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    posted a message on Need help with execute command!

    What exactly is your command trying to do? Giving a detailed description of what you're aiming for is important for debugging.


    Even without that info though, I see two issues with your commands as they are. First, the whole point of /execute is to run another command from specific entities, but you don't have any secondary command listed. Second, your command blocks have r = 1, which means they'll only detect an ocelot directly next to the command block, and you have a more commands there than you could possibly surround an ocelot with. Hope that gives you some direction.

    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    In 1.9 fighting 1 or 2 skeletons with basic gear is actually a really fun fight; dodging and strafing, timing blocks and sword swings, and it gives a good sense of satisfaction that minecraft combat 's been lacking for years. And while that works in survival, a well designed CtM should have you trying to achieve multiple objectives at once. For example, fighting off mobs while breaking a spawner and trying to keep cover from ghast shots. But because skeletons are so powerful, you have to focus on them to the exclusion of all other goals. The attack speed changes seem to have the same design principle. Fine when direct combat is the only thing you're thinking about, but it's utterly disassociated and contrary to doing other things at once, which is bad design.


    Contrary to that, I think the food changes are actually really good. While they may make damage-over-time enemies a bit easier, it more closely ties two mechanics together in a way that reinforces them well. Before food basically had 4 levels: full & regenerating, irrelevant, slow, and dying, and that last one pretty much never happens* in a CtM. Food giving direct regeneration now can make situations in combat where you'll have to decide to fight or eat, and gives a smoother transition from early game to swimming in healing potions.


    I get the feeling that maps in 1.9 will be rough for a while (although jam map was quite good Krose) until something excellent in 1.9 comes out and shows everyone a really good model to use. One thing I think we'll all have to accept is that skeles are no longer early-game enemies. Although frankly, the new command blocks alone might be worth making the switch even with the combat issues. Also Fang, while I get where you're coming from, how is debuffing skeletons for early game different than RC3 giving silverfish strength 7 in the last few areas? It makes them relevant for early stuff just as you'd upscale a weak mob for end-game areas.


    *except for zombie-flesh-only early areas

    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from XNavarogX»

    facepalm


    I know, Infamy totally forgot to mention Septum Immoriel ;)

    Joking aside, the best recent maps are probably Ragecraft 2 and 3. Simulation Protocol 2 is also great, although I found it a bit on the easy side. Honorable mentions go to Savage Realm and Monstrosity


    Edit: Crap, ninja'd on the Septum Joke

    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    The proposed update to the front page looks good, and is certainly needed. While we're reorganizing stuff though, what does everyone feel about the current review structure? I know I'd prefer a more holistic description, since right now we have the "overall enjoyment" rating that of course does nothing to the overall score. Even if we don't change the score system, I'd like to see reviews encouraging lots of detailed writing and descriptions, as words give convey a lot more nuance and information than a few numbers.

    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from IngenieroEddy»

    I just want to share this amazing boss fight :D
    Is in spanish and the map is "Rage Craft 3".


    While it is indeed an amazing boss fight, you should probably remove or at least spoiler the video. Ragecraft 3 is new enough that many people in this thread might not have played it yet, and don't want to be spoiled at all.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from shudderfly»

    It seems adding realism to combat isn't working so well in some cases.


    Realism in video game combat almost never works well. A realistic first-person shooter would have you in physical therapy for several months after taking any damage, and if Minecraft was realistic being anywhere near a cubic meter of exploding TNT would leave you really, really, realllly dead.

    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Kyleruler»

    Random Comunity Question #3:

    What would you think that a good CTM map for beginners to the genre would be?


    Spellbound Caves was the map that got me into CtM, and the one I still use to introduce new people. Simulation Protocol 2 would also be a pretty good intro though.

    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from XNavarogX»

    Ok, what's with all the bold letters?


    Bolding is the new innovative approach to send secret communications. Highlight useful phrases and letters in your messages and you can give coded messages to any sinister cult you want!

    This message sponsored by Cthulhu for President 2016. Because why vote for a lesser evil.

    Posted in: Maps Discussion
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    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!

    Either 1-3 or the 15-17 work fine for me, just not the weekend in the middle

    Posted in: Maps Discussion
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    posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!
    Quote from moldybread1»

    So is it ok if I add a cloud to my map? I don't see anything in the rules on that


    I'm not sure, that seems a bit risky. Although, if you don't use any blocks in the cloud you should be safe.


    edit: and of course my trollpost gets new page

    Posted in: Maps Discussion
  • 6

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from _Krose_»

    The map is called "Savage Realm". Not plural. And in case you need a refresher, the word "Savage" has connotations with these words: "fierce, violent, uncontrolled, brutal, vicious, ferocious". It's a difficult map. I chose its name with care. And I updated your save file, spending time to ensure you had fun in the latest version. The least you can do is to avoid slandering the map under the guise of a "Community Question". Bah.


    Okay, I have some serious issues with your response here. While I agree that Technic's criticism could've been phrased better, calling it slander is petulant and wrong. Technic did not say Savage Realm was bad, he shared his emotional experience and feelings on the game. Saying that the areas feel similar is not wrong, because it's their experience of the map. In fact, I think giving emotional feedback is far more valuable to a mapmaker than saying "you should do A to fix B", since the real issue might be something completely different than the tester identified.

    Furthermore, saying something is supposed to be hard is not a get-out-of-criticism-free card. Making something impossibly difficult is trivial; making something difficult and still fun requires infinitely more care. In fact, that target difficulty of brutal-yet-fun should have you listening even closer to emotional feedback, not disregarding it!

    Again, the phrasing could have been better, but Technic's feelings are valuable feedback and dismissing it as slander is immature.


    For the record, I had an issue with Savage Realm as well. Many areas, especially early in the map, seemed very similar to me because of a repeated custom mob structure; a melee mob, a ranged mob, and a rider. Hopefully this feedback helps.

    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from XNavarogX»

    COMMUNITY QUESTION:


    Do you have a tendency to make areas whose color combination and concept fits with the color of the wool?


    I've honestly never even considered that. At least not conciously, the water area in Minimalist comes at the blue wool. It might be an interesting challenge though

    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from KacperNFS»

    I'd write an argument of how at least decent aesthetics are required [alright that's more of an opinion] (god i hate those 2 words, and i got them on first try) for a decent map, but I'd have to read all the responses telling me that I'm wrong, so I'll just suggest taking more than 5 minutes to make an area.


    Aesthetics are very important for CtMs, yes. But the only way to get better at all aspects of mapmaking is to practice. This community is insular enough as is, being snarky to newcomers doesn't help that. And if his way of getting better is to post boxy areas and ask for feedback, then I welcome all the boxes.

    -snip-

    Think about all the houses you've ever been in. Have any of them featured elevated bridges with no rooms? Try building the house one area at a time, thinking of how it flows. An entry-way/foyer should lead into a central hub area, with hallways and doors leading to other essential parts. Then try adding elevation changes, balconies, and other interesting architecture to give the player fun stuff to look at and to guide them.

    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Submonsterine»

    Complete the Greyscale Shrine and the Head Hoarder's Totems One of the wools from the Greyscale Shrine is in every intersection, the wools being White, Light Grey, Grey, and Black.
    ...
    Feedback, opinions, and criticism appreciated!


    I like the monument idea, especially if there's a reason and theme behind using grey blocks. As for the area design, the pillars in the cave look nice but the walls could use some variation instead of being solid andesite. If you want to keep it grey maybe mix some polished andesite in for texture. The labyrinth is a little generic but there's nothing wrong with that for the first areas. Clever lighting and mob placement there is more important than aesthetics for making a maze interesting. It's a good start though, and I'm definitely interested in seeing more.


    One last tip, I'd recommend taking your screenshots with night vision off so we can see the players perspective and the atmosphere of an area.

    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    Ah sadly I have nobody on hand to test out areas :(

    ah well guess I'll use my judgment


    When is also the right time to make a thread about your maps?


    I'm also more than happy to test stuff. As for the thread, as long as you have something cool to share, be it screenshots or finished map

    Posted in: Maps Discussion
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