• 1

    posted a message on [Collection] Midnight Gloom v1.04 [1.6] [More than 8K downloads!]

    I haven't worked much on the project mostly due to university related stuff, but that doesn't mean I've been sitting idle. Sure I know the best, progress has slowed down. But onto the actual stuff! I figured out how to create nearly perfect triangles and pentagons so that none of the sides are parallel with either of the axes (really? the plural of axis is axes???). This doesn't sound impressive in itself but this is just a building block for innovative builds.

    Other than this I started to use Command Studio for the command block stuff. It's an amazing tool. It makes prototyping much faster, I don't have to individually create every cmd block, I just write it, push a button, copy-paste into one cmd block and bamm, imported like hundred commands. Not working well? I just delete them, one button press in-game. Real easy. It has some convenient functions too, like methods/procedures. I've migrated all the commands so far written (well not all, because I decided to bin a large portion as I fount a better solution) to Command Studio for easier management and deployment. Now I'm actually working on a (hopefully) core part of the game, the magic casting system! It's basically the magic system from Arx Fatalis and old RPG (made by Arkane Studios, who made Dishonored), in it you had to draw runes on the screen to cast a spell. I like it because it's not like push button X to fire an ungodly attack just because you have the mana/learnt the spell... It requires effort on the player side. Not liking it? Use a bow and arrow or sword. :D I plan to have it work two ways: spells can be cast directly by drawing the runes or one spell can be memorized and cast with a wand and then it can be used without the drawing part. So you's memorize an attack spell if you were a mage, because you'd rely on that for damage dealing, but you'd memorize maybe a healing spell as a melee character as you need that more often.


    What else? O right, lore stuff... It's getting along, but I'm not satisfied with what I have so far. You see, I'm more of a rational down to Earth person, so writing fantasy isn't my forte. Actually I think, I need help in general. This project is getting HUGE. Ideally someone told me on what to work, because that how work gets done, while I'm just thinking what would be the best way around, working a bit on this and that amounting to not much. So yeah, who knew coordination is a must for a serious project. So if YOU random person reading this would be interested in lending a hand I'd gladly accept it.


    Edit: I forgot to mention I created a custom font. It's still WIP (what is not? lol)

    Posted in: Maps
  • 1

    posted a message on [Collection] Midnight Gloom v1.04 [1.6] [More than 8K downloads!]

    The loot table generator is done for swords, axes, armor and bows. In total 2024 items so far. They can be easily re-balanced too if needed. Really satisfied with it. Now I'm thinking about the architecture of the main buildings. I have a really special pyramid-like building so far. The ender tower might comes back but it wont be as plain and easy. Also I have created a custom humanoid NPC. It can use bot sword and bow and has custom sounds and texture. So less zombie growling in general. They'll be bandits I think, it only matters lore-wise anyway. But I could give them custom drops too, hmm. I've been also doing a lot of code-digging and as a result now I've completely mapped the bioem colors on the grass.png so I have as much control over biomes as possible in vanilla. SO expect custom, maybe crazy colored biomes. The other thing is the elytra ray-casting. I've not come up with a solution, but it works horizontally in every direction. Maybe it's for the best as it would be simply superior the the bow and I want to keep both melee and bow a viable combat option.

    Posted in: Maps
  • 2

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

    I'm interested. Although I don't know how our stuff would fit as I'm working on an open-world map.
    Posted in: Maps Discussion
  • 2

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

    Yo, back again.


    Most of you probably don't care about this, but anyway. I mapped out where each biome takes it's color from the grass.png (and the foliage.png too) so you can easily change that file to get a biome with any color scheme. Here's the reddit post: https://www.reddit.com/r/Minecraft/comments/4vcnpe/biome_color_changing_with_resource_pack/

    Posted in: Maps Discussion
  • 1

    posted a message on [Collection] Midnight Gloom v1.04 [1.6] [More than 8K downloads!]
    Quote from Ferkikudo»

    Any update? ;-;



    Here you go, it's a crate.

    I should be studying for my finals, yet I'm messing with textures for basically custom loot boxes. Derp. >.> I haven't decided yet, they might respawn with loot over time, they have custom opening sound too. Other than that I'm working on probably more than a hundred unique trinkets/amulets and 344 ish (if I only count the swords, but there might be axe variants so then double that) weapons (different atk speed, dmg, other stats and effects, and 8 custom materials). Currently I can't show that off, as it's in an excel document and I have yet to write the script to export it into a loot table. It'll be siiiick!

    Edit: I keep starting new side-projects, like inventing a new language for lore or writing a terrain generator script for MCEdit, or just simply making command block stuff, then not liking it and scrapping it. So not much actual "mapmaking" stuff going on, but I'm making progress. I hope I'll have more time in the summer.

    Posted in: Maps
  • 1

    posted a message on [Collection] Midnight Gloom v1.04 [1.6] [More than 8K downloads!]

    I'm waiting for 1.9, until that I only work on the terrain and maybe some buildings. It really holds me back, in what I can do. Here's a map of the map (nowhere near final though).

    Posted in: Maps
  • 1

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

    Do you think it's necessary to use command blocks these days to create a good custom map? (teleporters don't count)

    Please explain why.



    To create a good custom map, yes. I think they are necessary, because of the feature creep command blocks caused.

    To create a good CTM map, no. CTMs are a bit more specific nad there's not that much you can agg to the genre with command blocks.

    In the recent years though the gap between good and average maps became multiplied of what it used to be back in the old days.

    In my opinion if you want to create a truly outstanding map (be it CTM or other kind of map), you have to incorporate some CMD magic.

    In the past CTMs had two main aspects: Aesthetics and Gameplay. A good example is Vechs' Legandary, it didn't look amazing, it didn't have custom game mechanics added, but it was a great map at that time. Now gameplay is commonly augmented by some kind of CMD block feature, like custom crafing or simple things for convenience.


    Spawners are traditionally the backbone of any CTM, and to me they are like command blocks compacted into one block, that can't do anything other than spawn entities. CMD blocks can do that too, and lots of other tings, the possibilites CMD block give are almost endless. Like do you remember when it was so amazing you could create structures with falling sand spawners? But now, it's quite meh. I feel like mapmakers have a hard time keeping up with the possibilities given by the newer and newr updates. Like raise your hand if you know how to utilise block models, custom sounds, understand CMD block mechanics, spawners, NBT, and then you still have to have a good sense of gamedesign (!!!) and aesthetics. And of course being innovative doesn't hurt either.


    Dang it, end of page, noone will see this post.

    Posted in: Maps Discussion
  • 8

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

    I had a dream a few days ago, and then I tried to build it, and it became something like this:


    Other images: http://imgur.com/a/KkM7E


    Something else: I found this this site called player.me and it looks promising, it's like a mix of votable, reddit, and fb just for gamers and games.

    If you think it's worth giving it a shot, pls use my invitation link: http://player.me/?invite=Fefinix

    Posted in: Maps Discussion
  • 3

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

    Welcome back Kopasz! How did you get that kind of brush may I ask? is it a part of build commands?


    I took inHaze's script and put my cartesian equation in for an ellipsoid with some carefully tuned sine waves.

    The basic equation:


    x^2/a+z^2/b+y^2/c<1 if this condition is met then the block is placed at given coordinates.


    a=(t*sin((+x-y+z*)/m-r)+xS)^2
    b=(t*sin((+x+y-z*)/m+r)+zS)^2
    c=(t*sin((-x+y+z*)/m+r)+yS)^2

    parameters:

    t: the thickness of the furface modulation

    m: modifies the 1/frequency of the sine wave, bigger value->smoother surface

    r:random number between 0 and 2pi

    xS,zS,yS: the radiuses of the ellipsoid

    * The sign of x y z are randomly renerated also for more variety.

    Posted in: Maps Discussion
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