• 0

    posted a message on [CTM] Septum Immoriel Series
    Quote from Fangride»


    Massively. I'm agonizing over every single little detail of this thing :) I'm aiming for ~July 2016 release though, if I'm lucky!


    Posted during the 11th of April, 2013.

    lel

    Posted in: Maps
  • 0

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

    -sniperooni-


    Eehh... personally, I don't think that'll do much. As evident here, each person picks his favorite based on different things, and while us as mapmakers might find things like WU and RC3 both as really good maps each for their own purpose, when people look on that map they might be annoyed if it goes from a map like RC3 to WU.


    Generally, I don't really see a reason to do that, as it has a high chance of doing more harm than good :/ sorry if I somehow offended you mate, that wasn't my objective.

    Posted in: Maps Discussion
  • 2

    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!
    Quote from The_Sketch»


    -snip-

    That....honestly was not supposed to happen. I thought I fixed that bug, I tested it and everything after I finished the redstone. That's really really strange, sorry man. I'll try and get an updated fixed version soon.



    EDIT:

    Here's an updated version. I not only removed what could have made that bug happen, but made two extra things which can prevent it depending on what's actually happening. Again, really sorry for everyone who suffered from this, it didn't happen to me when I play-tested the map and when I tested the redstone, so I dunno what it was.


    Also the version is 1.8.x


    http://www.mediafire.com/download/qpy8mqgui8yoq9p/Darkening_Skies.rar

    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    Well, if this is gonna be another nickname-pocalypse and Skeeto's hole sorta dealio, on the bright side I'm not getting a nickname and the only one that sticks this time :P

    Posted in: Maps Discussion
  • 0

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

    -snip-


    Nah mate

    Posted in: Maps Discussion
  • 2

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


    -Mega Snip-

    Thanks a lot for all this Mithey. I think you brought up some pretty important points here and gave some pretty important information. Also it seems that I totally butchered a lot of what I said when I addressed this :P


    Now although you basically covered everything, I'll just give my personal opinion concerning the current path that Mojang is headed with this update:


    Usually Mojang is pretty in touch with the community, but I think they kinda butchered it with this stuff. The combat update seems to add things from the likes of which you'd probably see in a mod; that is, optional and add-on kinda stuff. I really think that what they should have done is ask the community what changes they want to see with combat, ask some people like PvP and PvE server owners, maybe even mod and mapmakers that do a lot of combat stuff. In the very least they could have tried making a realms server or something for people to try this out, so they could actually see what happens and see how it works and if it's balanced and whatnot.


    There is some logic with what they're doing, but my main concern is that they aren't really testing it out too much and tbh, most of Mojang probably doesn't actually play a lot of minecraft, nor have PvE or PvP experience. A combat update has potential, but this isn't the way to go with how enforced it is. Minecraft is the sandboxiest game out there, so limitations aren't that great of a thing. When destroying old mechanics, instead of destroying them they should leave them as game rules IMHO, so it's easily changable and leaves more opportunities for things instead of saying "Now instead of a, you must do b". It should be "Earlier you could only do a, but now you have the option to also do b". When they did this with void fog it annoyed me to no end.


    In a game where it's main selling point is unlimited possibilities, creativity, and do whatever you want, having limitations instead of options is pretty anti climactic if you ask me :/

    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    Okay then....Mojang, what are you doing <_<


    https://twitter.com/jeb_/status/634347688369225729


    I honestly think that by this point they're trying to make vanilla better by adding artificial difficulty. I can see the logic behind a lot of this and if executed well it might even make things be way better, but my main concern is how that part of the beta system is suited for...well, beta. In beta all armor started at giving you max defense and when it's durability was worn down you gradually had less defense. Now that armors have a set amount of defense, that probably wouldn't work so well unless executed correctly.


    I think that if they made it be on a 1:4 or 1:5 ratio it might actually work pretty well. A 1:4 ratio would mean that a full set of diamond armor that's about to break would be about as defensive as iron (Diamond armor protects from ~80% of damage whereas iron protects from ~60%). With things like leather it wouldn't matter too too much as the pieces usually individually break because of their low durability and it would be a very small difference because of leather's low protection, but with stuff like iron and diamond a 1:4 or 1:5 durability to defense ratio might be kinda nice even...

    Posted in: Maps Discussion
  • 1

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

    Hopefully this is addressed to the general MC crowd and not just me and my comment. I'm already well aware that this is just a snapshot and things can/will be fixed. If this was to me however, then honestly I wasn't complaining, I was just trying to start a discussion on the topic.


    Don't sweat it mate, I wasn't addressing you. It's just that I woke up to 900+ messages on a Skype chat that I'm in where all the messages discussed this specific change, so it does seem that some people might be kinda complaining. Y'know, just a bit :P

    Posted in: Maps Discussion
  • 2

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    Okay then, I've seen a fair few people complaining about the sword charge time update snapshot thingamabob, so I've decided to write up another wall just for you special few.


    Now, first off, let's see why spam clicking is important. Spam clicking (let's call it SC for now) is good for dealing your maximum amount of damage potential and for trying to kill off/knock away mobs when you're cornered. Now, I went to a SC speed test website, and my average was something like 6 clicks per second. The charge meter takes half a second to refill from what I can tell. Also, it's important to remember that mobs have a brief period of invincibility after they get hit.


    Now, we also need to remember that while it's obvious that this update is directed at PvP, Mojang don't want to intentionally break PvE. Also, as it's a snapshot, let's assume that they'll fix the bugs and make it be so it only recharges when you hit a mob. Still, assuming you time it perfectly, that's 33% of the damage you were doing before (and if we assume that because of the mob invincibility period you only get 4 meaningful hits per second, that's still 50% of the damage you were doing before).


    Furthermore, currently it's where if it's not fully charged, you do damage as if you're wacking with your fist. As Mojang do want to incorporate skill into it while the mechanic not being punishing, let's assume that you do damage based on how much your charge meter is charged (for example: charge meter 25% charged=25% damage dealt). This still isn't much of a buff, as in the end you'd be dealing the same amount of damage, just hitting more (which with stuff like knockback or fire aspect, might be a good thing).


    Now, I agree that in it's current form, even if the changes I proposed were added, this update would be the embodiment of satans buttocks. Still, let's look back at some older and very meaningful updates: bow spam to regular bows, and no regen to regening health.


    Now I can imagine people had responses like these: "Ugh, health regens so slow now. If you get cornered or are on low hp, you're pretty much dead" and maybe stuff like "How are you supposed to deal damage with this? Bows are sooo slow now. If you miss, wel gg, have fun taking another 30 years to take another shot".


    Now, let's see why these two points aren't a problem:

    1) Potions were introduced. Instead of gobbling down a steak mid battle, you throw an instant health pot.


    2) Enchantments were introduced. This made bows be very potent.


    Furthermore, although much later on, Mojang added the option for turning natural regen off. Still, now we can see how these updates were good and how meaningful they were, and how Mojang balanced them. The same thing very well might be for this.


    The very same thing might happen here. Also, I'd like to add that complaining about the balancing of something in a snapshot is like complaining about an early pre-release beta version of a game you ordered. You're getting something incomplete and you know it. If it's still horrendous and there isn't something like an attribute to fix it during the full 1.9 update, I'm all for raising our pitchforks. Still, what I'm saying is that there's still hope, and we shouldn't instantly be mad/worried about this.


    Also, who knows. As this is a combat update Mojang might finally also add bow drawback speed attributes. Haste might even affect melee speed as well. We'll need to wait and see, there's no need to bet our underpants in a knot already.

    Posted in: Maps Discussion
  • 14

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

    I...somewhat agree. While there are important things you said which I do agree with, I don't agree with everything.


    For this discussion I'll use the closed beta of my somewhat failed map, Ender Darkness (this was really long ago, so don't stress newbie's. You missed out on nothing).


    During my closed beta, although my testers seemed to basically all get really busy and need to drop out, I;ll use Chip, Krose, and Brock as examples of do's and don'ts with feedback.


    Chip is a good friend of mine, and his feedback about the map was generally that the aesthetics were kinda dull and while the gameplay was mediocre-ish and the balance wasn't that great, he could see himself having fun with it if I fixed a thing or two. Remember, both him and I were much more beginner mapmakers back then so we also had lower expectations.


    Pros about his feedback: was nice about it and generally told me what to fix and what was wrong in his opinion.


    Cons: didn't say much about how to fix it (although he did help me with some aesthetical stuff, so there's that)


    Now, Krose is of course a very experienced mapmaker, a friend of mine, and generally an all around nice guy. He knew that I was a beginner mapmaker and gave me feedback based on that while also on how he felt about the map.


    Pros: was nice about it, gave very good and specific feedback about what was wrong, what needed fixing, and how I might be able to fix it.


    Cons: didn't tell me that the map is sub-par quality in contrast to others (although that's a fairly minor thing, so I can't really blame him)


    Now, for me to talk about Brock, let's go ~2 months forward to my maps open beta.


    During my maps open beta, several people who we shall not name gave me very bad feedback, somewhat bashed on my map, and told me that I basically wasted my time and should scrap it (they said only the last part of that, but with how they said it it kinda sounded like that's what they meant).


    Now, this is when Brock comes in. First let me mention that I know next to nothing about Brock. I'm guessing he was a more experienced and retired mapmaker, like Infamy and Apollo sorta. After giving Brock my maps closed beta, he said jack squat about it and vanished into thin air. Then when all the drama started happening during the short lived open beta stage, he suddenly showed up and basically said: "I knew this map was garbage but I didn't want to hurt your feelings, hence why I vanished. Now that everyone's saying it, I can too: your map is garbage and I didn't tell you".


    Now, as some of you might guess, this was extremely infuriating. I understand that you didn't want to hurt my feelings and I do think that's very important when giving feedback. Thing is, what's even more important is actually giving feedback. It was basically where the entire thing could have at least been somewhat less infuriating and saddening and unexpected if he at least told me back then "Listen, this map isn't up to par with other maps these days. You should probably take a good look at it and do ___". Then, even if I was to for some reason completely ignore him and still release it into open beta in the same manner, in the very least I would have been less surprised by the uproar. Best case scenario: I would have done something with the map and all the drama that could have happened could have been averted.


    Now, let's move on to the feedback that some other people gave me during the open beta. A fair few people said that I should scrap the map, and I understand that. It wasn't an up to par map, that is understandable. Also remember: if I think you give horrible feedback, it doesn't mean that I also think you are a horrible person ;) . What was infuriating was how they gave their feedback though. I'll give you a general list of all the things they said and how it was said in an unhelpful manner:


    1) "It's like BD2"-okay....and? Saying "x is like y" when giving feedback is annoying as hell and unhelpful. First off, because different people have different points of views on things, one might think that the main problem with y is that it has bad aesthetics, whereas the other might like the aesthetics and think the gameplay was definitely what the first person was referring to. Furthermore, it's vague. When giving feedback you want to cut to the point and say straight up what the problem is. Using similarities is very rarely good, as it's open to interpretation and generally pretty vague.


    2) "The whole map was ____"- Just....no. Using generalizations, especially when you don't know/haven't fully experienced what you're generalizing about, is awful. (which was pretty evident with these people. They were generalizing about the whole map while it was evident they hadn't played past the first or second area, maybe with a rushed fly-through of everything else). Nearly never is something bad in it's whole. It's straight up hard to make something that's so god awful that it doesn't even have a good direction or nice general idea. Again, saying that everything with something is bad is vague and unhelpful because usually something isn't 100% bad, just like, 95% at most. Tell them how to use that 5% and that that 5% is good, because otherwise they won't use that 5% again as well.


    3) Insensitivity- people, we're all human here. Of course you should never withhold feedback because you're afraid to hurt a persons feelings, or sugar coat it in a way where it seems to be less of an issue than it is, but give it in a way where it doesn't seem like you're bashing on something. Even if a friend of yours gives you feedback, if it is nothing but bad stuff put in an unhelpful manner, you will still feel hurt even though you know that wasn't their intention. When it's people who you generally interact with less than your friends... well, it doesn't feel nice. Give feedback like you're giving it to a human being, not like you're giving it to a chunk of stone.


    Generally, my main problem with the feedback that I got and some feedback that I see today is that while it does say that something is wrong, it doesn't say what exactly is wrong, why it's wrong, and how to fix it and improve your skills (I don't really see the insensitivity anymore, which is a good thing). The difference between saying that something is wrong and giving feedback which helps improve your skills and creations is colossal. The first type does jack squat, whereas the 2nd type warrants improvements.


    Of course, to a certain extent it can also be blamed on who is asking for the feedback. It really helps if you specify what feedback you want, and how much you care about every aspect. People don't give during jams feedback about things which would take hours to change because it's not realistic. The same goes for pretty much everything else, in one way or another.


    To kinda TL;DR this, when giving feedback make sure that it's feedback which helps the creator improve his skills and creations, instead of just pointing out flaws. Also, don't be a jerk.


    Disclaimer: This is an opinion. I am not forcing this on any of you, nor saying that I'm right and you're wrong. Also, if you know that I hinted at you in this post, just know that even if I think your feedback giving skills are poor, that doesn't mean I think you are a horrible person. Have a good day!


    Ah, this reminds me of the good ol' days when I got everyone angry on a weekly basis :D

    Posted in: Maps Discussion
  • 3

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    @Whole attack thingamabob update thing:


    As Halfstack said, it's very WIP. As it's intended for PvP and to make blocking in PvP be more useful in an unbroken manner, I'd guess that they're gonna be making the normal attack speed duration shorter, to make it be a bit harder to use shield and sword effectively. Anyway this means that suddenly knockback got an indirect buff. What I would personally really like is if they made this be an attribute, so we could have heavy super swords and light but extremely fast swords.


    Furthermore, imho they should make it be so now mobs don't have a brief period of invincibility after getting hit, as that's pretty unnecessary now and would just make things possibly harder in a somewhat annoying manner.

    Posted in: Maps Discussion
  • 4

    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!

    I'd like to congratulate everyone who partook in the jam. This is one of if not the most successful jam yet, with a ton of really good and creative entries. Those of you that made one of the amazing maps in this jam have really overdone yourselves, and it seems that also those of you that made slightly lesser maps have had a good learning experience and got good feedback. Furthermore, the waves seemed to work very well and suit everyone.


    Overall, this jam was pretty darn incredible. My only issue is that we didn't have much influence over the theme, much unlike previous jams. Personally, I would really appreciate it if during the next jam (Halloween jam anyone?) we started organizing stuff and doing all the voting shenanigans a month or at least two weeks beforehand. That way we should also have time to pick a theme.

    Posted in: Maps Discussion
  • 10

    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!

    -Darkening Skies-


    So here it is, my jam map. It was a long and tiring journey, but I think it came out pretty good.


    Difficulty: Easy-Normal

    3 objectives

    Monster Hunter (of course)


    Screenshots:








    Posted in: Maps Discussion
  • 8

    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!

    That's it for me for now. I'll have a nap, and then continue doing stuff. Meanwhile, here's a screenie of my 3rd island:

    Posted in: Maps Discussion
  • 0

    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!

    Like I said, it's fine if you still use attachments, but imgur pictures seem way more professional in my opinion. It's really up to you what you want to do with your screenshots though. I don't want to try and force you to do anything.


    Also, it's way less annoying. I dunno about other people, but when I see them attached in such a way I just ignore them because it's tedious to open and look at them all :/ uploading and posting stuff from imgur barely takes any more time than it does attaching it, and it's much more convenient imho.

    Posted in: Maps Discussion
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