. Play some newer CTMs as the classics are a bit outdated and you can learn a lot of cool new stuff and be really inspired by what other mapmakers have done.
2. From your screenshots I see that you should maybe do some more erosion. A lot of them have very obvious brushstrokes which makes areas look kinda bad. Rockenroll4life has a smooth erosion filter that works really well for making areas look clean but also natural. The regular erosion brush in mcedit is also good for making rough terrain.
3. Try to create a local bukkit or spigot server with updated plugins. Switching to 1.6 to use certain filters and mods can be really tricky and its better to just have everything in 1.8. My suggestion would be to download a bukkit server and install worldedit, voxelsniper, and nbteditor.
4. For balancing just go with what you feel is good when making the map and when it seems all done get some people to play test it for you whether its irl friends or people on here and ask them for feedback on whats good and what needs balancing
5. Unfortunately CTMs take a long time and there isn't an easy way around that unless you want your map to come out bad.
6. If you ever need a filter, command, or any help ask here and someone will probably help you!
I haven't played Minecraft and visited this forum for around 4 months. Is there a good CTM map that came out recently? The last one I played was RC 3
I SUPPORT THAT!!!!
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.
Welcome to the community! Judging by your screenies, you're putting way more effort into your first map than I did to mine... but, as to what you were saying about not being able to make buildings up to "CTM standards", don't worry about it. Don't feel obligated to making these massive hour-long areas equivalent to Pantheon. Areas can be short challenges or long slogs, depending on the mapmaker. Know your limits and don't let yourself get burned out. Not sure how to make them not look sad and empty, though... I would suggest small amounts of lighting, though not a lot. Don't forget to honeybox to control the natural spawns. Oh, and beta-testing is very important too.
Also, about balancing, I would personally suggest a LOT of loot. A lot of bad loot. That way, your map can be hard, but if players die and lose everything, then they need to have something to fall back on. Ragecraft uses large amounts of loot right. There are some people who would say less loot is better, though, so it's ultimately your decision.
Check out my bad CTM map reviews here.
the learning curve isn't too bad, but obviously your first few attempts will come out worse. just try to remember what you intended for it to look like, and start simple before you make your maps more complex.
[YOUR AD HERE FOR JUST $69.69]
Many thanks for your extensive and helpful reply. I did not expect this amount of people willing to give tips.
Luckily, I've been employing a lot of these techniques already, because like you said it mostly comes from experience. It may be noticeable that my first couple of areas seem amateur and the later areas of my map seem much better, because once I figured out my work-flow, the areas started to look much better.
Best tip you gave me: "Have an idea of what the finished area will look like before you begin". This is actually pretty hard to do, but I find that when I do it I don't have nearly as many "sit-and-stare-at-screen-like-an-idiot-wondering-what-to-do-next" moments. Of course I am enjoying the process of creation! I've currently got three intersections of areas finished. Just curious, is five intersections the general rule for a standard linear-branching map? Perhaps I am a bit biased by my love of the Vechs maps, so I just want to be sure I'm not making the map outdated.
Probably the single-best idea I ever had was to open a well received CTM map like UT3 and get a MCEdit's-eye view of the map. It's actually really helpful to get an idea of the scale and loot and spawner amounts in a good map. :3
I've actually attempted to play-test my map and do just that - take the obvious routes and loot chests. It still does not feel quite accurate enough to be a good judge of what needs fixing. One of my weaknesses at the moment is a tendency to place area-specific loot right before the area where you need it. This reduces the amount of strategy the player has to employ to conquer an area, and instead feels like an adventure map rather than a CTM. Additionally, the area feels far too easy, almost like I conquered it for them.
I don't actually switch the map world between 1.6 and 1.8. I created a different world entirely just for my custom mobs and loot, which I then export into the map which is 1.8. Everything seems to be working great. And of course, I am regularly backing up the world just in case. One my worst moments was when I accidentally loaded my map in 1.2.5. The game crashed of course, and when I loaded back in several chunks had been completely deleted and reverted into a superflat. Obviously because of the new blocks that didn't exist in those days. I learned my lesson.
THANK YOU THANK YOU THANK YOU. For solving my Forester issue. I can't believe the solution was so frickin simple, and yet probably twenty google searches revealed nothing about how to solve that problem.
Cheers for your help! I'm going to play Savage Realm!
CTM Map in progress: Approximately 90% finished.
Thread for my content is coming soon.
Image: