• 1

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

    Hello guys, I am back from a long break! It is not the first nor the second long break i took from minecraft, I hope this time I won't run out of inspiration/motivation.


    Anyhow, I did some progress on the first area in my map "Alchemist's quest #1: Water of Life".


    The area is called "The Pedestal of Beginning". I am still working on the dungeon that branches from this area that will contain the objective item.

    Your thoughts? Ways to improve it?


    Looks good :-) Idea is great, shape and setup rare good.
    I'd suggest working on mixing contrasts a bit, and transitiong colors. Right now, there's a very hard difference between dark and light, and between water and walls. You're able to see every little piece of the walls/coast, which makes it so they must be interesting in order to not look like a big, folded box. It's great to have to the platform stand out (always make sure there's 1/2 main things to look at in an area, so you don't get lost looking a the picture), but the harsh color contrasts don't really work well this way.
    Posted in: Maps Discussion
  • 0

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft

    No.


    Mapmaking itself takes enough time in itself. We got the launcher future to swap futures, I really don't see it being worth the time to "update" it and release something that is unbalanced anyway. Swap versions.

    Posted in: Maps
  • 8

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

    Two wools down :-) 14 to go :/ Mapmaking takes time it seems, should be able to do one a week at this rate.



    Kinda getting worried about render distances, but I wanna fit in my gameplay ideas. Can most pc's handle 12-16 chunks with ease?


    Anyway enough talking, let's go and build a door.

    Posted in: Maps Discussion
  • 4

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

    Wowowowow.

    If this were true, Dark Souls would be one of the worst games ever made. And League of Legends would be boring as ****.
    See, if you're not hitting mobs, you're not "doing nothing". In fact, since you're attack is on cooldown, you're more vulnerable to stuff jumpin in your face since you can't hit it back. You're probably backing up, doging skeleton arrows (yes it's now possible to dodge the long range arrows), and worrying if there's nothing behind you to kill you.

    MC combat WAS precision based and very fast paced. They slowed down the pace (by only a small bit) and brought in some strategy. Like I said, if you're not willing to adapt, that's fine, but that doesn't mean the combat is poorly designed.

    See, we can still have dex weapons with 2.5 attack speed to allow you to basically spamclick. But now we can ALSO have weapons with a longer windup/cooldown.

    Did you ever play Darksouls/bloodborne? Notice how a lot of weapons have a really long windups, usually longer even then MC's cooldown. Is their pve bad? No. Even though you literally can't do anything but cancel the attack during that time. Why is it necessary? It forces you to find openings and choose a good moment to attack.

    Yes, CTMs were all about the environmental challenge and not about any combat itself, because minecraft (and this is the important bit) had a bad combat system so we found other ways to make "fighting" fun. Now, we can keep those things, but add a good combat system. Now, instead of having to wrry about only the bridge you want to cross, you have to worry about how to cross it, and how to execute you crossing it. There's a lot of micro decision making added to the game, the same kind of decision making that League of Legends is havely based on.


    I feel like we, as mapmakers, can please a broader audience now. We can give some players a full glass cannon, superfast, spamclick sword, and other players a slow strength build. With the new skeleton AI ranged fights can be a lot more interesting too. Maybe we can even make a ranged archer/mage build work. If we provide a diversity of gear, designed to actually change the way you fight, rather than change how much damge you take or do, we can add a lot more depth to the game. We should be the ones to finish up the final 20% of 1.9, and use the house Mojang build us by adding stuff that lives in it.
    Posted in: Maps Discussion
  • 2

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

    So I just went ahead, loaded up kroses map and cleared through the white wool area.

    I think the new combat is awesome if we change and adapt as well. Let's go over a couple issues:

    - DPS is way low.

    If I'm comparing current DPS to what it used to be, players just output a lot less damage. Where we used to be able to do 4x full damage in less than a second, that now takes ~4 seconds. This isn't a bad thing, it's just something we need to keep in mind. A full HP zombie is going to take a few seconds to kill. Don't send 3 full HP zombies at the player and ask him to kill them within, say, 10 seconds before a new batch spawns. Solutions could be increasing attack speed, increasing damage per strike, or reducing mob health/mob count.

    As of right now, bow and sword seem to do about the same amount of damage per second, which is ridiculous.


    - Skellies are OP

    Yeah. The main issue is that once you DO get up in their face, you'll start knocking them away. Giving them knockback resistance should help a lot, and their HP should be lower in general. Right now getting up in their face isn't rewarding enough, making it better to just get your bow out and shoot them no matter what.


    - Creeper fighting sucks AKA shields OP.

    Seriously. The best way to deal with these creepers is to make em blow up and just block. It's way faster than killing them. Shields seem ridiculously overpowered, I could raise my shield and eat a blast in the face without taking any damage.


    But overall, if you were to deal with those problems, you get a lot of cool stuff. We can actually make builds that "feel" better than others, and don't rely on pure stats now. The new attackspeed attribute makes it so you can make light armor that increases your attack speed, and heavy armor that decreases it.

    The attack recharge makes it so that if you miss your attack, you're actually in a bit of trouble as you can't immediately strike again. The new combat involves more skill (especially aiming is a much bigger deal), which is both good and bad I guess. Enabling the recharge indicator is vital though (set it to crosshair, seriously).

    Btw, speed 2/3 spiders are one of the worst things I have ever seen. They're insanely powerful, really. Taking a high attack axe and shield seems to be the best way to deal with em.

    Shields could be really helpful with long recharge, high damage weapons too. Especially if you don't have space to kite melee monsters it'll help if you can tank the damage and not have to keep knocking them back.


    I really quite like the idea of going a slow attack, high hit damage "tank" build, with good armor and a shield. Or going a "dex" build, being mobile, having good attack speed, but dealing less damage.

    There's a lot of stuff for me to explore, but I'm excited. I think we can do a lot if both players and mapmakers have an open mind. If you don't want to change your gameplay, don't play 1.9

    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Omegaplayer02»

    There haven't been many screenshots lately, so why the hell not.

    A very, veeery long time ago, I posted a picture of an area with a giant tree. I've worked a freaking ton of it since then, and I want to show you...

    Soul of the World V1.2!


    Any and all feedback is appreciated, specially on how to improve it. Before anything: Yes. It's very green. It's intended to be very green. ;P


    Not to be rude, but just as advice since you asked: Add some focus points. There's nothing standing out or that's cool too look at. The area makes for a perfect cool background, but without a castle, city, tower, dungeon, whatever to fill up the area it's not that interesting. The walls are the same everywhere, there's nod depth, nothing to break it up.
    Posted in: Maps Discussion
  • 11

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

    So, I finally decided to bite the bullet and try to learn worldedit.

    First few days weren't fun :-( Spend about 3 hours everyday mainly googling, fixing up scripts that broke and trying to figure out how masks and wands worked.


    Right now though, I feel as I've been missing out on so much power. Managed to get so much stuff done today, worledit may actually beat mcedit once you get through it's big commandy learning curve. Maybe. Still hate typing commands all day, but it works I guess :/



    Posted in: Maps Discussion
  • 1

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


    I know, it is quite silly. But with not a lot to do recently, I've finally decided it was time to get some stuff done. Life gets quite boring without a real hobby or something to do. With some issues on my part preventing me from doing school, life gets boring day after day just watching Youtube. I'm actually really thinking about starting up work again on my CTM, but at this moment, it's unsure whether or not I can completely follow through. Regardless, it feels good to get that one over with and start working on some more CTMs.


    EDIT: Reloaded my CTM with some mixed success. Looks like a good majority of the loot in my map is f*cked. But none of the signs and spawners are screwed. So that is good. Nothing I can't handle.


    Do it! I still want to play your map someday.
    Posted in: Maps Discussion
  • 0

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

    Lol I start to play RC III and suddenly everyone hyped about people returning.


    Can someone give me an update on what all came out and what I should play else?

    Posted in: Maps Discussion
  • 1

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

    Hello everyone. Just popping by out of the blue to say that I have actually done it.

    Spellbound Caves. First CTM complete. Ever.

    Wohoo! Congratz Witty :D
    I never knew you didnt' complete one map so far :/
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from xnx17ts»

    Ive decided to start making a ctm map since im starting school holidays this week and ive had fun making areas for the community ctm map that died (R.I.P)


    Heres a image of a area that im currently working on. Sorry for the bad render distance since it was on my friends server and the view was set low.

    Feed back is highly welcome and appreciated!


    Holy.... o_O

    That looks fabulous.

    I'm not even going to try tell you how to improve it.
    Why aren't you a known mapmaker yet.

    Really impressed to see this when I glance at this thread for the first time in two months :D
    Posted in: Maps Discussion
  • 0

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft
    Quote from _Krose_»

    We'll miss ya Rubisk ;'(


    Rest in Pepperonis


    ~CTM gang


    I'm not dying man. I'm not going far at all, anyway. I'm just not checking in on that thread anymore, and felt bad to just never say a word again without some sort of goodbye :/

    Posted in: Maps
  • 7

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

    So, after a very long time (in 3 weeks it would have been 2 years), I think it's my time to leave this community and move on. The last few months I've been getting more and more into adventure map making and have been drawn away more and more from this thread. I've noticed I almost never download CTM's anymore if they come out, where I used to playthrough them the week they came out. You may have noticed me almost never replying anymore. I was about to remove the bookmark from this thread, but I figured I couldn't leave without at least saying some stuff, even though most of you don't know me and most that do know me probably don't care much.


    I want to thank you all for giving me a great time in here, and being great people overall! I've really enjoyed being part of this amazing community. You guys really helped me grow both as a mapmaker and as a person, and I've learned a lot from many of you. I'm still going to be producing maps, but they will probably be more redstone-oriented, and it's very well possible I will never make a CTM again. Don't worry, I'm not going away or anything, just won't be replying here probably. I will also not stop helping out people with redstone like I've been doing for a year now, but if you guys ever need help I suggest sending me a message here (or, even better, over reddit), since I won't read this thread anymore. Messages of any other kind are obviously welcome too.


    A lot of you will probably have me on skype, and don't worry I'm not getting rid of those. I would like to ask you guys not to put me in the CTM group chat anymore, otherwise I'll unfortunately have to ban you from my skype, and I really don't want to do that :-( <3


    I'm not going to write down names because I'll forget a lot of people, instead I'm just going to thank you all for the good times!

    Goodbye, all! May your maps be amazing and your brushstrokes eroded :-D

    Posted in: Maps Discussion
  • 0

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

    How would you folks feel about a Skype Community chat ?


    A Skype group has been around for a long time, and it's an invite-only group to prevent spam. We usually scout this thread and invite people that seem involved in the community and like cool guys in general, and invite them to the chat. To prevent the chat from getting too messy, we do not immediately invite everyone we see though.


    Oh, and for browneye, btw: Ice cream sandwich.

    Posted in: Maps Discussion
  • 0

    posted a message on Rogue - A Minecraft Roguelike - A procedural dungeon generator in Minecraft
    Quote from mrbead»

    umm... I was flying around in spectator after I lost spectacularly, just cause I was curious, and I found a chest in the middle of nowhere, at least 200 blocks from any room, with a godly bow inside.

    is this supposed to happen? are people actually expected to strip mine for god items? or is it a bug?


    1 chest usually generates in the middle of nowhere. Has to do with cleaning up old generations, really difficult for me to fix that so i decided to just leave it there.

    Posted in: Maps
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