So guys I was derping around in Paint.Net trying making a banner for my map (I'm kinda stuck with an area so I'm taking a small break from actual development) and I came up with this:
*snip*
Thoughts? I think it still needs a bit of work and I'm not great at pixel art so any input/tips would be nice (also don't tell me stuff like "needs moar fiar n tnts!" I like the more peaceful look (even though it is a CTM map) as these maps are meant to cater to a more easy and laid back style of game play.)
That's so sweet, man! Maybe it's just me, but I love pixelated shtuffs! Some more shading to the mountains, perhaps some tweaks to the sky background, make it a sunset? Lastly, I don't quite like the "A CTM MAP" on the right side, it looks odd when it's written like that, and it's not really obvious what it says (or maybe I'm just stupid).
I kinda agree I'll mess around with it some...
Rollback Post to RevisionRollBack
This guy is pretty cool: Hey! I like, run this... or something:
So basically, no, there's no way you can get away from vines. :3
Yeah, that's not gonna happen. For some reason mah /cs vine won't let me do vines made out of other stuff. It says it's set to it, but it wont do anything unless I just set it to vines :/
So guys I was derping around in Paint.Net trying making a banner for my map (I'm kinda stuck with an area so I'm taking a small break from actual development) and I came up with this:
Thoughts? I think it still needs a bit of work and I'm not great at pixel art so any input/tips would be nice (also don't tell me stuff like "needs moar fiar n tnts!" I like the more peaceful look (even though it is a CTM map) as these maps are meant to cater to a more easy and laid back style of game play.)
That is really good looking I really need to make one/commission one for myself...
Don't get rid of them, they're vine by me.
Glowstone vines look di-vine as well.
Ba-dum-tsk. And yelka you can always use CS vine (for only vines I think you said that worked) and then get a 3 radius sphere brush with 'x' material set to a mask of 'vine' and mask over the vines with that material. I believe that should work and will get you an identical effect to the alternate material CS vine command
Yeah, that's not gonna happen. For some reason mah /cs vine won't let me do vines made out of other stuff. It says it's set to it, but it wont do anything unless I just set it to vines :/
This area looks good with the circles, so I don't think you should erode, but block variation man! I think Netherbrick, obsidian, and redstone blocks would look good.
I shouldn't do that. The simplicity of the area makes it good, don't erode either. For bad stuff, try something with spawners spawning falling spawners (you can). That's a LOT of fun, since you can't easily take out mobspawners before taking out the spawner-spawners.
Heres a pic of the layout of my epic black wool dungeon. im planning on putting two wools here one on top and one on the bottem. #dont tell me to erode I like it like this. im mostly looking for evil things to do with this area.
-snipped-
Don't erode but *some* block variation would be nice. Don't go to crazy but maybe some tendrils of netherrack or redstone block creeping up from the bottom could be interesting. Is this area from top to bottom or bottom to top (or does it start in the middle.) top to bottom you need to be careful not to make the area totally easy by water bucket or lava bucket usage. Deathblooms, skelebat spawners etc can be useful there.
Don't erode but *some* block variation would be nice. Don't go to crazy but maybe some tendrils of netherrack or redstone block creeping up from the bottom could be interesting. Is this area from top to bottom or bottom to top (or does it start in the middle.) top to bottom you need to be careful not to make the area totally easy by water bucket or lava bucket usage. Deathblooms, skelebat spawners etc can be useful there.
How about ghast spawners and a TNT spike right down the middle (ill post about 5 new pics soon considering I just finished the black wool.
There has been a discussion about my map on here recently, so I'd like to comment on a few "problems" that have been mentioned.
First of all, the map is not exclusively "linear", even though it said so in the beta (now it says "semi-linear"). A lot of areas are massive, have multiple sub-areas or branch off into different smaller ones. It just doesn't have the traditional super-hostile-style intersections.
And yes, I am aware that some people dislike large areas. This map isn't aimed at those players. I think a lot of people don't read the first post before downloading the map
Edit: Here is the basic layout of the map, if anyone wants to check how linear / non-linear it is. It contains only the biggest and most relevant dungeons and sub-areas.
Unfortunately, that's by-and-large linear :/
I've been continuing to attempt it, but I just can't really get into a groove playing it due to how difficult it ends up being to get around the map.
There has been a discussion about my map on here recently, so I'd like to comment on a few "problems" that have been mentioned.
First of all, the map is not exclusively "linear", even though it said so in the beta (now it says "semi-linear"). A lot of areas are massive, have multiple sub-areas or branch off into different smaller ones. It just doesn't have the traditional super-hostile-style intersections.
And yes, I am aware that some people dislike large areas. This map isn't aimed at those players. I think a lot of people don't read the first post before downloading the map
Edit: Here is the basic layout of the map, if anyone wants to check how linear / non-linear it is. It contains only the biggest and most relevant dungeons and sub-areas.
I would recommend more choices at the beginning, to make the player feel less restricted if they can't handle the area and need some relaxation
I quit at the second area because it was just too much. There was no way to fight the mobs without bridging and then the castle just.. goddamn. There were way too many mobs, they took 5-6 hits to kill unless you got a smite 2 fire aspect 1 sword and the reward (unless I missed the wool somehow) wasn't even nearly worth the massive path I had to take to get there. It didn't feel very rewarding and it felt like exploration of large portions of the map was required instead of a nifty optional tidbit that could give you a cool piece of loot as it was the only way to get half-decent weapons and a lot of the loot was just recycled. It overall didn't feel rewarding and, while the aesthetics were nice, the gameplay and design were weak enough to stop me from playing. It's like a 5-6/10 map, even though it's really good aestheticlly it suffers from just not having much of a motivation for the player to keep on going other than 'hey, this is really ing hard!" which I dont feel suffices as a proper method to get the player to continue playing, y'know? It'd be really nice if some meaningful loot (Like cool enchanted armor or enchanted swords or additional wolves or potions) were stuck in places instead of just enchanting books and generic meh tier swords. It'd help keep the player through. That's the thing with large areas, unless they're coated in loot they end up feeling too big and the challenge of taking them down isn't matched by the reward. I enjoyed Rage of the Reptiles because the loot was fair for the challenge, but in Merciless Mines I saw the difficulty ramp up fairly heavily and the rewards stay more or less the same. I can enjoy and cherish a well-made large area but they're a LOT more difficult to create properly as you have to add in more loot or else you end up with a Dormant Mines-esque really tough area that doesn't contain enough loot to excite the player and instead just carries on too long and feeds boredom and ragequits. And again, the example of Dormant Mines should make it obvious that this happens OFTEN. It's not just your map, it also sorta hurt my opinion of Pantheon heavily and even sorta ruined Inferno Mines a little (even though that was mainly cause I couldn't handle the ing witches in Everforge). Large areas are very difficult to pull off and are rarely rewarding, so it's a really big risk to take on a project like that for your first map. Work on the design and gameplay for your second map and I can see you being a truly great mapmaker, though :3
Any ideas for alternatives or something?
Or leaves as vines.
Or sponges as vines.
So basically, no, there's no way you can get away from vines. :3
wow thats really nice!
I kinda agree I'll mess around with it some...
Hey! I like, run this... or something:
Yeah, that's not gonna happen. For some reason mah /cs vine won't let me do vines made out of other stuff. It says it's set to it, but it wont do anything unless I just set it to vines :/
That's the problem, though. Vines are part of the theme of the area. Of EVERY AREA I MAKE AAAAAAAAAAAAAAAAAAAA
But can I replace vines with other stuff in mcedit?
That is really good looking I really need to make one/commission one for myself...
Annnnnnnnnnnnnnnd:
*facedesk*
yup I forgot it I'm a bit sleepy today... I'll fix it later.
Hey! I like, run this... or something:
look better? (this would be spoilered but spoilering it seems to screw with the image... sorry)
Ba-dum-tsk. And yelka you can always use CS vine (for only vines I think you said that worked) and then get a 3 radius sphere brush with 'x' material set to a mask of 'vine' and mask over the vines with that material. I believe that should work and will get you an identical effect to the alternate material CS vine command
Hey! I like, run this... or something:
I can't believe you only read half of my post X(
I shouldn't do that. The simplicity of the area makes it good, don't erode either. For bad stuff, try something with spawners spawning falling spawners (you can). That's a LOT of fun, since you can't easily take out mobspawners before taking out the spawner-spawners.
Don't erode but *some* block variation would be nice. Don't go to crazy but maybe some tendrils of netherrack or redstone block creeping up from the bottom could be interesting. Is this area from top to bottom or bottom to top (or does it start in the middle.) top to bottom you need to be careful not to make the area totally easy by water bucket or lava bucket usage. Deathblooms, skelebat spawners etc can be useful there.
Hey! I like, run this... or something:
How about ghast spawners and a TNT spike right down the middle (ill post about 5 new pics soon considering I just finished the black wool.
Unfortunately, that's by-and-large linear :/
I've been continuing to attempt it, but I just can't really get into a groove playing it due to how difficult it ends up being to get around the map.
I would recommend more choices at the beginning, to make the player feel less restricted if they can't handle the area and need some relaxation
I quit at the second area because it was just too much. There was no way to fight the mobs without bridging and then the castle just.. goddamn. There were way too many mobs, they took 5-6 hits to kill unless you got a smite 2 fire aspect 1 sword and the reward (unless I missed the wool somehow) wasn't even nearly worth the massive path I had to take to get there. It didn't feel very rewarding and it felt like exploration of large portions of the map was required instead of a nifty optional tidbit that could give you a cool piece of loot as it was the only way to get half-decent weapons and a lot of the loot was just recycled. It overall didn't feel rewarding and, while the aesthetics were nice, the gameplay and design were weak enough to stop me from playing. It's like a 5-6/10 map, even though it's really good aestheticlly it suffers from just not having much of a motivation for the player to keep on going other than 'hey, this is really ing hard!" which I dont feel suffices as a proper method to get the player to continue playing, y'know? It'd be really nice if some meaningful loot (Like cool enchanted armor or enchanted swords or additional wolves or potions) were stuck in places instead of just enchanting books and generic meh tier swords. It'd help keep the player through. That's the thing with large areas, unless they're coated in loot they end up feeling too big and the challenge of taking them down isn't matched by the reward. I enjoyed Rage of the Reptiles because the loot was fair for the challenge, but in Merciless Mines I saw the difficulty ramp up fairly heavily and the rewards stay more or less the same. I can enjoy and cherish a well-made large area but they're a LOT more difficult to create properly as you have to add in more loot or else you end up with a Dormant Mines-esque really tough area that doesn't contain enough loot to excite the player and instead just carries on too long and feeds boredom and ragequits. And again, the example of Dormant Mines should make it obvious that this happens OFTEN. It's not just your map, it also sorta hurt my opinion of Pantheon heavily and even sorta ruined Inferno Mines a little (even though that was mainly cause I couldn't handle the ing witches in Everforge). Large areas are very difficult to pull off and are rarely rewarding, so it's a really big risk to take on a project like that for your first map. Work on the design and gameplay for your second map and I can see you being a truly great mapmaker, though :3
@awesome
no problem
@eerie
I'll try it when I get home