The Meaning of Life, the Universe, and Everything.
Join Date:
4/4/2012
Posts:
89
Location:
In my own little world
Minecraft:
lancearmada
Member Details
@three_two i'm not making it persistent, it doesn't matter too much to me if it despawns after a period of time. As long as it doesn't despawn quickly or noticeably (and even if it was noticeable i would still be ok with it). I believe there is a way to make it persistent tho.
I have been working on the Green Banner area of my map (even though there is plenty of work for the other areas too).
And I am going for a large area with many fortresses, citadels, castles, towers, etc. for the player to explore and find tons of loot guarded by mobs.
Here's my first attempt. The reward is a Diamond Sword with (if I remember correctly) Fire Aspect IV, Sharpness III, Smite III, Unbreaking III.
The area is in the nether, so the area will have some dangerous natural spawns as well. The background is flat sandstone because I am making these structures in my Tech Lab world and then copying and pasting them into the CTM map world save.
Anyways, here's an initial head on screenshot!
Note: I have NOT added the spawners or chests into the area so some of the decoration isn't 100% complete and I might have two of these across the area with different high-tier loot at the very top. The difficulty will be high at this point in the map.
I have been working on the Green Banner area of my map (even though there is plenty of work for the other areas too).
And I am going for a large area with many fortresses, citadels, castles, towers, etc. for the player to explore and find tons of loot guarded by mobs.
Here's my first attempt. The reward is a Diamond Sword with (if I remember correctly) Fire Aspect IV, Sharpness III, Smite III, Unbreaking III.
The area is in the nether, so the area will have some dangerous natural spawns as well. The background is flat sandstone because I am making these structures in my Tech Lab world and then copying and pasting them into the CTM map world save.
Anyways, here's an initial head on screenshot!
Note: I have NOT added the spawners or chests into the area so some of the decoration isn't 100% complete and I might have two of these across the area with different high-tier loot at the very top. The difficulty will be high at this point in the map.
A Closer Look:
I like the basic design of it, but the side towers look insanely off. They seem almost too wide and stumpy and oddly rounded, and make the whole castle like it's cut off at the bottom.
I like the basic design of it, but the side towers look insanely off. They seem almost too wide and stumpy and oddly rounded, and make the whole castle like it's cut off at the bottom.
That is actually a funny point because the bottom of the castle iscut off. I forgot to mention it. The castle will be elevated a bit and surrounded by other castles and towers that sorta have staircases to it.
But they do look a bit stumpy. I'll see if they look better when elevated.
I have been working on the Green Banner area of my map (even though there is plenty of work for the other areas too).
And I am going for a large area with many fortresses, citadels, castles, towers, etc. for the player to explore and find tons of loot guarded by mobs.
Here's my first attempt. The reward is a Diamond Sword with (if I remember correctly) Fire Aspect IV, Sharpness III, Smite III, Unbreaking III.
The area is in the nether, so the area will have some dangerous natural spawns as well. The background is flat sandstone because I am making these structures in my Tech Lab world and then copying and pasting them into the CTM map world save.
Anyways, here's an initial head on screenshot!
Note: I have NOT added the spawners or chests into the area so some of the decoration isn't 100% complete and I might have two of these across the area with different high-tier loot at the very top. The difficulty will be high at this point in the map.
A Closer Look:
Looks nice, but like Fang said, it's a little stumpy
"You think your map is done, but your map is never done..."
Recently Cubi finished playing my map and I have a few questions.
How do you guys look at "The Last Area" of your map? Because I took it as "This is the last dungeon so it should be very difficult" and it ended up causing Cubi around 30 deaths even though it's a relatively small area. Should I make it easier?
One thing to keep in mind with something like this is that it's very opinion based. In my opinion, the last area of a map should be the most difficult area in a map, however that doesn't mean it needs to be a dramatic spike in difficulty compared to the area prior to it. While spikes in difficulty if used in moderation can give the player a good challenge, if the spike causes the player to die exceedingly more than they had been in prior areas than something could be wrong. And example of this would be the player possibly dying once or twice every few areas and then dying ten times in one area. A situation like that can cause a lot of frustration and is never something you should be aiming to do.
Also is I have a more theoretical question for someone more experienced. How exactly is difficulty and enjoyment bound together in maps? Sometimes, even though most of the map is very balanced and fair and not very punishing (in the end, the map uses keepInventory), I feel like the difficulty is too much and it makes some people not enjoy the map. Am I doing something wrong or should I make two versions of the map?
This one is a bit trickier of a question to answer as each person could have a different answer to what type of difficulty they enjoy. The question becomes, what difficulty are you looking to create with this map? Most often while I'm playing CTMs, the difficulty I prefer is that the map provides a challenge while providing enough tools to be able to make mistakes and still be able to complete it. So long as I don't feel cheated or don't feel like I'm ill equipped for the situation than death isn't as bothersome. That said, if you feel the difficulty is too much for players to enjoy, it could be just a matter of finding out what aspect(s) they don't enjoy and making adjustments to those in order to create a more enjoyable experience.
Remember, as the map maker you're not there to create a frustrating experience, you're there to create a challenging and enjoyable experience. It's a game wits, you're trying to throw them challenges that they can combat and trying to think one step ahead of them as to what they might do and combat them.
As for KeepInventory, this is just a design choice for the map, most often times you'll not see it in a map because it does allow the player to play more risky without any real risk of loss.
And one more question. How do you deal with with FPS drops caused by too many tile entities in a small area? I tried to prune any excessive tile entities (eg. compressing chests or using wider area spawners instead of multiple regular ones) but it's still too much.
If I remember correctly the use of a lot of Wide Area Spawners can cause lag, I'm not sure if this is still the case or if it's been fixed. As for the lag it's hard to know what it is without looking at it as there's a variety of issues that could cause it.
If I remember correctly the use of a lot of Wide Area Spawners can cause lag, I'm not sure if this is still the case or if it's been fixed. As for the lag it's hard to know what it is without looking at it as there's a variety of issues that could cause it.
I believe a WAS checks every single block in its player detection radius once every tick. So the larger the detection radius X large amount of WASpawners = lag. Best to keep the WAspawners to a minimum and instead adjust spawn rates, max entities and so on.
I'll just take advantage of this to make you one question, ¿How did you make those spiral-like patterns with the leaves? You made them with MCEdit or by hand?
If you think of dungeons like Boss Fights. The final dungeon is not the final boss fight: but it's the bonus boss-fight that comes after the main story and is designed with one goal in mind: push your limits and curb-stomp even those who found the rest easy. A player should not be able to get the final objective unless they are the best of the best and it essentially makes 100% completing the map feel like a true victory of personal strength. Don't worry about making it too easy/hard. People who've invested the time to get all the rest of the objectives will probaby have some lee-way in them at this point
Well, my maps revolve around the buildup to the "final boss" battle which is the black wool. The series is called "Execution" because everything is prepping you for the final area which is meant as a grand and elegant way of killing the player by any means necessary. It is sort of like the Final Exam at the end of the year and the first 8 wool are quizzes while the last 7 (excluding the black wool) are tests. The Red wool (being the 7th "test") would be the hardest of the normal tests. Finally, gather the skills gained from all of the "quizzes" and "tests" and put them to use in the final exam, the black wool, the "Execution".
But the traditionally (meaning Vexian) significant wool are as follow:
White Wool - Easiest Wool
Brown Wool - The Cheese/Troll Wool
Red Wool - The Combat-Based Wool, the Finale
Black Wool - The Most Difficult to Obtain Wool, the Grand Finale
I'll just take advantage of this to make you one question, ¿How did you make those spiral-like patterns with the leaves? You made them with MCEdit or by hand?
If I were to associate that structure with a person, I imagined a chubby, short, and slow person when I see that. I guess probably slim up those towers, or if you were going for the look that I mentioned, leave it the way it is.
@Vicabo
The color and the terrain itself looks good! What kind of structures would you place there and what is the context of the area? Since I'm interested of what will you make out of it
I believe you need to modify the time data value because by default it's set to 1 tick or something like that.
Yeah, I tried all that, increasing time as well as negative time values. Wondering if there's a trick I don't know about.
@three_two i'm not making it persistent, it doesn't matter too much to me if it despawns after a period of time. As long as it doesn't despawn quickly or noticeably (and even if it was noticeable i would still be ok with it). I believe there is a way to make it persistent tho.
Danger O plenty-Epic Classical CTM map
Soycraft-my favorite server
Ultra Ecstatic Recreational Event-A ridiculous Challenge map, and sequel to "Super Happy Fun Times"
Hello Forum!
I have been working on the Green Banner area of my map (even though there is plenty of work for the other areas too).
And I am going for a large area with many fortresses, citadels, castles, towers, etc. for the player to explore and find tons of loot guarded by mobs.
Here's my first attempt. The reward is a Diamond Sword with (if I remember correctly) Fire Aspect IV, Sharpness III, Smite III, Unbreaking III.
The area is in the nether, so the area will have some dangerous natural spawns as well. The background is flat sandstone because I am making these structures in my Tech Lab world and then copying and pasting them into the CTM map world save.
Anyways, here's an initial head on screenshot!
Note: I have NOT added the spawners or chests into the area so some of the decoration isn't 100% complete and I might have two of these across the area with different high-tier loot at the very top. The difficulty will be high at this point in the map.
A Closer Look:
I like the basic design of it, but the side towers look insanely off. They seem almost too wide and stumpy and oddly rounded, and make the whole castle like it's cut off at the bottom.
That is actually a funny point because the bottom of the castle is cut off. I forgot to mention it. The castle will be elevated a bit and surrounded by other castles and towers that sorta have staircases to it.
But they do look a bit stumpy. I'll see if they look better when elevated.
Heres a little something I've been working on:
Any new maps for 1.8 except SP II and Terra restore?
#pcmasterrace
Looks nice, but like Fang said, it's a little stumpy
@Blade00000009 Danger O' Plenty is made for 1.8
Danger O plenty-Epic Classical CTM map
Soycraft-my favorite server
Ultra Ecstatic Recreational Event-A ridiculous Challenge map, and sequel to "Super Happy Fun Times"
One thing to keep in mind with something like this is that it's very opinion based. In my opinion, the last area of a map should be the most difficult area in a map, however that doesn't mean it needs to be a dramatic spike in difficulty compared to the area prior to it. While spikes in difficulty if used in moderation can give the player a good challenge, if the spike causes the player to die exceedingly more than they had been in prior areas than something could be wrong. And example of this would be the player possibly dying once or twice every few areas and then dying ten times in one area. A situation like that can cause a lot of frustration and is never something you should be aiming to do.
This one is a bit trickier of a question to answer as each person could have a different answer to what type of difficulty they enjoy. The question becomes, what difficulty are you looking to create with this map? Most often while I'm playing CTMs, the difficulty I prefer is that the map provides a challenge while providing enough tools to be able to make mistakes and still be able to complete it. So long as I don't feel cheated or don't feel like I'm ill equipped for the situation than death isn't as bothersome. That said, if you feel the difficulty is too much for players to enjoy, it could be just a matter of finding out what aspect(s) they don't enjoy and making adjustments to those in order to create a more enjoyable experience.
Remember, as the map maker you're not there to create a frustrating experience, you're there to create a challenging and enjoyable experience. It's a game wits, you're trying to throw them challenges that they can combat and trying to think one step ahead of them as to what they might do and combat them.
As for KeepInventory, this is just a design choice for the map, most often times you'll not see it in a map because it does allow the player to play more risky without any real risk of loss.
If I remember correctly the use of a lot of Wide Area Spawners can cause lag, I'm not sure if this is still the case or if it's been fixed. As for the lag it's hard to know what it is without looking at it as there's a variety of issues that could cause it.
Special thanks to Axl Rosie for the sig.
I believe a WAS checks every single block in its player detection radius once every tick. So the larger the detection radius X large amount of WASpawners = lag. Best to keep the WAspawners to a minimum and instead adjust spawn rates, max entities and so on.
There's Archangel Rising that I posted a few months ago.
Pretend that I'm not advertising. :3
http://www.minecraftforum.net/forums/mapping-and-modding/maps/1554519-chimarian-memories-ctm-series-archangel-rising-is
Did no one see my screenshot? :C
I did, but just had nothing to say about it.
I'll just take advantage of this to make you one question, ¿How did you make those spiral-like patterns with the leaves? You made them with MCEdit or by hand?
Well, my maps revolve around the buildup to the "final boss" battle which is the black wool. The series is called "Execution" because everything is prepping you for the final area which is meant as a grand and elegant way of killing the player by any means necessary. It is sort of like the Final Exam at the end of the year and the first 8 wool are quizzes while the last 7 (excluding the black wool) are tests. The Red wool (being the 7th "test") would be the hardest of the normal tests. Finally, gather the skills gained from all of the "quizzes" and "tests" and put them to use in the final exam, the black wool, the "Execution".
But the traditionally (meaning Vexian) significant wool are as follow:
White Wool - Easiest Wool
Brown Wool - The Cheese/Troll Wool
Red Wool - The Combat-Based Wool, the Finale
Black Wool - The Most Difficult to Obtain Wool, the Grand Finale
Let me know if I missed any.
By hand just because I like to do it that way
Looks good, but the brushstrokes are really obvious
here is some progress on my CTM Map Catastrophic Caverns!
@TechAnimation's Castle
If I were to associate that structure with a person, I imagined a chubby, short, and slow person when I see that. I guess probably slim up those towers, or if you were going for the look that I mentioned, leave it the way it is.
@Vicabo
The color and the terrain itself looks good! What kind of structures would you place there and what is the context of the area? Since I'm interested of what will you make out of it