For the longest time I wasn't a fan of cave maps, but lately I've not been entertained by mapmaking, and I felt like firing up a new project... I really liked the beginning of Inferno Mines... until you reached the first random loot chest; and I wanted to further develop and expand on that sort of gameplay... armed with just a Flamebringer (Flint & Steel).
I'm not saying the whole map is gonna play with just a Flint & Steel for a weapon though... It's difficult catching that feeling again, the sense of nostalgia.
I even disabled natural mob spawning, so that I can really control the difficulty and provide the most solid gameplay, something my previous maps seem to have been lacking... Perhaps it's a bad thing, but so far I've seen no cons with it.
The aesthetics are very minimalistic compared to what I usually do.
Starting area & White Wool area:
(Only 2 hours into the making of the area portrayed in photo #2, so the area is obviously not finished.)
um, wat? you call THAT minimalistic?! WHAT?! THAT'S BYOOTIFULZ!
Ok, so i'm trying out a new rewards system with Speluncaphobia, and i wanted to run it by you guys. Basically, the player could find these things called Mementos. They could be found by exploring more, completing a puzzle, or going through an optional challenge in an area. There would be 16 probably (not sure yet honestly) and if the player had them, they could go to a room at the monument and throw it in a hopper to be given an 'Rare' block (a sponge) you could then trade your Rare Blocks with a villager trader in the same room to get special armor and potions. Sound interesting?
here's an example of a memento in case anyone is wondering
Ok, so i really didnt think this day would come, but i just feel its time, I am done with CTM map making, and mainly the CTM community in general. Im not leaving because i'm angry at someone, or something, i just feel bored when i make CTM maps, and play CTM maps for that matter. But im not leaving off the face of the earth, no no. You can still contact me, ill be on skype a good amount, but id prefer to stay out of any group chats pertaining to the CTM genre. My Skype is thecheifwiggy . I will be accepting all friend requests in the next 24 hours as of 2:30 CST 9/22/2013 until 2:30 CST 9/23/2013. Also same goes with Xbox, add me Chiefwiggy. Now, these things will be my personal account, meaning if you want adivce about your CTM map, i most likely wont give it to you. Also if you follow me on twitter, or arent but would like to its (@TheChiefwiggy) then feel free to, but my posts arent gonna pertain to gaming as much, unless its a stream announcement, or me being part of a stream. ( is my twitch) So those are some ways you can contact me, enjoy.
But maybe what you would like to know is why? Why am i leaving all of the sudden right after the release of Inspired Gallery, well you see as i stated earlier I am bored with CTM map making. It used to be a lot of fun, and usually i used it as a stress reliever. But tbh, im not very stressed lately, and life's been looking up ever since i started school again. I'm re-antiquated with my friends again after... well some drama, and my home life is getting better because i have my friends to back me. Now you guys are my friends too, its just i cant be like "Yo Infamy, wanna come over and watch the Bears game", or something like that. I hope you guys understand what i mean. I still consider some of you my friends, but its not the same as real life friends, and when i spend all day no-lifing on the internet, then i dont get the opportunities to go out and make friends.
I hope you guys enjoy the content i put out, All my CTM and Mini-CTM maps, and if you havent played it you should definitely check it out my maps are alot of fun, but dont take my word for it, just look at all the positive feedback on my thread lol. But Inspired Gallery is my final release in the CTM genre. I will be doing 1 final update to Inspired Gallery by weeks end, so any feedback or bugs you've found leave them now, or forever hold your peace Now im not leaving everything CTM, i am staying as a part of the Monumenta community, although less active. But i will not post on the Minecraft Forums any more. :/ too much of a hassle honestly and usually sparks arguments which is one of the reasons i dont post much there. But Thank you guys soo much for all your support it really meant the world to me, and i love you guys for that, and i would like to give some honorable mentions to people who have helped me down my path
Akadi_Nor: The first true LPer of my maps, the guys whos helped me since the beginning, and been a loyal friend throughout AuraBolt: The first person to ever finish my map on a stream, and very helpful in feedback with his slow playstyle. Also he help get my maps exposed to people and helped me spread my maps. Infamy: Really cool dude and friend of mine, gave me good feedback, on of my helpful beta-testers Ballor_I: First guy to finish Inspired Gallery, and very helpful with advice WittyWhiscash: Overall nice guy, really helped me through hard times Bly: Oh this guy, he so fly :3, but hes a really cool dude, helped me through tough times as well KateB1316: Really cool gal, not much of a CTMer but helped me a lot. Rockenroll4life: Awesome dude, gave me tons of feedback with his aggressive play. And all of you whom ive missed, or whom have downloaded my maps, you guys are awesome and I love you all. That being said, I love all of you guys. And for the final time Love, Collin Krueger (Chiefwiggy)
I suggest rethinking this area a bit. Its nice, but it looks too general. It has nothing to set it apart from other caves in other maps. Try coming up with something unique for this area, and remaking it with that added in. (and maybe making it a bit bigger its kinda cramped)
How do you know there is not something special about it. you only get to see a very small portion of it.
ok, so while i'm posting, I thought i'd post another sneak peek of my orange wool, Lakeshallow Village.
Prosper Point, the once grand overlook of Lakeshallow Village, a beautiful place for couples to watch the sun set over the rim of the valley. Behind it is the entrance to the dangerous Lakeshallow Cavern, where legends say one of the 16 power vessels you're searching for is located...
Maybe make an area that's just a flight of your imagination. I giant tennis ball or something, idk. sometimes doing something like that will help me get my creativity flowing again. It also helps, if you're stuck trying to make a specific area, to just work on a different one instead.
Well he has obviously been doing your second solution with no success if he has several half finished maps
I'm thinking full size, but a shorter map like Sunburn Islands or Spellbound Caves...
But what do you guys think of disabling natural spawns, and having monsters come only from Spawners? Would it wreck the balance of the map, or enhance it?
It depends I have seen it done wrong but it definitely has the potential to be done right. My tip would be try to use some hidden spawners as well as non-hidden spawenrs to represent controlled natural spawns because I remember you talking about liking the beginning of IM (I did too though I liked all but 2 areas. Can you guess which ones???) I remember that on the combat start it could get really really difficult based on what natural spawns you got I mean one time I tried that area and got 3 skeletons on the bridge managed to knock them all off and proceed but then in the first room found 2 skeletons a spider and a creeper so I just ran for the first room and inside was 4 creepers amazingly they did not kill me what got me in that run was the skeleton the creepers let in but on another run I just walked right in with no mobs. Well I might of rambled a bit but I still feel like removing natural spawns would cripple a maps ability to be unpredictable but if you used hidden spawners well it would be very similar to having natural spawns but have it still be controlled.
Because that was a specific part of the area that was given to us for criticism. It doesn't matter if the rest of the area is special because we can not see it. That particular part of the area did not look interesting (in apollo's opinion). Even if the rest of the area is brilliant it doesn't mean the part shown in the photo is any more interesting.
Even if they need criticism does not mean they want to show you the entire area in case someone on this thread wants to play it also the special something that could be happening right there could be a trap. how do you know?
Ok, so i'm trying out a new rewards system with Speluncaphobia, and i wanted to run it by you guys. Basically, the player could find these things called Mementos. They could be found by exploring more, completing a puzzle, or going through an optional challenge in an area. There would be 16 probably (not sure yet honestly) and if the player had them, they could go to a room at the monument and throw it in a hopper to be given an 'Rare' block (a sponge) you could then trade your Rare Blocks with a villager trader in the same room to get special armor and potions. Sound interesting?
here's an example of a memento in case anyone is wondering
Sounds interesting but why do you have to find something and then trade it out for another item to trade why not just have the player be able to trade with the one they found? like azarian trading gems in UT3
I don't know nor am I saying he should show us everything. However he has given a picture and we have to make criticisms based off of that picture, the fact that there may be more interesting things in the area is irrelevant to the criticism and not a good argument against it. It is at the map makers discretion whether he takes the advice, so if he thinks that the level has some more interesting stuff and so doesn't need to change anything is up to him to decide but based on the picture alone I think that saying that the area is boring is a valid point to make.
Well this whole conversation is stupid so I am done while I do not believe I was wrong I do think in you are a bit more right.
Fair enough review. The only think I'd like to point out is that there was only 3 Ruins in Frosty Nightmare, not 5. ;D Other then that, yeah I agree, a lot of the map was a learning experience.
Wait! did i just get my first area named after me? *gets fangirl everywhere* Sorry... ill clean that up.
Also, as this is a good enough place to say it, I wont be around much for a little bit.
My dad decided because my little brother and sister have awful grades none of us can play any video games.....
Why do you have to post screenshots when I'm feeling all creative and I CAN'T BUILD ANYTHING T_TWhy do you have to post screenshots when I'm feeling all creative and I CAN'T BUILD ANYTHING T_T
But what do you guys think of disabling natural spawns, and having monsters come only from Spawners? Would it wreck the balance of the map, or enhance it?
I definitely think it can be pulled off. It works really well with minimaps, so with a bit of extra adjustments and balancing, I think it could definitely be done in a full map. If it's done right, it would be really fun to play, too.
And who knows. If you wanted to, you could simulate natural spawns with wide-area spawners.
Sounds interesting but why do you have to find something and then trade it out for another item to trade why not just have the player be able to trade with the one they found? like azarian trading gems in UT3
because villagers can't tell meta-data, so if a player just had a normal painting, they could trade that for the special item instead of the real thing. This way, the player has to find the memento to get the trades. I use an unobtainable block like sponge so players can't cheat the system.
because villagers can't tell meta-data, so if a player just had a normal painting, they could trade that for the special item instead of the real thing. This way, the player has to find the memento to get the trades. I use an unobtainable block like sponge so players can't cheat the system.
oh I was thinking that might happen but I was not sure so I decided to ask rather than just assuming. But does that not mean that they could just use a normal painting to get the sponge or do you have a way to tell with redstone or something?
I even disabled natural mob spawning, so that I can really control the difficulty and provide the most solid gameplay, something my previous maps seem to have been lacking... Perhaps it's a bad thing, but so far I've seen no cons with it.
That's what I've been balancing my map around and so far it works pretty well. Allows for a greater distinction from vanilla and more control on the mapmaker's side, along with nullifying the tedious zombies in 1.6
Why do you have to post screenshots when I'm feeling all creative and I CAN'T BUILD ANYTHING T_T
Building isn't too tough if you know what you're doing. Might I suggest GazamoNetwork's build tutorials, they've got a lot of good advice (although it is tailored to their style a bit).
Also, try emulating the style of a build you really like. Fly around the build in creative, you'd be surprised how simple a lot of builds are.
There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
oh I was thinking that might happen but I was not sure so I decided to ask rather than just assuming. But does that not mean that they could just use a normal painting to get the sponge or do you have a way to tell with redstone or something?
Since im using hoppers for getting the sponge with the mementos, basically because of the custom name and custom lore, the mementos will only stack with copies of themselvs. So, if i put copies in the hopper, it will make it to where only the memento can pass through. (also in case you're wondering, the hoppers will be inaccessible so you can't steal the copies or anything)
Since im using hoppers for getting the sponge with the mementos, basically because of the custom name and custom lore, the mementos will only stack with copies of themselvs. So, if i put copies in the hopper, it will make it to where only the memento can pass through. (also in case you're wondering, the hoppers will be inaccessible so you can't steal the copies or anything)
Whats the best advice you can give someone to keep them motivated?
I've got several half finished maps and each time I hit the same brick wall at the same point...
Take breaks and don't give up. That's about all I have to offer. Motivation has never really been an issue for me, as I just naturally feel compelled to do things and to see them to the end. Try revisiting an old map and continuing from where you left off, or re-polishing some of the old areas.
*snip*
here's an example of a memento in case anyone is wondering
*snip*
I actually had an idea to do something similar either in DsH or a later map. Extra goals like this give extra incentive to keep playing the map, which is only a good thing. A 10 hour play-time can be increased to 15 or 20 hours if the player is a completionist. It's a very good idea, looking forward to seeing it in Speluc.
I will call it white wool.
Short version of story:
They tried to mine some lapis to finish the citadel, but it wasn't most efficient place to do it, now the player follows them and the caves they have conquered and those that they didn't.
I guess it won't be "Into the Void" map series.. but who knows. I can't find any way to put void in cave map.
I will call it white wool.
Short version of story:
They tried to mine some lapis to finish the citadel, but it wasn't most efficient place to do it, now the player follows them and the caves they have conquered and those that they didn't.
I guess it won't be "Into the Void" map series.. but who knows. I can't find any way to put void in cave map.
snip
I will call it white wool.
Short version of story:
They tried to mine some lapis to finish the citadel, but it wasn't most efficient place to do it, now the player follows them and the caves they have conquered and those that they didn't.
I guess it won't be "Into the Void" map series.. but who knows. I can't find any way to put void in cave map.
I do have to agree with Apollo, this is looking pretty nice!
um, wat? you call THAT minimalistic?! WHAT?! THAT'S BYOOTIFULZ!
The first screenshot is a great example of how an area can look good without much block variation.
(Not saying I'm against block variation or anything...)
So is that going to be a minimap or a full-size?
here's an example of a memento in case anyone is wondering
But maybe what you would like to know is why? Why am i leaving all of the sudden right after the release of Inspired Gallery, well you see as i stated earlier I am bored with CTM map making. It used to be a lot of fun, and usually i used it as a stress reliever. But tbh, im not very stressed lately, and life's been looking up ever since i started school again. I'm re-antiquated with my friends again after... well some drama, and my home life is getting better because i have my friends to back me. Now you guys are my friends too, its just i cant be like "Yo Infamy, wanna come over and watch the Bears game", or something like that. I hope you guys understand what i mean. I still consider some of you my friends, but its not the same as real life friends, and when i spend all day no-lifing on the internet, then i dont get the opportunities to go out and make friends.
I hope you guys enjoy the content i put out, All my CTM and Mini-CTM maps, and if you havent played it you should definitely check it out my maps are alot of fun, but dont take my word for it, just look at all the positive feedback on my thread lol. But Inspired Gallery is my final release in the CTM genre. I will be doing 1 final update to Inspired Gallery by weeks end, so any feedback or bugs you've found leave them now, or forever hold your peace
Now im not leaving everything CTM, i am staying as a part of the Monumenta community, although less active. But i will not post on the Minecraft Forums any more. :/ too much of a hassle honestly and usually sparks arguments which is one of the reasons i dont post much there.
But Thank you guys soo much for all your support it really meant the world to me, and i love you guys for that, and i would like to give some honorable mentions to people who have helped me down my path
Akadi_Nor: The first true LPer of my maps, the guys whos helped me since the beginning, and been a loyal friend throughout
AuraBolt: The first person to ever finish my map on a stream, and very helpful in feedback with his slow playstyle. Also he help get my maps exposed to people and helped me spread my maps.
Infamy: Really cool dude and friend of mine, gave me good feedback, on of my helpful beta-testers
Ballor_I: First guy to finish Inspired Gallery, and very helpful with advice
WittyWhiscash: Overall nice guy, really helped me through hard times
Bly: Oh this guy, he so fly :3, but hes a really cool dude, helped me through tough times as well
KateB1316: Really cool gal, not much of a CTMer but helped me a lot.
Rockenroll4life: Awesome dude, gave me tons of feedback with his aggressive play.
And all of you whom ive missed, or whom have downloaded my maps, you guys are awesome and I love you all.
That being said, I love all of you guys. And for the final time
Love,
Collin Krueger (Chiefwiggy)
@Karrott Congrats buddy!
Oh, and my computer *should* be fixed by Tuesday, so hopefully I can be working on TCOMHII by the end of the week
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Once again I really like this block variation.
Well he has obviously been doing your second solution with no success if he has several half finished maps
It depends I have seen it done wrong but it definitely has the potential to be done right. My tip would be try to use some hidden spawners as well as non-hidden spawenrs to represent controlled natural spawns because I remember you talking about liking the beginning of IM (I did too though I liked all but 2 areas. Can you guess which ones???) I remember that on the combat start it could get really really difficult based on what natural spawns you got I mean one time I tried that area and got 3 skeletons on the bridge managed to knock them all off and proceed but then in the first room found 2 skeletons a spider and a creeper so I just ran for the first room and inside was 4 creepers amazingly they did not kill me what got me in that run was the skeleton the creepers let in but on another run I just walked right in with no mobs. Well I might of rambled a bit but I still feel like removing natural spawns would cripple a maps ability to be unpredictable but if you used hidden spawners well it would be very similar to having natural spawns but have it still be controlled.
Wait! did i just get my first area named after me? *gets fangirl everywhere* Sorry... ill clean that up.
Also, as this is a good enough place to say it, I wont be around much for a little bit.
My dad decided because my little brother and sister have awful grades none of us can play any video games.....
LOGIC!
So yeah i wont be around much for a bit
[YOUR AD HERE FOR JUST $69.69]
I definitely think it can be pulled off. It works really well with minimaps, so with a bit of extra adjustments and balancing, I think it could definitely be done in a full map. If it's done right, it would be really fun to play, too.
And who knows. If you wanted to, you could simulate natural spawns with wide-area spawners.
because villagers can't tell meta-data, so if a player just had a normal painting, they could trade that for the special item instead of the real thing. This way, the player has to find the memento to get the trades. I use an unobtainable block like sponge so players can't cheat the system.
That's what I've been balancing my map around and so far it works pretty well. Allows for a greater distinction from vanilla and more control on the mapmaker's side, along with nullifying the tedious zombies in 1.6
Building isn't too tough if you know what you're doing. Might I suggest GazamoNetwork's build tutorials, they've got a lot of good advice (although it is tailored to their style a bit).
Also, try emulating the style of a build you really like. Fly around the build in creative, you'd be surprised how simple a lot of builds are.
Since im using hoppers for getting the sponge with the mementos, basically because of the custom name and custom lore, the mementos will only stack with copies of themselvs. So, if i put copies in the hopper, it will make it to where only the memento can pass through. (also in case you're wondering, the hoppers will be inaccessible so you can't steal the copies or anything)
I actually had an idea to do something similar either in DsH or a later map. Extra goals like this give extra incentive to keep playing the map, which is only a good thing. A 10 hour play-time can be increased to 15 or 20 hours if the player is a completionist. It's a very good idea, looking forward to seeing it in Speluc.
I will call it white wool.
Short version of story:
I guess it won't be "Into the Void" map series.. but who knows. I can't find any way to put void in cave map.
Also inspired by IM, but less cave spiders.
You did an awesome!
I do have to agree with Apollo, this is looking pretty nice!