I am a bit late to the show, but favourite and least favourite areas.
Favourite - I like jump boost areas. Or I used to. But since I am about to finish up Savage Realms (yes, only black wool and bedrock left now), I have kind of gotten a bit too much of it (rocket boots..) Good jump boost areas - Inferno Mines Salire Castle - Lots of fun. Also towards the end of Remote District 3 there is a jump boost space themed area, that I don't remember the name of. Awesome area.
Also I really really like Death Row from RC2. Lots of fighting, strategy, exploring, finding more and more loot. Also from RC2 that area with the pigmens castle comes to mind, don't remember the name.
I usually don't like void areas unless they are very well balanced. Phneumatica is a good example - it is doable with just leather armor so you get the thrills of the void without actually loosing much if you die.
Also a favourite ever area is the final area of From Flames - that spacestation in the end was amazing. So difficult but fun to explore and since keepinventory is set to true in that area by default, then you kind of get that same thrill of the void at hardly any cost.
Least favourite would be something like Crumbling Abyss from RC2. I hate the randomness of death in that area. Same goes with Vertigo from RC2. Or the Library in the last intersection of Inferno Mines - with the punch skellies. So unfair!
Astral Caves of Mystery is the name of mentioned area in Remote District 3. I'm making two areas based off of it, though one is set above the sun on orbiting planets. I posted a screenshot on the last page.
- Movement based areas with jump boost and whatnot, like ninja academy in RC2 and astral caves in RD3. But not the one where the jumps could result in falling into lava like salire castle or losing my marbles in UT3.
- Linear small spaced dungeons, like the design of the rumblehiss nest lower area (minus the confusing mazelike layout) from pantheon, and that one area with supercharged creepers in to greener pastures.
- Probably like the first area in keystone. It really intrigues me seeing that style of area for the first time and I really enjoyed it.
- Fleecy mobs, if it done right.
Least Favorites:
- Void areas. I know people here liked pneumatica in the painter but even though that area was well balanced and what not, it's just not my piece of cake.
- Early areas with punch+flame bow. It's just something that I didn't really enjoy.
- Tedious wool search areas, like rattlebone crypt in spellbound caves, that one pink wool in RD3, and that graveyard area in UT1
Well, I haven't played a lot of CTMs since my computer broke down, but
@CQ:
-Favourite: I'd say areas with towers I have to go upto get the wool, or areas with castles or any structure basically.
-Least Favourite: Void spaces, especially when there's a very thin path I have to go through. It's really hard because of the tension and if you fall, you lose all your stuff.
I've been kinda busy lately and haven't posted on this thread much, but I figure I'll give my opinions.
Favorite: Similarly to Rexxefa, I really like movement-based areas. I'm also a big fan of areas that manage to use environmental obstacles well without just placing a ton of lava everywhere. An example of that would be Trinity Caves from RC2, which is my favorite area from that map and might be my all-time favorite CTM area. It's definitely at least in my top 3. I'm going to try and combine the fast-paced speed/jump boost area style and the explosion-based combat in an area in my next full map.
Least Favorite: I'm generally not a fan of any ice areas where you can't place much light down or else you'll melt the area and spill water everywhere. I've tried to nullify this in my more recent works by using regular ice for walls and ceilings and packed ice for any that's in areas the player will walk on. Even though I enjoy void-heavy areas when they're done right, I also despise void areas that are hard enough that I have to take my best gear into it and risk losing everything. That's why I made Pneumatica toned down in difficulty compared to the surrounding areas and gave out lots of weaker gear at the beginning; I wanted the player to be able to play a void area that was nerve-wracking but also not too punishing.
(Don't worry - I've realized that the abundance of void is one of the major design flaws of The Painter, so I'll be toning it down a little in the next map.)
I don't know why I thought this would look good. Suggestions as to how to create nice-looking block differentiation in lanterns? WIP of course and there might be a handful of islands (or none at all, we'll see). I was thinking of setting the landscape (mass of the cave, not the floating blocks) in the background to a block like obsidian, but it'd be pretty difficult and a major time suck.
Yes, it's back! The CTM Community Podcast makes a return after almost a year!
This time we have a new name, a new host, and a new layout and we hope it's going to go a lot better!
I'm really glad you guys are doing this. The podcast was always something I felt could be a very valuable resource for mapmakers if the effort was put in to revive it. I'd just really urge you guys to stick with it. Keep the episodes and new content coming!
I'm really glad you guys are doing this. The podcast was always something I felt could be a very valuable resource for mapmakers if the effort was put in to revive it. I'd just really urge you guys to stick with it. Keep the episodes and new content coming!
The one thing that really urks me about maps is, Punch Bow skeletons in areas with water/ Scaffolds, it's a nightmare to get things done.
So i have Community Question for you guys!
CC: What mobs do you hate the most to deal with in CTM Maps. Custom or non-custom.
Non-Custom: Overly excessive use of witches and skeletons. The witches themselves are already ridiculous let alone dealing with swarms of those. And of course, the skellies. Especially hordes of them placed early in game.
Custom:
- Stated on my previous post.
- Really strong mobs (that took around 10 hits to kill with the current gear you have) that spawned in a horde (like 5-10 at once).
- Skellies on bats + punch bows. Was a turn off for me on hikaro jungle (sorry chipmunk :/ )
Yep. Two similar style of posts posted back-to-back...
Also, I haven't tell you guys how great it is to see the podcast back Just keep it going more than 10 episodes :v
CC: What mobs do you hate the most to deal with in CTM Maps. Custom or non-custom.
Non-Custom: Witches and Cave Spiders. I hate having to deal with poison, but I find it worse with Witches (especially if you have very little food to allow for regeneration afterwards)
Custom: Anything knockback/punch related, especially in places with small areas and big pitfalls/lakes of lava.
The one thing that really urks me about maps is, Punch Bow skeletons in areas with water/ Scaffolds, it's a nightmare to get things done.
So i have Community Question for you guys!
CC: What mobs do you hate the most to deal with in CTM Maps. Custom or non-custom.
The things I hate to deal with most in CTMs I think would be wither water, witches, and extremely tanky mobs. I don't see too many tanky mobs lately so that hasn't been a problem. I despise Krose for the wither water thing. Krose pls. I just want water. Not death. :-;
If we're talking about cave spiders, when you give them weakness effect they become harmless. That's pretty interesting fact more people should know (at least on easy 1.5 year ago, need to test it)
alright i lied, that doesn't work apparently. it used to though, unless you need higher level potion
I'm going to work on Discordancy for a couple of hours. The block variation for the giant cavern has been completed, but it really needs erosion. After that we just need to make the island with the castle and the dungeon underneath.
howdy hey frens, sorry to keep asking so many questions (i'll post screenies soon i swear) but is there any filter i can use to find a certain block like sponge- and replace it with a schematic like a funbox? i have an area that i really don't want to spend several hours doing the walls on, and i figured the easiest way to simulate doing them by hand would be to randomly place blocks in the walls and then replace them with a brush size. i'd also like it so i don't have to place all my spawners in mcedit and i can instead just use markers and then replace them all later. thanks n_n!
First screenshot looks nice but redstone blocks looks like out of place.
Second screenshot looks very nice. I like it. Intersection I'm presume?
And third screenshot looks very good but I'm think walls need a little bit more erosion.
Haha, I'll have to find it and add another one
Thanks, I'll try to fix these up. (And yes, the second screenshot is an intersection).
(imitating IGN) 7.8 out of 10 too little erosion
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Can anyone link me to the filter that makes spawners spawn at the next tick? (if there is one)
Astral Caves of Mystery is the name of mentioned area in Remote District 3. I'm making two areas based off of it, though one is set above the sun on orbiting planets. I posted a screenshot on the last page.
I'm a pixel artist who makes pixel things and maps! I also do line art occasionally.
I have two work in progress resource packs!
This is the second one!
And of course, by "work-in-progress" I mean "will never, ever be completed".
A litle late, but...
@CQ
Favorites:
- Movement based areas with jump boost and whatnot, like ninja academy in RC2 and astral caves in RD3. But not the one where the jumps could result in falling into lava like salire castle or losing my marbles in UT3.
- Linear small spaced dungeons, like the design of the rumblehiss nest lower area (minus the confusing mazelike layout) from pantheon, and that one area with supercharged creepers in to greener pastures.
- Probably like the first area in keystone. It really intrigues me seeing that style of area for the first time and I really enjoyed it.
- Fleecy mobs, if it done right.
Least Favorites:
- Void areas. I know people here liked pneumatica in the painter but even though that area was well balanced and what not, it's just not my piece of cake.
- Early areas with punch+flame bow. It's just something that I didn't really enjoy.
- Tedious wool search areas, like rattlebone crypt in spellbound caves, that one pink wool in RD3, and that graveyard area in UT1
Well, I haven't played a lot of CTMs since my computer broke down, but
@CQ:
-Favourite: I'd say areas with towers I have to go upto get the wool, or areas with castles or any structure basically.
-Least Favourite: Void spaces, especially when there's a very thin path I have to go through. It's really hard because of the tension and if you fall, you lose all your stuff.
I've been kinda busy lately and haven't posted on this thread much, but I figure I'll give my opinions.
Favorite: Similarly to Rexxefa, I really like movement-based areas. I'm also a big fan of areas that manage to use environmental obstacles well without just placing a ton of lava everywhere. An example of that would be Trinity Caves from RC2, which is my favorite area from that map and might be my all-time favorite CTM area. It's definitely at least in my top 3. I'm going to try and combine the fast-paced speed/jump boost area style and the explosion-based combat in an area in my next full map.
Least Favorite: I'm generally not a fan of any ice areas where you can't place much light down or else you'll melt the area and spill water everywhere. I've tried to nullify this in my more recent works by using regular ice for walls and ceilings and packed ice for any that's in areas the player will walk on. Even though I enjoy void-heavy areas when they're done right, I also despise void areas that are hard enough that I have to take my best gear into it and risk losing everything. That's why I made Pneumatica toned down in difficulty compared to the surrounding areas and gave out lots of weaker gear at the beginning; I wanted the player to be able to play a void area that was nerve-wracking but also not too punishing.
(Don't worry - I've realized that the abundance of void is one of the major design flaws of The Painter, so I'll be toning it down a little in the next map.)
I don't know why I thought this would look good. Suggestions as to how to create nice-looking block differentiation in lanterns? WIP of course and there might be a handful of islands (or none at all, we'll see). I was thinking of setting the landscape (mass of the cave, not the floating blocks) in the background to a block like obsidian, but it'd be pretty difficult and a major time suck.
I'm really glad you guys are doing this.
The podcast was always something I felt could be a very valuable resource for mapmakers if the effort was put in to revive it. I'd just really urge you guys to stick with it. Keep the episodes and new content coming!
We're lookin' at every 2 weeks!
Hello!
The one thing that really urks me about maps is, Punch Bow skeletons in areas with water/ Scaffolds, it's a nightmare to get things done.
So i have Community Question for you guys!
CC: What mobs do you hate the most to deal with in CTM Maps. Custom or non-custom.
Non-Custom: Overly excessive use of witches and skeletons. The witches themselves are already ridiculous let alone dealing with swarms of those. And of course, the skellies. Especially hordes of them placed early in game.
Custom:
- Stated on my previous post.
- Really strong mobs (that took around 10 hits to kill with the current gear you have) that spawned in a horde (like 5-10 at once).
- Skellies on bats + punch bows. Was a turn off for me on hikaro jungle (sorry chipmunk :/ )
Yep. Two similar style of posts posted back-to-back...
Also, I haven't tell you guys how great it is to see the podcast back
Just keep it going more than 10 episodes :vNon-Custom: Witches and Cave Spiders. I hate having to deal with poison, but I find it worse with Witches (especially if you have very little food to allow for regeneration afterwards)
Custom: Anything knockback/punch related, especially in places with small areas and big pitfalls/lakes of lava.
The things I hate to deal with most in CTMs I think would be wither water, witches, and extremely tanky mobs. I don't see too many tanky mobs lately so that hasn't been a problem. I despise Krose for the wither water thing. Krose pls. I just want water. Not death. :-;
I dislike just about anything that inflicts poison, so witches, on rare occasions wither skeletons, and definitely cave spiders.
Then again, I'm currently building a part of my map where cave spiders tend to swarm you at night...
I'm a pixel artist who makes pixel things and maps! I also do line art occasionally.
I have two work in progress resource packs!
This is the second one!
And of course, by "work-in-progress" I mean "will never, ever be completed".
If we're talking about cave spiders, when you give them weakness effect they become harmless. That's pretty interesting fact more people should know (at least on easy 1.5 year ago, need to test it)alright i lied, that doesn't work apparently. it used to though, unless you need higher level potion
Have a screen instead of this pointless post:
I'm going to work on Discordancy for a couple of hours. The block variation for the giant cavern has been completed, but it really needs erosion. After that we just need to make the island with the castle and the dungeon underneath.
howdy hey frens, sorry to keep asking so many questions (i'll post screenies soon i swear) but is there any filter i can use to find a certain block like sponge- and replace it with a schematic like a funbox? i have an area that i really don't want to spend several hours doing the walls on, and i figured the easiest way to simulate doing them by hand would be to randomly place blocks in the walls and then replace them with a brush size. i'd also like it so i don't have to place all my spawners in mcedit and i can instead just use markers and then replace them all later. thanks n_n!
edit: i found one sorry fam :]
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