So I am trying to get some headway into this whole mapmaking business because I need something creative and fun to do. Where are some good tutorials for creating custom mobs, changing item lore, name colors, mob names, etc etc etc. I've been trying to poke around but I'm having some real trouble trying to learn all of this. I am starting a bit late but I want to see what it's like. Does anyone have any links or can anybody point me towards good tutorials to help me get my knowledge together?
I propose a bit of a challenge to the CTM map makers out there. How would you guys like to create a map made in 1.8, but having the feel of a vintage super hostile of old? No custom mobs, no custom items...no enchantments. It'd be interesting to see if someone could create a mini CTM based around these limitations. If I recall correctly there was a period a few versions ago when people did this, but it's been forever since someone made a good 'raw' CTM.
So on this great night of Halloween I decided to replay a little gem I beat a while ago. In my frustration with Ragecraft 3's bosses I thought to myself "Hey, it's Halloween, I should go and play through a punishingly difficult map just for my amusement. In the depths of my memory I found Cubic Horrors #1: The Fire Beneath. It's a bit old, a bit quirky, and at times dumb, but it will break you. It's incredibly difficult but if I recall it is pretty fair. I would give it a try if I were you if you enjoy blasts to the past. Have fun.
I really do hope that this does get some 'play time' in the beginning. I don't expect Ragecraft IV day of release with 1.9 features, but I expect the CTM community will be able to crank out some fun minimaps in the adjustment period. Either way these new changes will weed out those who can handle change and those who aren't prepared for it. It could lead to some VERY interesting features in future CTM maps.
I know this has probably already been mentioned but I want to bring it up. With the coming changes to Minecraft's combat system will probably come a new age of CTM maps. We have been going through some pretty significant ages of CTM maps since their creation back when Vechs was 3D doodling.
The Beginning (No Hunger, food heals)
The REAL age where stuff became more complication (Hunger is added, major changes to armor)
Age of Creation(Sort of now, where we have all these doodads to mess with)
And now we seem to be moving into a type of combat which is frankly impossible to mesh with old CTM maps for the most part. Those giant rooms with maxspawn? Those rooms will become impossible now due to combat speed differences. You can't just spam click anymore.
I feel like this barrier is either going to cause a huge burst of creativity from the CTM creator, or it will become a great filter and smash us back down to square one.
Just an interesting concept. It dawned on me how much has really been changed over the past few years.
about that..... hate to break it to you, but pretty much every single I5 area is near the size of that area. the black is probably bit bigger than that :L
I don't like that about this map. You have this ridiculously tiny area in the beginning and then you have these gigantic areas. Find a good curve, not just "10 min area" to a 10 hr area. The areas are too big, and it makes you want to just rush it all. Find a middle ground, or make all the areas that big.
The size of the areas isn't my main complaint, it is the ridiculous difficulty throughout the entire area. I just finished Projectile Haven, which once I found the wool, wasn't too hard. My main problem right now is the menacing beast that is Throne of Ashes. This place is really bad, it is well designed from an aesthetic standpoint, and the reveal of the castle was good, it was just too difficult to do anything with the current gear.
Edit: I'm not throwing off on the map at all either though. The map so far has been one of my favorite experiences with a CTM map in ages. I'm glad this is the beta and not the full release though, because it needs some serious balance work. You can keep the I1-I3 areas right where they are, they are well balanced, after that though it becomes a pain to progress, especially considering how difficult Throne of Ashes is. I might just try to find I5 and skip the wool area of Throne until I have a bit of diamond gear, or at least some better weapons.
I've come to the conclusion that Throne of Ashes is the single most difficult area I've ever played in any map ever made.
It is just....ridiculously punishing. The area is extremely large and I have just scratched the surface of the last part of it...I'm starting to lose hope of ever completing this map, because this is just ridiculous. Projectile fortress or whatever is only slightly easier, but neither have been beaten due to the unforgiving difficulty. If I ever make it to intersection 5 then I hope that is isn't this unfair.
Man if anybody hasn't given the Painter beta a try, I'd go try it now. I'm halfway through and am being genuinely impressed by every area. The size of some of these areas rival Ragecraft II and the aesthetics rival some of the greats. I highly recommend giving it a shot if you haven't.
A great start to the map, relatively easy, but you can be overwhelmed if you rush in. The area looks acceptable enough, but could use some more pizzazz.
Garden of Eden: 8/10
Easy white wool, although it can look scary to anybody that hasn't played a ctm. Aesthetics were nice, nothing special, but it looked pleasant. The transition between the two areas is a bit strange, but tolerable.
Overgrown Outpost: 7/10
The area looks great, the leaves used as brush was a nice touch. The area wasn't that difficult until you came across the mini fortress at the end. This place was heck at first. It might just be me, but my passive aggressive playstyle didn't fit with this place. It felt like a bit of a spike from the first wool, but it wasn't anything too bad.
The River Styx: 6/10
At first I expected it to be a massive river made of lava that you traversed with fire resist potions or something, but I found the area instead to be a ridiculously long and completely tedious trek up the cavern. The place looked decent, but I was more focused on the frustrating mobs that wouldn't stop spawning. It was an area that had a lot of potential, but ended falling short.
Trust Fall: 10/10
Although the area lacked a little bit aesthetically, the gameplay was phenomenal. It was extremely stressful walking down the one block wide broken minecart paths. The path down was extremely stressful in a good way. I was on edge the entire way down, and the entire way up. Bravo.
Caverns of Contrast: 8/10
Walking into this area was a splendid surprise for the eyes. The looks of this area were very well done. The lacking part of this area was the gameplay. It felt more of a generic move along, kill mobs, break spawners, light stuff up, done, kind of area. Although it lacked here, it was a nice break from the extremely stressful Trust Fall.
Frozen Fault: 9/10
What I thought was going to be a short area ended up being the place where I had my first death and several more. Finding the ravine was an amazing experience, but once again, a stressful one. I really love how the area looks. It feels eerie and pretty darn creepy. I was jumpscared by several skeletons, one of which sent me hurtling into the void. My qualm with this area is how difficult it was compared to the last one. It was a spike straight through the roof and into the moon. I ended up giving up on the area and then going back after I had gotten supplies from Pinnacle Cavern. Overall though, it was a great area.
Biosis Chamber: 7/10
This area was extremely fun for me, but that may be just because of how I attacked it. I was getting sick of Frozen Fault, to the point where I felt like just giving up the map. I ran into biosis chamber for a mini supply run to find they it was nearly empty of loot. I decided just to gun it and I ran like crazy through the area. The chambers however felt bland and boring, the only thing that saved this area from being boring was the gimmick of it having every biome. The last area felt the most chamber like, but considering the lore that the previous areas were broken there is no reason the void one should even exist. It was a fine area though and I have no other complaint besides its mediocrity.
The Canvas: 10/10
Gorgeous. Absolutely wonderful to look at. It is unique, pretty, and allows creativity.
Pinnacle Cavern: 8/10
This place felt like a slightly less massive, but better looking Lush Ruins. The area itself wasn't that difficult, but I did die once when I burned to death a literal second before I hit water. The blazes here were a bit much, but weren't broken. The wool itself though felt oddly unprotected. When I first walked into this area it seemed like a small cavern, but nope. The second the scenic vista was shown I had a holy *bleep* moment of awe. The area was long and arduous, but I made continuous progress. Enjoyed it thoroughly.
Pinnacle Catacombs: 9/10
This place was hell. It looked wonderful, menacing, and downright evil. The chains hanging from the ceiling were awesome to look at. I loved every bit of how it looked, now on to gameplay. This place was hellishly difficult. The mob spam was unbelievable, especially in the 6th area. It was really fun up until that point, then it became annoying. I died once in area 4, 3 times in area 6, and once in the last area. It became a relentless, angry adventure to see how quickly a ghast could blow me up. A ghast ended up breaking the pressure plate teleport in area 6, so I had to use a random mishmash of 7 pieces of wood I somehow had to make a crafting table and a wooden pressure plate. It was awesome and terrible at the same time. The iron at the end was a nice surprise though.
I've now officially started progress on my second full map, The Pillars of Creation. The picture above is of the starting area, entitled Road of Transcendence, as well as the connected monument area. It's not quite complete yet, but I've done enough of it that I feel comfortable posting these pictures
More pictures:
[SPOILERS] Full list of area names. Subject to change!
- Road of Transcendence (Spawn)
- The Pillars of Creation (Monument)
- Intersection One: Memories of Life
- Ruins of the Somber (White/Growth)
- Verdant Crags (Orange/Heights)
- Coastal Stronghold (Magenta/Seas)
- Intersection Two: Last of the Light
- Dust and Decay (Light Blue/Sands)
- Tribal Warfare (Yellow/Earth)
- Gears of Suppression (Lime/Machinery)
- Ruptured Alcazar (Pink/Disaster)
- "Intersection" Three: The Grand Ebon Pass - Entrance
- The Bitterest Echoes (Gray/Ice)
- The Reign of Madness (Light Gray/Depths)
- The Boiling Gorge (Cyan/Flame)
- The Grand Ebon Pass - Exit (Transition)
0
Nevermind, I didn't read it all the way through
0
The connected clear glass wan't connected for me... does this normally happen?
2
SoonTM
0
So I am trying to get some headway into this whole mapmaking business because I need something creative and fun to do. Where are some good tutorials for creating custom mobs, changing item lore, name colors, mob names, etc etc etc. I've been trying to poke around but I'm having some real trouble trying to learn all of this. I am starting a bit late but I want to see what it's like. Does anyone have any links or can anybody point me towards good tutorials to help me get my knowledge together?
2
I propose a bit of a challenge to the CTM map makers out there. How would you guys like to create a map made in 1.8, but having the feel of a vintage super hostile of old? No custom mobs, no custom items...no enchantments. It'd be interesting to see if someone could create a mini CTM based around these limitations. If I recall correctly there was a period a few versions ago when people did this, but it's been forever since someone made a good 'raw' CTM.
1
So on this great night of Halloween I decided to replay a little gem I beat a while ago. In my frustration with Ragecraft 3's bosses I thought to myself "Hey, it's Halloween, I should go and play through a punishingly difficult map just for my amusement. In the depths of my memory I found Cubic Horrors #1: The Fire Beneath. It's a bit old, a bit quirky, and at times dumb, but it will break you. It's incredibly difficult but if I recall it is pretty fair. I would give it a try if I were you if you enjoy blasts to the past. Have fun.
0
I really do hope that this does get some 'play time' in the beginning. I don't expect Ragecraft IV day of release with 1.9 features, but I expect the CTM community will be able to crank out some fun minimaps in the adjustment period. Either way these new changes will weed out those who can handle change and those who aren't prepared for it. It could lead to some VERY interesting features in future CTM maps.
4
I know this has probably already been mentioned but I want to bring it up. With the coming changes to Minecraft's combat system will probably come a new age of CTM maps. We have been going through some pretty significant ages of CTM maps since their creation back when Vechs was 3D doodling.
The Beginning (No Hunger, food heals)
The REAL age where stuff became more complication (Hunger is added, major changes to armor)
Age of Creation(Sort of now, where we have all these doodads to mess with)
And now we seem to be moving into a type of combat which is frankly impossible to mesh with old CTM maps for the most part. Those giant rooms with maxspawn? Those rooms will become impossible now due to combat speed differences. You can't just spam click anymore.
I feel like this barrier is either going to cause a huge burst of creativity from the CTM creator, or it will become a great filter and smash us back down to square one.
Just an interesting concept. It dawned on me how much has really been changed over the past few years.
0
*cries in a corner*
But Faannngggggg I've lurked for a year for this map D:
jkjk i luv u fang take as much time as needed
0
0
The size of the areas isn't my main complaint, it is the ridiculous difficulty throughout the entire area. I just finished Projectile Haven, which once I found the wool, wasn't too hard. My main problem right now is the menacing beast that is Throne of Ashes. This place is really bad, it is well designed from an aesthetic standpoint, and the reveal of the castle was good, it was just too difficult to do anything with the current gear.
Edit: I'm not throwing off on the map at all either though. The map so far has been one of my favorite experiences with a CTM map in ages. I'm glad this is the beta and not the full release though, because it needs some serious balance work. You can keep the I1-I3 areas right where they are, they are well balanced, after that though it becomes a pain to progress, especially considering how difficult Throne of Ashes is. I might just try to find I5 and skip the wool area of Throne until I have a bit of diamond gear, or at least some better weapons.
1
It is just....ridiculously punishing. The area is extremely large and I have just scratched the surface of the last part of it...I'm starting to lose hope of ever completing this map, because this is just ridiculous. Projectile fortress or whatever is only slightly easier, but neither have been beaten due to the unforgiving difficulty. If I ever make it to intersection 5 then I hope that is isn't this unfair.
0
2
A great start to the map, relatively easy, but you can be overwhelmed if you rush in. The area looks acceptable enough, but could use some more pizzazz.
Garden of Eden: 8/10
Easy white wool, although it can look scary to anybody that hasn't played a ctm. Aesthetics were nice, nothing special, but it looked pleasant. The transition between the two areas is a bit strange, but tolerable.
Overgrown Outpost: 7/10
The area looks great, the leaves used as brush was a nice touch. The area wasn't that difficult until you came across the mini fortress at the end. This place was heck at first. It might just be me, but my passive aggressive playstyle didn't fit with this place. It felt like a bit of a spike from the first wool, but it wasn't anything too bad.
The River Styx: 6/10
At first I expected it to be a massive river made of lava that you traversed with fire resist potions or something, but I found the area instead to be a ridiculously long and completely tedious trek up the cavern. The place looked decent, but I was more focused on the frustrating mobs that wouldn't stop spawning. It was an area that had a lot of potential, but ended falling short.
Trust Fall: 10/10
Although the area lacked a little bit aesthetically, the gameplay was phenomenal. It was extremely stressful walking down the one block wide broken minecart paths. The path down was extremely stressful in a good way. I was on edge the entire way down, and the entire way up. Bravo.
Caverns of Contrast: 8/10
Walking into this area was a splendid surprise for the eyes. The looks of this area were very well done. The lacking part of this area was the gameplay. It felt more of a generic move along, kill mobs, break spawners, light stuff up, done, kind of area. Although it lacked here, it was a nice break from the extremely stressful Trust Fall.
Frozen Fault: 9/10
What I thought was going to be a short area ended up being the place where I had my first death and several more. Finding the ravine was an amazing experience, but once again, a stressful one. I really love how the area looks. It feels eerie and pretty darn creepy. I was jumpscared by several skeletons, one of which sent me hurtling into the void. My qualm with this area is how difficult it was compared to the last one. It was a spike straight through the roof and into the moon. I ended up giving up on the area and then going back after I had gotten supplies from Pinnacle Cavern. Overall though, it was a great area.
Biosis Chamber: 7/10
This area was extremely fun for me, but that may be just because of how I attacked it. I was getting sick of Frozen Fault, to the point where I felt like just giving up the map. I ran into biosis chamber for a mini supply run to find they it was nearly empty of loot. I decided just to gun it and I ran like crazy through the area. The chambers however felt bland and boring, the only thing that saved this area from being boring was the gimmick of it having every biome. The last area felt the most chamber like, but considering the lore that the previous areas were broken there is no reason the void one should even exist. It was a fine area though and I have no other complaint besides its mediocrity.
The Canvas: 10/10
Gorgeous. Absolutely wonderful to look at. It is unique, pretty, and allows creativity.
Pinnacle Cavern: 8/10
This place felt like a slightly less massive, but better looking Lush Ruins. The area itself wasn't that difficult, but I did die once when I burned to death a literal second before I hit water. The blazes here were a bit much, but weren't broken. The wool itself though felt oddly unprotected. When I first walked into this area it seemed like a small cavern, but nope. The second the scenic vista was shown I had a holy *bleep* moment of awe. The area was long and arduous, but I made continuous progress. Enjoyed it thoroughly.
Pinnacle Catacombs: 9/10
This place was hell. It looked wonderful, menacing, and downright evil. The chains hanging from the ceiling were awesome to look at. I loved every bit of how it looked, now on to gameplay. This place was hellishly difficult. The mob spam was unbelievable, especially in the 6th area. It was really fun up until that point, then it became annoying. I died once in area 4, 3 times in area 6, and once in the last area. It became a relentless, angry adventure to see how quickly a ghast could blow me up. A ghast ended up breaking the pressure plate teleport in area 6, so I had to use a random mishmash of 7 pieces of wood I somehow had to make a crafting table and a wooden pressure plate. It was awesome and terrible at the same time. The iron at the end was a nice surprise though.
0
I know I'm late to the party but dang, those look awesome.