• 2

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

    Quote from Ty_Plays_Minecraft >>

    I have a feeling this will make CTM maps brutally difficult unless they are really nerfed.



    The reason maps have got so much harder over time is because the game has got so much easier. That just means maps made for 1.9 will need to be balanced around 1.9. More items, less spawners, or less monsters per spawner, lower damage attributes on spawner mobs, tons of ways to make them still balanced. I personally hate the swarm approach that has been pretty common lately. Monsters don't hit hard enough so they just have to throw 30 at you and kill your durabilities.
    Posted in: Maps Discussion
  • 0

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

    Better sprinting was introduced in 1.7 not 1.8.

    Also @CQ 1.2.3

    Sorry. Just an example of how downgrading just a version or two can have a gigantic impact on how you play.
    Posted in: Maps Discussion
  • 0

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

    infdev


    Looking for maps compatible with 1.8, as I am stingy on giving up just a couple features to play a map. I more prefer to drop down to like beta versions for those maps where it's just an entirely different game. When I play on 1.7.x I end up trying to sprint with ctrl and dying, things like that. So, can people name some 1.8 compatible ctm maps that are good? I've played: (some of these may not be 1.8, but I'm going to list my recent ones for the sake of naming everything since I don't know which are/aren't)

    The painter

    Savage Realms

    Pantheon

    Terra Restore

    Minimalist

    Chimarian Memories #3

    Now that's what I call CTM


    I think that's all I've played since I swapped to 1.8. So if anyone knows of any 1.8 maps that I didn't list that are good, I'd like to hear about them :D Thanks!


    Edit: Also I'm looking for full maps, mini CTMs aren't my cup of tea. Thanks!

    Posted in: Maps Discussion
  • 0

    posted a message on [CtM] Kaladun's CtM Maps! The Red Court now in Open Beta!
    Quote from kaladun»

    Also, how did you find that one block hole, since that's really specific :)


    I was actually digging around removing everything but bedrock in the red wool area, near the end, seeing how possible it was to tunnel in there, as I had noticed a piece of bedrock and previously was under the impression you weren't preventing sequence breaking. I started digging around toying with the idea of speed running the map, due to its small size, wanting to see just exactly where and how you had limited movement, and chanced upon it. I actually wasn't sure if I had broke it myself with a double click, so I loaded a new save file and it was still there!


    I also checked a few other areas, but you were golden everywhere else ;)

    Seriously though. If for some reason you're reading this and haven't played this map, do it. It's easily one of my favorite maps and really deserves more attention. Perhaps I'll make an advert signature for the first time ever - you deserve more praise for your work.

    Posted in: Maps
  • 0

    posted a message on [CtM] Kaladun's CtM Maps! The Red Court now in Open Beta!

    Finally got around to another session and finished the map. It was very awesome! I have only three problems with the map, and they're pretty minor. First:



    The Soul locations kind of threw me off. I managed to get the diamond block without dying or dropping it in fire in the green wool area, so when I got a foothold into Ghostly Gemstones and saw it had a lot of diamonds I figured it was for resources, or if you lost the diamonds in the green area, as there were only 6 ores and one block there. I didn't quite go far enough to realize there was a soul there, I turned around as I didn't need the diamonds. I got the soul from the brown wool area, and the loreified paper made me feel like I just needed to hold on to one of them, so when I made it to the altar and saw I needed two I was left scratching my head, and backtracking a lot. It didn't take too long to find as the areas are small, so maybe a little bit of a search is intended, or maybe I was expected to entirely explore each area - there were a couple I didn't. Have what I came for, about to die, time to bail!


    One thing I love about modern CTM maps is that you're never forced to aimlessly look around for anything. It's generally apparent which wool is in which area, or at least that there is a wool or isn't or whatever. Even when people don't use signs/carpet indicating which/how many, you can generally tell "Oh that big castle probably has a wool." Unlike... og Black Desert, Music Discs in pantheon, books in Waking Up, etc. All of which I loved, but that's an annoyance. You obviously had the signs to the areas, so that's great, letting me know there's not a wool in the Fueled Fissures, so I'm not looking around forever.


    But that kind of changed when you had 1 soul in a wool area and 1 soul in a non wool area. Maybe I would add to the sign "[Brown Wool] [??????]" and the other one just "[??????]." I don't know, I can't think of a good way to implement it without spoiling the surprise mechanics. But again, the map is so small (not a bad thing!) that it's really not that big of a deal, just something I would change to tip the scale towards perfection.


    Second, and this is super minor, but it was kind of funny, kind of annoying, when I went to take a screenshot of the monument afterwards I realized that you can't take a forward facing screenshot in first person view unless you pillar/jump or break the glowstone lighting - it's just in the way of the monument. Most people probably take screenshots in F5, so that's really not a big deal, I just use first person for myself to keep track of what I have and haven't played.


    Third, also very minor. When:



    The portal opened in the black wool area I didn't have materials on me to light it, and had to backtrack quite a bit to get flint and steel, when I had just come into the area from backtracking, so I was entirely equipped and didn't need a refresh. It was slightly cumbersome. If It were me I'd give the player a fire charge into their inventory when the portal appears, as I assume it's not lit due to a limitation of command blocks. Another option being having the portal a block outside of the bedrock wall, already lit, and having the command punch through 2x3x2 including the wall and bedrock, revealing the portal. Maybe back another for your sign. Again, super minor, but something I'd change personally, so I figured I would mention it in case you're going to release an updated version and agree with my views :D


    Thank you so much for all of your work on this map! I enjoyed it very much and hope to see more from you in the future. This will actually probably be the first ctm I enjoyed enough to replay with my friend :D


    Edit: Haha, I'm an idiot. I was flying around looking at stuff in spectator and saw the chest of books outside the map, and am assuming this book was present at the altar but I lost it somehow. Maybe it fell into the void nearby. Looks like you covered your bases there, and intended for players to have to backtrack if they didn't find them the first time through. I take back point #1 :)


    Double edit: I also apparently missed the chest opposite the altar. Point #3 is null now as well.


    Lets see you make a fool out of me with those glowstone blocks, huh? I go look and they're gone? I'd like to see you try it!


    Very nice map. Clearly more well thought out than I had given you credit. One of my favorites!


    Last edit I promise:



    By the way there's a hole in your bedrock barrier in the red wool area that takes you from the entrance to the wool corridor.

    Posted in: Maps
  • 0

    posted a message on [CtM] Kaladun's CtM Maps! The Red Court now in Open Beta!
    Quote from kaladun»

    Nice trick there, I didn't even consider that. I'll add a nice 10 block radius in there to keep that from happening, thanks for finding that.


    Hey no problem. I love abusing things the mapmaker gives me :) I'll let you know if I find anything else that seems too good to be true. Really liking the map by the way. Very very nice change of pace from the huge sweeping areas in most modern maps. The areas have a challenge to them, but they never drag on. Need more maps like this. Even if it's just a second one with the exact same design concept - an excellent addition to the community.

    Posted in: Maps
  • 0

    posted a message on [CtM] Kaladun's CtM Maps! The Red Court now in Open Beta!

    Suggestion for the map:



    Either give the Fire Resistance command block a player radius condition or make it a dispenser surrounded in bedrock, maybe have the sign say "stand here" or something. I made a clock pointing into it and got unlimited fire resistance. Unless that's intentional, then by all means leave it how it is.

    Posted in: Maps
  • 0

    posted a message on [CTM] [Collection] Sketch's Journey of Creation Series ("The Painter" fully released!)
    Quote from TheZunar123»

    I'm thinking about playing and writing up some feedback for The Painter, but since it's still in beta I'm not sure. Should I start now or wait until actual release before playing?


    There will probably be some balance changes made, but honestly it's a very very fun, polished map already.


    @Sketch


    Just hopped on here to say thank you sketch for all of your hard work on this map. I played it with a friend of mine I had been trying to get into minecraft for a while now. This was his first experience >=) We enjoyed the map a lot, though it did frustrate him pretty often and me at times, I felt it was very well balanced. The only issue I had was how long some of the areas felt, but most of that was due to our playstyle - light up and conquer everything. Once we started moving at a quicker pace the difficulty lined up right where it should have.


    The only zone I remember actually feeling like it was too long/hard was throne of ashes, but I know that's been brought up enough times. If I were to change the map to allow for all playstyles to enjoy it equally, I would expose the spawners in throne (or put the same block on top of each/next to each so people know where they're at,) and either shorten throne a bit, or remove some of the spawners. The difficulty really ramped up right there and not that I'm super pro or anything, but I've played a fair share of CTM maps and it seemed very harsh. Again, once we made it through throne, in two different sittings, everything else was very well balanced it seemed, and it was an exceptionally fun map. More fun than I've had playing minecraft in a very long time.


    Thank you very much for your effort :D


    Edit: Pneumatica, I think was the zone name, seriously made my friend and I feel sick. We had to get up from the computer multiple times during the area. I don't know if it was the void against the clay blocks, the walls, vsync, what, but it was one of those "this makes me feel nauseous to look at" kind of things. My eyes literally hurt on multiple occasions. Has anyone else experienced this?

    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Anyone know how to fix the block lag when playing these maps in a newer (1.7+) version? Server can't keep up for whatever reason. Here's the console output.



    [17:50:13] [Server thread/INFO]: Preparing start region for level 0
    [17:50:14] [Server thread/INFO]: Changing view distance to 12, from 10
    [17:50:14] [Server thread/INFO]: dbptwg[local:E:ba1afe89] logged in with entity id 0 at (-2702.571021833884, 13.0, -2249.807351744596)
    [17:50:14] [Server thread/INFO]: dbptwg joined the game
    [17:50:17] [Chunk Batcher 0/WARN]: Needed to grow BufferBuilder buffer: Old size 524288 bytes, new size 2621440 bytes.
    [17:50:17] [Chunk Batcher 0/WARN]: Needed to grow BufferBuilder buffer: Old size 524288 bytes, new size 2621440 bytes.
    [17:50:17] [Chunk Batcher 0/WARN]: Needed to grow BufferBuilder buffer: Old size 524288 bytes, new size 2621440 bytes.
    [17:50:17] [Chunk Batcher 0/WARN]: Needed to grow BufferBuilder buffer: Old size 524288 bytes, new size 2621440 bytes.
    [17:50:19] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 4069ms behind, skipping 81 tick(s)
    [17:50:19] [Chunk Batcher 0/WARN]: Needed to grow BufferBuilder buffer: Old size 524288 bytes, new size 2621440 bytes.
    [17:50:21] [Server thread/INFO]: Saving and pausing game...
    [17:50:21] [Server thread/INFO]: Saving chunks for level 'Super Hostile - Nightmare Realm'/Overworld
    [17:50:21] [Server thread/INFO]: Saving chunks for level 'Super Hostile - Nightmare Realm'/Nether
    [17:50:21] [Server thread/INFO]: Saving chunks for level 'Super Hostile - Nightmare Realm'/The End
    [17:52:02] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2286ms behind, skipping 45 tick(s)
    [17:52:09] [Server thread/INFO]: Saving and pausing game...
    [17:52:09] [Server thread/INFO]: Saving chunks for level 'Super Hostile - Nightmare Realm'/Overworld
    [17:52:09] [Server thread/INFO]: Saving chunks for level 'Super Hostile - Nightmare Realm'/Nether
    [17:52:09] [Server thread/INFO]: Saving chunks for level 'Super Hostile - Nightmare Realm'/The End
    [17:52:29] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 13551ms behind, skipping 271 tick(s)
    [17:52:40] [Server thread/INFO]: Saving and pausing game...
    [17:52:40] [Server thread/INFO]: Saving chunks for level 'Super Hostile - Nightmare Realm'/Overworld
    [17:52:40] [Server thread/INFO]: Saving chunks for level 'Super Hostile - Nightmare Realm'/Nether
    [17:52:40] [Server thread/INFO]: Saving chunks for level 'Super Hostile - Nightmare Realm'/The End

    Nevermind. Thread suggests you just can't play them in 1.7+. Wish that wasn't the case.
    Posted in: Maps
  • 0

    posted a message on [Collection] -:Tales of Dreadsky, and other CTM maps by Drago:-(Dreadsky Isles at 10000 Downloads!)
    Quote from Drago

    Glad you were able to fix it, I honestly wouldn't have known where to start. :P I do, however, remember seeing one LPer spot a naturally-generated vanilla chunk out in the ocean past Bleakshale Falls, so there's a very slight possibility the error is connected to something in that spot. Like I said, I really couldn't tell you what the issue was, I just hope it doesn't happen again.

    Anyway, hope you like the rest of the map!


    There were indeed naturally generated chunks in that area, and now that you mention it my math was off - I was crashing when I got in load range of those chunks. I suppose they were the culprit in some way.
    Posted in: Maps
  • 0

    posted a message on [Collection] -:Tales of Dreadsky, and other CTM maps by Drago:-(Dreadsky Isles at 10000 Downloads!)
    I was playing dreadsky isles on 1.7.9, got to "xxxx falls", first intersection. Walked near the house and the game crashed. Reverted back to 1.7.4 and it's still crashing. Any idea why this would be happening? Everything is vanilla.


    ---- Minecraft Crash Report ----
    // This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
    Time: 4/26/14 5:57 PM
    Description: Exception ticking world
    java.lang.IllegalArgumentException: n must be positive
    at java.util.Random.nextInt(Unknown Source)
    at agr.a(SourceFile:122)
    at agr.a(SourceFile:27)
    at agl.a(SourceFile:364)
    at ahg.a(SourceFile:74)
    at apq.a(SourceFile:432)
    at ml.a(SourceFile:160)
    at aoo.a(SourceFile:772)
    at ml.c(SourceFile:95)
    at ml.d(SourceFile:108)
    at afs.e(SourceFile:311)
    at mm.g(SourceFile:234)
    at mm.b(SourceFile:137)
    at net.minecraft.server.MinecraftServer.u(SourceFile:502)
    at net.minecraft.server.MinecraftServer.t(SourceFile:440)
    at btk.t(SourceFile:117)
    at net.minecraft.server.MinecraftServer.run(SourceFile:357)
    at lb.run(SourceFile:616)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------
    -- Head --
    Stacktrace:
    at java.util.Random.nextInt(Unknown Source)
    at agr.a(SourceFile:122)
    at agr.a(SourceFile:27)
    at agl.a(SourceFile:364)
    at ahg.a(SourceFile:74)
    at apq.a(SourceFile:432)
    at ml.a(SourceFile:160)
    at aoo.a(SourceFile:772)
    at ml.c(SourceFile:95)
    at ml.d(SourceFile:108)
    at afs.e(SourceFile:311)
    at mm.g(SourceFile:234)
    at mm.b(SourceFile:137)
    -- Affected level --
    Details:
    Level name: Dreadsky Isles (Full Release)
    All players: 1 total; [mp['dbptwg'/115, l='Dreadsky Isles (Full Release)', x=-784.01, y=137.00, z=-573.73]]
    Chunk stats: ServerChunkCache: 1345 Drop: 0
    Level seed: 202961
    Level generator: ID 00 - default, ver 1. Features enabled: true
    Level generator options:
    Level spawn location: World: (-643,151,-750), Chunk: (at 13,9,2 in -41,-47; contains blocks -656,0,-752 to -641,255,-737), Region: (-2,-2; contains chunks -64,-64 to -33,-33, blocks -1024,0,-1024 to -513,255,-513)
    Level time: 5378271 game time, 8201290 day time
    Level dimension: 0
    Level storage version: 0x04ABD - Anvil
    Level weather: Rain time: 18454 (now: false), thunder time: 44493 (now: false)
    Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
    Stacktrace:
    at net.minecraft.server.MinecraftServer.u(SourceFile:502)
    at net.minecraft.server.MinecraftServer.t(SourceFile:440)
    at btk.t(SourceFile:117)
    at net.minecraft.server.MinecraftServer.run(SourceFile:357)
    at lb.run(SourceFile:616)
    -- System Details --
    Details:
    Minecraft Version: 1.7.4
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_17, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 5877228600 bytes (5604 MB) / 6174015488 bytes (5888 MB) up to 6174015488 bytes (5888 MB)
    JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms6144m -Xmx6144m
    AABB Pool Size: 1040 (58240 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 467 (26152 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Player Count: 1 / 8; [mp['dbptwg'/115, l='Dreadsky Isles (Full Release)', x=-784.01, y=137.00, z=-573.73]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Probably not. Jar signature remains and both client + server brands are untouched.

    Edit: Had something to do with the border chunks. It happened at any Y coord when I hit the chunk boundary that would cause the border chunks to load. I just deleted the chunks outside the map and it's working fine now. Hopefully I'm a big enough kid to not leave the intended map area. Thanks for the map. I will continue playing it now :)
    Posted in: Maps
  • 2

    posted a message on Updating 1.2 texture pack to resource pack
    I don't intend to distribute the finished product or attempt to pass it off as my own work. I would just like to play minecraft in the same look I used to. I would like to make textures for the new blocks in the same spirit as the pack and play the game as it is currently. No worries about the assumption.

    Thank you very much for mentioning mcpatcher. I was using the unstitcher that dinnerbone posted and having all sorts of nightmares with it. Mcpatcher did the trick wonderfully. I am now up and running in 1.7 with the 1.2 pack :D
    Posted in: Resource Pack Help
  • 0

    posted a message on Updating 1.2 texture pack to resource pack
    I'm attempting to update a texture pack that got abandoned so I can begin playing with it again. The last update was 1.2, and I'm having issues using the unstitcher, or even understanding what order I need to take what actions in, as I have not kept up with texture pack changes and it is my understanding that they have changed multiple times.

    When I run the unstitcher on the pack it doesn't even create a blocks or items folder. I've tried adjusting file structure and such.

    If anyone would be able to assist me or easily convert the pack to a resourcepack style individual png arrangement I would be very greatfull. Thank you.

    http://dl.dropbox.com/u/2209631/Cutecraft_1.2.zip
    Posted in: Resource Pack Help
  • 1

    posted a message on [16x][1.2] CUTECRAFT 04-03-12 1.2 Update!
    I miss this texture pack so much. I might begin working on updating it to 1.7.7. Has anyone done personal updates for this or partial updates or anything that I could work off of?
    Posted in: Resource Packs
  • 0

    posted a message on Dragons
    Quote from boxopen

    No pics no clicks.

    Plus you will want to add more detail explaining what the maps about.


    It took me less time to download, install and open the map than it did for you to write your comment.

    It's a map for multiple people. Dragons with horses riding them are spawned. You get a bow, colored armor (puts you on a team) and an invisibility potion to make the horse invisible. You get on the horse and try to kill the other players while the dragons fly around.
    Posted in: Maps
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