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

    Or you just teleport all the players with the correct cooldown whenever you detect a player with 0 HP. That will teleport any fallen items too ;-)


    Anyways.

    My thoughts on renewable, unlimited, resources, inventory management and stuff
    (I should really just put out word documents for these T_T)

    Renewable never equals disposable. Disposable is stuff like cobblestone in vanilla, or zombie flesh. This is the stuff you can throw into lava pits forever and still have plenty. That isn't true with renewable stuff.

    Now, there are 2 types of renewable, and I'd like to feature them both. Type 1 is the easiest, it's farmable in a safe matter. This is where taking a 20 comes in. You can get plenty of it, as long as you stick time in it. Now, here's the point. Because you spend time gathering the stuff, you're going to be careful with it. It's kinda a way to tell through mechanics that those resources are available unlimitedly, but you shouldn't waste them. If you encounter 1 zombie, and only got 20 arrows, you're more likely to kill him with a sword, even though it would be safer to shoot him. Why? Because, you need to farm skeletons again after you shot him. And you'd like to conserve your resources. It isn't unlimited, and shouldn't be either. Giving a player a double chest of leather is totally different from giving them 2 cows and seeds. With the doublechest, you can instantly make a suit of leather anytime, taking on punishing or loot-heavy areas with full leather all the time. With 2 cows and seeds, you're... less likely too.

    And than there's the second type of renewable, the monster-hunter type. This is very, very interesting, because you basically allow for players to fall back all the way to the start, and have to start climbing slowly. Basically, you need Tier I resources to be able to "safely" gather Tier II resources. And you need those to get the better stuff, etc. This features great inventory management. If you take all your stuff with you, you're very likely to lose it and be set back a tier. That makes for amazing design and gameplay.
    However, mapmakers have to be careful with this type of renewability. You must make sure that there is an intrinsic reward, and not only the Tier-ladder. If the combat ITSELF isn't fun, if there is no engagement in killing the mobs you need to kill, the map will fail. Monster hunter maps (afaik) have a harder time using exploration as intrinsic reward, so they kinda need interesting combat. And that's tough too pull off.

    Dieing with none-renewable resources is a totally different story though. Maps should never be designed using only non-renewable resources. They should intent on player betting the resources, and sometimes losing. If the player bets right, and beats the area using just what they need, they'll eventually save up a giant stockpile of resources. However, if the player always takes the best stuff he gots, he's going to get a harder time throughout the map. If he always takes the worst stuff, he eventually might run out of resources that are renewable, not disposable, and find that it might be a better idea to get some decent gear so he doesn't have to farm charcoal all the darn time.

    Ok, Done. Go use it please. And please read it <3

    Really good ideas, I actually made a few mobs that have a percent chance to drop leather or sticks and over time at the start of the map you'll gather leather while fighting zombies so the more you kill the better equipped you'll become.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from shadow25605
    What I think you could is maybe give them some basic gear after death, and if possible teleport all of their items into some small area that provides a challenge to get their stuff back.

    i dont think that second part is even possible
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Apollo9898


    I like the layout and shape so far, but i'm not entirely sure with the blocks. I like the cyan(?) stainedclay but not sure the orange goes with it. Also the lava kind of contrasts, maybe try something else with that? you could do water and change the biome to swamp, give the water a murky, poisonous look.

    you right, you right, thats a brilliant idea.
    Thank you, Should i add another block variety to the walls or nah? just like vines or something? Thats a good idea though, thanks a lot really is gonna improve the area.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread




    Spawn so far, Just created it in world painter, gonna add structures and stuff I suppose, thoughts?

    Keep in mind i literally just made it in worldpainter, haven't added any details.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from taschneide

    Using /summon, I'm guessing? Interesting.

    Speaking of which, I had an idea for Thanatos (my subterranean open-world CTM), and more specifically the starting area. I find that it's a common experience that, particularly early in a map, natural spawns can really screw a player over. Thus, the start of the map will have no natural spawns, and very few spawners; instead, when a player enters the area, command blocks will /summon a single mob. If you've seen my starting area, you'll know what I mean when I say that I will put a few zombies, a skeleton or two, and nothing else in, and they'll probably be scattered around the room in a few of the "cages". This way I can control the difficulty at the start much more easily, with the added bonus of there not being any creepers to give the player placeable blocks.

    Anyone got any thoughts about this?

    (Note: If you have no clue what I'm talking about, check my thread! I've got some pictures there. Just click the image in my signature.)

    I understand what you mean, but you could just give the player a decent-er sword so they can deal with natural spawns, or the map is just hard.. Honestly i'm gonna wait until i finish the whole entire map before i put in spawners, so I can then put in count for natural spawns. But i'm not using /summon for the mobs just using that to create the custom mobs and then switch the mob to a spawner.
    Posted in: Maps Discussion
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    posted a message on [WIP] The Box (Story Focused Adventure Map)
    Oh wow that video was impressive, the amount of things you could use with those lasers! Can you put them vertically? i bet you can, have one of those old spy movie hallways where you dodge the lasers, I wonder if its possible for them to move, maybe not but that could introduce some really cool game mechanics which reminds me of some really old games where dodging and timing was every thing.. Really impressed. Would love to have those command blocks :D
    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Most of you all won't recognize me but it's been awhile, and I have gotten back into things, i've never made a map before and I think i'm gonna start, i've spent a little bit on making a bunch of different custom mobs, 25 so far



    Hopefully aiming for every single mob, besides natty spawns are gonna be in some way, custom for a really custom experience.. I have many themed mobs planned that go with different areas to make a really custom experience. Should be pretty cool, who knows.


    also, im not a retired forum moderator anymore? wtf
    o-o
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    okay so i havent plyed minecraft in general for a long while.. so i might be rusty on everything ctm when i used to be pretty uptodate with everyone and stuff.. found out #ctm is empty now.. sad. was fun.... so i saw a video of a ctm map and was inspired and saw all the new ctm tricks and stuff so i decided to take a crack back at it. ive made a few areas, but this is the intersection ima switch the biome to jungle afterwards so picture that... seriously picture it... its gonna be a much nicer green, trust me.. that didnt take that long to make so any suggestions, i got some sweet ideas for this map but since im so far behind with this ctm new gadgets and stuff so yeah .. another area.. im just creating the general idea of the areas and ima spend a long time afterwards touching up stuff.

    k
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Well I suppose i can build the map in 1.6.2 then at the end put in spawners in the snapshot, Inhaze build commands has a spawner command but only works in multiplayer
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    How do you guys put in spawners nowadays
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    yo ppl quick question been a long ass time since ive been on the forums.. whats the worldedit command for puttin in spawners nowadays
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from ragirk
    How about this area then? I need feedback on where to put structures as well as decorative stuff.
    that looks sweet
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Fangride


    Hey Fangride! How is the map, or did you finish?
    Posted in: Maps Discussion
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    oh wow, 3000 pages.. lil' late but thats awesome!
    Posted in: Maps
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