This 3HM is a little bit different than the others. For this, the CTM Community separated into teams and competed to see who could make the best in the 3 hour time frame. This map download comes with two saves: 7.1 and 7.2, each a different map. Which one won? That's for you to decide.
Chipmunk46 - #1 #2 #3 #4 #5
WittyWhiscash - 3HM #1 & #5
Caecilleus - 3HM #2, #3, #4, #5
Bioshockfan90- 3HM 2,3,4,5
Browneye414 - #2 #3
Coolfool88 - #2
Kaladun - 3HM #1,2,3,5
Blade933 - #2, #3, #4
RenderXR - #2 #3 #4
Tikaro - #2, #3
Clonex10100 - #1
LULZ180 - #5
Rockenroll4life - #3
Fangride - #2 #5
Kaiser_2 - #2 #3 #4
Thebmajor - #2 , #3
Navarog - #4
Aurabolt - #2
16
In a land blighted by the dark rule of the Red Court of the Vampires, you and your allies have been sent to slay the masters of the Court. Duchess Esme, Duke von Albach, and King Mesith. All ancient and powerful vampires. But of course, you're not alone...
The Red Court is a three wool mini-map designed first and foremost for multiplayer, recommended for 2 or 3 players. As you explore the world and slay your foes you will of course get more and more powerful, and can level up in a unique class system never-before seen in a CtM. Become a Paladin, Ranger, or Cleric and master your art, or mix and match skills and combos with your allies. The Gods also aid your holy battle, placing powerful items throughout the land that can paralyze foes, grant you mastery of fire, and even summon the lightning itself. Of course, resistance will be heavy, and four boss fights with Vampire Lords will serve as the ultimate tests of skill. Are you ready?
Difficulty : 8/10 - Recommended for 2+ experienced CtM players
Minecraft Version : 1.9.4
Estimated Playtime : 4 - 8 hours
Download
Open Beta v1.0 for Minecraft 1.9.4
Link Removed
Note : Map is in open beta. Please report any bugs or issues either in this thread or via pm
Screenshots
The Garden of Repose, the former resting place of great warriors, now made restless...
Archive of Lost Truths, where fire and zeal guard mysteries long since lost to mankind
Complete the Monument maps have come a long way over the years, getting more epic and longer over time. This map is an attempt to capture that epic feeling while keeping everything small and fast-paced, with everything from intersections to wool dungeons being in a 24 block cube. Adventure through deadly locations from the Perilous Pyramid to the Haunted Hedges, relax at the Calm Caves, and fill the Majestic Monument with wool from your conquests!
Difficulty : 7/10 - Difficult but doable for beginners, tricky enough for CtM veterans.
Minecraft Version : 1.8.x - The map was made in 1.8.1, but any version of 1.8 should work.
Estimated Playtime : 3 - 5 hours
Download
Release Version 1.0 for Minecraft 1.8.x
Link Removed
Screenshots
Killer Karst, a limestone cave carved from jungle streams, filled with dangerous and exploding creatures
A mysterious crypt, lying somewhere you least expect
The archival room of the Lethal Laboratory, collecting exotic and mysterious artifacts
Minimalist Let's Plays
bRanN :
Team RAD
ElectricHamster
GeneralenS
starwebs1
StormyLaura
Legal Malarkey
1
Hey everyone, over the last year I've been busy working with a huge team of builders developing Monumenta, a CTM MMO. I've developed several dungeons, a lot of the behind-the-scenes mechanics and balancing, and led the quest design for it. If you've enjoyed my work in the past please check it out and hop on the discord, as I think you'll enjoy it and the closed beta will be starting soon. Here's the trailer and official announcement:
Team Epic is pleased to announce MONUMENTA, an open-world survival CTM MMO. Made over the last year by expert builders such as Heliceo, Render, Fangride, Kaladun, and Chipmunk, Monumenta boasts over 2 square kilometers of survival terrain. In this gigantic world you'll find:
- Over 50 respawning mini-dungeons, from old mines to massive temples
- Player owned apartments, plots, and guilds
- Over 300 custom items
- Epic quests with fabulous rewards
- Custom class system with powerful abilities
- Massive multi-hour raid dungeons for groups who want a true test of skill
This epic adventure will be free to play. Join the Monumenta discord channel: https://discord.gg/hdrQHu2 for more information and for a chance to join the closed beta soon.
4
While I don't know the specific error, I'd advise against using that filter in the first place. First off, it's about 4 years old at this point and thus has issues, plus minecraft already has a built in system that will randomly populate chests for your based on a pre-set list you create (loot tables).
More important though, is that random loot with a lot of variance is not a good idea for making a map. Instead of doing random loot, try flying through your areas and asking yourself "what will the player want while they're here?" and giving them loot based on that. For example, if there's an area with a lot of blaze or ghasts, give some arrows and maybe some fire prot or blast protection armor, along with some blocks for building in a chest. The player will be happy when they find that loot chest instead of having a random chance of being disappointed if you use that filter. Doing it this way gives you much tighter control over the balance and flow of your map, and the overall experience will be much better for it.
1
At this point, the thread is primarily used for archival purposes, reviews, and new map announcements. Most of the actual conversation has moved to the discord channel here: https://discord.gg/kQdrZkv. It has over 160 members of all mapping skill levels, active community projects, and other stuff like random mapping challenges or UHCs, and is pretty much where the community is now. If you're already on there, of course ignore this, but I'd encourage you and any lurkers who want to make maps to join the channel.
1
Yeah, as Navarog said the frost trap issue happens because you're throwing them quickly. There's a special mechanism to make them respawn in your inventory and if you spam the traps the mechanism doesn't have enough time to reset. No computer issues, just try to be more controlled while using them.
As for potion destacking, that's unfortunately happens in all maps in 1.8 and beyond. Try just bringing smaller stacks of 8-16 instead of 32 or 64, it'll make it more manageable when you die.
2
By all means, Acaran, please add my guide to the OP.
And add blade's review to the OP as well, preferably without condescension and disdain. While I might've rated Inferno Mines 10-12 myself, not only is the content of his review spot-on and informative, but his prose filled with sardonic wit that makes it a fun read. There is zero reason to censor his criticism.
14
Hi everyone, Kaladun here. Judging by the newest Strawberry Jams and the discord chat, I know there's a lot of new mapmakers in the community with lots of cool ideas. I think a lot of people, both mapping newbies and veterans alike, are scared of command blocks, so I wanted to break down three simple but powerful effects we can do with command blocks in the hope of both teaching and giving you some ideas. So welcome to the first
Now, a quick note before we dive in, this is designed for 1.9 and 1.10 mapping as the new repeating and chain command block types make these tricks a lot easier. You can do all of these in 1.8, but you'll need to make fill clocks in lieu of the repeating blocks.
#1 - Mob Proximity Effects
Sometimes, you want a monster to do more than just physical damage. You want something dangerous to happen when the player gets close to them. Blindness, slowness, poison, or maybe even buffs if you're super nice. Either way, it's all the same command. Let's start by making a mob to work with. For this tutorial, we'll use "Evil_Wizard", as shown below.
_
Note the "_" in the middle of the name instead of a space. For commands, a mob's name has to be one connected string. This command will have two parts, and we'll go through them one at a time. First is the execute command, which will trigger another command around a mob:
/execute @e[name=Evil_Wizard] ~ ~ ~
The @e is a target selector that selects every available entity. Then it only chooses the one with the name "Evil_Wizard". The ~ ~ ~ then says that we'll run our second command at the mob's location. Next, we'll use the effect command:
/effect @a[r=3] slowness 5 0
The effect command is pretty simple. "@a[r=3]" will target all players within 3 blocks of the command's origin, which will be the Evil_Wizard. "slowness" refers to the effect and you can replace with whatever debuff you'd like. "5" is the duration in seconds the effect lasts, and "0" means the level 1 effect (1 would be level 2, 2 level 3, and so on). Putting these together we have:
/execute @e[name=Evil_Wizard] ~ ~ ~ /effect @a[r=3] slowness 5 0
Place this in a command block and set it to "Repeat" and "Always Active" like below and voila! Players will be slowed whenever they get near your Evil_Wizards! Enjoy making your areas even eviler with this trick. Of course, you can use any mob and status effect for this trick, so you could make deadlier foes with effects like wither, or even healing beacons by executing from armor stands and the regen effect.
#2 - Particle Effects
Our Evil_Wizard from #1 is nice, but it could stand to be even more evil looking. We'll do that with particles, in this example by making arcane runes float around our wizard. First off, let's choose our particle effect. You can see the list at http://minecraft.gamepedia.com/Particles. For this example we'll be using "enchantmenttable". Like before, this is a two part command; we'll use "execute" like before to select each Evil_Wizard, and a new command, "particle":
/particle enchantmenttable ~0 ~1 ~0 1 1 1 0.5 10
The first 6 numbers describe a box around the entity that the particles will spawn in. The first three numbers are the center of the box relative to the entity. The next 3 scale the size; you'll probably have to mess around with these, as they act differently for different particles. The 7th describes the speed of the particle; increasing it makes for a more energetic looking effect. Finally, the 8th says how many particles it'll make, in this case 10. Putting the commands together we get:
/execute @e[name=Evil_Wizard] ~ ~ ~ particle enchantmenttable ~0 ~1 ~0 1 1 1 0.5 10
As before, place in an active, repeating command block and you'll have all the effects you want. Try playing around with the numbers and different particles to see what you can make.
#3 - Special Weapon Effects
With its slowness aura and intimidating particle effects, we'll need a powerful weapon to take down the Evil_Wizards. Let's make a sword that gives the player a speed buff. Using something like MCstacker, NBTedit, or MCedit, give yourself a special sword like this:
The critical part isn't the enchantments or even the base item, it's the default colored lore text "=Ninja=", which we'll use to detect when it's being used. Make sure your item has that lore text. Next, type and run the following command in chat:
/scoreboard objectives add Ninja dummy
This will create a 'scoreboard' for us, essentially a variable we can use to track numbers. This command only has to be run once, which is why we used the chat there. Now though, we'll break out our command blocks. Place a repeating command block down (set to always active), and then two chain command blocks after it, like so:
Chain command blocks will trigger when the previous command block in the line does. Note the 'arrows' on the top and sides, it's important that they all point to the next block in the sequence. Now, starting with the repeating command block, enter these commands in order, one per command block.
/scoreboard players add @a Ninja 1 {SelectedItem:{tag:{display:{Lore:[=Ninja=]}}}}
/effect @a[score_Ninja_min=1] speed 1 0
/scoreboard players set @a Ninja 0
The first command block is our most complicated, but we'll go through it piece by piece. 'scoreboard players add' lets you add a number to a scoreboard of selected players. '@a' means we'll look at every player. 'Ninja 1' means that if our player matches some criteria, it'll add 1 to their Ninja score. Finally, the bracketed portion at the end will detect if the held item has the lore tag =Ninja=, just like our sword. So, if the player holds the sword, it will add +1 to their Ninja scoreboard.
The effect command should be familiar to you, but our @a has a new criteria. 'score_Ninja_min=1' means that this effect will only work on players with a Ninja score of 1 or higher. Finally, 'scoreboard players set @a Ninja 0' resets every single player's Ninja score to 0. This is important because without this reset a player would only have to hold the sword once and they'd have the effect forever. With all of these in place, try switching back and forth between items and you'll see the speed effect appear and disappear.
Here's everything together; the slowness and particles from our Evil Wizard, and the speed from our ninja sword.
This basic approach of incrimenting a score, doing an effect, and then resetting is very useful, and can be used for more complicated effects like area damage, armor sets that increase in power, or items that place fire or torches. Mess around and explore what you can do with scoreboards and this method and you'll easily be able to make memorable weapons and items for your map.
I hope this helped someone learn, or maybe just inspire some interesting ideas for a new map. Let me know if there's other commands or techniques you'd like to see explained, as I'll happily do another one of these if it helped people or there's requests.
1
Agreeing with Fang, there's lots of maps still in production but the quality bar for a map to be considered 'good' has risen over the last few years. Plus, a lot of people like me do a lot of command blocks mechanisms, which adds even more time.
2
It's not bad, just different. The main changes are that early game combat is slower so you have to use less spawners early on. Skeles are also more dangerous, and should be used sparingly or nerfed for the first one or two areas, as well as giving the player shields early on. Once the player gets to mid-game though, combat is pretty much identical to 1.8, with swords being better for crowd control and axes better single-target damage. It will take some getting used to, but you can definitely make a good ctm in it.
7
Hey everyone, as some of you may know, I've been working on a minimap lately, and am pleased to announce it's release into open beta! It's called "The Red Court : An Adventure in Vampire Slaying" and is a 3-wool CtM specifically designed for 2 to 3 players. It has unique item sets, four deadly bosses, and three classes with branching ability trees. The Paladin class specializes in melee, giving bonuses for fighting undead and loads of extra health and power. Rangers are generalists, with speed, haste, and survival skills ensuring they can work great alone or with groups. Finally, Clerics have unique buff, debuff, and healing abilities, and can eventually even forsake armor for their God's blessing. Screenshots are spoilered below, followed by the download links. Have fun
The Garden of Repose, the former resting place of great warriors, now made restless...
Archive of Lost Truths, where fire and zeal guard mysteries long since lost to mankind
Download : Link Removed
Thread : http://www.minecraftforum.net/forums/mapping-and-modding/maps/2389762-ctm-kaladuns-ctm-maps-the-red-court-now-in-open