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

    Here's some screenshots :)


    It's not actually that color, but oh man would that be cool!


    Haven't really built the main part of this area, so all I have to show is this beginning part, kinda hard to tell what's going on :/


    Super fun to play test, even though there's lots to do, I LOVE messing around in the overhangs.

    Posted in: Maps Discussion
  • 0

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

    Thats cool, minecraft forums got a facelift on mobile :)


    I have some screenshots to share... Just dont feel like getting out of bed to share them, ill post them tomorrow.


    I stick around this cult-ish game for Vinyl Fantasy 3, and doin some sweet map-a-makin! :D


    Also i have a blatantly honest confession to make... Vechs is somewhat bland with his mapmaking, However... I really only like Vechs' maps, in fact, i didn't find any reason to continue Sim Pro 2 or Ragecraft 2 past the first few areas.


    Both of those were unbelievably beautiful and well balanced maps. Even after saying that, i dug myself in a deep hole for saying i dont enjoy much maps...


    I've really thought a lot about it though, "what is it about Vechs' maps that i love so dearly, as opposed to other ctm maps?"

    Posted in: Maps Discussion
  • 0

    posted a message on The Joker- Minecraft CRAZY roller coaster (600+ command blocks used!)

    Looks pretty sweet, nice work!

    Posted in: Maps
  • 0

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

    Anyone have a good map for me to lets play on youtube? I'd like to make a youtube account soon and make some videos, seems like a fun idea, right?

    Posted in: Maps Discussion
  • 0

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

    So, I have found a reoccurring problem in my next CTM map for Minecraft 1.8. The problem is that mobs will walk and respond to damage very slowly. (i.e.. I will punch a mob and it will respond slowly, to the punch. Then, it will very slowly move in the air from the knockback.) If anyone knows how to fix this please tell me. (I am thinking about switching to 1.7 to try to fix it, but replacing all the items in chests will be a pain)


    I have had this problem in the past, and I never found out what caused it or what I did to fix it.


    After some research, I've found that pretty much no one has an explanation for this. When I have problems like these, I usually do a nice little technique that fixes things like this most of the time. Copy all of the files in your ".minecraft" into another backup, make sure the backup is NOT called ".minecraft". When this is done, get rid of the ".minecraft" that is in %appdata%. (this can be easier by just clicking and dragging ".minecraft" to another location, just don't forget to rename it!). Next, start up minecraft and you will get a completely fresh ".minecraft", put your map into your new minecraft and see if the lag continues.


    Hope I helped :)

    Posted in: Maps Discussion
  • 0

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

    Nice work! I loved the editing and commentary, more pwease :D



    EDIT:

    Don't ever call minecraft nerdy, minecraft is a game of masculine champions - _ -

    Posted in: Maps Discussion
  • 0

    posted a message on [CTM][COLLECTION]Biome's Fury - Man against nature - Latest map: The Mountains [1000+ DLS]

    Minecraft is off my radar until summer time, too busy and i simply cant fit it into my day. I may be a bit active on here but only 1-2 times a week modt likely. Until then, i dont think it would hurt to ask the ctm community thread for some testers if thats what youre still in need of. Playing through the map yourself again and again to polish any flaws is always a great idea, best of luck for the next month or so :) .

    Posted in: Maps
  • 1

    posted a message on [CTM][COLLECTION]Biome's Fury - Man against nature - Latest map: The Mountains [1000+ DLS]

    Just finished the water-lava area in intersection one, i like that the gameplay was something new compared to the other areas in intersection one. Even though im not a fan of water combat, varied gameplay is something that makes maps so fun to play! On the topic of coal, i think it would be much more balanced to offer atleast a bit of coal in each intersection one area. Not only would it make it seem and feel more balanced, but it would allow you to put in some extra caves/rooms with a bit of coal, to add to the area and make the player work for it ;) .


    Next time i update will probably be 1-2 areas into intersection two. Im at a proud 0 for deaths at the moment, and id love to keep it that way! :P

    Posted in: Maps
  • 5

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

    I come with some screenshots of my second dungeon. The pics show the opening of the area, I understand that since it's not a huge cave or towering death fortress, this post may not get much attention, but i'd like to share it regardless.




    This here is a sneak peak at the opening, it gets progressively bigger until in eventually leads to a massive cavern, about 8-10 times the size of these caverns. The bridges built weave in and out of walls, wind around pillars, and have a semi-completed backstory which I won't reveal ATM ;) .


    I'm attempting some interesting ideas, I may add a high level of jump boost for this specific area while in water because of how expansive these caverns are, theres really no reason for a water penalty or for the player to have to constantly swim back to the bridges (also don't forget this is only the second dungeon).


    I have one more pic I took, a very cramped style of play shown here, but I think a good amount of people will be thankful for it, scaling large terrain with rediculous enemies gets a bit repetitive at times, in my most humble opinion! :P


    (this dungeon specifically is supposed to be large and expansive while still avoiding that type of gameplay)



    That's all i've got for today, please speak your mind to me about these screenshots and anything I've said, you all are what helps me notice and fix the flaws/weak points, continue to do so! :)

    Posted in: Maps Discussion
  • 0

    posted a message on [CTM][COLLECTION]Biome's Fury - Man against nature - Latest map: The Mountains [1000+ DLS]

    I'm playing more than one map, and to be completely honest I've forgotten to update you, my apologies. I like the creative areas with very distinct themes, so a thumbs up in that department! I did, however, find the loot to be a bit off balance. Of course this is based on how you would like the game play to feel, but there was an abundance of food and NO source of torches. Charcoal lasted a little bit but was grindy, slow and inefficient. I believe I came across some torches, however a shortage of coal makes for very unenjoyable game play -- no way to steadily make progress, and also usually leads to a mad dash for the wool box.


    I'm not nearly finished, like I said, I play more than one map sometimes. On top of that I like to take my time, observe, build cool stuff out of the areas, etc.!

    Posted in: Maps
  • 0

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

    Next time you could do something such as:


    For anyone currently playing The Painter this is a spoiler, view at your own risk!


    (insert spoiler containing community question)

    Posted in: Maps Discussion
  • 0

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

    Krose I feel your pain man! Haha really......... it frustrated me a lot.... - _ - .... I couldn't find a solution so I downgraded to a previous version.

    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Another update regarding my map, except this one will be much smaller.

    The story is starting to form, I'm trying to create a simple, likeable story that isn't so cliche it makes you want to rip your hair out. Not an easy task, just to be clear.

    In terms of current progress: it's going well, I've started the second dungeon and planned out my expansions on the first dungeon, it is basically just a linear path straight to the wool at the moment. Anyways, back to the second dungeon... My hopes for this dungeon are for it to be somewhat lengthy and not too difficult. When I say not too difficult, that's assuming you stay on the path, however if you fall in the water below, I will likely put a short area mob spawner with something scary as a consequence. Here's a pic of the area so that this will make more sense:
    Although the pathway looks cramped from that image's perspective, there are many clearings where fighting will take place. Another thing on my to do list is some kind of small buildings that will be scattered around the dungeon, most likely built between pillars of wood.

    To bring it back to the first dungeon, I want to talk about some of the rooms. It is completely undecorated, but I favor gameplay a million times over aesthetics, and I really wanted an old style tunnel dungeon with rooms, much like the beginning of Vechs' Spellbound Caves (except much larger, that wool was surprisingly short). It has a cramped style and forces the player to use their surrounds, here comes the screenshot:

    On to the monument and other fun ideas... I have the same basic version of the monument and it's surroundings, which I haven't expanded on since my last update on here. The reason I'm bringing it up again is because of an idea I came up with while reading new news on some upcoming Zelda titles (i'm a Zelda fan, if you dislike Zelda fans, back up, we're cooler than you). The idea is to have command blocks that will give the player one more permanent heart per wool, adding up to a total of 20, much like in the zelda series upon completion of a dungeon. Of course if there was one for every dungeon you'd end up with 26 hearts, I'd likely spread out what wools you recieve another heart, and mark it on the monument to let the player know when to look forward to it. The reason I like this so much is because it would allow me to make the map progression 100% more awesome. I have thought about starting the player with less hearts, maybe 4 so that it would eventually add to 20, but that would make the first few dungeons hellish, and limit what I can do (exact opposite of what I'm trying to achieve with the heart system) so that's a big no no! Anyways, here's a pic of the monument for those who didn't see it in my update last week:
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from ShadowGods»
    I'm new here. Oh well.

    Working on something, can't figure out why I don't quite feel like it's right, maybe you can help me out some?

    (I'm sure you guys see this a'plenty, maybe it's even frowned upon, iuno tho, have it anyways I guess.)

    Oh and hi. And no, it's not the whole area, just a part of it.

    New guy got skill :D

    anyways, i think your issue here may ne related to the quartz blocks, theyre a bit too bright for the rest of the area. You may want to try something easier on the eye, like stone brick or some color of a clay block.

    welcome to the community---- dont take hybran seriously, and be open to feedback :)
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM][COLLECTION]Biome's Fury - Man against nature - Latest map: The Mountains [1000+ DLS]
    awesome to hear, I love seeing mapmakers make so much improvement overtime, keep it up!
    Posted in: Maps
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