Here's a quick suggestion for anyone that has played a map multiple times and loves it and knows every inch of it.
Play the map with Health Regen Off. it adds a new flavor of challenge and strategy. But helpful hint of advice, it only works on simpler maps without crazy mobs.
Sunburn Islands and Simulation Protocol 1 are good examples of maps that work well with No Health Regen.
I wonder if there are any maps with No HP Regen being a driving force/mechanic, could lead to very interesting areas when you have to consider health as a limited resource
Community Question:Does anyone remember the days when aesthetics didn't matter so much in CTM maps? Is there anybody out there that can still acknowledge something like Legendary is still a good map despite it's blandness? And finally, do you think less is better than more in terms of CTM map aesthetics?
Yeah, Back when Super Hostile started catching lots of speed and the genre kicked off. They weren't the best looking maps but they were amazing because of the game play.
This is sort of how i view CTM Structuring and how i focus. The list is from high to low
first off, you dont need to incorporate feature creeps to create different new mechanics, level design is much more important for that, and also perm fire resist isnt a new mechanic sylf used it in his map kipuka fields
i know but regular level design could incorporate a very interesting mechanic, and i was using fire resist as a example i know sylf used it, i've played it before
It was a bit of a dramatization, but feature creep has been a pesky issue that makes people think that a map needs funky features to be "good" when a solid CTM doesn't really need them at all. I think that's what he was trying to say, and I don't think you meant to devalue maps without funky features, but to ask for something that breaks the norm is like saying there IS a "norm" when every CTM has its moments of "non-norm". I think... maybe... don't hit me...
well i find different new mechanics to be fun and interesting, like permanent fire resist, or absorption shield , not that it needs one, i was wondering if any were made
Basically, if you want loot tiers, make loot tiers. Common items would be your basic tier items for your zone. Early game? That could mean wood. Late, that could mean Iron gear. Let your loot tiers adjust naturally over the course of your map.
In Septum, for example, I have a few tiers and types of available. I've got my normal colored tiers of loot, and then some unique and special items on different tiers. I also do sort items by areas, to make life easier for me as a whole, however, the "Basic", "Common", ect tiers evolve as the map progresses, where, as I mentioned above, what those Common items are get higher tier, being better than what a "Mythic" item could have been back at the first set of areas.
i see your point of view, i'll adjust it to be more efficient
Hmm....haven't had a proper discussion or a CQ about this in a while....
Community Question:
What do you think loot systems should do in a CTM map? Why do you use your loot system? What is your favorite loot system?
(Yes, it's more than one question technially. Deal with it )
i like loot systems, it gives more of a RPG, story driven feel, which is well sone in maps like Simulation Protocall II and RageCraft II: Insomnia, I am indecisive right now, waiting from feedback form Fang, my favorite loot system is from SP II: Overload, it's so well done
That doesn't seem particularly well designed to me. It doesn't leave you any space to create special and good items in early intersections, and really your system only serves to tell you which intersection you got it at. That seems almost useless to me. Why bother to call them "Common", "Uncommon", ect as if it's a rarity list, when it's not that at all?
hmm I see your point, I will change it up before I use it... giving them a name like "Bad Item" doesn't really fit.... I could go with [Battle Scarred Item], {Slightly Worn Item] [Freshly Smithed] , [Masterly Smithed Item] and [Heavenly Smithed Item] would that make more sense? the higher the intersection the more effort that was put into it by the forger?
Idk. This doesn't make sense to me. Legendary items =/= super op items necessarily. The way I see it, you should be able to find a legendary item (legendary meaning rare and special) in the 1st intersection as much as in the 4th intersection.
The fact that you have it so that common items are found in the first intersection and not in the other intersections sounds ridiculous. Common doesn't mean "weak" or "bad". It really does mean common, as in "found often". If you don't find that item in any intersection but the 1st one, how is it common?
Well that wasn't what i intended, I was trying to define it as a certain item will be found often, like a Level 1 Battle Minecart is something that would be common and pretty much in 1/3 chests you find, something Mythical would be in like 1/50 chests in the whole of intersection 5, i meant it more of a rarity but as you go to higher intersections common loot dissapeared and is replaced by higher tier loot, not that it's only found in that intersection, like a Common item would not show up in intersection 4, the lowest rarity would be a rare/uncommon item.. should have clarified this
i was thinking the same, I thought about it a bit... He's trying to give different levels to make the loot progression smooth, however he used the wrong words to describe the tiers. I think the "legendary" and "common" kind of terminology should be used to determine the quality of the item. in most cases, the higher the quality, the harder it is to find/acquire. The "common" in intersection 2 could be equivalent to the "uncommon" in intersection 1... As the fifth intersection's "common" would be equivalent to intersection 1's "mythical".
See above response.
i was intending that like a Common item will have weak enchants and no attributes. something like a Rare item would have at max 3 enchants and 2 Attributes, yet a Mythical item would be like so.
Mjölnir, The Hammer[/header]
Sharp IV
Smite II
Bane III
KB III
Unbr X
Attributes
-5% Speed
+0.9 KB resist
+5 Attack damage (iron axe)
+6 Max Health
that would be a Mythical item as it has 5 enchants and 4 attributes, it's more relative to power levels than rarity, if that makes sense
Does anyone have any interesting ideas for loot for my Series YT9R? There aren't many weapons in Norse Mythos that I can find. I was thinking of making a diamond sword called "Ragnarok's Torment" with Smite VI, KB III and +0.6 KB Resist with +6 Health as a [Legendary Item] Any other ideas for Loot related to Norse Mythology?
With attributes you can change the playstyle of the map with one item, Attributes are crazy fun to mess with. [Legendary Item] are really rare in my series, around the Blue Wool is where you can find a blade like that, it basically kills normal undeads in 1-2 shots. It's a strong late game item but isn't OP as the monsters scale HP as you go on, zombies in White Wool areas will have 7HP and zombies in the Blue-Black will have around 25HP so you can't 1 shot them and steam roll the map as you get more gear.
My gear system is laid out like so.
[Common Item] 1st Intersection
[Uncommon Item] 2nd Intersection
[Rare Item] 3rd Intersection
[Legendary Item] 4th Intersection
[Mythical Item] 5th Intersection or really hidden in the 4th Intersection
Mythicals will be extremely rare and hidden in Lapis Chest Rooms (like in Inferno Mines) and really hard to find, maybe even special hidden bonus loot dungeons. Loot is fun to balance with a Rarity System
add some grass and vines on the white wool, the pallete lacks colors that stand out, the top and the sides of the area are melded and aren't seperated, use a grass topsoil brush to give it a pleasing look
It probably will. And when it does, I think we're going to make an open-world map, probably with an urban theme. Think "giant city map". We were discussing it a little, and if we go with this idea, it would be a sort of thing where there'll be plenty for everyone to do. Placing buildings on the surface, making underground dungeons, stuff like that... I suggested that maybe the biggest, best, and most fitting dungeons would end up having wools, and other dungeons could have good loot. I think one of the biggest problems we ran into with the first map is that people can't really work on other people's areas, so a lot of people sorta stopped working because they were done. There ought to always be stuff to do in the next map.
psst, I replied to you in my last post... don't know if you noticed.
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Hello!
The one thing that really urks me about maps is, Punch Bow skeletons in areas with water/ Scaffolds, it's a nightmare to get things done.
So i have Community Question for you guys!
CC: What mobs do you hate the most to deal with in CTM Maps. Custom or non-custom.
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Play the map with Health Regen Off. it adds a new flavor of challenge and strategy. But helpful hint of advice, it only works on simpler maps without crazy mobs.
Sunburn Islands and Simulation Protocol 1 are good examples of maps that work well with No Health Regen.
I wonder if there are any maps with No HP Regen being a driving force/mechanic, could lead to very interesting areas when you have to consider health as a limited resource
0
Yeah, Back when Super Hostile started catching lots of speed and the genre kicked off. They weren't the best looking maps but they were amazing because of the game play.
This is sort of how i view CTM Structuring and how i focus. The list is from high to low
1.Gameplay
2. Balance
3. Visuals
4. Lore
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i know but regular level design could incorporate a very interesting mechanic, and i was using fire resist as a example i know sylf used it, i've played it before
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well i find different new mechanics to be fun and interesting, like permanent fire resist, or absorption shield , not that it needs one, i was wondering if any were made
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wait what.? i am confused, is it weird to like ctms that have interesting play mechanic?
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i see your point of view, i'll adjust it to be more efficient
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i like loot systems, it gives more of a RPG, story driven feel, which is well sone in maps like Simulation Protocall II and RageCraft II: Insomnia, I am indecisive right now, waiting from feedback form Fang, my favorite loot system is from SP II: Overload, it's so well done
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hmm I see your point, I will change it up before I use it... giving them a name like "Bad Item" doesn't really fit.... I could go with [Battle Scarred Item], {Slightly Worn Item] [Freshly Smithed] , [Masterly Smithed Item] and [Heavenly Smithed Item] would that make more sense? the higher the intersection the more effort that was put into it by the forger?
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Well that wasn't what i intended, I was trying to define it as a certain item will be found often, like a Level 1 Battle Minecart is something that would be common and pretty much in 1/3 chests you find, something Mythical would be in like 1/50 chests in the whole of intersection 5, i meant it more of a rarity but as you go to higher intersections common loot dissapeared and is replaced by higher tier loot, not that it's only found in that intersection, like a Common item would not show up in intersection 4, the lowest rarity would be a rare/uncommon item.. should have clarified this
See above response.
i was intending that like a Common item will have weak enchants and no attributes. something like a Rare item would have at max 3 enchants and 2 Attributes, yet a Mythical item would be like so.
Mjölnir, The Hammer[/header] Sharp IV
Smite II
Bane III
KB III
Unbr X
Attributes
-5% Speed
+0.9 KB resist
+5 Attack damage (iron axe)
+6 Max Health
that would be a Mythical item as it has 5 enchants and 4 attributes, it's more relative to power levels than rarity, if that makes sense
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With attributes you can change the playstyle of the map with one item, Attributes are crazy fun to mess with. [Legendary Item] are really rare in my series, around the Blue Wool is where you can find a blade like that, it basically kills normal undeads in 1-2 shots. It's a strong late game item but isn't OP as the monsters scale HP as you go on, zombies in White Wool areas will have 7HP and zombies in the Blue-Black will have around 25HP so you can't 1 shot them and steam roll the map as you get more gear.
My gear system is laid out like so.
[Common Item] 1st Intersection
[Uncommon Item] 2nd Intersection
[Rare Item] 3rd Intersection
[Legendary Item] 4th Intersection
[Mythical Item] 5th Intersection or really hidden in the 4th Intersection
Mythicals will be extremely rare and hidden in Lapis Chest Rooms (like in Inferno Mines) and really hard to find, maybe even special hidden bonus loot dungeons. Loot is fun to balance with a Rarity System
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add some grass and vines on the white wool, the pallete lacks colors that stand out, the top and the sides of the area are melded and aren't seperated, use a grass topsoil brush to give it a pleasing look
EDIT: also the erosion brush is your friend
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that sounds awesome
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