Is it possible to make a rom hack hard map balanced? If so that is what I'm going for, for my map. I'm planning on making the mobs and the general difficulty of the areas be really dang hard, but all the loot will be really g00d... Idk, thats the balance plan i'm going for in my map... (Well I guess that means I totally need to buff my first area... whatever..........)
If the loot is dang good, the map will still be reasonable. If you put X times more mobs in a room, then increase the armour and damage of a player by X, there's no difference. Making a real ROM-hack hard back is generally a bad idea, since the entire idea on Rom-hack hard games was to troll players and make em lose and cry ;-)
Im jasper65932, and I made a map a year ago. its called: The Forgotten Lands. (here)
Now I'm starting to make The Forgotten lands II. So far I've made the start, Intersection 1 and the white wool.
I would like to get some feedback on the white wool area called Lava Springs.
Ooh, that looks cool. I'm new to this and I feel so greedy when it comes to giving lava to player. I removed few lava traps just so player doesn't get ol' lava gun. Don't want them to burn my forests
@Apollo9898 In 1.8 they broke TNT explosion it seems. Now instead of making random crators it makes a perfect 3x3 cube(in stone types at least, seems better with weaker materials). What would you use it for in survival then? The only real use before was for carving an area out or for mining but now it's broken.
@Apollo9898 In 1.8 they broke TNT explosion it seems. Now instead of making random crators it makes a perfect 3x3 cube(in stone types at least, seems better with weaker materials). What would you use it for in survival then? The only real use before was for carving an area out or for mining but now it's broken.
But it actually looks really cool with the 3x3 cubes because they're not always completely perfect, it's sexy tbh.
My tips for you are start small. Make a minimap. Take only 1 or 2 of those ideas, and compile those together into a fun mini map. Once you have experience making minimaps, you can start to move up into the full-scale CTM map. When it comes to a normal CTM map, make sure to keep the gameplay fresh with each and every area. Whether it be a new custom mob, new custom mechanic, etc.
If you specifically need motivation, then you need look no further than this thread. When you start building your map, feel free to post screenies and ask for advice on whatever you're working on almost daily. Being a part of a group like this and getting feedback on a constant basis is easily the biggest motivator you can find.
Thanks both of you for the feedback.
@WittyWhiscash
I will try make a mini and slowly progress into a full-scale map. I guess it wouldn't hurt to even do both at once - by that I mean having the full-scale as a minor backup whilst I work on the mini.
@Drago
Thanks for the advice. I will come back here more often to browse others content. And of course I will post screenshots of any interesting builds or concepts I come up with along the way.
OK, how many people would like me to post a download of my .minecraft with SPC and TMI and a buncha other mapmaking tools? Minus the saves and texture packs of course
What do you think of having a mandatory prologue for a map?
Like a MiniCTM of not too high difficulty that spits out the download-link for the real map if you complete it?
I'm asking because I want to implement such a thing for the next map I'm starting to give the story more depth and give the player a better feeling of the map itself. Also, I kinda want the player to feel like he has 'deserved' to go to the full map and wander around it.
Or you just have it at the start of the map and at the end sends you to the proper map
OK, how many people would like me to post a download of my .minecraft with SPC and TMI and a buncha other mapmaking tools? Minus the saves and texture packs of course
OK, how many people would like me to post a download of my .minecraft with SPC and TMI and a buncha other mapmaking tools? Minus the saves and texture packs of course
Nobody, since you're not allowed too. Apparently, MOJANG has stated in their EULA that you aren't allowed to share or duplicate any of their files. That is why most modders don't just release a version but only the mod files. If you'd post your version out here, you're basically putting up an illegal file download. I know there is a good chance MOJANG won't notice it, but in the case they do you can get in trouble and stuff.
Also Comunity Question:
What do you think about the Void Fog removal and is there a good way how to simulate it in 1.8?
Thank god. Void Fog has been unnecessary for a long while, and I'm glad to see it's gone. It frees up the bottom of the map for designers better anyway. Blindness beacons/@e/ect is the obvious simulation and is much better overall.
Thank god. Void Fog has been unnecessary for a long while, and I'm glad to see it's gone. It frees up the bottom of the map for designers better anyway. Blindness beacons/@e/ect is the obvious simulation and is much better overall.
Disgagree. See, it was toggleable for mapmakers before. If you before releasing your map turned world gen to superflat, it was off, on default, it was on. Now it's always off. I don't see why that is good. And we know are only able to turn on blindness yes/no. We can't play around with different vision ranges on different heights, which I thought was really interesting and worked with a lot in Laingral
Hi there! I just wanted to post an early screenshot of a map I've been working on for some times. It's going to be a 2-wool map (plus a bonus disc) set in an underground wooden village of miners.
Here's the main area (the wooden village) with the monument:
If the loot is dang good, the map will still be reasonable. If you put X times more mobs in a room, then increase the armour and damage of a player by X, there's no difference. Making a real ROM-hack hard back is generally a bad idea, since the entire idea on Rom-hack hard games was to troll players and make em lose and cry ;-)
Ooh, that looks cool. I'm new to this and I feel so greedy when it comes to giving lava to player. I removed few lava traps just so player doesn't get ol' lava gun. Don't want them to burn my forests
@Apollo9898 In 1.8 they broke TNT explosion it seems. Now instead of making random crators it makes a perfect 3x3 cube(in stone types at least, seems better with weaker materials). What would you use it for in survival then? The only real use before was for carving an area out or for mining but now it's broken.
But it actually looks really cool with the 3x3 cubes because they're not always completely perfect, it's sexy tbh.
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These pictures are in brightness moody BTW.
Thanks both of you for the feedback.
@WittyWhiscash
I will try make a mini and slowly progress into a full-scale map. I guess it wouldn't hurt to even do both at once - by that I mean having the full-scale as a minor backup whilst I work on the mini.
@Drago
Thanks for the advice. I will come back here more often to browse others content. And of course I will post screenshots of any interesting builds or concepts I come up with along the way.
Or you just have it at the start of the map and at the end sends you to the proper map
DID SOMEONE SAY
MONSTROSITY
[paging CFG]
I beta'd your map give it to me now
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Nobody, since you're not allowed too. Apparently, MOJANG has stated in their EULA that you aren't allowed to share or duplicate any of their files. That is why most modders don't just release a version but only the mod files. If you'd post your version out here, you're basically putting up an illegal file download. I know there is a good chance MOJANG won't notice it, but in the case they do you can get in trouble and stuff.
Every now and then, i really like the use of endstone. This is one of those times. :3
I suck at making Intersections...
Just some cewl custom items I made...
Maze of chest.
Totally not a trap...
I do have fever today, which sucks! But since I'm sick I'll probably get a lot of mapping done.
That's the problem. In 1.8 they are always perfect 3x3s (again, in stone)
Thank god. Void Fog has been unnecessary for a long while, and I'm glad to see it's gone. It frees up the bottom of the map for designers better anyway. Blindness beacons/@e/ect is the obvious simulation and is much better overall.
Disgagree. See, it was toggleable for mapmakers before. If you before releasing your map turned world gen to superflat, it was off, on default, it was on. Now it's always off. I don't see why that is good. And we know are only able to turn on blindness yes/no. We can't play around with different vision ranges on different heights, which I thought was really interesting and worked with a lot in Laingral
Just a few more days of the Simpsons marathon and I can finally get back to work on mapping... gah the distractions
Here's the main area (the wooden village) with the monument: