It isn't. 1.9 just means you have to cut back on the hyper spawners.. (which are already meh IMO) My MapJam map is in 1.9 I beat it will the lowest gear the player will always have. I haven't gotten any feedback so I don't know if other people had different experiences.
Have you all even played in 1.9? Isn't this combat more fun than before? Or will I be the only mapmaker here that dares to make a map in 1.9?
I have. I think the combat in 1.9 is beyond trash, and it makes me seriously not want to ever update past 1.8.
Alright, so Smitje's map is basically impossible. There's absolutely no way to fight the mobs at all.
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Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
I have. I think the combat in 1.9 is beyond trash, and it makes me seriously not want to ever update past 1.8.
I don't think I understand what the problem is. Aside from the food generation, map makers can basically pick and choose what feutures they want. Its survival players that should worry. Look-
The cooldown on swinging your weapon can be set like any other weapon attribute- you can make it zero if you want. So that isn't a problem.
Skeletons can be negated by giving plenty of projectile projection enchantments.
As far as I can tell, these are the only changes.
Now, admittably, I can understand not wanting to update due to the food regeneration. But I wouldn't call the combat complete trash. I mean, they actually were able to get rid of spam clicking, which is amazing. It will give more strategy to fighting enemies. It also means map makers can't just spam players with monsters to make it hard anymore.
While I can understand not wanting to update so that players can't easily regenerate health, I wouldn't call the combat a complete failure. These acomplishments are great things in my mind, and its rude to just say they're useless.
Of course, I'm not a map maker, but I felt like I needed to mention this, because I really don't think calling it complete trash is correct.
I don't think I understand what the problem is. Aside from the food generation, map makers can basically pick and choose what feutures they want. Its survival players that should worry. Look-
The cooldown on swinging your weapon can be set like any other weapon attribute- you can make it zero if you want. So that isn't a problem.
Skeletons can be negated by giving plenty of projectile projection enchantments.
As far as I can tell, these are the only changes.
Now, admittably, I can understand not wanting to update due to the food regeneration. But I wouldn't call the combat complete trash. I mean, they actually were able to get rid of spam clicking, which is amazing. It will give more strategy to fighting enemies. It also means map makers can't just spam players with monsters to make it hard anymore.
While I can understand not wanting to update so that players can't easily regenerate health, I wouldn't call the combat a complete failure. These acomplishments are great things in my mind, and its rude to just say they're useless.
Of course, I'm not a map maker, but I felt like I needed to mention this, because I really don't think calling it complete trash is correct.
Ok, I see what you're saying, but I don't agree. The food regeneration first of all is atrocious (that is becoming my favorite word lately). There is absolutely no way to combat it. Unless players want to eat melons and cookies for a whole map.
Combat is just ridiculous. You say that mapmakers now have to allow players to have strategy? We were able to do that BEFORE. If you want the player to think about a mob, we could make it a bit tanky, so the player realizes "oh this isn't a normal mob, I should be careful around it". What this is forcing us to do is pretty much limit the amount of mobs in an area, which isn't good. Custom mobs are also going to be ridiculous. They would wreck you constantly, especially if they had speed.
Spam clicking had strategy to it also, it was all about where you were and how you dealt with the mobs. Just imagine playing a map like Ragecraft II or III with slower spam clicking. It would be TERRIBLE.
That is why this update is trash because of those changes.
(this thread is turning into the 1.9 saltshaker thread)
Spooky screenshot. Also this jam hasn't gotten much hype at all for some reason.
I'm guessing it's because the last jam was taking place on summer as opposed with this one with people still busy with schools and stuff (including me, which I'm doubting will participate in any wave).
Hopefully, there will be a christmas themed jam, which I probably will join since I have a whole month of December free of University works.
Ok, I see what you're saying, but I don't agree. The food regeneration first of all is atrocious (that is becoming my favorite word lately). There is absolutely no way to combat it. Unless players want to eat melons and cookies for a whole map.
Combat is just ridiculous. You say that mapmakers now have to allow players to have strategy? We were able to do that BEFORE. If you want the player to think about a mob, we could make it a bit tanky, so the player realizes "oh this isn't a normal mob, I should be careful around it". What this is forcing us to do is pretty much limit the amount of mobs in an area, which isn't good. Custom mobs are also going to be ridiculous. They would wreck you constantly, especially if they had speed.
Spam clicking had strategy to it also, it was all about where you were and how you dealt with the mobs. Just imagine playing a map like Ragecraft II or III with slower spam clicking. It would be TERRIBLE.
That is why this update is trash because of those changes.
(this thread is turning into the 1.9 saltshaker thread)
Ummm, I addressed that already. Your preaching to the choir. I know that it makes sense to not play 1.9 because of food regeneration. I NEVER said it didn't. What I said was that it doesn't make sense to call ALL of the new combat trash because of it.
And of course we'll have to redesign the way we make maps. That's kind of the point of the update- to force mapmakers to not use strategies that require spam clicking. And I, as a map player, like that. Now its not only about where and how you defeat mobs, but what weapons and what rythym you use as well.
I think we should all just wait until 1.9 is balanced before we start making maps for it... and I'm not saying this in a "Mojang's attempts at balancing have been terrible" sense, I mean that in a quite literal "they haven't put any effort into balancing yet" sense.
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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!)
Hey all....so you guys are gonna try and scare me, huh? That's not cool....I mean, it's probably not cool, but I guess it's not trolling me every which way? If you'd like, as usual, my services are open to play the maps that I can get to.
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Hey there all. I stream CTMs as well as other indiegames, RPGs and more. Check me out: www.twitch.tv/aurabolt
Interesting. Do you mean the boss mobs only or all mobs? The bosses are relentless but there are no rules against changing the area to contain the boss mob.
I actually encountered a similar problem. The issue is that with only 4 planks of wood, you can only make a crafting bench but no sticks. This means that the only way to make tools is to kill a witch with your bare hands, which is also very very difficult to do. I beat the first boss with my fist, but it took a lot of time and spamming the hit button. After that I entered the next area and got wrecked by pigman.
If you set up some loot chests it would be fine, but otherwise the players cannot make picks or swords, which means you cannot fight anything.
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The Meaning of Life, the Universe, and Everything.
Location:
The Island From Lost
Join Date:
5/23/2015
Posts:
230
Minecraft:
coolfool88
Xbox:
coolfool88
Member Details
Glad to see everyone's making good progress on their maps, I only have to do loot and spawners on mine with a few touch-ups here and there... anyways in the mean time enjoy this dark cemetery screenshot!
@Mininu Spooky comic sans! The town does look really nice though, especially for a jam map. I'll give it a try when I have more time (along with a lot of the other jam maps)
NOTE: If you play through areas really slowly, then this map may be really difficult!
I'm actually really satisfied with how this turned out. Sure it could use some improvements, but this is definitely my best jam map yet. It beats Zeus's Trials out of the water with both aesthetics and game play, so I hope you all enjoy it.
Ya the map name is Y=1 becuase you know Y level... void fog....? oh never mind
Im pretty happy with how this turned out, some people might not see it as a jam map, because reasons i'm to lazy to type out . You can read this in the READ ME note page in the download. (I decided to change this paragraph to say something useful) Most of this map keeps you at the Y level of 1. Hence its name. Using Optifine to turn off void fog is largely forbidden and will break the map. I hope you have fun and play other peoples jam maps! They all look terrific.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Minecraft:
CodeChip
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Chipmunk presents...
Forgotten Memories #1 -
Sleepless Nightmare
After eight hours of hard work and command block torture, I finally made this map.
I didn't expect it to turn out how it did, especially because of the time limitations that I had due to IRL stuffs. I've been impressed by the recent jam entries and am excited to make my contribution!
I have. I think the combat in 1.9 is beyond trash, and it makes me seriously not want to ever update past 1.8.
Alright, so Smitje's map is basically impossible. There's absolutely no way to fight the mobs at all.
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
I don't think I understand what the problem is. Aside from the food generation, map makers can basically pick and choose what feutures they want. Its survival players that should worry. Look-
The cooldown on swinging your weapon can be set like any other weapon attribute- you can make it zero if you want. So that isn't a problem.
Skeletons can be negated by giving plenty of projectile projection enchantments.
As far as I can tell, these are the only changes.
Now, admittably, I can understand not wanting to update due to the food regeneration. But I wouldn't call the combat complete trash. I mean, they actually were able to get rid of spam clicking, which is amazing. It will give more strategy to fighting enemies. It also means map makers can't just spam players with monsters to make it hard anymore.
While I can understand not wanting to update so that players can't easily regenerate health, I wouldn't call the combat a complete failure. These acomplishments are great things in my mind, and its rude to just say they're useless.
Of course, I'm not a map maker, but I felt like I needed to mention this, because I really don't think calling it complete trash is correct.
Ok, I see what you're saying, but I don't agree. The food regeneration first of all is atrocious (that is becoming my favorite word lately). There is absolutely no way to combat it. Unless players want to eat melons and cookies for a whole map.
Combat is just ridiculous. You say that mapmakers now have to allow players to have strategy? We were able to do that BEFORE. If you want the player to think about a mob, we could make it a bit tanky, so the player realizes "oh this isn't a normal mob, I should be careful around it". What this is forcing us to do is pretty much limit the amount of mobs in an area, which isn't good. Custom mobs are also going to be ridiculous. They would wreck you constantly, especially if they had speed.
Spam clicking had strategy to it also, it was all about where you were and how you dealt with the mobs. Just imagine playing a map like Ragecraft II or III with slower spam clicking. It would be TERRIBLE.
That is why this update is trash because of those changes.
(this thread is turning into the 1.9 saltshaker thread)
I'm guessing it's because the last jam was taking place on summer as opposed with this one with people still busy with schools and stuff (including me, which I'm doubting will participate in any wave).
Hopefully, there will be a christmas themed jam, which I probably will join since I have a whole month of December free of University works.
Ummm, I addressed that already. Your preaching to the choir. I know that it makes sense to not play 1.9 because of food regeneration. I NEVER said it didn't. What I said was that it doesn't make sense to call ALL of the new combat trash because of it.
And of course we'll have to redesign the way we make maps. That's kind of the point of the update- to force mapmakers to not use strategies that require spam clicking. And I, as a map player, like that. Now its not only about where and how you defeat mobs, but what weapons and what rythym you use as well.
I think we should all just wait until 1.9 is balanced before we start making maps for it... and I'm not saying this in a "Mojang's attempts at balancing have been terrible" sense, I mean that in a quite literal "they haven't put any effort into balancing yet" sense.
^ What he said. 1.9 isn't finished yet, it's still only in snapshots. Things are subject to change.
Hey all....so you guys are gonna try and scare me, huh? That's not cool....I mean, it's probably not cool, but I guess it's not trolling me every which way? If you'd like, as usual, my services are open to play the maps that I can get to.
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1
I actually encountered a similar problem. The issue is that with only 4 planks of wood, you can only make a crafting bench but no sticks. This means that the only way to make tools is to kill a witch with your bare hands, which is also very very difficult to do. I beat the first boss with my fist, but it took a lot of time and spamming the hit button. After that I entered the next area and got wrecked by pigman.
If you set up some loot chests it would be fine, but otherwise the players cannot make picks or swords, which means you cannot fight anything.
Check out my Youtube Chanel! I play CTMs and other games as well:
I did not know that. I can reattempt the map and see what happens.
Check out my Youtube Chanel! I play CTMs and other games as well:
Somethings Crawling on your Back!
We say that every time. And then they ship it in an unbalanced mess of a state and expect mapmakers to just "deal with it".
Glad to see everyone's making good progress on their maps, I only have to do loot and spawners on mine with a few touch-ups here and there... anyways in the mean time enjoy this dark cemetery screenshot!
Progress
Monument - DONE
Orange Wool - Needs loot & spawners
Gray Wool - Needs loot & spawners
Black Wool - Needs loot, spawners, and structures
@Mininu Spooky comic sans! The town does look really nice though, especially for a jam map. I'll give it a try when I have more time (along with a lot of the other jam maps)
Are you ready to get spooked? This is my second attempt at a Jam map and I'm pretty darn happy with how it turned out Hope everyone enjoys!
Minecraft Version - 1.8.8
Difficulty - Medium
Length - Three (Spooky) Wool Blocks
I played through it. It was really fun until
Check out my Youtube Chanel! I play CTMs and other games as well:
Alright my turn.
Prison Escape- by Ty_Plays_Games
I couldn't be bothered making the title cool.
Difficulty- Medium to Hard
NOTE: If you play through areas really slowly, then this map may be really difficult!
I'm actually really satisfied with how this turned out. Sure it could use some improvements, but this is definitely my best jam map yet. It beats Zeus's Trials out of the water with both aesthetics and game play, so I hope you all enjoy it.
Download-
http://www.mediafire.com/download/g24u92m1il20f4o/Prison_Break.zip
Pics-
Hello CTM Community. <3
*Gross title screen in... 3...2...1