Ok so I've made lots of progress on the first area and here is the intersection! I know its very plain and boring and its such a W.I.P its not even funny. I just wanted an opinion on if the block variation is too ugly (I think its all right and its better than that netherrack endstone eyesoar) or if the intersection paths itself should be different. constructive criticism pls! Also part of this isn't my work I have a friend helping and he built some stuff I may change later. Walls arent staying flat
Block variation is pretty hard to look at because it's all brown and blobby More and better colors with more and better textures would be a good start. Expanding on the greens on the floor could be an idea. Additionally your floor also seems very brush-y and uneven. The room is also horribly square, and it's not well disguised by the blobs in the corner. Work on cutting out a good area shape before throwing stuff in it, and I think you'd be better off.
How do you feel about sky maps? I dont hear much about them and I assume people don't like them very much because there aren't a lot of them.
They're a lot harder to work with, and are a lot harder to play. By forcing your builds to be visible at all angles from the exterior, even when falling, it becomes a lot harder to make long or fancy dungeons, basically. I know a lot of us here do like doing more dungeon-based settings, and a lot of people are not good with terrain (except for soup. soup is special), so making a fully sky-based map limits creator's options.
There have of course been some particularly good one, like Deadsky Isles and Rugged Horizons, of course, but they're few and far between.
Block variation is pretty hard to look at because it's all brown and blobby More and better colors with more and better textures would be a good start. Expanding on the greens on the floor could be an idea. Additionally your floor also seems very brush-y and uneven. The room is also horribly square, and it's not well disguised by the blobs in the corner. Work on cutting out a good area shape before throwing stuff in it, and I think you'd be better off.
Thanks for the feedback this was exactly the kind of thing I was looking for
NBT, I really enjoy the green packed in with the brown walls and wood, it really shows off....I would say that perhaps more vibrancy in the floral growth, but I think it's looks really neat. Note, I'm also not an aesthetics person-i'm more gameplay and exploration-but I gave it my best.
Anyway, me and the mighty Dylan will be streaming with the intent of clubbing heads, sorting and derp. Feel free to join us!
"As I'm sure you're aware, sir, there have been some problems in Sector 12.
"I'm sure you know that due to recent budget cuts, we've had to move the 'flash freeze' experimental reactor coolant to Section 12, where we were currently working on creating a thermal energy source for Laboratory 3. The problem with this situation is not too dissimilar to attempting to set a block of ice on fire with a broken match. That is to say, it gets you nowhere.
"I'm sure you know because your budget cuts happened to include moving about half the staff to Project ██████ thus putting us in our current predicament. A lack of proper staffing caused a malfunction last week. The resulting explosion, while thankfully not fatal, has left an unbearable mess in Section 12. To be frank, it looks like Hell and Antarctica threw a block party in there.
"Please reply soon with orders as to how to proceed, because I'm unsure how to clean this one up."
"As I'm sure you're aware, sir, there have been some problems in Sector 12.
"I'm sure you know that due to recent budget cuts, we've had to move the 'flash freeze' experimental reactor coolant to Section 12, where we were currently working on creating a thermal energy source for Laboratory 3. The problem with this situation is not too dissimilar to attempting to set a block of ice on fire with a broken match. That is to say, it gets you nowhere.
"I'm sure you know because your budget cuts happened to include moving about half the staff to Project ██████ thus putting us in our current predicament. A lack of proper staffing caused a malfunction last week. The resulting explosion, while thankfully not fatal, has left an unbearable mess in Section 12. To be frank, it looks like Helll and Antarctica threw a block party in there.
"Please reply soon with orders as to how to proceed, because I'm unsure how to clean this one up."
End of correspondence
I love the blocks gradation! From Ice to Lava, it looks awesome!
___________
On my end guys:
No dev. updates this week:
I'm sorry, I was swamped with work IRL and I dedicated most of my free time to my wife, our dog (and Skyrim )
I do have a screenshot though of a wip area from the Intersection I, Vertigo:
Ok, from a distance those pillar look awesome. I'm worried that up close they might look a bit off, because of the perfect circles there, so you might look at some very slight erosion. A little less perfect looking, and I think they'll look great from afar and up close.
Ok, from a distance those pillar look awesome. I'm worried that up close they might look a bit off, because of the perfect circles there, so you might look at some very slight erosion. A little less perfect looking, and I think they'll look great from afar and up close.
Thanks, yep I have to erode them a bit.
But even if not perfectly eroded, you won't see much the outside, you'll mostly be either inside of them or on top of them.
Now chances are you'll see them at some point since you might be thrown off the top by arrows
I'm asking mainly because I want to give my own answer, but... yea
*snip*
I'd be careful with this. I imagine there's still a lot of people who regularly check this thread who have not yet gotten to the end of the map, and even just the question itself is a semi-large spoiler.
I'm asking mainly because I want to give my own answer, but... yea
Community question: What ending in The Painter did you choose and why?
I was actually surprised by the lack of more options. I could easily come up with at least two other things the player might do and actually ended up choosing one of them. To no disturb the natural balance between the good and the evil, whoever was which, I took all the cores with me and jumped down into the void with them, making the weapon and myself both unusable for both sides.
I'd be careful with this. I imagine there's still a lot of people who regularly check this thread who have not yet gotten to the end of the map, and even just the question itself is a semi-large spoiler.
Yeah, I'm playing some more today, since my allies might be too busy...and they're always stealing my stuff. Hehe..so I got my own maps to play, and I'll have to do some tonight...
The Meaning of Life, the Universe, and Everything.
Join Date:
1/28/2013
Posts:
262
Minecraft:
CodeChip
Member Details
-Minimalist- (Beta 1.3.1)
Difficulty: 6 Overall Enjoyment: 6
Comments:
This map was something different than any CTM that I've ever seen before. Most of the time, it seems, we try to make gigantic areas to impress the player. Kaladun did the opposite. He managed to pack a good looking and good playing map into 16+ 24x24 squares. This impressed me, especially for how much gameplay he was able to compact into a single area.
There were a couple things about the map that I did not enjoy. There was the constant stream of mobs, which wasn't very bad, but with the mobs used, was not very interesting. If you stood in an area to sort your inventory for about a minute, you would go up to the next part of the area and find a gigantic horde of every possible horrible thing imaginable. This did give the map a bit of a challenge for me, but I think it would have been better if the player detection range on spawners could have been shortened, to prevent a lot of this constant mob spam.
Another thing was void, at first it felt like it was just a single area thing, and I was happy about that. When I went into other areas and saw that many of them started to use void, I was not sure what to think. I lost my stuff pretty easily because of the constant torrent of blazes and zombies and skeletons and everything imaginable. This may just be me, but I think the void needs to be minimal in this map, considering there is such a small amount of room.
I didn't like the final area very much. I'm going to just point out that the rest of this paragraph might be spoilers, so if you plan on playing the map, ignore this paragraph. To access the final part of the map, you need to find 'souls' in other areas, which was not very well focused on in the map. When I got to the black wool area and couldn't access it because of having to find these randomly scattered souls, I got kind of annoyed. I ended up asking a friend where they were just to save time. The end was much easier than I expected. I liked the mechanics with the final battle, even though it could have been more difficult. Otherwise I liked the area.
Other than these flaws, I loved the overall feel of this map. It taught me a lot about playing CTMs, like grinding to get food and blocks. It posed a considerable challenge, even with free access to enchanting and potions. To me, it seemed like if you were in such a enclosed space that you would run out of resources easily, but Kaladun did an amazing job with resources in this map, allowing infinite amounts of most resources. I would reccommend this map to other people who would be interested in CTM easily. I also have wondered if this map was made without using tools such as World Edit or MCEdit because it would be completely possible and really fun if that were to happen. Kaladun made a great map here and I hope a lot of you play it and enjoy it as much as I did!
Block variation is pretty hard to look at because it's all brown and blobby More and better colors with more and better textures would be a good start. Expanding on the greens on the floor could be an idea. Additionally your floor also seems very brush-y and uneven. The room is also horribly square, and it's not well disguised by the blobs in the corner. Work on cutting out a good area shape before throwing stuff in it, and I think you'd be better off.
1. Rc2
2. Moon 2
3. Rc1
4. vf2
5. from ashes
6. Inkstar
7. Skyward ascent
8. LoD1
9. legendary
10. Sunken Muds
I haven't played overload, savage realms, or painter yet.
How do you feel about sky maps? I dont hear much about them and I assume people don't like them very much because there aren't a lot of them.
They're a lot harder to work with, and are a lot harder to play. By forcing your builds to be visible at all angles from the exterior, even when falling, it becomes a lot harder to make long or fancy dungeons, basically. I know a lot of us here do like doing more dungeon-based settings, and a lot of people are not good with terrain (except for soup. soup is special), so making a fully sky-based map limits creator's options.
There have of course been some particularly good one, like Deadsky Isles and Rugged Horizons, of course, but they're few and far between.
Thanks for the feedback this was exactly the kind of thing I was looking for
NBT, I really enjoy the green packed in with the brown walls and wood, it really shows off....I would say that perhaps more vibrancy in the floral growth, but I think it's looks really neat. Note, I'm also not an aesthetics person-i'm more gameplay and exploration-but I gave it my best.
Anyway, me and the mighty Dylan will be streaming with the intent of clubbing heads, sorting and derp. Feel free to join us!
Stream is here: http://multitwitch.tv/aurabolt/dylanamite (We'll be using Dylan's chat to talk to the stream, so go there! ^_^)
Hope to see you there!
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1
ApolloCorp Memorandum
Date: 3/7/18
To: Operator - Vladimyr Windurtyd
From: Ava Paige
Subject - Cleaning Up
Full correspondence below
"As I'm sure you're aware, sir, there have been some problems in Sector 12.
"I'm sure you know that due to recent budget cuts, we've had to move the 'flash freeze' experimental reactor coolant to Section 12, where we were currently working on creating a thermal energy source for Laboratory 3. The problem with this situation is not too dissimilar to attempting to set a block of ice on fire with a broken match. That is to say, it gets you nowhere.
"I'm sure you know because your budget cuts happened to include moving about half the staff to Project ██████ thus putting us in our current predicament. A lack of proper staffing caused a malfunction last week. The resulting explosion, while thankfully not fatal, has left an unbearable mess in Section 12. To be frank, it looks like Hell and Antarctica threw a block party in there.
"Please reply soon with orders as to how to proceed, because I'm unsure how to clean this one up."
End of correspondence
I love the blocks gradation! From Ice to Lava, it looks awesome!
___________
On my end guys:
No dev. updates this week:
I'm sorry, I was swamped with work IRL and I dedicated most of my free time to my wife, our dog (and Skyrim
)
I do have a screenshot though of a wip area from the Intersection I, Vertigo:
@Clamp
Ok, from a distance those pillar look awesome. I'm worried that up close they might look a bit off, because of the perfect circles there, so you might look at some very slight erosion. A little less perfect looking, and I think they'll look great from afar and up close.
Thanks, yep I have to erode them a bit.
But even if not perfectly eroded, you won't see much the outside, you'll mostly be either inside of them or on top of them.
Now chances are you'll see them at some point since you might be thrown off the top by arrows

(evil laugh...)
I'd be careful with this. I imagine there's still a lot of people who regularly check this thread who have not yet gotten to the end of the map, and even just the question itself is a semi-large spoiler.
Dang....
Yeah, I'm playing some more today, since my allies might be too busy...and they're always stealing my stuff. Hehe..so I got my own maps to play, and I'll have to do some tonight...
Strawpoll: http://www.strawpoll.me/4001589
Crud....didn't put down SP02...If you want to see that, let me know.
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1
-Minimalist- (Beta 1.3.1)
Difficulty: 6
Overall Enjoyment: 6
Comments:
This map was something different than any CTM that I've ever seen before. Most of the time, it seems, we try to make gigantic areas to impress the player. Kaladun did the opposite. He managed to pack a good looking and good playing map into 16+ 24x24 squares. This impressed me, especially for how much gameplay he was able to compact into a single area.
There were a couple things about the map that I did not enjoy. There was the constant stream of mobs, which wasn't very bad, but with the mobs used, was not very interesting. If you stood in an area to sort your inventory for about a minute, you would go up to the next part of the area and find a gigantic horde of every possible horrible thing imaginable. This did give the map a bit of a challenge for me, but I think it would have been better if the player detection range on spawners could have been shortened, to prevent a lot of this constant mob spam.
Another thing was void, at first it felt like it was just a single area thing, and I was happy about that. When I went into other areas and saw that many of them started to use void, I was not sure what to think. I lost my stuff pretty easily because of the constant torrent of blazes and zombies and skeletons and everything imaginable. This may just be me, but I think the void needs to be minimal in this map, considering there is such a small amount of room.
I didn't like the final area very much. I'm going to just point out that the rest of this paragraph might be spoilers, so if you plan on playing the map, ignore this paragraph. To access the final part of the map, you need to find 'souls' in other areas, which was not very well focused on in the map. When I got to the black wool area and couldn't access it because of having to find these randomly scattered souls, I got kind of annoyed. I ended up asking a friend where they were just to save time. The end was much easier than I expected. I liked the mechanics with the final battle, even though it could have been more difficult. Otherwise I liked the area.
Other than these flaws, I loved the overall feel of this map. It taught me a lot about playing CTMs, like grinding to get food and blocks. It posed a considerable challenge, even with free access to enchanting and potions. To me, it seemed like if you were in such a enclosed space that you would run out of resources easily, but Kaladun did an amazing job with resources in this map, allowing infinite amounts of most resources. I would reccommend this map to other people who would be interested in CTM easily. I also have wondered if this map was made without using tools such as World Edit or MCEdit because it would be completely possible and really fun if that were to happen. Kaladun made a great map here and I hope a lot of you play it and enjoy it as much as I did!
SCORE
Aesthetics: 8
Creativity: 9
Gameplay: 6
TOTAL: 23
Next time you could do something such as:
For anyone currently playing The Painter this is a spoiler, view at your own risk!
(insert spoiler containing community question)
http://www.minecraft...red-emblem-ctm/
Ugh. I was just looking for maps to play and then I remembered Chiefwiggy and Inspired Gallery...
The nostalgia... *cries*
We need Wiggy and Skeeto and Drago to make moar maps :l
My Thread: http://www.minecraftforum.net/topic/1881805-ctm-wip-lands-of-mystery-by-bnm-new-map-started/#entry23248316
I believe the proper saying is...
...GG, Heliceo?
<redacted>
", Courier">
Join me as i complete the amazing game Angel Knights after 215 episodes!
Also including a sneak peak of my let's play of The Painter
Needs more SWEG!