Okay guys, another question, this time more of a personal one (I think)
Once I get a new computer, I plan to make my own CTM map series that recaptures the feel of classic CTM maps like the Super Hostile series.
Would anyone here be willing to give me some tips and tricks to get me started on my future mapmaking career?
So step 1: Toss out that goal. Make a map to make something fun to play, don't worry about needing to recapture the nostalgic feeling of the past. Your best bet is simply to focus on creating something that is fun to play and well... playable. Once you can do this, you'll be far more ready to create something amazing, instead of something that might not be at all.
Also learn MCEdit, World Edit, and how to edit NBT tags. Command Blocks never hurt.
But speaking of lag, what do you guys think about lag in a CTM and how it affects the CTM experience?
What I mean is, when lag gets in the way of playing and enjoying a CTM map, how do you feel about that?
When lag gets in the way while playing a CTM map, it can be baaaaaaaad (especially in my experiences with it). It's not always common, but when it does happen it can really hamper the experience.
Because it is not fun to walk into an area, see everything is moving super slow, and then all the mobs suddenly move at the speed of light and you're now dead because a creeper exploded directly in your face and you had mere nanoseconds to respond. (This has happened to me multiple times. I hate it. And I wish I wasn't stuck with a 2009 Mac Laptop.)
Also, Welcome to the CTM Community! There are a few tips that would be good to know for building your first map.
If there's one tip you're definitely going to get (and it is a good one, no doubt), it is that you should always start with a small map. Building a map takes quite a lot of time, and the last thing you want to do is throw all your work away when you've suddenly decided you don't like what you have so far. That's why starting with a Mini-CTM is the best option for beginners since then, you wouldn't have lost so much if you decide to restart.
Another tip I would mention is to learn the tools of the "trade". I'm talking MCEdit, MCStacker, WorldEdit, WorldPainter, all those things. While some of them take some learning to get the hang of, working with them will make building that large, intricate cave system or the island for your map much easier. You can carve out caves, create custom spawners/items, and make it easier to create beautiful areas to explore/conquer. (Cause you don't want to be like me using TNT to carve out your caves. I did that before I started releasing maps. I'd crash the game about 25% of the time.)
One more I would also recommend (though it isn't really required) is to try learning about command blocks. Learning the commands, gamerules and the NBT data involved can let you do some cool things in Minecraft. No, you don't need to use command blocks to make a good map, but if you ever want to work with them, it can be useful. If you want to see some good examples of command blocks in use or learn some ways of using them, try dissecting another map's command blocks. Doing so can give you a good understanding on how to, say, test for when someone is wearing a full armor set or know when someone is wielding a unique item to give them a status effect.
And probably the best one that all builders should know: Playtest. The last thing you want happening in your map is to discover that this one mob you made is completely unbalanced or this one area is absolutely un-fun. While yes, you'll know where all your traps are and where the good loot is, it's at least good to save a back-up and go for a run in it to make sure everything goes smoothly. You can also ask someone else to playtest it and get some feedback on that - we've got more than enough members here for that if you need it!
Good luck with your future in mapmaking - can't wait to see what you come up with!
Also, thanks for the advice. Again, when I get a better PC, I'll have a go at making a mini CTM. The reason I can't do so on my laptop is cause of the previously mentioned lag, and the fact that MCEdit is pretty much unresponsive on the laptop
So I'll point out that there are other ways to make maps beyond MCEdit. Running a local server with VoxelSniper and WorldEdit lets you do your mapmaking within minecraft, and I find it a lot easier to work with than MCedit. It's worth giving it a shot, especially if normal minecraft runs fine on your computer. Also, good call with starting with a minimap; the best advice I can give for mapmaking is to start small, test often, and be willing to scrap an area that doesn't work.
oooh, intentional lag? Not the biggest fan, since I'm tryingto run the game, and I don't want to see my computer cry. Speed-heavy mobs tend tofixthat-give them a few more ahead of the player-but the player should also be able to have an environment or means to control and defeat the mobs so that it's difficult, but not impossible.
Also, hey Goldentwister. Nice to see you back-though I'm not sure how I'm going to be capturing any monuments. ^__^
And to let peopleknow, I'm heading over to play more games, and Ragecraft 3, so please feel free to join me!
Rollback Post to RevisionRollBack
Hey there all. I stream CTMs as well as other indiegames, RPGs and more. Check me out: www.twitch.tv/aurabolt
Do you think if i make my first map with cities on the intersections and adventure mode in between the cities it will seem like a copy of terra restore 2? I really like the idea of it being open world adventure, then areas with dungeons. In other ways they will be very different. For example, in the dungeons i will be doing a more traditional ctm style. With no unbreaking gear and keep inventory off.
Do you think if i make my first map with cities on the intersections and adventure mode in between the cities it will seem like a copy of terra restore 2? I really like the idea of it being open world adventure, then areas with dungeons. In other ways they will be very different. For example, in the dungeons i will be doing a more traditional ctm style. With no unbreaking gear and keep inventory off.
I don't think you'll have to worry about being seen as a clone of Terra Restore 2; there's only so many things possible in minecraft and TR2 is less about the structure and more about the crazy stuff possible with command blocks. What's more important to think about is why you want to do adventure mode in the open world. Without a really good reason it just seems like a gimmick at best, and at worst you're just forcing the player into a different playstyle they might not like. Also, making and balancing an open world map is really hard. Not only do you have to make a lot more space, but making sure the landscape is sufficiently interesting takes loads of time, and you have to be skilled enough with game design to guide the player into a balanced and fun path. If I sound pessimistic, it's because my first attempt at map making was also an open world map, and it had to be abandoned because of those aforementioned problems. I'm not trying to scare you off or anything, but I'd really recommend making a smaller map to start.
Okay guys, another question, this time more of a personal one (I think)
Once I get a new computer, I plan to make my own CTM map series that recaptures the feel of classic CTM maps like the Super Hostile series.
Would anyone here be willing to give me some tips and tricks to get me started on my future mapmaking career?
My best advice: make mistakes and learn from them. Set high standards, but don't expect your first map to be groundbreaking (or even your second or third map). And above all, enjoy yourself. Creative fulfillment naturally brings about quality and innovation. Enjoy the journey and its many imperfections. The same advice applies to all of game design.
Yo everyone, I know I've been mildly dead on this thread lately. But who cares about that cuz I got me a spawn room finally, tell me if you like it!
I like the lower part, the floor is a bit bland, but that can be worked out easy. The lower part of the walls also looks good and I think you should continue that pattern instead of the weird clay/diorite thing you have going up in the top there.
So I did some work on an intersection and decided to turn it into a timelapse for your enjoyment.. was it worth the effort? Probably not.
-snip-
Okay, so um HOLY DOOLEY! That is an awesome looking intersection! I better be seeing that when you put that in a map.
How long did this take you to make? I imagine a good 5-6 hours to do all of that. I really love the crystals on the roof. Fantastic job!
So I did some work on an intersection and decided to turn it into a timelapse for your enjoyment.. was it worth the effort? Probably not.
Really lovely work! I do think the walls need a little something extra, not super eye-popping but something to just add to the background, but beyond that it's excellent! The crystals are super creative and look so wonderfully unique
Hello, let me present:
I'm currently looking for a team of Mapmakers (CTMers if its possible) for helping me with a quite a big project I'm currently doing. I'm not an expert with commands, but I'm a decent builder. I have already got the idea (Quite fresh and interesting) and I would like to improve the quality of the map by being in someone's team. It is beter to do the things with people, you know.
Wassup dudes? Nice to see this place is still alive and the creativity is still flowing. Any major map releases over the past six months or so? I'm not really playing Minecraft anymore but I'd love to take a look at some work, if only to recharge my creative batteries.
So step 1: Toss out that goal. Make a map to make something fun to play, don't worry about needing to recapture the nostalgic feeling of the past. Your best bet is simply to focus on creating something that is fun to play and well... playable. Once you can do this, you'll be far more ready to create something amazing, instead of something that might not be at all.
Also learn MCEdit, World Edit, and how to edit NBT tags. Command Blocks never hurt.
When lag gets in the way while playing a CTM map, it can be baaaaaaaad (especially in my experiences with it). It's not always common, but when it does happen it can really hamper the experience.
Because it is not fun to walk into an area, see everything is moving super slow, and then all the mobs suddenly move at the speed of light and you're now dead because a creeper exploded directly in your face and you had mere nanoseconds to respond. (This has happened to me multiple times. I hate it. And I wish I wasn't stuck with a 2009 Mac Laptop.)
Also, Welcome to the CTM Community! There are a few tips that would be good to know for building your first map.
If there's one tip you're definitely going to get (and it is a good one, no doubt), it is that you should always start with a small map. Building a map takes quite a lot of time, and the last thing you want to do is throw all your work away when you've suddenly decided you don't like what you have so far. That's why starting with a Mini-CTM is the best option for beginners since then, you wouldn't have lost so much if you decide to restart.
Another tip I would mention is to learn the tools of the "trade". I'm talking MCEdit, MCStacker, WorldEdit, WorldPainter, all those things. While some of them take some learning to get the hang of, working with them will make building that large, intricate cave system or the island for your map much easier. You can carve out caves, create custom spawners/items, and make it easier to create beautiful areas to explore/conquer. (Cause you don't want to be like me using TNT to carve out your caves. I did that before I started releasing maps. I'd crash the game about 25% of the time.)
One more I would also recommend (though it isn't really required) is to try learning about command blocks. Learning the commands, gamerules and the NBT data involved can let you do some cool things in Minecraft. No, you don't need to use command blocks to make a good map, but if you ever want to work with them, it can be useful. If you want to see some good examples of command blocks in use or learn some ways of using them, try dissecting another map's command blocks. Doing so can give you a good understanding on how to, say, test for when someone is wearing a full armor set or know when someone is wielding a unique item to give them a status effect.
And probably the best one that all builders should know: Playtest. The last thing you want happening in your map is to discover that this one mob you made is completely unbalanced or this one area is absolutely un-fun. While yes, you'll know where all your traps are and where the good loot is, it's at least good to save a back-up and go for a run in it to make sure everything goes smoothly. You can also ask someone else to playtest it and get some feedback on that - we've got more than enough members here for that if you need it!
Good luck with your future in mapmaking - can't wait to see what you come up with!
Hey guys I am working on a Capture the Monument map again.
So I'll point out that there are other ways to make maps beyond MCEdit. Running a local server with VoxelSniper and WorldEdit lets you do your mapmaking within minecraft, and I find it a lot easier to work with than MCedit. It's worth giving it a shot, especially if normal minecraft runs fine on your computer. Also, good call with starting with a minimap; the best advice I can give for mapmaking is to start small, test often, and be willing to scrap an area that doesn't work.
oooh, intentional lag? Not the biggest fan, since I'm tryingto run the game, and I don't want to see my computer cry. Speed-heavy mobs tend tofixthat-give them a few more ahead of the player-but the player should also be able to have an environment or means to control and defeat the mobs so that it's difficult, but not impossible.
Also, hey Goldentwister. Nice to see you back-though I'm not sure how I'm going to be capturing any monuments. ^__^
And to let peopleknow, I'm heading over to play more games, and Ragecraft 3, so please feel free to join me!
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1
Do you think if i make my first map with cities on the intersections and adventure mode in between the cities it will seem like a copy of terra restore 2? I really like the idea of it being open world adventure, then areas with dungeons. In other ways they will be very different. For example, in the dungeons i will be doing a more traditional ctm style. With no unbreaking gear and keep inventory off.
[[/b]url=http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/1564860-ctm-the-ultimate-ctm-community-thread][[/b]img][/b]http://i.imgur.com/zxb18Te.png[[/b]/img][[/b]/url][/b]
I don't think you'll have to worry about being seen as a clone of Terra Restore 2; there's only so many things possible in minecraft and TR2 is less about the structure and more about the crazy stuff possible with command blocks. What's more important to think about is why you want to do adventure mode in the open world. Without a really good reason it just seems like a gimmick at best, and at worst you're just forcing the player into a different playstyle they might not like. Also, making and balancing an open world map is really hard. Not only do you have to make a lot more space, but making sure the landscape is sufficiently interesting takes loads of time, and you have to be skilled enough with game design to guide the player into a balanced and fun path. If I sound pessimistic, it's because my first attempt at map making was also an open world map, and it had to be abandoned because of those aforementioned problems. I'm not trying to scare you off or anything, but I'd really recommend making a smaller map to start.
Advice before diving into making my first map? I'm going to star with a three wool mini CTM as commonly suggested.
[[/b]url=http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/1564860-ctm-the-ultimate-ctm-community-thread][[/b]img][/b]http://i.imgur.com/zxb18Te.png[[/b]/img][[/b]/url][/b]
Dag, you really got my hopes up that it was gonna be a cat-- but this is better anyway. (sorry Fang, I don't mean you)
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.
My best advice: make mistakes and learn from them. Set high standards, but don't expect your first map to be groundbreaking (or even your second or third map). And above all, enjoy yourself. Creative fulfillment naturally brings about quality and innovation. Enjoy the journey and its many imperfections. The same advice applies to all of game design.
My Minecraft Maps: coldfusionmaps.com
Yo everyone, I know I've been mildly dead on this thread lately. But who cares about that cuz I got me a spawn room finally, tell me if you like it!
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.
Hey I made a Mini CTM and even made a thread for it, You should totally check it out. -Brown
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2663500-the-realm-of-oblivion-a-ctm-series-by-browneye414
ugh, wish I could build something half as good looking as that.
Okay, so um HOLY DOOLEY! That is an awesome looking intersection! I better be seeing that when you put that in a map.
How long did this take you to make? I imagine a good 5-6 hours to do all of that. I really love the crystals on the roof. Fantastic job!
Really lovely work! I do think the walls need a little something extra, not super eye-popping but something to just add to the background, but beyond that it's excellent! The crystals are super creative and look so wonderfully unique
Was it worth the effort?
HECK YES.
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.
Hello, let me present:
I'm currently looking for a team of Mapmakers (CTMers if its possible) for helping me with a quite a big project I'm currently doing. I'm not an expert with commands, but I'm a decent builder. I have already got the idea (Quite fresh and interesting) and I would like to improve the quality of the map by being in someone's team. It is beter to do the things with people, you know.
Wassup dudes?
Nice to see this place is still alive and the creativity is still flowing. Any major map releases over the past six months or so? I'm not really playing Minecraft anymore but I'd love to take a look at some work, if only to recharge my creative batteries.
It's already been said before, but that video was awesome. Good job!
Chimarian Memories 4 and Discordancy are both good maps that came out recently. Savage Realm and Ragecraft 3 are a bit older but are still very nice