Yup Made this using Thatsnomoon_v5 (well, the outer glowstone rings. The middle obsidian thing is just a large brush stroke).
Lol at me for being dumb and thinking you did this using McEdit range strokes T___T I was already wondering why you spend so much time on something like that.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/14/2013
Posts:
596
Member Details
Alrighty so remember that giant obsidian sphere thing? I gave it some patterns and I need help deciding which color palette looks best. Feedback please?
Please ignore all background objects.
And why not add a Community Question? Seems like the thread is dying, so this (and me accusing it of dying) should bring it back to life
Community Question:
What do you think are some downsides of the newer versions in comparison to the older versions?
Firstly, there's all the new command block stuff, which as great as they may be, they do create a very obvious rift between newer and older types of CTM's. Also, there's the Skeetonians that'll have a hard time finding a map that they like.
Secondly, the removal or bad changing of certain features. Personally, I somewhat despise how they fixed villager trading by damage ID and not by checking for names or even just creating an NBT tag for whether or not the villager will check for the damage ID or not. I dislike this change because for one thing it really doesn't fix trading properly, and secondly, because it full-on breaks MH because you need to have the same damage ID as the villager to trade something, and hey, whaddya know, monsters always drop it (weapons, tools, etc.) damaged!
And lastly, the way it takes way longer to make maps. It is for the better of course with all these new features and possibilities, it's just that as the more things get added the longer it'll take to make maps, until there's a tipping point where it actually becomes so easy to make them (because of a ton of features and block choices and all that) that it'll start getting shorter.
Alrighty so remember that giant obsidian sphere thing? I gave it some patterns and I need help deciding which color palette looks best. Feedback please?
Please ignore all background objects.
And why not add a Community Question? Seems like the thread is dying, so this (and me accusing it of dying) should bring it back to life
Community Question:
What do you think are some downsides of the newer versions in comparison to the older versions?
Firstly, there's all the new command block stuff, which as great as they may be, they do create a very obvious rift between newer and older types of CTM's. Also, there's the Skeetonians that'll have a hard time finding a map that they like.
Secondly, the removal or bad changing of certain features. Personally, I somewhat despise how they fixed villager trading by damage ID and not by checking for names or even just creating an NBT tag for whether or not the villager will check for the damage ID or not. I dislike this change because for one thing it really doesn't fix trading properly, and secondly, because it full-on breaks MH because you need to have the same damage ID as the villager to trade something, and hey, whaddya know, monsters always drop it (weapons, tools, etc.) damaged!
And lastly, the way it takes way longer to make maps. It is for the better of course with all these new features and possibilities, it's just that as the more things get added the longer it'll take to make maps, until there's a tipping point where it actually becomes so easy to make them (because of a ton of features and block choices and all that) that it'll start getting shorter.
Hi dead thread. I need to comment again to keep the thread alive now T___T
So... Newer versions are always great. Being able to do more is never a bad thing, at least in my opinion. I'm still a fan of design using less resources, but having better resources isn't a bad thing. I love how Pong can still engage people, and that a lot of people will still have fun playing old arcade games. However, the new games are fun too. Take a look at some old shooters (watching Vex play Half Life really helped me to see it this way). See how they work around their technical difficulties back in the time. Then see how we do it now. Are the new games worse? Is it, because we have more resources, that games get worse? I don't think so. I would never say that new stuff is bad. New stuff is always good. Having access to newer features is always great.
The thing with "skeetonians", at least for me, isn't that command blocks can't be used. But the thing with command blocks is that there's usually only the solution the mapmaker came up with. You run into some sort of invisble wall, being unable to get rid of the potion effect if you do this, or to melee the skeleton if you come up with a clever strategie. Using these gimmicks is dangerous, since there's a great chance that players will try an alternate strategie to find out that you didn't design it, so it doesn't work. That's a design failure, and happens mostly in CMD block maps.
Btw, if you remove the damage tag from both the villager and the item, it should still work. Maybe it even works if the item in the villager trade has no damage tag (use NBT-editor for that, summon might set it to 0 instead of nan).
@CQ: As I was reading Rubisk's reply, I thought of something. While all these new features can make maps much more interesting, new features are not a substitute for good design. My biggest worry about CTM as a genre is that mapmakers, in trying to fit in all of these features, will lose sight of what CTM really is. Don't neglect the soul of your map just to put in all of these fancy command block gimmicks. Of course, it's best if you can add cool gimmicks to already-good design, but these new features are mostly just icing on the cake, and if the cake itself tastes bad then nobody will eat it.
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
It's going well but slowly... I have chosen complicated stuff and concept so It's a pain in the ass to build this and with my "ocd-details", it's not helping either but I have made some really good progress.
I suppose I can post a few screens of the desert city, still not finished though, it misses some adjustments on the big buildings :/
@CQ: As I was reading Rubisk's reply, I thought of something. While all these new features can make maps much more interesting, new features are not a substitute for good design. My biggest worry about CTM as a genre is that mapmakers, in trying to fit in all of these features, will lose sight of what CTM really is. Don't neglect the soul of your map just to put in all of these fancy command block gimmicks. Of course, it's best if you can add cool gimmicks to already-good design, but these new features are mostly just icing on the cake, and if the cake itself tastes bad then nobody will eat it.
Yes.
Don't think I have to say more. This is so god-damn true!
It's going well but slowly... I have chosen complicated stuff and concept so It's a pain in the ass to build this and with my "ocd-details", it's not helping either but I have made some really good progress.
I suppose I can post a few screens of the desert city, still not finished though, it misses some adjustments on the big buildings :/
And some more
Shaders and custom sky to make your builds look better - cheating.
Looks cool tho, but some vanilla pics would be great.
Shaders and custom sky to make your builds look better - cheating.
Looks cool tho, but some vanilla pics would be great.
Cus, you know, if the stuff looks great but just doesn't use a vanilla texture pack it's bad. Just like someone who doesn't use the standard engine functions but creates his/her own using the engine is cheating?
Do any of you try to smooth out and improve terrain in-game by hand after working on it in MCedit and should I wory about it too much or even at all. I just feel anxious when I see brush strokes on my map.
Do any of you try to smooth out and improve terrain in-game by hand after working on it in MCedit and should I wory about it too much or even at all. I just feel anxious when I see brush strokes on my map.
Do any of you try to smooth out and improve terrain in-game by hand after working on it in MCedit and should I wory about it too much or even at all. I just feel anxious when I see brush strokes on my map.
Oh my god i love you you are the first person to ever say this.
It's going well but slowly... I have chosen complicated stuff and concept so It's a pain in the ass to build this and with my "ocd-details", it's not helping either but I have made some really good progress.
I suppose I can post a few screens of the desert city, still not finished though, it misses some adjustments on the big buildings :/
And some more
This looks amazing. Now I can't build desert city I imagined because yours would probably be better
If I had void fog turned off in an LP then it was not intentional.
Special thanks to Axl Rosie for the sig.
I really love it, although the center sphere needs to be more interesting instead of just solid obby
Yup Made this using Thatsnomoon_v5 (well, the outer glowstone rings. The middle obsidian thing is just a large brush stroke).
How is the map going Sekh?
Lol at me for being dumb and thinking you did this using McEdit range strokes T___T I was already wondering why you spend so much time on something like that.
Please ignore all background objects.
And why not add a Community Question? Seems like the thread is dying, so this (and me accusing it of dying) should bring it back to life
Community Question:
What do you think are some downsides of the newer versions in comparison to the older versions?
Firstly, there's all the new command block stuff, which as great as they may be, they do create a very obvious rift between newer and older types of CTM's. Also, there's the Skeetonians that'll have a hard time finding a map that they like.
Secondly, the removal or bad changing of certain features. Personally, I somewhat despise how they fixed villager trading by damage ID and not by checking for names or even just creating an NBT tag for whether or not the villager will check for the damage ID or not. I dislike this change because for one thing it really doesn't fix trading properly, and secondly, because it full-on breaks MH because you need to have the same damage ID as the villager to trade something, and hey, whaddya know, monsters always drop it (weapons, tools, etc.) damaged!
And lastly, the way it takes way longer to make maps. It is for the better of course with all these new features and possibilities, it's just that as the more things get added the longer it'll take to make maps, until there's a tipping point where it actually becomes so easy to make them (because of a ton of features and block choices and all that) that it'll start getting shorter.
Hi dead thread. I need to comment again to keep the thread alive now T___T
So... Newer versions are always great. Being able to do more is never a bad thing, at least in my opinion. I'm still a fan of design using less resources, but having better resources isn't a bad thing. I love how Pong can still engage people, and that a lot of people will still have fun playing old arcade games. However, the new games are fun too. Take a look at some old shooters (watching Vex play Half Life really helped me to see it this way). See how they work around their technical difficulties back in the time. Then see how we do it now. Are the new games worse? Is it, because we have more resources, that games get worse? I don't think so. I would never say that new stuff is bad. New stuff is always good. Having access to newer features is always great.
The thing with "skeetonians", at least for me, isn't that command blocks can't be used. But the thing with command blocks is that there's usually only the solution the mapmaker came up with. You run into some sort of invisble wall, being unable to get rid of the potion effect if you do this, or to melee the skeleton if you come up with a clever strategie. Using these gimmicks is dangerous, since there's a great chance that players will try an alternate strategie to find out that you didn't design it, so it doesn't work. That's a design failure, and happens mostly in CMD block maps.
Btw, if you remove the damage tag from both the villager and the item, it should still work. Maybe it even works if the item in the villager trade has no damage tag (use NBT-editor for that, summon might set it to 0 instead of nan).
Looks great! Excited for map.
Yes.
Don't think I have to say more. This is so god-damn true!
Shaders and custom sky to make your builds look better - cheating.
Looks cool tho, but some vanilla pics would be great.
Cus, you know, if the stuff looks great but just doesn't use a vanilla texture pack it's bad. Just like someone who doesn't use the standard engine functions but creates his/her own using the engine is cheating?
There is an erode tool in mcedit. Use it ;-)
i wanna see how people are working with the new stuffs
Oh my god i love you you are the first person to ever say this.
#BlameRubisk
This looks amazing. Now I can't build desert city I imagined because yours would probably be better
Hey wat no don't blame me no why >:(