- Drago
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Member for 11 years, 4 months, and 9 days
Last active Wed, Jun, 28 2017 15:18:57
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Dec 10, 2011Drago posted a message on This Week's "Snapshot" ReleasedI like this snapshot update, and the mob eggs are a really nice addition. However, I feel that the "sheep eat grass to regain wool" is a bit overpowered. I'm not complaining, I use wool for carpeting a lot, but it seems kinda unrealistic for the sheep to regain their wool so easily. It might work better to have them eat the wheat grass to regain their wool, and only after a timer of like five minutes. Still, nice snapshot. :smile.gif:Posted in: News
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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.
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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.
git shame'd
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Yaaas, join masterrace WE.
Pics look pretty sweet, nice trees and colorscheme.
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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.
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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!
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.
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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.
Yeah, that's something Hybs and I talked about earlier. And lol, I like that "enjoyment factory" quote.
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.
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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.
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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.
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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.
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Hybran isn't saying anything so you're good.
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.
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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.)
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SHOUTSHOUTSHOUTSHOUTSHOUTSHOUT
*goes back to IRL stuff*