Is it realistic for some one who has never made a minecraft map before to start now? It seems with the crazy command blocks and armor stands i could never learn how to make a good map.
The only way you're gonna learn is if you put the work in. If you want to make a map with command blocks and armor stands, learn how to do it. Your first map is probably gonna suck, but you won't know how to improve if you don't at least start making a map. Everyone starts somewhere, after all.
...but its just a schematic pack. I don't think it matters who's gonna download it or who its meant for.
It probably won't make CTM's similar in the long run either. I mean, it'd just be trees and boulders and stuff. And you can always change up the small houses so they won't be all the same.
How do you know when the mobs/loot is balanced in a CTM map?
Like what is the balance between the loot and mobs on a "Easy" or "Medium/Normal" map?
It's a very vague question perhaps, but I want to hear someone's POV?
We talked about balance in our first episode of the CTM Podcast (shameless plug), but I'll answer it here as well.
I think the main thing that you need to do in order to make it balanced is to play test. If you as a mapmaker can play through your map, knowing where every trap and good pieces of loot are, and its either way to easy or way to hard, somethings wrong.
Aside from that, its up to you to make the call. Play through the map yourself, and fix anything that needs to be fixed.
Looks good.BUT:Your area needs more erosion and light.
Needs more erosion and light where?
This is the kind of feedback I dislike seeing on this thread (or on anything in general). Please be more specific when giving feedback on screenshots. Just saying something needs "more erosion" or "more block variation" does not help the mapmaker. If you think something needs to be further eroded, give an example of where you see it. Or if you think there are better block combinations for that area, suggest a palette for the mapmaker to experiment with.
Feedback like this is empty and is pretty hard to make any use of.
If you had doubts on the hardened clay choice, why'd you use it?
I know that you want to get feedback on your area, but you shouldn't be letting other people make your map.
To clarify, if you think it won't look good, don't feel the need you HAVE to go through with every single person's suggestions. After all, its your map.
Feedback wise I think you should be try to envision the final product of your area before you attempt to execute it. Ask yourself questions like "What kind of theme do I want this area to be?" and "What would I want to see if this area was a certain theme?'
And for what its worth, don't be afraid to take risks. Lets face it, you're not gonna please every player out there.
Alright so the thing about collabs is that they don't really work unless everyone is on the same page and theres a specific deadline. Otherwise nothing gets done or things move at a very slow pace (I believe that Fang Can testify to this).
I'd also recommend playing some CTM maps outside of Vechs's Super Hostie series (Simulation Protcol by Tikaro, Savage Realms by Krose, etc.) if you haven't already.
For a map with strictly 24x24x24 areas, this map was very enjoyable. The amount of detail in each of these areas really makes the experience all the more better, and certainly keeps from making the map too monotonous. Although I did have a few bugs/problems with the last area in particular, in addition to some minor nit picky things, I would highly recommend this map to anyone just getting into the CTM genre or is looking for a break from the more difficulty CTM maps out there.
Specific Comments [SPOILERS AHEAD]:
I'm not sure if this was fixed or not in the version I was playing in, but I did not receive that much mob spam as some people seem to be having (Although that could be due to my more faster paced playing of CTMs).
Balance in this map was pretty good, although the amount of potions and food that was given out made the map a bit too easy for me (in addition to magma cubes in the Laboratory area (Brown wool I think?) that got me a decent amount of 8 minute fire resist potions making the later areas with blazes and such relatively trivial). Food was never a problem (ended up with a stack and a half of pork chops by the end of the map, in addition to the infinite bread with the loot button), though toning it down a bit may not be a bad idea.
I really liked the use of guardians in this map. Although I do find them annoying to deal with in and out of water (they just flop around so much out of water its impossible to hit them with anything :P), I think that this map used guardians fairly well. However, I did end up just tunneling in blue wool, making the area pretty easy. I do remember you saying that tunneling is the bane of this map, but I believe that there are ways to combat it (silverfish stone, for example). I feel like Black Wool's guardians were better executed, as tunneling wasn't as optimal as it was in Blue wool.
The last area was a bit tricky for me. I ended up backtracking several times to find the souls, in addition to realizing the glowstone dust and the bones in the chests were supposed to be left untouched after going into creative mode and checking the redstone behind it. I also didn't realize that I had to break the stained glass in the Lunar area, and not the actual glowstone.
Final boss was pretty trivial too. Again, the amount of potions + fire resist I had, not to mention the full diamond gear by the end, made the boss battle feel kind of anti-climactic (The skeleton part of the boss somehow managed to get stuck in the wall after falling from the mob underneath it, so it ended up suffocating to death).
All in all, was a pretty easy map for me, but it should provide a decent challenge to slower/less experienced CTM players.
For a map with strictly 24x24x24 areas, this map was very enjoyable. The amount of detail in each of these areas really makes the experience all the more better, and certainly keeps from making the map too monotonous. Although I did have a few bugs/problems with the last area in particular, in addition to some minor nit picky things, I would highly recommend this map to anyone just getting into the CTM genre or is looking for a break from the more difficulty CTM maps out there.
Specific Comments [SPOILERS AHEAD]:
I'm not sure if this was fixed or not in the version I was playing in, but I did not receive that much mob spam as some people seem to be having (Although that could be due to my more faster paced playing of CTMs).
Balance in this map was pretty good, although the amount of potions and food that was given out made the map a bit too easy for me (in addition to magma cubes in the Laboratory area (Brown wool I think?) that got me a decent amount of 8 minute fire resist potions making the later areas with blazes and such relatively trivial). Food was never a problem (ended up with a stack and a half of pork chops by the end of the map, in addition to the infinite bread with the loot button), though toning it down a bit may not be a bad idea.
I really liked the use of guardians in this map. Although I do find them annoying to deal with in and out of water (they just flop around so much out of water its impossible to hit them with anything :P), I think that this map used guardians fairly well. However, I did end up just tunneling in blue wool, making the area pretty easy. I do remember you saying that tunneling is the bane of this map, but I believe that there are ways to combat it (silverfish stone, for example). I feel like Black Wool's guardians were better executed, as tunneling wasn't as optimal as it was in Blue wool.
The last area was a bit tricky for me. I ended up backtracking several times to find the souls, in addition to realizing the glowstone dust and the bones in the chests were supposed to be left untouched after going into creative mode and checking the redstone behind it. I also didn't realize that I had to break the stained glass in the Lunar area, and not the actual glowstone.
Final boss was pretty trivial too. Again, the amount of potions + fire resist I had, not to mention the full diamond gear by the end, made the boss battle feel kind of anti-climactic (The skeleton part of the boss somehow managed to get stuck in the wall after falling from the mob underneath it, so it ended up suffocating to death).
All in all, was a pretty easy map for me, but it should provide a decent challenge to slower/less experienced CTM players.
So I've talked about this idea with a few people (and by few people I mean very briefly with Rubisk), and I was wondering if anyone else could give some feedback about this idea.
Some background: I was thinking about how I could create a different kind of competitive aspect to CTM's that was different from RFW maps, something that was more survival based rather than just a complete PvP brawl.
The basic concept I've been trying to develop is somewhat of a cross between the CTM and PvP genres (although its more of a CTM Map with some gimmicks and team aspects of PvP maps), which would include:
Teams would be comprised of anywhere between 1 to ~4 people competing to complete the monument as well as a unique additional goal that must be completed to beat your version of the map
Getting into the "different versions", the two teams would be separated into two versions of the same map, each side having its different advantages and disadvantages
De-buffs to slow down the opposing team and buffs to help your own
Possibly more team oriented areas
Areas that have the two teams competing to gain the wool (ex. 1 area, 2 teams, you get the gist)
Please keep in mind that this is still highly WIP, and is very much not final. All feedback is greatly appreciated
8-ball Did I give you that name? Mebbe... It's good of you to leave a note of farewell, though it's a shame all the same!
---
Alright! Here's a semi-important question!
I'd like your opinion on a Map-wide ban on the use of Enderpearls, backed up by a system that kills players who throw them.
---
I have designed a system which kills players who use enderpearls, as soon as they are thrown. It also deletes the thrown enderpearls before they can work their cheaty magic. I'm debating on whether to apply this map-wide, or confine it to a specific area. Thoughts?
Well it would certainly allow you to create more wide open areas without fear that players can just ender pearl to the wool box. I myself was thinking abut just making a system where the ender pearl teleports the player wherever the pearl is after a certain amount of time (as opposed to where it lands).
Alternatively, couldn't you just do a /clear command that just gets rid of ender pearls all together? Would prevent people from accidentally killing themselves by mis-clicking on the ender pearl instead of, say a torch.
0
The only way you're gonna learn is if you put the work in. If you want to make a map with command blocks and armor stands, learn how to do it. Your first map is probably gonna suck, but you won't know how to improve if you don't at least start making a map. Everyone starts somewhere, after all.
0
I'd prefer the 15-17th, as I'll be away this weekend.
0
Literally haven't touched redstone dust since I discovered the magic of command blocks. I suggest everyone to do the same.
0
...but its just a schematic pack. I don't think it matters who's gonna download it or who its meant for.
It probably won't make CTM's similar in the long run either. I mean, it'd just be trees and boulders and stuff. And you can always change up the small houses so they won't be all the same.
3
Haven't posted a screenshot in a while so here's one of my latest project with a generic caption:
Something is lurking in the shadows...
1
We talked about balance in our first episode of the CTM Podcast (shameless plug), but I'll answer it here as well.
I think the main thing that you need to do in order to make it balanced is to play test. If you as a mapmaker can play through your map, knowing where every trap and good pieces of loot are, and its either way to easy or way to hard, somethings wrong.
Aside from that, its up to you to make the call. Play through the map yourself, and fix anything that needs to be fixed.
3
Needs more erosion and light where?
This is the kind of feedback I dislike seeing on this thread (or on anything in general). Please be more specific when giving feedback on screenshots. Just saying something needs "more erosion" or "more block variation" does not help the mapmaker. If you think something needs to be further eroded, give an example of where you see it. Or if you think there are better block combinations for that area, suggest a palette for the mapmaker to experiment with.
Feedback like this is empty and is pretty hard to make any use of.
2
[quote=MinecraftCTMMaps;../../../../members/MinecraftCTMMaps;1564860-ctm-the-ultimate-ctm-community-thread?comment=24571] -snip-
If you had doubts on the hardened clay choice, why'd you use it?
I know that you want to get feedback on your area, but you shouldn't be letting other people make your map.
To clarify, if you think it won't look good, don't feel the need you HAVE to go through with every single person's suggestions. After all, its your map.
Feedback wise I think you should be try to envision the final product of your area before you attempt to execute it. Ask yourself questions like "What kind of theme do I want this area to be?" and "What would I want to see if this area was a certain theme?'
And for what its worth, don't be afraid to take risks. Lets face it, you're not gonna please every player out there.
[insert Shia Labeouf reference here]
1
Alright so the thing about collabs is that they don't really work unless everyone is on the same page and theres a specific deadline. Otherwise nothing gets done or things move at a very slow pace (I believe that Fang Can testify to this).
I'd also recommend playing some CTM maps outside of Vechs's Super Hostie series (Simulation Protcol by Tikaro, Savage Realms by Krose, etc.) if you haven't already.
2
Minimalist (beta v1.3)
Difficulty: 5
Overall Enjoyment: 8
Non Spoiler Comments:
For a map with strictly 24x24x24 areas, this map was very enjoyable. The amount of detail in each of these areas really makes the experience all the more better, and certainly keeps from making the map too monotonous. Although I did have a few bugs/problems with the last area in particular, in addition to some minor nit picky things, I would highly recommend this map to anyone just getting into the CTM genre or is looking for a break from the more difficulty CTM maps out there.
Specific Comments [SPOILERS AHEAD]:
Balance in this map was pretty good, although the amount of potions and food that was given out made the map a bit too easy for me (in addition to magma cubes in the Laboratory area (Brown wool I think?) that got me a decent amount of 8 minute fire resist potions making the later areas with blazes and such relatively trivial). Food was never a problem (ended up with a stack and a half of pork chops by the end of the map, in addition to the infinite bread with the loot button), though toning it down a bit may not be a bad idea.
I really liked the use of guardians in this map. Although I do find them annoying to deal with in and out of water (they just flop around so much out of water its impossible to hit them with anything :P), I think that this map used guardians fairly well. However, I did end up just tunneling in blue wool, making the area pretty easy. I do remember you saying that tunneling is the bane of this map, but I believe that there are ways to combat it (silverfish stone, for example). I feel like Black Wool's guardians were better executed, as tunneling wasn't as optimal as it was in Blue wool.
The last area was a bit tricky for me. I ended up backtracking several times to find the souls, in addition to realizing the glowstone dust and the bones in the chests were supposed to be left untouched after going into creative mode and checking the redstone behind it. I also didn't realize that I had to break the stained glass in the Lunar area, and not the actual glowstone.
Final boss was pretty trivial too. Again, the amount of potions + fire resist I had, not to mention the full diamond gear by the end, made the boss battle feel kind of anti-climactic (The skeleton part of the boss somehow managed to get stuck in the wall after falling from the mob underneath it, so it ended up suffocating to death).
All in all, was a pretty easy map for me, but it should provide a decent challenge to slower/less experienced CTM players.
SCORE
Aesthetics: 8
Creativity: 8
Gameplay: 7
TOTAL: 23
Page Get! Find Minimalist by Kaladun here
0
Minimalist (beta v1.3)
Difficulty: 5
Overall Enjoyment: 8
Non Spoiler Comments:
For a map with strictly 24x24x24 areas, this map was very enjoyable. The amount of detail in each of these areas really makes the experience all the more better, and certainly keeps from making the map too monotonous. Although I did have a few bugs/problems with the last area in particular, in addition to some minor nit picky things, I would highly recommend this map to anyone just getting into the CTM genre or is looking for a break from the more difficulty CTM maps out there.
Specific Comments [SPOILERS AHEAD]:
Balance in this map was pretty good, although the amount of potions and food that was given out made the map a bit too easy for me (in addition to magma cubes in the Laboratory area (Brown wool I think?) that got me a decent amount of 8 minute fire resist potions making the later areas with blazes and such relatively trivial). Food was never a problem (ended up with a stack and a half of pork chops by the end of the map, in addition to the infinite bread with the loot button), though toning it down a bit may not be a bad idea.
I really liked the use of guardians in this map. Although I do find them annoying to deal with in and out of water (they just flop around so much out of water its impossible to hit them with anything :P), I think that this map used guardians fairly well. However, I did end up just tunneling in blue wool, making the area pretty easy. I do remember you saying that tunneling is the bane of this map, but I believe that there are ways to combat it (silverfish stone, for example). I feel like Black Wool's guardians were better executed, as tunneling wasn't as optimal as it was in Blue wool.
The last area was a bit tricky for me. I ended up backtracking several times to find the souls, in addition to realizing the glowstone dust and the bones in the chests were supposed to be left untouched after going into creative mode and checking the redstone behind it. I also didn't realize that I had to break the stained glass in the Lunar area, and not the actual glowstone.
Final boss was pretty trivial too. Again, the amount of potions + fire resist I had, not to mention the full diamond gear by the end, made the boss battle feel kind of anti-climactic (The skeleton part of the boss somehow managed to get stuck in the wall after falling from the mob underneath it, so it ended up suffocating to death).
All in all, was a pretty easy map for me, but it should provide a decent challenge to slower/less experienced CTM players.
Bonus Victory Pic!
SCORE
Aesthetics: 8
Creativity: 8
Gameplay: 7
TOTAL: 23
Review is also posted on the Official CTM Community Thread found here
2
Um guys can we not spam the thread with maps from the Jam? A simple link to the jam thread is all thats really necessary.
0
The start/end is depending on your time zone. So it would start from 12 AM on the 10th until 12 PM on the 13th in your time zone.
3
Some background: I was thinking about how I could create a different kind of competitive aspect to CTM's that was different from RFW maps, something that was more survival based rather than just a complete PvP brawl.
The basic concept I've been trying to develop is somewhat of a cross between the CTM and PvP genres (although its more of a CTM Map with some gimmicks and team aspects of PvP maps), which would include:
1
Well it would certainly allow you to create more wide open areas without fear that players can just ender pearl to the wool box. I myself was thinking abut just making a system where the ender pearl teleports the player wherever the pearl is after a certain amount of time (as opposed to where it lands).
Alternatively, couldn't you just do a /clear command that just gets rid of ender pearls all together? Would prevent people from accidentally killing themselves by mis-clicking on the ender pearl instead of, say a torch.