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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from Ty_Plays_Games»

    Did you know that render is faster due to his more simplistic style?


    Did you know that this meme gets old quick due to its more repetitive style?
    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series

    Finally somebody found it lol
    I don't really want to give hints out for that specific thing, but let me try to help you at least a little bit:


    Take a look around the room. What are the important bits and what is so special about them and think if they remind you of anything, then try to figure out a connection between them.

    Also, the puzzle is completely fail-safe so whatever you do you won't mess up the puzzle. Maybe try to see what things I want to keep intact.

    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from OrgeronKITT»

    Render,
    i do see that Potatoes are still a little OP. they still seem to give off heath when you farm them. maybe they should be rear items to get? or
    leave them i love potatoes lol


    They are basically bread, which you can get from the beginning, the difference is that bread is just more grindy to farm than potatoes, so giving potatoes removes a bit of grinding. The healing bug is only half a heart so it isn't as OP as the carrots, which you won't find at all for that reason. the half a heart isn't instant as well, which the carrot was. You could plop it down, quickly plant and punch it real quick and you would get back to full health, you can't really do that with potatoes.
    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from GenericEric96»

    Just completed Corona Trials, and I gotta say, this is the most fun I've had with a CTM map in a long, long time. I loved it from start to finish.

    My thoughts are under the spoiler.


    Pros:

    • Visual Design: Every area in this map (aside from a few of them) is absolutely amazing to look at. I especially loved the solar system area, the Nebula Citadel, and Intersection 3. Everything not only looked beautiful, but it served a gameplay purpose beyond just looking cool. I liked the theme of beginning with cold levels and gradually moving to warmer areas as the difficulty escalated.
    • The Volcano: This one gets its own category cause it was quite possibly the best area entrance I've ever seen in a CTM. I was not expecting it at all, and my jaw literally dropped when the thing exploded.
    • Difficulty: I felt like the balance of difficulty on this map was spot on. I never felt things were too impossible, but I never thought it was too easy either. The custom mobs were really fun, too. I especially loved the skeleton guys who give you status effects when they shoot you. Really fun guys to fight. (Oh, I figured I should add that I died 8 times). Oh, and I loved all the traps. Spot on, with those. (Stupid super creepers :P)
    • Food: I liked the food mechanic in Myriad Caves, and I loved how you added to it with the stamina bar not always being full. That was really cool, and it added a new dimension to the combat that felt fresh and exciting. It never felt like a gimmick.
    • Other Stuff: The areas were all pretty distinct from each other. I, personally, don't very much enjoy bosses in CTMs, so I was happy that you didn't include any. I loved that all the areas in I2 connected with each other through the mushroom cave, not just through the intersection. I love finding little secrets like that. Also, on the topic of secrets, I was happy they were actually hard to find. I swear, I spent an hour looking for some of the emeralds. Oftentimes, I feel as though mapmakers want you to easily find their secrets, but I actually had to work for the cool armor and tools, which is great!

    Cons:

    • Laminar Labs: I liked the design of this dungeon, but it was really bland visually. It stood out to me because it was so different from the other places in the intersection. It was still fun, especially the bit with the creepers by the wool, but in general, the place just felt boring.
    • Lag Issues: I know the fact that you're running the food thing constantly in the background (though it worked perfectly for me), probably doesn't help with the lag department, but I noticed that loading the map up took a really long time, same with closing it. Also, the hallway transitions between areas where it teleports you were cool at first, but got really annoying later in the map where they tp'd you so far that the chunk hadn't loaded yet. I felt that it was a neat idea, but I found it kinda annoying.
    • Sense of Direction: This is a weird one, cause most of the time, I never had any problem figuring out where I was supposed to go, but then there was the one off area where I was just totally lost. The big jungle was one of those places, and the place with the northern lights was as well. I felt like I just stumbled upon a lot of things and didn't necessarily take the right path (if there was an intended path). This is more of a nitpick, because part of it was probably just me being blind.

    tl;dr: Great map, Render. 8/10, would play again. Hope it gets out of beta soon :)


    Oh, and here's me and the completed monument :D


    This is some really good feedback. Cheers!
    as for the lag department:

    The lag is not caused by the updated food system as it only adds a few more command blocks to the bunch.

    The Jungle is actually a jungle biome, but it doesn't spawn any farm animals. This is caused by the mob cap for animals always being too high. I have a bunch of animals loaded in the spawn chunks so that animals are not able to spawn anywhere else. I was expected that they wouldn't lag as there AI shouldn't tell them to move or anything because the player is too far away. I will probably move those animals too under the actually jungle in smaller boxes so that the cap for the amount of animals in the chunk is reached. (there is an animal cap generally and one for per chunk, which is smaller than the general one) Even if it lags, it should only lag when you are around the jungle. (apparently cats actually don't count to these animal caps so they still spawn, however, I feel that they aren't too beneficial)


    So yeah, I like my grass to be nice and green, but I don't want to give players farm animals. This was my experimental solution as I haven't messed with grass, biomes and animals that much. I will try to find a work around for this. Again, thanks for the feedback!

    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series

    Be a rebel, don't go with the flow.

    Another hint for even more help, granted by me and my boundless generosity:


    It's in Aurora Valley

    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series

    whatever floats your boat. Minecraft's inventory system is kinda meh, so I don't have any problem with one.

    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from Toppernick13»

    Hey friend, i dont know if its just me but your Corona Trials download goes to the Myriad Caves download :/ if im seeing something wrong im sorry about that.



    Quote from Akitori»

    Same as previous post for me render. I wanna try this map out! I've been waiting for a 1.11.2 ctm map!


    Woops! sorry about that. Should be all patched up now!
    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series

    Corona Trials is now available for download! The map is designed for 1.11.2. I would love it if you post feedback to improve the map. Have fun and die a lot! :D

    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series

    Untold Stories #4 Corona Trials will go into an open-beta state this Wednesday (the first of February). When you play the map feel free to leave your thoughts here!

    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series

    Haha, yeah it was meant to just startle you. The TNT gets dropped into lava and is totally harmless. I figured that it would be a bit too mean to actually kill the player when has to run really far to get back to that point. I do like traps to startle the player so I still left that part in.

    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from leo6342»

    I made a segmented speedrun on Myriad Caves :D
    Hope you all enjoy, and Merry Christmas!



    Quote from Ty_Plays_Games»

    I beat leo's segmented run :D


    Let the rivalry begin! :D
    But seriously, good job on both of you. I tried doing it quick a few times. it took me two hours and a few deaths, the map is difficult with too many rng spawns to ruin the tries, so these segmented runs are a nice way to show if the rng was actually in your favour.
    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series

    Brian (Lorgon111) and I have recorded some commentary about Myriad(My-raid) Caves. Are you curious about some of the thoughts that went into making a map like this? Then I definitely recommend taking a look at this (rest of it is expected to air daily):

    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series

    There in the hallway there is a purple command block under the floor (at -657 80 78) that should teleport you ~39 ~34 ~-17. there used to be a long spiralling way forward and I thought it was just too tedious and it made the area drag on. Stand in that glowstone/stone hallway and do /tp @p ~39 ~34 ~-17. You will get into a identical hallway, only this time the other end is blocked off and the previously blocked off area is now the way forward. If you walk to the other end of the hallway you should get teleported back. (/tp @p ~-39 ~-34 ~17 if it doesn't work.) (also you need to be in survival mode to trigger those command blocks.)

    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from Gam3rnathan»

    Hey I was wondering if I'm allowed to use a backpack mod, (this mod in particular). I'll be sure not to do anything gamebreaking and only use the 27 slot regular backpack.


    If you look at the picture below you'll notice that when I'm fully ready to take on an area (with stacks of torches/arrows, and replacement armor/tools/potions etc) I only have around 13 available inventory slots, which is really bad considering I've encountered loot chests that would take up 20+ slots in my inventory, so I pretty much have to stop all my progress and everything I'm doing and go back to my base (which takes 5+ minutes depending on the area) to deposit my loot and then go back (which takes another 5 minutes). This gets EXTREMELY tedious and frustrating.


    Normally I wouldn't ask permission of the mapmaker when using somewhat gamebreaking mods, but so far this is EASILY the best CTM map I've ever played. I'm absolutely loving it and the amount of content in it is insane, I have 24 hours played and so far I only finished around a third of the map.


    Anyways I would really like to know whether or not I'm able to use this mod considering I doubt you designed this map with this mod in mind.


    Thanks for the reading




    Inventory Organization


    I feel like you can add mods as you please. If you add a gamebreaking mod that makes the game too easy that is then your own fault. A backpack shouldn't really be too ground breaking. (It also is that over the years a lot more items were added, but there wasn't really a inventory size upgrade.)
    Some other mods that seem fun is a mod which instantly cuts down a whole tree like in Terraria or the dynamic light from Optifine is also a fun one.
    So feel free to customize your own experience with mods.
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] RenderXR's Untold Stories Series

    That's news to me. I haven't seen this occur so far and I have no reason why this would happen except for MC just derping. it sounds like commands in general aren't working as your food bar isn't locked around 4 haunches and your not getting the effects from eating food. I sadly can't really investigate as I'm out of town and unable to look at he map file. Could you maybe do the command /gamerule logAdmincommands true? The game launcher should show a clutter of commands getting executed. If you don't see that happening then the command blocks are not getting activated for some reason.


    What you could also do is /gamerule naturalRegeneration true. This will make the food system behave like the normal 1.9 food system. If you don't mind playing the map like that. It should suffice for the rest of the map.


    Again, sorry that I can't really look into this further as I have no acces to the map file. I will get the time to look into it in about one to two weeks, so maybe just starting from a clean save file is also an option.

    Posted in: Maps
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