I applied via google doc to be apart of the community project. Where do I go to get further contact from there?
You, uh... connect to the IP on the google doc and hope that an op is online? But really, a lot of the work on this map is done, and all of the areas are at least partially complete. As long as you don't mind helping out other people instead of going off your own inspiration, jump right in! Otherwise, as soon as we finish this map (which hopefully won't take too long) we'll probably start a new one, which would be an ideal time for new people to join.
I have been MIA for at least a year and a half. SOMEONE will have released SOMETHING I want to play. Fire me a list, my many minions of nostalgic goodness.
Priority #1: Go play Ragecraft 2: Insomnia. I think it's been cited by many people as their favorite map, and it's definitely a map that a lot of us are drawing inspiration from. Seriously, it's amazing.
It would be pretty cool to have a bunch of people get together on a server and put together a map. Heck, if we work hard enough we might get it done in a month.
Well, it's happening! I just realized that I hadn't mentioned anything in here, but people from the community Skype chat have kinda been in on this for a day or two. Anyway, yes, the server is up and running, and people have already begun work on quite a few areas. Here's the organizational spreadsheet: https://docs.google.com/spreadsheets/d/1XWUfiDSsisjf6AD1_Ok81v-Ud6Yf44vfsqB7uDf3gxA/edit#gid=0 Add your name to it, and hop on the server. I'll give you op, or if I'm not around someone else who's op'ed will.
Y'know, I've got a server... if people are interested, I could set it up with some mapmaking tools and people could make a map together or something. It would probably be a good idea to set up a spreadsheet to coordinate what's going on, etc. I think this could be interesting, though. The map wouldn't necessarily be a Pantheon/Titan's Revolt-style map where everyone does their own area; people could work together and stuff, and switch back and forth between areas - something like "work on what you're interested in working on". Who here would be interested in doing something like this? What style (open-world, linear-branching, etc.) should the map be? What plugins should I put on the server?
So yeah, I think enough people in the Skype group expressed interest in this idea that I kinda want to make this a thing. I feel like this would be a good thing for the community; it might help with the "oh noes ctm are dieing" feeling that I've been seeing in this thread lately. Not only could it be a good way to introduce new people to the community ("hey, want to help build a map and get tips from us?"), I feel like it'd be a good way for us to share ideas and inspiration so that we can all work on our own maps too and end this map drought.
So, I'm working on setting up my server (I haven't used it in ages, and apparently the hosting service had some changes that messed up how I manage the server), but in the meantime, I'd like to set up some more organizational structure. Should we start up a private message thread? A Skype group? I'm making a Google doc for general planning purposes. Do we even need any of this? (My opinion is yes, yes we do.) Tell me what you want! I don't want to do this all on my own.
This might be a good time to collaborate with fellow mapmakers and others to brainstorm with the ideas we have, figure out design concepts and gameplay ideas as a group, or on Skype, or on a server, and figure out what we want to see. And of course, I'll be there to play.
Y'know, I've got a server... if people are interested, I could set it up with some mapmaking tools and people could make a map together or something. It would probably be a good idea to set up a spreadsheet to coordinate what's going on, etc. I think this could be interesting, though. The map wouldn't necessarily be a Pantheon/Titan's Revolt-style map where everyone does their own area; people could work together and stuff, and switch back and forth between areas - something like "work on what you're interested in working on". Who here would be interested in doing something like this? What style (open-world, linear-branching, etc.) should the map be? What plugins should I put on the server?
By the way, people, I'm pretty much done with the terraforming for my semi-mini-map Pinnacle...
This is pretty much the entire thing. 16 wools, very tightly packed. (Okay, technically the black wool boss fight is in the nether, but whatever.) And when I say tightly packed, I mean it...
This is pretty much the top half of the Pinnacle. White is up at the very top, and magenta and light blue are on the outside of the pinnacle.
Aaaaaaand the bottom half. Purple is actually sort of up and behind the camera, and black is through a nether portal near where red is.
Seeing as it's all so close together, I'm kind of curious to see how speedrunners will handle it... *wink wink* My bet is, there are a lot of wildly varying potential routes. I suppose that the complexity of planning it out makes up for the likely lack of difficulty while playing - it's intended to be an easy map.
So yeah, terraforming (and a few random details) are completed. Just need to finish off detailing the rest of the map, and adding mobs and loot. Then testing - I'm sure I can count on some of you to lend a hand, right? I'm eager to see how it'll turn out.
This low on the Pinnacle, it's getting kind of cold. The ice is quite solid; strange that the pool of water is still liquid. Be careful not to freeze to death...
Light gray wool area. I'm pretty much going through the entire map and hollowing out the caves, making the paths, etc. before doing finer decorations, loot, and spawners. White wool is sort of an introductory wool, Orange is underground through a bunch of corridors, Magenta is through some resource caves, Light Blue is suspended on some walkways on the outside of the Pinnacle, Yellow is in a scientific lab, Lime is a water dungeon (I'll probably give the player water breathing), Pink is in a structure that sticks out from the side of the Pinnacle, Gray is through some different, larger caves, and Light Gray is through this icy place. I've got a couple more area ideas, but really, I'm just coming up with stuff as I go. I know I want to do some hallways that are more mazelike in nature, some rooms sort of similar to orange and yellow, some lava caves, and eventually a boss arena, but beyond that I'm just making the areas as I come to them. I like this style of mapping. I'm sure it'll get more boring when it comes time to fill in the loot and spawners, but oh well.
Have any of you people got anything interesting to share, map-building-wise?
Let me rephrase that then to "there's only so many gimmicks one can do with command blocks unless you already know how to program and don't want to make the game lag horribly". The testfor, execute, and scoreboard commands do indeed allow you to do so much, but everything gets hugely more complicated when you add multiple players. As for lag, I'm sure you remember the heat discussion a few weeks ago. Yes it could work, but copying and rendering every block for it dropped the framerate by a non-trivial amount. (I also feel like gimmicks need to be used carefully to keep maps from feeling disjointed, but that's another post entirely)
It's typically not that hard to expand a command-block system to work for multiple players. Worst-case scenario (i.e. you can't think of any other way to make it work), you assign each player a different scoreboard value when they start the map, and have entirely different command block systems for each of the players. It puts a hard limit on the number of players you can have, but as long as you keep the redstone out of render distance of the player (in the spawn chunks), it doesn't reduce framerates by that much.
I think there's a practically uncountable number of command-block "gimmicks" you can do, as long as you understand how to use command blocks properly. Heck, you can come up with all kinds of cool stuff to do just by watching SethBling (seriously man that guy is crazy good with command block stuff).
First time i'm posting here so i'm sorry if i'm doing something wrong. I am a huge fan of CTMs, have played quite a few both alone and for my youtube channel. However from a while back this topic and therefore the whole community seems to be slowing down a bit. This is where I used to get new maps to play/record. However not only is one of the initial topics broken but also there seems to be no maps specially considering 1.8 has been out for a while now. So, is there a new place for one to find a new ctm map? Is this post/topic really dead?
I appreciate your help on this matter, i'm just looking to find a few ctms to play and enjoy myself.
The post/topic isn't dead, nor is the community; it's just that not a whole lot of maps have come out recently - or rather, the big maps we're all waiting on have yet to be released. So we sit around and talk about stuff like Great Text Walls of China. Now, "not a whole lot" doesn't mean "none". There are still a bunch of relatively recent maps that we can probably point you to...
(Now I think about it, though, the original post probably hasn't been updated in a long time. So maybe the post is dead, but the topic certainly isn't.)
I can see your point about gameplay features being widely used across a lot of maps. A good map will shine no matter what gameplay features were used. If it's something borrowed from another map and it was implemented well then I don't think there's anything wrong with that. However, I do think it is the responsibility of the map maker to give credit where it is due in some form (book, signs, etc).
I think enough map makers are imaginative enough where we won't end up with similar gameplay mechanics in most maps (or so I hope).
I actually have a similar concern but with the CTM map design. Area, area, intersection, area, area, intersection. It is a recipe that works and works well but we see it so many times I guess I am ready for something new. That's one of the reasons why I prefer a more open world style map. If map makers want to use that formula I don't have anything against it. I am just hoping to see some new and interesting ways to go about this.
Re: "Area-Area-Intersection-Area-Etc.": Funnily enough, the only project (among the 3 I'm working on) that actually uses intersections is TR, and that's not even exclusively mine. Both my "sketch" map and my full-sized CTM use alternate styles of area progression. For example, my full map, Thanatos, is something I'm describing as a "semi-open-world subterranean" map: It's got connections between all sorts of areas at all sorts of different difficulty levels, and there's really no such thing as sequence breaking. You can get from the starting area to the final area by going through maybe 2 or 3 other areas; it's up to the player to make sure they're not going somewhere too difficult. The only thing I'm worried about is completionists who start on an area that's too hard for them, and refuse to go to an easier area. Maybe I'll just make it abundantly clear that abandoning work on an area midway through is not a bad thing; in fact, it's probably something you'll have to do at some point. (By the way, I feel like I need a better name for this type of map than "semi-open-world-subterranean". Suggestions?)
My "sketch" map, which I'm calling Pinnacle, is more linear; one area leads to another, which leads to another, similarly to The Corrupted Path (but much, much smaller and easier). I'm actually hoping that with Pinnacle, the fact that I'm steadily working my way down a massive pillar will stop me from going back up and making constant adjustments to the earlier areas and never finishing the map. I really, *really* want to finish a project some day. >.< Good news, though; I've got white wool through yellow wool pretty much done, and I think I've only been working on this for 3 or 4 weeks, max.
EDIT: are filters somewhere else in this version of MCEdit? I can't seem to get them by just dragging em over to the filters file thingy. Even when I delete all the filters the default ones are still there in MCEdit. How do I do filters with this version?
nvmd they were in mah documents like schematics are... I didn't look very hard ;P
Unfortunately, I don't know how to find the brush.py file in there... which means I can't use Rubisk's fancy percent block brush. I'm working on trying to figure out where this stuff got moved to.
Fairly simple, only 2 input fields (block you want to use, and density of stalactites). Block is fairly self-explanatory. Density is a percentage, and should be from 0 to 100. The way it's coded, "density" is how likely it is that any given block in or directly above your selection will have a block placed below it. For example, if your density is 50, then for each pre-existing block in your selection or at the y-value above your selection, there's a 50% chance that a block of the type you specified will be placed underneath it. The filter then checks each block at the *next* level down, and if there was a block present on the previous level, there's a 50% chance that a block will be placed at the new level.
...That ended up seeming kinda complicated. Okay, basically: Bigger number = more/longer stalactites. Tweak the number a little until you find something you like. (I think 25 produces good results.) Stalactites will never be taller than your selection, but your selection's height does not determine the height of the stalactites.
The "unstable" version of MCEdit has been 100% reliable and stable for me for months now, I'd defo recommend using it so you can see and use some (not all) of the new 1.8 blocks. I don't use any mods or anything other than MCEdit though, so idk about other people's preferences about 1.8 mapmaking. Prolly why I suck at terrain and ambient aesthetic st00f...
Actually, there's a more updated version than the "unstable" version... MCEdit is currently being updated by someone else, who has given it full support for 1.8, including - for example - being able to view items in containers. Here: http://khroki.github.io/MCEdit-Unified/ You're welcome.
True fact: MCEdit is pretty much the only Minecraft mapmaking tool that works in 1.8. Kinda sad. I liked WorldEdit, especially because I could make craftscripts for it.
...wait a sec. I'm learning Python in my Computer Science I class. Why on earth *can't* I make filters for MCEdit to do exactly what I wanted WorldEdit for? What makes this funnier is that I was just thinking not long ago about how I wished I could use my "icicle" craftscript for WorldEdit in 1.8.
*goes and codes for a little while*
Okay, I now have a filter to make actual, good icicles/stalactites in MCEdit. Anyone interested in my filter? I know I'm going to be getting a lot of use out of it.
0
You, uh... connect to the IP on the google doc and hope that an op is online? But really, a lot of the work on this map is done, and all of the areas are at least partially complete. As long as you don't mind helping out other people instead of going off your own inspiration, jump right in! Otherwise, as soon as we finish this map (which hopefully won't take too long) we'll probably start a new one, which would be an ideal time for new people to join.
0
Priority #1: Go play Ragecraft 2: Insomnia. I think it's been cited by many people as their favorite map, and it's definitely a map that a lot of us are drawing inspiration from. Seriously, it's amazing.
8
Well, it's happening! I just realized that I hadn't mentioned anything in here, but people from the community Skype chat have kinda been in on this for a day or two. Anyway, yes, the server is up and running, and people have already begun work on quite a few areas. Here's the organizational spreadsheet: https://docs.google.com/spreadsheets/d/1XWUfiDSsisjf6AD1_Ok81v-Ud6Yf44vfsqB7uDf3gxA/edit#gid=0 Add your name to it, and hop on the server. I'll give you op, or if I'm not around someone else who's op'ed will.
0
So yeah, I think enough people in the Skype group expressed interest in this idea that I kinda want to make this a thing. I feel like this would be a good thing for the community; it might help with the "oh noes ctm are dieing" feeling that I've been seeing in this thread lately. Not only could it be a good way to introduce new people to the community ("hey, want to help build a map and get tips from us?"), I feel like it'd be a good way for us to share ideas and inspiration so that we can all work on our own maps too and end this map drought.
So, I'm working on setting up my server (I haven't used it in ages, and apparently the hosting service had some changes that messed up how I manage the server), but in the meantime, I'd like to set up some more organizational structure. Should we start up a private message thread? A Skype group? I'm making a Google doc for general planning purposes. Do we even need any of this? (My opinion is yes, yes we do.) Tell me what you want! I don't want to do this all on my own.
2
Y'know, I've got a server... if people are interested, I could set it up with some mapmaking tools and people could make a map together or something. It would probably be a good idea to set up a spreadsheet to coordinate what's going on, etc. I think this could be interesting, though. The map wouldn't necessarily be a Pantheon/Titan's Revolt-style map where everyone does their own area; people could work together and stuff, and switch back and forth between areas - something like "work on what you're interested in working on". Who here would be interested in doing something like this? What style (open-world, linear-branching, etc.) should the map be? What plugins should I put on the server?
2
Nice. I like it.
By the way, people, I'm pretty much done with the terraforming for my semi-mini-map Pinnacle...
This is pretty much the entire thing. 16 wools, very tightly packed. (Okay, technically the black wool boss fight is in the nether, but whatever.) And when I say tightly packed, I mean it...
This is pretty much the top half of the Pinnacle. White is up at the very top, and magenta and light blue are on the outside of the pinnacle.
Aaaaaaand the bottom half. Purple is actually sort of up and behind the camera, and black is through a nether portal near where red is.
Seeing as it's all so close together, I'm kind of curious to see how speedrunners will handle it... *wink wink* My bet is, there are a lot of wildly varying potential routes. I suppose that the complexity of planning it out makes up for the likely lack of difficulty while playing - it's intended to be an easy map.
So yeah, terraforming (and a few random details) are completed. Just need to finish off detailing the rest of the map, and adding mobs and loot. Then testing - I'm sure I can count on some of you to lend a hand, right? I'm eager to see how it'll turn out.
0
This low on the Pinnacle, it's getting kind of cold. The ice is quite solid; strange that the pool of water is still liquid. Be careful not to freeze to death...
Light gray wool area. I'm pretty much going through the entire map and hollowing out the caves, making the paths, etc. before doing finer decorations, loot, and spawners. White wool is sort of an introductory wool, Orange is underground through a bunch of corridors, Magenta is through some resource caves, Light Blue is suspended on some walkways on the outside of the Pinnacle, Yellow is in a scientific lab, Lime is a water dungeon (I'll probably give the player water breathing), Pink is in a structure that sticks out from the side of the Pinnacle, Gray is through some different, larger caves, and Light Gray is through this icy place. I've got a couple more area ideas, but really, I'm just coming up with stuff as I go. I know I want to do some hallways that are more mazelike in nature, some rooms sort of similar to orange and yellow, some lava caves, and eventually a boss arena, but beyond that I'm just making the areas as I come to them. I like this style of mapping. I'm sure it'll get more boring when it comes time to fill in the loot and spawners, but oh well.
Have any of you people got anything interesting to share, map-building-wise?
0
It's typically not that hard to expand a command-block system to work for multiple players. Worst-case scenario (i.e. you can't think of any other way to make it work), you assign each player a different scoreboard value when they start the map, and have entirely different command block systems for each of the players. It puts a hard limit on the number of players you can have, but as long as you keep the redstone out of render distance of the player (in the spawn chunks), it doesn't reduce framerates by that much.
I think there's a practically uncountable number of command-block "gimmicks" you can do, as long as you understand how to use command blocks properly. Heck, you can come up with all kinds of cool stuff to do just by watching SethBling (seriously man that guy is crazy good with command block stuff).
0
The post/topic isn't dead, nor is the community; it's just that not a whole lot of maps have come out recently - or rather, the big maps we're all waiting on have yet to be released. So we sit around and talk about stuff like Great Text Walls of China. Now, "not a whole lot" doesn't mean "none". There are still a bunch of relatively recent maps that we can probably point you to...
(Now I think about it, though, the original post probably hasn't been updated in a long time. So maybe the post is dead, but the topic certainly isn't.)
1
Re: "Area-Area-Intersection-Area-Etc.": Funnily enough, the only project (among the 3 I'm working on) that actually uses intersections is TR, and that's not even exclusively mine. Both my "sketch" map and my full-sized CTM use alternate styles of area progression. For example, my full map, Thanatos, is something I'm describing as a "semi-open-world subterranean" map: It's got connections between all sorts of areas at all sorts of different difficulty levels, and there's really no such thing as sequence breaking. You can get from the starting area to the final area by going through maybe 2 or 3 other areas; it's up to the player to make sure they're not going somewhere too difficult. The only thing I'm worried about is completionists who start on an area that's too hard for them, and refuse to go to an easier area. Maybe I'll just make it abundantly clear that abandoning work on an area midway through is not a bad thing; in fact, it's probably something you'll have to do at some point. (By the way, I feel like I need a better name for this type of map than "semi-open-world-subterranean". Suggestions?)
My "sketch" map, which I'm calling Pinnacle, is more linear; one area leads to another, which leads to another, similarly to The Corrupted Path (but much, much smaller and easier). I'm actually hoping that with Pinnacle, the fact that I'm steadily working my way down a massive pillar will stop me from going back up and making constant adjustments to the earlier areas and never finishing the map. I really, *really* want to finish a project some day. >.< Good news, though; I've got white wool through yellow wool pretty much done, and I think I've only been working on this for 3 or 4 weeks, max.
0
Well that's exactly the problem, there is no library.zip.
0
Windows 8.1. I could find brush.py just fine in the Codewarrior versions of MCEdit, but I just can't find it with the new fork for 1.8.
0
Unfortunately, I don't know how to find the brush.py file in there... which means I can't use Rubisk's fancy percent block brush. I'm working on trying to figure out where this stuff got moved to.
2
http://www.mediafire.com/view/uura1cjcar1qc4c/stalactite.py
Fairly simple, only 2 input fields (block you want to use, and density of stalactites). Block is fairly self-explanatory. Density is a percentage, and should be from 0 to 100. The way it's coded, "density" is how likely it is that any given block in or directly above your selection will have a block placed below it. For example, if your density is 50, then for each pre-existing block in your selection or at the y-value above your selection, there's a 50% chance that a block of the type you specified will be placed underneath it. The filter then checks each block at the *next* level down, and if there was a block present on the previous level, there's a 50% chance that a block will be placed at the new level.
...That ended up seeming kinda complicated. Okay, basically: Bigger number = more/longer stalactites. Tweak the number a little until you find something you like. (I think 25 produces good results.) Stalactites will never be taller than your selection, but your selection's height does not determine the height of the stalactites.
EDIT:
Actually, there's a more updated version than the "unstable" version... MCEdit is currently being updated by someone else, who has given it full support for 1.8, including - for example - being able to view items in containers. Here: http://khroki.github.io/MCEdit-Unified/ You're welcome.
0
True fact: MCEdit is pretty much the only Minecraft mapmaking tool that works in 1.8. Kinda sad. I liked WorldEdit, especially because I could make craftscripts for it.
...wait a sec. I'm learning Python in my Computer Science I class. Why on earth *can't* I make filters for MCEdit to do exactly what I wanted WorldEdit for? What makes this funnier is that I was just thinking not long ago about how I wished I could use my "icicle" craftscript for WorldEdit in 1.8.
*goes and codes for a little while*
Okay, I now have a filter to make actual, good icicles/stalactites in MCEdit. Anyone interested in my filter? I know I'm going to be getting a lot of use out of it.