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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from soupbob»

    Community Question: are people who don't make custom mobs or command block magic just lazy?

    No, you're just mad.

    Sometimes, people want a certain type of aesthetic or gameplay style that can be achieved by drawing inspiration from previous iterations of an art form. Super Meat Boy is a perfect example, as are the great many games that draw upon the "retro gaming" visual style. Most developers weren't lazy in using that style, they were just looking for a certain feel that could be achieved through it.

    The same concept can be applied here. There are areas in maps that lean heavily on their command block-driven gameplay, and when those areas are properly designed around their command block gimmick, they work. When an area is designed around vanilla mobs and pure terrain manipulation/traversal, and it works well, who are you to criticize it? Mapmakers shouldn't be expected to force a custom gameplay mechanic into an area that doesn't need one.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Eyy Draco! Sorry to hear you've lost interest in Minecraft. :( I've been feeling the same way up until recently, only now bouncing back. Do you think you'd release LoA in its unfinished state just so we can admire it ingame? I'd understand if you don't want to do that (I felt hesitant to release DsD in its unfinished state when I told people I was rapidly drifting away from the CTM Community,) but it would be really great if you felt up to it.
    Quote from Apollo9898»

    Although, to add to that, don't make your details draw attention away from the main focus of the area. Save the best detailing for the places you want the player to go, don't worry about super-detailing that one corner that actually has nothing of use in it.

    There's also something to be said about making sure the player isn't disappointed if they get somewhere you might not have intended them to get to. It's pretty frustrating when you see a ledge waaaay up high on a wall that looks like it might be specially marked, then spend who knows how long getting up there, only to find it was just a few pieces of glowstone the creator didn't think you would notice. There might have been an EC episode about this concept, or some video I watched a while back about it.
    Quote from Apollo9898»

    EDIT: OMIGOSH DABBLE POST I SO SRRY!!!!

    *walks away in shame*

    git shame'd
    Posted in: Maps Discussion
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    posted a message on WorldEditWrapper - use WorldEdit in Single Player
    Without asking when it's coming, I'll just say I'm really looking forward to the (hopefully) upcoming 1.8 update for WEWrapper. This mod is central to my mapmaking activities and it'll be a great relief when I'm finally able to fully swap over to 1.8.
    Posted in: Minecraft Mods
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from _Krose_»
    Take a (series of) screenshot(s) to your face!

    I made this area in 4 hours! Gonna get the structures and spawners done the next chance I have to work on some more CTM :)

    Also, McEdit + WE + WE craftscripts > VoxelSniper. Took me waaaay too long to realise that... xD

    *snip*

    Yaaas, join masterrace WE. ^_^

    Pics look pretty sweet, nice trees and colorscheme. :)
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Wow I wonder what happened to Drago he hasn't posted in a while
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from NeoCorruptor»
    Where can I find the motivation and enthusiasm to begin a large scale CTM map? I have an overwhelming amount of ideas that I would like to create but have no determination to complete a CTM map. Tips?

    If you specifically need motivation, then you need look no further than this thread. When you start building your map, feel free to post screenies and ask for advice on whatever you're working on almost daily. Being a part of a group like this and getting feedback on a constant basis is easily the biggest motivator you can find.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Just posted a DsD update in my thread, covering my decision regarding the rework and how many areas I have left to make! Check it out and let me know what you think.
    Posted in: Maps Discussion
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    posted a message on [Collection] -:Tales of Dreadsky, and other CTM maps by Drago:-(Dreadsky Isles at 10000 Downloads!)
    Alrighty guys, I've got a couple things to cover. First is pretty simple: I've reworked parts of the OP, so things will look a teensy bit different. Unfortunately, I had to get rid of the Victory Photos section; it was far too large, got in the way of things, and frankly was a pain to update. As consolation, I've added some more LPs to the LP section. :)

    The second bit is a followup to my announcement about Dreadsky Depths a few days ago. I've thought things over and decided that I'll be remaking only one area, and revamping Harmonious Divide instead of scrapping it completely. This puts the number of areas I need to make at three, which is definitely doable. The new area will replace Thistleback Mines but take the place of the Intersection 02 to 03 connector, meaning I'll have to move Palma Castle. I'm also creating a list of things I need to address once those three areas are completed, from redesigning spawners and loot in several areas to revamping sections of others. Even with the list continually growing in length, I'm feeling pretty good about completing this project. The only thing I really see getting in the way is college, but for this first semester I'll only be taking one class, so my free time shall largely remain my own! :D

    So there's your update! In working on the OP, I got a hankering for some new banners, so I'll likely go screenie-hunting soon and throw a new banner or two up by the week's end. Hopefully that piques a few of your interests. :P
    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Rubisk

    I would suggest looking at all the areas you made so far. Are they good, ok, meh, or bad? Everything at meh and above you keep, bad has to be redone. Try redo maybe 1, 2 areas, but don't go crazy, Don't push out an release date, don't overwork. Rather make your map short and polished then long and weird.

    Some of the areas aren't really 'meh' so much as they would just require less effort to scrap and rebuild than actually rework. Thistleback Mines, for instance, is a generic mines area where the only real interesting gameplay comes from fighting custom silverfish. I don't know why I thought it would be a good idea, but it would take a lot of reworking to make that area playable. That's the main area on the chopping block. Harmonious Divide as well; very underdeveloped gameplay-wise and not something I'm happy with.
    Quote from Infinity8miner

    From what I know about you, your only/main goal is to make the player be "happy" and enjoy themselves while playing an awesome map. If that happens about ~2 months sooner or not really doesn't matter, as long as it ends up happening, because we are all part of a large enjoyment factory and the longer we work on something, the better it'll be. And in the long run, going that extra mile will probably be better than cutting it short.

    Yeah, that's something Hybs and I talked about earlier. And lol, I like that "enjoyment factory" quote. :P
    Quote from Apollo9898

    Absolutely highest quality! Take as much time as you need

    The main issue with taking as much time as I need is that I'll likely lose interest again, maybe for good this time. Or maybe it'll last if I pace myself and if I don't binge on mapping. Who knows.
    Posted in: Maps Discussion
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    posted a message on [Collection] -:Tales of Dreadsky, and other CTM maps by Drago:-(Dreadsky Isles at 10000 Downloads!)
    Quote from Drago

    So I haven't made any update posts about DsD in the past few months, and that's because there's absolutely nothing to say. Up until very recently, I hadn't even touched Minecraft. Steam games and the community I game with has been my primary focus when I'm online. I also have a lot going on offline, work/college preparations/socialization/etc. So it's essentially a perfect storm to keep me away from Minecraft.

    But yet again, my interests have been renewed, and I finished another area last night. While working on it, I was thinking about how long I've been working on Depths. It's been almost a year and a half since I started, with some pretty massive gaps in development. My interest has waxed and waned, as happens with all my projects. But honestly, if I continue with the current plan I've had since I started DsD, I don't see myself ever finishing it. So I decided changes needed to be made.

    Depths has and always will be a very ambitious project. It was designed to be a full five intersections long, one wool per area, with a total of 24 areas that needed to be made (including the starting area, monument, and intersections.) As it stands now, only 16 of those 24 areas are finished aesthetically, and all of them will need gameplay polish (loot, spawners, etc.) I don't see it as being even remotely possible to finish this map whilst sticking to the five-intersection formula I had devised.

    So I'm cutting back. The fifth intersection is no more. This change may actually be for the better, as three of the four areas accessed from I05 were going to be very difficult to get right; the concepts were iffy and I was very unsure about how I wanted to do them. So those three areas are being scrapped, and I'll be replacing the blue wool area in I04 with the original black wool idea that would have been in I05, and I'll redistribute the wool across the remaining areas.

    From here, I'm not really sure what I want to do. If I left all previous areas of the map as they are, that would mean I only have two areas left to build. Problem there is I'm not happy with the outcome of a few older areas, and with the new four-intersection layout they could use to be reorganized. Most likely I'll only scrap one area, maaaaaybe two. This puts in the number of areas to be built up to 3-4, which I think is reasonable. However, it will take more time than just keeping what I've got and building the final two areas. That's what I'd like your input on:

    Would you rather I keep the current layout and rush the final two areas (lowest quality but closest potential release date,) or go all Frankenstein on this map and splice together the optimal layout (highest quality but farthest potential release date)? I will be making the decision for myself, but I still want to hear what you guys think.

    I posted this in the CTMCommunity thread, but I figured I'd also repost it here for those of you who may still check my thread. I'll put up a new poll as well covering the question I posed.
    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    (Figured I'd post this here primarily and then copy it to my thread, as the group of people here is primarily the audience I want to get a reaction from.)

    So I haven't made any update posts about DsD in the past few months, and that's because there's absolutely nothing to say. Up until very recently, I hadn't even touched Minecraft. Steam games and the community I game with has been my primary focus when I'm online. I also have a lot going on offline, work/college preparations/socialization/etc. So it's essentially a perfect storm to keep me away from Minecraft.

    But yet again, my interests have been renewed, and I finished another area last night. While working on it, I was thinking about how long I've been working on Depths. It's been almost a year and a half since I started, with some pretty massive gaps in development. My interest has waxed and waned, as happens with all my projects. But honestly, if I continue with the current plan I've had since I started DsD, I don't see myself ever finishing it. So I decided changes needed to be made.

    Depths has and always will be a very ambitious project. It was designed to be a full five intersections long, one wool per area, with a total of 24 areas that needed to be made (including the starting area, monument, and intersections.) As it stands now, only 16 of those 24 areas are finished aesthetically, and all of them will need gameplay polish (loot, spawners, etc.) I don't see it as being even remotely possible to finish this map whilst sticking to the five-intersection formula I had devised.

    So I'm cutting back. The fifth intersection is no more. This change may actually be for the better, as three of the four areas accessed from I05 were going to be very difficult to get right; the concepts were iffy and I was very unsure about how I wanted to do them. So those three areas are being scrapped, and I'll be replacing the blue wool area in I04 with the original black wool idea that would have been in I05, and I'll redistribute the wool across the remaining areas.

    From here, I'm not really sure what I want to do. If I left all previous areas of the map as they are, that would mean I only have two areas left to build. Problem there is I'm not happy with the outcome of a few older areas, and with the new four-intersection layout they could use to be reorganized. Most likely I'll only scrap one area, maaaaaybe two. This puts in the number of areas to be built up to 3-4, which I think is reasonable. However, it will take more time than just keeping what I've got and building the final two areas. That's what I'd like your input on:

    Would you rather I keep the current layout and rush the final two areas (lowest quality but closest potential release date,) or go all Frankenstein on this map and splice together the optimal layout (highest quality but farthest potential release date)? I will be making the decision for myself, but I still want to hear what you guys think.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    So uh, I really don't post here often. Sorry.

    Within the next couple days you can expect a post in my thread regarding the current state of Dreadsky Depths, as well as a few excuses and explanations for why I've been away for so long. :P Again, I'm sorry for not being around more, but this place seems pretty much self-sustaining, which is definitely a good thing.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from GnomeStyle
    Ruins Of The Mindcrackers 3 - White Wool Dungeon (There is a small dungeon you go through before coming here)

    Thoughts?




    Hybran isn't saying anything so you're good. :P

    Personally I like the look of all the pictures of that area that have been posted so far. It seems like you're making an effort with aesthetics and that can always be praised.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Hybran
    eyooo

    so ya'll have probably been wondering "where's TR", and that's a long story. right now the hardest part of the map is aesthetics, and then the functionality of spawners and loot and stuff comes later because that stuff is easier to make than being good at WE. so right now we're missing one area in the map and I don't know how the hell we're gonna get a new person for it because this map makes people wanna leave the community for some reason (what have we had, 5, 6 people leave the community after finishing their area? I don't even know)

    so we're gonna let anyone here make the area for us because selective processes are hard - It's pink wool, pretty decent difficulty, enchanted chain loot (the ballpark of it anyway) and needs to look solidly good and not something that's bland or overwhelming. if you want to go ahead and have a shot at it, feel free to have a go! if we have a heap of areas that look good then I'll consider something else.

    So to rephrase so that this is a bit more weighty to you all;

    -Literally anyone in this thread can make an area for Titan's Revolt.
    -If it's good, it will be added to the map.
    -That's all you have to do.

    I remember a little spat a while ago where people were complaining that TR was too closed and that it was unfair to new mapmakers whose work may have been of "only slightly lower quality". This is your chance to make something good and contribute to a formerly closed and exclusive project. Just saying.

    (Oh, and happy 1000 pages! Sorry I haven't been around much lately, tbh I haven't even open Minecraft to do anything serious for a few months. That's something I'll talk about in the future, though.)
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Infinity8miner

    Also for future reference: you can't do more than one Community Question per page. You haven't done that, but I'm pointing it out so it won't happen (and Drago is busy with IRL stuff so he might not be here to shout at us if that happens :P ).

    SHOUTSHOUTSHOUTSHOUTSHOUTSHOUT

    *goes back to IRL stuff*
    Posted in: Maps Discussion
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