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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Since there is a massive lack of easier maps in the community, I've decided that I might make an additional, lower difficulty version of Twisted Ultimatium that serves more as an introduction to CTMs. It'll have a tutorial area, tons of loot while still keeping the same atmosphere as it's original product. I feel like this is something every mapmaker should do, just throw a bone at the newer crowd to make sure that the wonderful CTM community can continue to grow. Sometimes, mapmaking isn't about just being like HEY FIGHT 50 GHASTS WHILE PARKOURING UP A SPIRE MADE OF LAVA!!1!!!1 :3
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Alright! Y'know what, Orchard, I'll probably give a stream of your map once its up. Why not?
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    By the way, just a little thing, it'd be awesome if you removed some of the glowstone from around the stone path in Rage of the Reptiles and replaced them with redstone torches. I think that'd look a lot better :3
    And yeah, Soup's post is all accurate. Seriously, we're giving you some awesome feedback! xD
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    @Ragepath discussion

    I quit at the second area because it was just too much. There was no way to fight the mobs without bridging and then the ­ castle just.. goddamn. There were way too many mobs, they took 5-6 hits to kill unless you got a smite 2 fire aspect 1 sword and the reward (unless I missed the wool somehow) wasn't even nearly worth the massive path I had to take to get there. It didn't feel very rewarding and it felt like exploration of large portions of the map was required instead of a nifty optional tidbit that could give you a cool piece of loot as it was the only way to get half-decent weapons and a lot of the loot was just recycled. It overall didn't feel rewarding and, while the aesthetics were nice, the gameplay and design were weak enough to stop me from playing. It's like a 5-6/10 map, even though it's really good aestheticlly it suffers from just not having much of a motivation for the player to keep on going other than 'hey, this is really ­ing hard!" which I dont feel suffices as a proper method to get the player to continue playing, y'know? It'd be really nice if some meaningful loot (Like cool enchanted armor or enchanted swords or additional wolves or potions) were stuck in places instead of just enchanting books and generic meh tier swords. It'd help keep the player through. That's the thing with large areas, unless they're coated in loot they end up feeling too big and the challenge of taking them down isn't matched by the reward. I enjoyed Rage of the Reptiles because the loot was fair for the challenge, but in Merciless Mines I saw the difficulty ramp up fairly heavily and the rewards stay more or less the same. I can enjoy and cherish a well-made large area but they're a LOT more difficult to create properly as you have to add in more loot or else you end up with a Dormant Mines-esque really tough area that doesn't contain enough loot to excite the player and instead just carries on too long and feeds boredom and ragequits. And again, the example of Dormant Mines should make it obvious that this happens OFTEN. It's not just your map, it also sorta hurt my opinion of Pantheon heavily and even sorta ruined Inferno Mines a little (even though that was mainly cause I couldn't handle the ­ing witches in Everforge). Large areas are very difficult to pull off and are rarely rewarding, so it's a really big risk to take on a project like that for your first map. Work on the design and gameplay for your second map and I can see you being a truly great mapmaker, though :3
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Also, Shaymin, did you forget the second 'O' in Forgotten or was it intentional?
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Here's just another preview poem for Twisted Ultimatium, since development on it has been slow (It'll probably kick up after report card stuff and Dexter premiers :P)

    "Look, peasent, it fell from the sky, so bright!
    Brought with it a horrible blight
    Dangerously near to the light
    Plunged the world into eternal night
    Magisty, watch the flames spread
    Brought with them the city of the dead
    Flooded with what the gods bled
    An infinite number of trials ahead
    Look, wizard, the war of the deceased
    Brought with them a beast released
    Kingdoms fell as fear increased
    Slaying even the holiest priest
    Look, world, upon what you created
    Brought with you yourself, the most hated
    Every opponent has been eliminated
    Final moments of war have been anticipated"

    By the way, Shaymin, that's really nice :3 I love it!
    Pretty nice screenshots from Orchard and Scoot too!
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    @I_am_Jens
    I mean, I had a LOT more trouble with Monstrosity (Thus far) than Legendary, it really depends on your playstyle. They're all at around the same point in terms of a person's improvement, except maybe Waking Up.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Sali, I'd say that it depends on what you wanna do. You can go however you want, tbh. I personally went Sea of Flame 2 -> Legendary and then I was fine for basically anything because, at the time, Legendary was near the limit of difficulty. Right now I'd recrommend Infernal Sky 2 -> Spellbound Caves, and then you should be at Medium difficulty. After that you can do stuff like Legendary, Waking Up, Inferno Mines, Monstrosity. They're tough, but you can still try them out :3 All in all, it depends on how you are.
    Posted in: Maps Discussion
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    posted a message on =Monstrosity=
    Really? The pink wool wasn't bad at all for me. You just tunnel through the walls and use a weapon (You could use an iron sword from I1 if you really want) to knock out the silverfish then you dash into the wool. I managed to get it with only one close call when I nearly walked off the map stupidly and no deaths at I1.
    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    I'll go through it, since last time I think I quit after the first area for some stupid reason :P
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Well, it seems as if I've run out of CTM maps to play. What shall I play next? (Not Pantheon, I'm working on a strat for it atm)
    Just a bit of information about myself (since I know people will ask questions n ­ to narrow down options)
    - I'm really bad at tackling larger areas (Rage of the Reptiles, Dormant Mines, Rumblehiss Nest, Lush Ruins, etc)
    - I don't rush
    - I really (REALLY) hate skeletons early game
    - I can handle just about any difficulty (I've managed to do OK in both Pantheon and Ragecraft, which I consider possibly the two hardest maps out there atm, not counting the absurd romhack hard stuff)
    - I dislike open-world maps

    Hopefully I can get a good map =P
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    It looks nice, but the castle could be expanded upon. Looks a bit wimpy, tbh. Should be wider, considering that its fairly tall. The rest is excellent, well done :3

    I guess the bridges look a bit wimpy too, tbh.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Yeah, I didn't make it to I4. I got stuck at Rumblehiss Nest iirc and, since I still sorta sucked at the game (and I still do) I ragequit. Maybe one day I'll get past it xD
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Infamy

    The problem with Ragecraft is that it's Linear, and because of that, there's not a lot of freedom. This means that it really isn't going to be a fun map to play for many people. Also, about the tackling large areas... didn't you have to be good at that to beta test Pantheon?


    I don't feel like that's the full issue with it, tbh. I haven't played enough of it to fully decode the issue with it, unfortunally. And I didn't actually beta test Pantheon, just helped out with Dormant Mines a lil. I still brag about it because that's really the only thing I can brag about minecraft wise xD

    Also, Pantheon didn't really have 'massive areas'. At least, not from what I played on it (First two intersections). It had large areas, but they never really felt massive. Except for Dormant Mines. ­ that place.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Drago

    Sarcasm is a mysterious and majestic beast. ;3


    But the message wasn't entirely sarcasm. It was sarcastic for Ragecraft and Pantheon, yes, but I assume not for Monstrosity. I don't know why people have issues with it :P I got through the starting area with 1 death (which was me just randomly walking into a lava pit) and I'm not even good at this game xD

    Just cover the lava pits and you'll be good, basically. By the way, pre-alpha testing is helpful. Get a couple friends or forum-goers and send them copies every couple areas. Doesn't really matter how often, but yeah, pre-alpha testing can help heavily because you'll have a more stable product for alpha/beta testing and therefor your testers will be able to focus on other stuff.
    Posted in: Maps Discussion
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