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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from blade933»
    -SNIP-

    Thanks for the feedback! Glad you enjoyed it!
    Some of your criticisms have already been tweaked. All TNT shortcuts are replaced with command block tunnels. Most transition zones have been shortened if not replaced by a seamless teleporter. (that actually works.) So that long cave you were talking about is no more. The suffocating in the seamless teleporter is caused by a 1.9 bug, so I had to work around by making it less seamless.
    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series

    I am leaning towards using coloured panes that resemble the wool. I feel like most people remember the colour they got in area X. some of the wool colours are actually chosen because of the environment they are in, so the colour could make some sense. But I am contemplating about using or not using the area names too. Have my area names been very descriptive? Is it the fact that if you see the area name you know exactly what you are going to see? I feel like the area name doesn't spoil too much and it could even keep the player interested if they find an area called "Angelic Spire". (just an example) I have been kinda weird/non-descriptive with my area names in some places. Instead of saying something like 'Satellite' I sometimes say 'transparency'.

    So my question: Are my areas names too spoiler-y to actually be used in the emerald chest at the monument to signify in which area the emerald is located?

    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from lorgon111»

    I would like it if the bonus emerald chest were easier to 'read'... here is a quick mock-up:


    https://sli.mg/0IAttL


    Hope the idea is clear, I'm not verifying the colors, but the idea is if the pink wool is the first section and has the first 3 emeralds, have 3 pink stained glass placeholders, named emeralds 1-3, etc... so as you fill in and are missing a few, it's easier to recall which area the missing emerald is from. (Optionally put the area name in the placeholder name, but sometimes it's more fun if people don't know names of future areas, so maybe the area names are spoilers, dunno) ... anyway, I started doing this on my own, I'm missing one from Lumenspire, so I put glowstone in that 'hole' to help remind me, and I put Primsarine in a missing emerald hole to remind me it comes from Drizzled Cove... but basically just 'help' to make it more visibly obvious to the completionists which ones are missing at a glance. Here's a screenshot from my current map:


    https://sli.mg/r2lBCE


    You don't have to exactly take my idea, I was just brainstorming, but something that helps map the 'empty hole' to an area name would be useful IMO.


    I actually like that idea even more than what I had in mind. I commented on one of War's video that I maybe should add green coloured glass panes on the chest with the number of the emerald on it. this would give the feeling as if that slot is locked. But using different items or blocks could also look interesting. I have to think about putting area names in, by doing that the player will immediately see a order of areas to go to. This could ruin the open-world aspect a bit as I like the player to just take a direction and go with it. Maybe going with a coloured panes corresponding to the wool you get from said area is an idea, but I don't know if people remember where they got certain wool colours. I will definitely experiment with this. Thanks for bouncing around this idea!
    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series

    http://i.imgur.com/vQZRXMC.png


    Storier


    I mean... It is storier than 2...


    :P


    yeah um... I can assure you that I am a really professional map maker who can totally write signs correctly after 3 tries...

    firstly I write Myriad Depths, secondly I write my own name without a capital letter (yes it really bothers me. I know my usename is renderXR, but it still bothers me that a name is without a capital letter) and finally I mess up again.

    (btw, what are you doing back at spawn? Did you die again you derp?)
    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series

    So I took a little break from devloping this map. kinda needed it after 6 months of working on it. I want to rework some stuff and improve the map overall.


    IF YOU HAVE ANY COMPLAINTS OR FEEDBACK, PLEASE POST IT ASAP!


    So far on my list:
    -redo most of the rail line shortcuts. Most of them are just too inconvenient/have too many problems for a shortcut. I also want to change the tnt tunnels to a

    set hallway that gets cloned in.

    -Cut some stuff out. Mainly from the bigger areas that have just too much stuff to stay fresh and repetitive. Also some of the transition areas are way too

    long.

    -Redo the Infernizer (all levels). The first few levels are too weak and by the time you get to the later ones you (should) have way better gear. They weren't

    really meant to be really strong main weapons, but more crowd control weapons. They still are going to be, but I want them to be a bit more usable if you

    are using them as a main weapon.

    -Rework parts of the Forsaken Cliffs completely. It just gets to much of a chore after a while so it needs to be shortened quiet a bit.

    -Try to remove any really mean death traps that will wipe you inventory in the process. I don't mind almost unavoidable traps, as long as they don't wipe

    your inventory. So if you find a trap that feel just too mean to you, please report it.

    - Some other minor feedback that has been posted here before.

    I originally didn't really intend for the map to take this long to complete, and I don't mind really big maps, but to keep players interested I want to make the map shorter. This is my first 1.9 map and combat has slowed down very much. I didn't really realize this until way late in the development, so I wanted to see how others would react to it being so big.


    So yeah, feel free to leave any feedback/complaints as I want to wrap up the map so I can start working on a new project.

    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from lorgon111»

    I happened to notice my console log filled with stuff like "found the block at XXX,YY,ZZZ" and "played effect dropWater 5 times" and stuff. You might want to "gamerule logAdminCommands false" in the release, so the logs don't fill up.


    I'm pretty novice at command blocks. (this is the first time I'm using them on a big scale) Thanks for letting me know! I didn't know how to remove all the command clutter/spam from one's log.
    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series

    WHAT
    WHERE?



    When you come in I5 (the snowy intersection) for the first time. Head right to the big spruce forest. somewhere along the left of the path to that forest is a small dead garden with some dead trees and a few massive spruce trees. The loot chest there had a pair of every animal spawn egg.

    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from lorgon111»

    Used what?



    I just put down a lot of mycelium and they spawned in the MushroomIsland of the monument. You may want to use "The Void" biome for shortcuts and other non-spawn areas, but I think MushroomIsland is a nice biome choice for the monument and folks who spend enough time to earn this.


    oh lol I never really thought about doing that. I will leave that in for people to feel smart. I thougth you found spawn eggs or naturally spawned mooshrooms... xD
    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series

    haha nice. Those were actually also in goliath. I finally see somebody use them.

    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from lorgon111»

    One minor bug: each time I die and respawn at the monument, the pink wool firework goes off again.


    So far I have 5 wools, know the names of 9 areas, and have recorded 25 videos. Yikes! The over/under for length of the video series will be near 100!


    That's one of my biggest complaints about this map sop far looking at it. I normally don't mind big maps, but this map feels like the areas are sometimes just too big and seem to drag on way too much. I have asked around and people don't seem to be minding the size, so that isn't really something I want to worry about. I am not going to cut out massive portions of the map because I feel that I'm basically just throwing away content and my own time for making it. and people seem to enjoy it so I feel there is little reason.
    I do take this in consideration for the next map. I want to keep most areas shorter and bigger areas will get more variation to make them feel like they don't drag on.
    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from lorgon111»

    I am still really enjoying the map, but encountered the first section I have critical feedback on, so I wanted to share it.



    The area transition from Drizzling Grotto to Crystallized and the shortcut back to the Victory Cavern is poorly designed, in my opinion. I already suspected that the long swims through 3D space were going to be for an area transition, but it is very tedious to swim through that area, and the guardians just made it moreso (though I did like the trap with the skeleton spawner). By the time I reached Crystallized, I just wanted a shortcut back home. And the one I got sucked for multiple reasons. First, it forced me to choose whether to trust you and ride a minecart, or not trust you and walk it, or just jump down into the water. But all three choices can kill you. I chose to walk it, and got fired upon by skeletons hiding in the dark walls of the minecart track area; the same might happen to someone riding a cart. And the glassed-over water at the bottom is a very mean trap for the unsuspecting, as I expect that's effectively an inventory-wipe for those who jump, since the chunks are likely to be loaded and it takes a long time to travel back. Finally, at the end of the minecart track, I pressed the button, and the TNT did not all explode. I had to manually detonate some, and during that detonation, as well as when I first hit the button, I almost got killed by TNT. When all was said and done, it still had not exposed the shortcut, but after some more digging, I found it. Now I have to spend some tedious time repairing the bombed out tunnel and adding a minecart track just to gain access to a long rail ride that still may kill me before I reach the next area. It's just a disaster.

    I expect you're trying to avoid teleporters. Whether that's for the 'retro' feel or if it's to avoid various Minecraft bugs with teleporters, I think that's a fine design choice. However it does create a travel-time challenge, and so I think you need to be really accommodating. Rather than TNT which may kill the player, may not explode correctly, and leaves a ton of remaining work, I suggest that the button just build the full tunnel along with the railway. Rather than have the minecart track wind through an area with dark ledges where monsters fire at you and jump at you, I suggest having the minecart area be lit, or have smooth walls, or be in a mushroom biome, or something so you're not under attack in a 'shortcut' you must repeatedly traverse. Rather than trap the water pool, leave it untrapped or just remove it altogether. And rather than have so much of the area transition be a tedious swim between Drizzling and Crystallized, have some of it be a safe tunnel walk or another minecart or something (but keep some of the swim/traps; that portion was ok, just too long/slow).

    As it stands now, having been very lucky to not die multiple ways after reaching Crystallized, I'm considering just cheating in a teleporter command block, because I loathe everything about this area transition and its unsafe, not-at-all-short "shortcut" to this portion of the map.


    Apart from that, I've enjoyed almost everything about the 5 areas of the map I've played so far, except that I found the Cliffs (which I've not yet fully completed) to be getting tedious.



    Quote from lorgon111»

    One more minor suggestion



    In Crystallized, there's a room at the bottom with dark prismarine that is too dark to see. I tunneled all around the outside placing torches on the walls just to see if/what was in the room. A few redstone torches on walls/spawners would make it possible to see that there's anything in the room, without affecting mob spawning much.


    I will get on it. thanks for the feedback. I'm kinda wondering why I forgot to make the shortcut(s) mushroom island.
    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from lorgon111»

    I m really enjoying the map, have already recorded 12 episodes which will air daily. Playlist: https://www.youtube.com/playlist?list=PLHYAYMSbpcvus8rTdALDZJ5JWnHDERJWt


    Nice. I have added your playlist to the videos section of the main post. It should get you a bit more attention in the long run.
    I kinda feel like mapmakers and Youtubers go hand in hand. (It actually goes for every kind of content creator) Somebody lp's a map. the Youtuber shows his fans the map. the map maker will then put the lp on his post/thread/etc. which will send some of his fans to the Youtubers way.
    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from lorgon111»

    Will Myriad Caves be for 1.9 or 1.10, or both? I'm hoping it plays in 1.9 when released.


    It's designed for 1.9. I believe you could play it in 1.10 if you really want to, as I expect nothing game breaking will happen when you update to 1.10. On top of that the new 1.10 mobs shouldn't spawn and no new blocks are used, so there should be really no difference.

    US3 Myriad Caves will be released in an open-beta stage on Sunday the 19th. I have a small list with some last tweaks I have to make. I may even release it on Saturday, but don't quote me on that if it doesn't happen.
    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from AuraBird»

    Hi there, I am really wanting to play your maps because they look so interesting but, as someone who doesn't know how to work with .rar files, if there a way you could upload the maps in zipped files?


    If you can't then I understand^^


    Goliath is actually in a zip format. Bigleaf Forest is still a rar file as I never really had to update it. (or the changes that need to be made or not important enough to me.) So you could check Goliath out. I will actually release a new map (hopefully) in a short amount of time.
    Posted in: Maps
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    posted a message on [CTM][Collection] RenderXR's Untold Stories Series
    Quote from lorgon111»

    Any idea approximately when 'Myriad Caves' will get out of testing?


    I wanted to originally release it after my exams. (which finished yesterday) But I was expecting the beta testing to go way faster. As most of my testers aren't far in yet. I'll probably use the next week to fix / add some stuff and give those to the testers for approval and bug hunting (with a net of course, because that obviously makes it easier to find and catch the bugs). After another week I'll probably release it as an open-beta, hopefully that would yield more and quicker growing fruit. I could also send you a tweet when I've settled with a date, if you want.
    Posted in: Maps
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