Basically abandoned Storm the Castles 2 when I was only 1 area in and instead decided to work on what will probably be a mini CTM map based on what I planned to use as the Citadel of Saints in STC2. Haven't been playing Minecraft much anymore though due to other obligations so I dunno when I'll be motivated enough to do much more than think of ideas for the mini CTM. So yea, wouldn't expect anything exciting from me for a good long while unfortunately
Community Question: Everyone who has completed a map, how did you guys stay motivated and not quit mapmaking/start a new project? Any help would be appreciated.
Embarrassingly low standards. I was also afking Castle Wars on RS for my trimmed completionist cape so I had all the time in the world to kill, mapmaking worked well with it.
For my second map, which I'll get back to working on in a couple months, I'll try and raise my standards and motivation by making some sort of dev vlog series for youtube... like record some mapmaking and make a series out of it. Sure, there'll be spoilers... but it'd be fun to make and motivate me to make progress regularly.
You know Vechs already used the name "Lush Ruins" in Inferno Mines, right?
The name of my area is "Lush Runes", runes being a reference to Runescape (with themed aesthetics and boss) and the name also being a reference to that Vechs area. Don't worry, that's the only thing it has in common with lush ruins lol
[edit]: I didn't know that existed. Is there a way to make it have 100% durability but not 100% dropchance?
Not without having to do something silly like making different versions of the mob, some with 2.0 drop chance and some with 0, then adding them as spawn potentials to the spawner. I'm guessing.
Haven't posted for nearly 600 pages, but now I am back with a simple but exciting topic;
Opinions on the 1.9 update and how it will effect your maps?
Assuming it doesn't break the genre somehow, it'll at least add some loot diversity. It also might be annoying to balance around new items and stuff especially at first, but it'll be interesting to see if new mechanics and gameplay become available.
When I think of loot done well I think of RC2... it's beautiful, having themed decoration items in chests, very thoughtful resource allocations, useful but not overpowered gear... Not to mention the whole emerald thing that really incentivizes the player to at least peek inside every single chest hoping a green twinkle will catch their eye... if you want advice on loot I'd just fly around (or fully play) RC2 and look at the chests lol
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.
Let's just say they help, but by no means should a mapmaker fiddle around with em longer than anything else they do for a map. Sure, most competitive maps will have some sort of command block magic in em, but it isn't the determining factor of what makes em good.
I have a question (a few of them actually), do named monsters despawn? I know if you use a name tag, the mob should not disappear, does that apply to his clones spawned form a spawner as well? Is there a difference between using a name tag and doing it using commands? Can you make a named mob that despawns?
There's a tag on mobs like "PersistenceRequired" and naming the mob changes it to 1 so it doesn't despawn, but manually changing it back to 0 makes them able to despawn which I would definitely recommend doing for various reasons on most mobs (other than bosses and such).
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Basically abandoned Storm the Castles 2 when I was only 1 area in and instead decided to work on what will probably be a mini CTM map based on what I planned to use as the Citadel of Saints in STC2. Haven't been playing Minecraft much anymore though due to other obligations so I dunno when I'll be motivated enough to do much more than think of ideas for the mini CTM. So yea, wouldn't expect anything exciting from me for a good long while unfortunately
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Yea but quit that account a while back lol, now I'm maxing my Hardcore Ironman tomorrow WOOT
Probably gonna go for trimmed on that account too so I'll be mapping while CW again... RSN "ChillZed" btw ;D
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Embarrassingly low standards. I was also afking Castle Wars on RS for my trimmed completionist cape so I had all the time in the world to kill, mapmaking worked well with it.
For my second map, which I'll get back to working on in a couple months, I'll try and raise my standards and motivation by making some sort of dev vlog series for youtube... like record some mapmaking and make a series out of it. Sure, there'll be spoilers... but it'd be fun to make and motivate me to make progress regularly.
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Just gonna leave this here... New episodes every other day ;D
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Pffft, honestly that's nothing a bunch of blocks and a water bucket couldn't handle xD
Assuming you had the time and patience to get through the areas one block at a time :L
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The name of my area is "Lush Runes", runes being a reference to Runescape (with themed aesthetics and boss) and the name also being a reference to that Vechs area. Don't worry, that's the only thing it has in common with lush ruins lol
1
Not without having to do something silly like making different versions of the mob, some with 2.0 drop chance and some with 0, then adding them as spawn potentials to the spawner. I'm guessing.
0
Assuming it doesn't break the genre somehow, it'll at least add some loot diversity. It also might be annoying to balance around new items and stuff especially at first, but it'll be interesting to see if new mechanics and gameplay become available.
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Would make for some interesting boss fight mechanics ;D
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Wonder if the Shulka missiles are gonna be summonable entities... nyuk nyuk nyuk
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When I think of loot done well I think of RC2... it's beautiful, having themed decoration items in chests, very thoughtful resource allocations, useful but not overpowered gear... Not to mention the whole emerald thing that really incentivizes the player to at least peek inside every single chest hoping a green twinkle will catch their eye... if you want advice on loot I'd just fly around (or fully play) RC2 and look at the chests lol
0
Let's just say they help, but by no means should a mapmaker fiddle around with em longer than anything else they do for a map. Sure, most competitive maps will have some sort of command block magic in em, but it isn't the determining factor of what makes em good.
0
Just gonna leave this here... new episodes every day <3
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Just gonna leave this here... New episodes every day till I beat it or die IRL
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There's a tag on mobs like "PersistenceRequired" and naming the mob changes it to 1 so it doesn't despawn, but manually changing it back to 0 makes them able to despawn which I would definitely recommend doing for various reasons on most mobs (other than bosses and such).