I have been playing CTMs and survival maps for some time now, and I'm a fan of mods. I figured I may as well create some custom maps, some of which require mods. Not all of my maps require mods, though. (EX. Cumulonimbus Kingdom) So far, I have four maps planned, though at the moment only two have actually gone past the planning phase for one reason or another.
The maps are ordered as I feel they will likely be completed. Feel free to give me your feedback about these maps. Also, This map series will be named when I come up with a name for it, and pictures will be added soon.
Update: Just got a new computer, so I will likely retake the screenshots at some point. Also took a bit of a break working on the map, though I will likely resume working in a few days at the latest. Lastly, I actually had a few ideas for my Dimensional Cataclysm map, and will work on that off and on, though I will focus on working on Nocturne Ruins for right now.
Style: Survival/CTM, Open-World
Areas: 16 Main Dungeons, 4 Optional Dungeons, Bonus Objective
A vanilla, Open-World CTM that was made mostly in survival mode as an experiment to see if making a CTM map would be possible in survival mode. I did, however, allow myself use of some commands to make custom items and custom spawners possible (though I couldn't cheat in items unless they were unobtainable in the map or were an item with lore text or custom attributes).
The map, as stated before, follows an Open-World format, with more emphasis on survival. The map has a world border of 3445 blocks and is eternally nighttime. There is also a bonus objective of finding all 64 emeralds hidden around the map. Due to the map being made in survival mode, The terrain is normal Minecraft terrain, with some tweaks to ore gen.
Area Progress (spoilers):
1: The Ruined Base - 100%
2: Temple of the Stone - 50%
3: ??? - 5%
5: Flamebroiled Foundry - 5%
6: Enchanted Laboratory - 99%
8: ??? - 30%
10: Temple of the Breeze - 99% (Need to add spawners and loot.)
13: ??? - 30%
14: The Ender Stronghold - 5%
(Please note that some of these areas are not yet finished, and may be lit up temporarily)
The Nocturne Altar, and a Warp
Dungeon 6: The Enchanted Laboratory
Dungeon 13: A strange area that plays very differently than a CTM map. This is one of the larger rooms in the area, and it isn't completely done yet as well.(The stone will be replaced by spawners once the area is finished)
Dungeon 8: One of the four Elemental Temples, this one focusing on water.
-Worked on Dungeon 3.
-Renamed Dungeon 11, as it had too similar a name to one of the Side Dungeons.
-Came up with some custom recipes for 1.13, enough to make one of the villagers completely redundant, so I removed him.
-Speaking of custom stuff, I came up with ideas for some custom blocks for decoration, which will likely replace the new colored concrete blocks in 1.12, mainly because I don't imagine players would use concrete in a CTM.
-The blocks implemented so far are: Obsidian Bricks, Ice Bricks, Snow Bricks, and Quartz Tiles.
-These blocks will have custom recipes as well when 1.13 is released. For right now though, I made the few blocks I made so far villager trades for a temporary custom villager, requiring the components in the planned recipes, that way I won't need to cheat them in until 1.13 comes out.
-I actually found out you can give items colored lore text through loot tables, so I took advantage of that and gave a decent chunk of the custom items colored lore text.
-Changed how the teleporters work in dungeon 13 (before, they were pressure plates. Now, they're armor stands. It only uses one repeating command block, thankfully.)
-Updated the map to 1.12
-Started work on a map resource pack. It's a normal resource pack for now, mainly to reduce loading times, but it will be an integrated resource pack when the map is released.
-Implemented every custom advancement I came up with earlier
-Changed the "Adventuring Time" advancement to actually be possible to obtain. (only requires the biomes the player has access to)
-Worked on Dungeon 5, and renamed the area to Flamebroiled Foundry.
-Started work on Dungeon 7, The Arboreal Complex, and Dungeon 9, Nocturne Spire.
-At this point, I started looking for a new, decent computer to replace my current hunk of junk, so I started doing some more minor things around the map:
-Added a "Mystical Construct" system. Mystical Constructs are special blocks that have specific functions. They can only be created through special means, usually involving inserting specific items inside of a dropper and dropping a specific item on top of it.
-The first, and so far only working, one of these is the Compressor. The Compressor takes full stacks of certain blocks, and compresses them into a single item that can be stacked to save space. It's mostly intended for people that want to build large structures underground.
-Worked a bit on Dungeon 4, mainly starting the entrance for the dungeon.
-Added new loot tables for a large portion of the custom mobs.
-Changed the fishing loot tables so you can't fish up enchanted items anymore, but added a fishing crate system to compensate, where you can rarely fish up chests with unique loot tables that give you various useful items.
-Added Ultra-rare loot. These loot tables have an extremely rare chance to drop/appear from custom mobs, chests, and fishing. They can contain very useful loot, but are extremely rare to compensate.
-Improved Dungeon 8's decoration a bit, using dark prismarine for both the floor and as an accent block for the walls and ceiling, similar to vanilla ocean monuments.
-Found locations for every Shard of Nocturne that is going to hide in the overworld not in any main dungeon.
-Redesigned the Nocturne Altar to look a little nicer.
-Made a minor Halloween seasonal event, replacing the pumpkin-headed skeletons with unique mobs and the jack-o-lantern skeletons with an optional miniboss.
-Will make a way to fight these enemies year-round, likely by hiding their spawn eggs somewhere.
-Finalized the map's plot. Not going to spoil too much of it right now though.
Note: Not very good at the moment. I will remake what little I have later. Also currently on an indefinite hiatus for now.
Update: Currently demoted to a side project, as I want to work on Nocturne Ruins to get better at area design and aesthetics. I will still work on it, but effort will be put into other things for now.
The map is inspired somewhat by the very old skyland map from when Minecraft was still new. (I forget the name of that map) There will be various themed areas (11 as of now) and at least one quest per area, detailed by a written book. There will also be dungeons and structures hidden around the map, and various challenges as well. The map itself will take place in the sky, mainly on floating islands, or other similarly floating structures, with plenty of diversity between areas. One area will will have you on floating islands, while another consists of airships or a miniature solar system, for example
There is a tale that tells of a kingdom high in the sky, the Cumulonimbus Kingdom. Many have dared to find it, none have succeeded. You are one of these explorers.
After years of fruitless exploration, you suddenly have an idea. If you cannot find the kingdom from the ground, then maybe you can see it from the sky? You then set to work on an airship, taking several months to complete. As you begin the test flight, something goes horribly wrong. The airship goes haywire, and rockets out of control. You later pass out, thinking that this is the end.
When you come to, you are in the wreck that was your airship. Cursing at your very obvious failure, your jaw drops. Somehow, like a miracle, you are standing on a floating island that matches the description of the Cumulonimbus Kingdom exactly! "I finally found it!" you think to yourself, "but I'm also stranded here." You are then tasked with surviving and rebuilding your airship so you can get back home.
Biome progress (spoilers)
Airytale Forest: 60%
Starting area: quite self-explanatory
Islands of Arctic Ash: 70%
A fire/ice area, need to add more islands
Dungeon 1 (Work in progress, will look much nicer later)
Dungeon 2 (may work on the outside some more, but otherwise complete, other than some loot)
3: Dimensional Cataclysm
Note: Will work on this map along with Nocturne Ruins, though I will focus on working on Nocturne Ruins until that map is complete
Style: CTM, Semi-Open World, Modded
Difficulty:Normal-Hard (Challenge area: Very Hard)
Areas: 16 main, 1 optional challenge area.
Technically my first map. I have decided to restart work on it from scratch.
The map is now a semi-open world lightly-modded CTM. What I mean by "Semi-Open world" is that each area will be a large stretch of terrain with the area's dungeon somewhere inside it. There will also be warps to other areas hidden in each area as well, though some won't work until you obtain enough wools.
The map will have references to other video games, with some areas being directly styled or at least inspired after them, while other areas are completely original. Also, if this map or the next break any major rules due to the references, I won't really mind cancelling them, or at least using some of the non-rule breaking areas and items in another map.
Mod list will be added when I decide on a final list
Games belong to their respective owners. Also, some of these games are rather obscure.
List will be added when all areas are finalized
4: Aftermath: Chaos Rising
(Title may change)
Style: HQM, modded, open world
Dungeons: Unknown, 7 planned, many more likely added
Possible sequel to Dimensional Cataclysm. Will have video game references like the previous map, and more mods (7 planned, more may be added). I definitely won't be able to make the map until I get a new computer, as my current computer can barely run the largest of the planned mods.
The map will take place 1 year after Dimensional Cataclysm. It will have a large open world with many dungeons throughout, several towns, and many quests. While there will not be any requirement to do so, I may also recommend songs to play in the towns and dungeons, most from video games, in the form of YouTube links, though it is your decision to use them or not. I'm also not sure if I will even use this idea. As stated previously, I won't likely be working on this map anytime soon.
Like before, mod list will be added later, likely once I decide on a definitive list.
I took a break on working on the map due to loss of interest, but I've been wanting to get back to working on it. I did get some stuff done before the break, so I might as well post it now:
-Came up with an actual name for the map series (which I may change later if there is a map/series with the name already) "Infernal Trials"
-Changed the "block pallet" (for lack of a better term) in dungeon 6 to one I thought fit better.
-Did some work on dungeons 6, 8, and 13.
-Mostly finished dungeon 10 (aside from placing spawners)
-Nerfed the ultimate set's boot's speed effect, but gave it depth strider to make up for it despite not making much sense theme-wise.
-I have been doing some brainstorming for a possible chest loot table, but I'm unsure if I want to implement it or not. It will likely be for random loot chests scattered through the dungeons, but I could just populate those manually. I'll just have to make a working loot table and test it out before I can decide.