Closed daveistaken closed 1 year ago
@daveistaken Haven't tested it yet, but I got a question: You only want to enable the map for classic? Not classes? (we can add that easily with editing the conf file later, if you want to enable your map for the classes mode) You don't need stone sword and stone pick as an initial item, players get this anyway. So you can delete "ctf_melee:sword_stone" and "default:pick_stone" from line 12 of your conf file. Also you can delete everything from """ (line 17) to """ (line 20) in your conf file. These are empty and unnecessary. You are new to Github so here's how to edit your conf file:
k, and aplogies if the screenshot wasn't centered properly in the 2:3 aspect ratio, i just couldn't find a perfect way to center it so i just cropped, and i couldn't think what license i'm supposed to use so i used the most common CC BY-SA 4.0
alright the 'map.conf' file is edited, and what you mentioned about the map only being supported for classic and not classes, it's because that some of the bases are vulnerable to being harmed by Magnum sniper rifles (since there's no wall protection) and some medics are able to just jump some gaps from A to B. + Attempting to add nade fight into the map causes the player to quickly go from A to B, making the map unbalanced.
k, and aplogies if the screenshot wasn't centered properly in the 2:3 aspect ratio, i just couldn't find a perfect way to center it so i just cropped, and i couldn't think what license i'm supposed to use so i used the most common CC BY-SA 4.0
I can also take another screenshot and post it here, so you can change it later. CC BY-SA 4.0 is fine, thats what we recommend. You can check this to learn more about it: https://creativecommons.org/about/cclicenses/
alright the map.conf file is edited, and what you mentioned about the map only being supported for classic and not classes, it's because that some of the bases are vunlverable to being harmed by Magnum sniper rifles and some medics are able to just some gaps from a to b.
Alright, we will test the map later and we'll see ^^
ok, i'll come at any time back soon.
As far as I can see, there is nothing wrong with the map and the ores are also balanced. I see that you have taken the decision of only enabling the map for classic and your reason is understandable. One thing that might make the game mechanics a bit difficult are the team chests that are placed far from the spawn. I could imagine a dire situation in which players need to get loot fast as approaching players are coming and wouldn't be able to get them in time from the chest. I would recommend you to place them closer to the flag/spawn for easier accessbility. Overall, its a map without faults. I am looking forward to seeing more reviews on it :D. (This may or may not be my final review on this)
@src4026 I mostly accepted the question that you answered, However the last time I'd put the Chest Zones in the base itself it threw about 3 errors that there was a problem attempting to put 5 chests in just a single spot (1 managed to spawn), I'd moved it to two floating platforms and extended from 5 to 25 for more loot
@daveistaken I meant the team chests, not the normal ones.
@src4026 ah... I'll change the position of the team chest from the inner base to outer base in any time now
We had the map ''abandoned islands'', and was deleted because the rate of suicide was up to the clouds, I don't want to happen the same with this, but I like how is designed
By the way, this would be perfect for the new gamemode coming up called flag wars
Also, I recommend you checking discord, it might be helpful if you need more info
@LuismiInTheZone I'm too young-ish to use Discord so I mostly use forums or GitHub instead
The map is modified so here the changelogs:
I'll take a look at the changes when I get back. Let's see what you have changedβ¦
We had the map ''abandoned islands'', and was deleted because the rate of suicide was up to the clouds, I don't want to happen the same with this, but I like how is designed
@LuismiInTheZone Thanks, though since there's floating islands and if you fall into the ground you'll die because there's kill node on the ocean water (there used to be 4 stacks though reduced to 1)
Currently, there are a lot of problems with this map.
You included team Red and Orange, which can cause some confusion since both teams have a similar color.
I'm getting errors when loading the map, indicating that something is wrong with the chest zones. After loading the map, all teams have little/no treasure chests.
The team zones are not correctly set. If I go up the stairs behind the flags and touch the barrier glass, I get teleported back to spawn.
Since the distance between the teams isn't small, I find that the 60 blocks of cobble the players get when they spawn are not enough.
Interesting map sky map. I like the idea. However, because of the kill nodes at the bottom, I feel like the number of deaths is going to skyrocket. I also don't like the look of the map. The floating islands look "artificial" and not natural. The island looks like a square block of dirt floating in the air. The other islands look like an upside-down triangle. In its current state, I am against adding this map.
Looks like some of the changes dave made caused some errors.
Currently, there are a lot of problems with this map.
- You included team Red and Orange, which can cause some confusion since both teams have a similar color.
- I'm getting errors when loading the map, indicating that something is wrong with the chest zones. After loading the map, all teams have little/no treasure chests.
- The team zones are not correctly set. If I go up the stairs behind the flags and touch the barrier glass, I get teleported back to spawn.
- Since the distance between the teams isn't small, I find that the 60 blocks of cobble the players get when they spawn are not enough.
Interesting map sky map. I like the idea. However, because of the kill nodes at the bottom, I feel like the number of deaths is going to skyrocket. I also don't like the look of the map. The floating islands look "artificial" and not natural. The island looks like a square block of dirt floating in the air. The other islands look like an upside-down triangle. In its current state, I am against adding this map.
@a-blob strange, after testing the map myself without any maps modified in the ctf map file, there where no problem-ish in there, however I didn't expect seeing my errors like that' however I'll will fix these bugs later on (i need to go to school) and contace me any time soon. p.s: the map always significantly decreased in height for some strange reason, and the distance between the island in the centre and the team itself is 45 blocks away
Currently, there are a lot of problems with this map.
- You included team Red and Orange, which can cause some confusion since both teams have a similar color.
- I'm getting errors when loading the map, indicating that something is wrong with the chest zones. After loading the map, all teams have little/no treasure chests.
- The team zones are not correctly set. If I go up the stairs behind the flags and touch the barrier glass, I get teleported back to spawn.
- Since the distance between the teams isn't small, I find that the 60 blocks of cobble the players get when they spawn are not enough.
Interesting map sky map. I like the idea. However, because of the kill nodes at the bottom, I feel like the number of deaths is going to skyrocket. I also don't like the look of the map. The floating islands look "artificial" and not natural. The island looks like a square block of dirt floating in the air. The other islands look like an upside-down triangle. In its current state, I am against adding this map.
@a-blob You can add the lable "WIP" as I'll try to fix these bugs
Looks like some of the changes dave made caused some errors.
@src4026 unfortunately it did (:)
I took a look at the once again map. It shows the errors for flags and chests. You will need to re-add them properly. As for the map, why did you remove the chest islands? I think you should make the map bigger and include more islands. As GreenBlob mentioned, they seem artificial at the moment. You should probably consider making them more natural and resemble them close to "pieces of broken land" to add to the levitating effect. Adding more islands and details to the map will make it moe interesting and unique. since after your removal of the chest islands, it seems quite empty. And also the Map Hint which you have changed to isn't giving any information about the hidden treasures. The previous one you had written was better than the present one.
I think you should change these things:
That's all I have for now :+1: .
I took a look at the once again map. It shows the errors for flags and chests. You will need to re-add them properly. As for the map, why did you remove the chest islands? I think you should make the map bigger and include more islands. As GreenBlob mentioned, they seem artificial at the moment. You should probably consider making them more natural and resemble them close to "pieces of broken land" to add to the levitating effect. Adding more islands and details to the map will make it moe interesting and unique. since after your removal of the chest islands, it seems quite empty. And also the Map Hint which you have changed to isn't giving any information about the hidden treasures. The previous one you had written was better than the present one.
I think you should change these things:
- Make the main islands larger or make the bottom tips petrude more. (or both)
- If you will be making it larger, you should also probably make the map larger too. And along with that add minor islands as a helping hand for the journey to the flags but not too close.
That's all I have for now π .
@src4026 Right, the reason why I removed the chest islands every team cuz it's more way efficient for other teams to bridge from A to B, and every time you enter the exact map it slightly shifts the position of the map 1 block down and 3 blocks away from either X & Z, which is annoying that it takes me minutes to re-adjust them again
and there's some changes I'll do:
this change might be too much (:)
and every time you enter the exact map it slightly shifts the position of the map 1 block down and 3 blocks away from either X & Z, which is annoying that it takes me minutes to re-adjust them again
Hmm. What do you mean shifts the map? When?
and every time you enter the exact map it slightly shifts the position of the map 1 block down and 3 blocks away from either X & Z, which is annoying that it takes me minutes to re-adjust them again
Hmm. What do you mean shifts the map? When?
@src4026 caused by the overlapping of the map being at the same location (the old one was mine) and it deicides to move in a different place to prevent overlapping ?
@daveistaken I am not able to understand what the exact process is that you do that leads to the shifting. As far as I know, that shouldn't be the case. Is that you open the world you were making the map in, and then reload your map from the CTF game maps list? Or something else?
@daveistaken I am not able to understand what the exact process is that you do that leads to the shifting. As far as I know, that shouldn't be the case. Is that you open the world you were making the map in, and then reload your map from the CTF game maps list? Or something else?
@src4026 got it now, so since the other file has loaded in the same location, i added the new file 'over' the old position like before and that might be why? (i wasn't able to understand the cause of the shifting)
I still have 0 clue of what you're talking about so I don't know :shrug:.
I still have 0 clue of what you're talking about so I don't know π€·.
@src4026 wasn't able to understand anyway.
did test it alone in minetest alone but couldn't test the master version (:)
I like the idea of having a sky map again. But I'm afraid this map in its current state will be too hard to capture because the islands are so far away from each other and on top of that you've slowed down the speed.
the speed was slowed because the map size is small
Enemies can be seen from miles away and you have to build bridges to get anywhere. I think a solution would be to move the islands closer together (more to the center) and maybe add some prebuilt bridges. The hint
In water islands, find breakable block for emergency ores, Instead. there's a secret area that leads you to dig more ores....
does not make much sense to me. What are water islands?
they meant to be islands that are closer to each team with have 4 mese ores hidden in the breakable sand.
I understand you mean the brick blocks on the center island with 'breakable block'. I honestly don't think it's worth putting ores there unless it's diamonds or mese, so you might want to consider moving the mese that's currently on the islands with the white flags. If you've done that, I would rework the hint to
There are much more valuable ores to find beneath the lighthouse other than the ones in your mine.
You should really focus on making the map not too hard to capture, since that's one of the reasons why the last sky map got removed.Also a question out of curiosity, what is this? (see picture)
Supposed to indicate teams or resemble bedwars
howver thanks for feedback
they meant to be islands that are closer to each team with have 4 mese ores hidden in the breakable sand.
Oh I missed those, found only the ones on the islands with the white flags and the ores under the lighthouse. They're kind of very hard to find. Maybe specify which type of block to dig in your hint.
@MoreKat concerning the fact that since the islands is too far away from the lighthouse, it's my 'only' choice to increase the distance from the lighthouse and slowing down the speed for journey's. however I'll have more time fixing some issues in sometime(Saturday, Friday?) that you spotted for it's current state of the map (my own)
also I'm reluctant to tell everyone whatever which specific block is used to find the secret
@MoreKat since that if i remove the mese from white falgs, how can i think of adding a diffent one?
@MoreKat since that if i remove the mese from white falgs, how can i think of adding a diffent one?
If I understand your question correctly, you could move the mese to the hiding spot in the center underneath the lighthouse instead.
before i upload the files to mi file
i provide this screenshot
and the changes i do: Extended bridge from the central island for easy accessibility Decreased blocks from spawn from 80 to 40 (half of them) More islands are added for easily access The sealant inside the islands is replaced by solid dirt instead of lava (Using the clipping glitch gets you inside inner if you manage to pass 1/2 of the frame) The island is reworked except the base island is slightly unnatural the base floor (the map itself) is replaced with the identical method from the 2nd latest release (because you can escape from the lava with blocks and it takes you seconds to die, idc about the suicide rate anyway) The lighthouse body is slightly more defensive (ex. The security fence is added because if the other person gets all the ores first they would conquer) Changed the amount of chests inside huts from 20 to 25
checks: I checked the ores for the lighthouse: 24 iron 24 gold 12 diamond tested the map and found issues and fixed them ?
except for the ores in the team base.... the screenshot is identical to the map uploaded itself
Everything looks good. Here are a few points that I would like to suggest:
And some other notes:
checks: I checked the ores for the lighthouse: 24 iron 24 gold 12 diamond
I like how you have made the sub-islands look like :D. The white spiral you have added below the spawns are a really cool idea IMO. Perhaps adding lighting to it will make it more visible. Also, why not add it to the other sub-islands too? That's all I have for this review. Great work, but there is still room for improvement :+1:. I really want this to be special, as it has potential to be added. I really miss the old sky island map and would love to see a new one.
Everything looks good. Here are a few points that I would like to suggest:
- "There is ores inside the sand in the water island that is closer to your base, and there are much more valuable ores to find beneath the lighthouse other than the ones in your mine." to something like "There are ores inside the sand in the water island near to your base, and there are much more valuable ores to find beneath the lighthouse." The phrase comparing the ones in the mine and the ones in the mid, I feel, is not required and is simply making the hint long.
i edit it later
And some other notes:
- Tip: To make islands (the base, as you have mentioned previously) seem natural, TNT might be useful.
wdym by 'TNT' ?
- I would recommend adding more islands or increasing the distance between the central and the spawn islands and bringing the outer distant islands closer in. People won't really have motivation to cross the islands, resulting in only the central and chest islands being visited.
If i attempt to decrease the distance from base to central, the issues is that the map does not take that long (prove?) to finish, so that's why i laid it the same so it would make matches longer, plus it would cause chaos over taking the flag, repetitive pillaring/bridging(my fault), low and trying to decrease map size is literally 'MEDIUM' maintence(the tasks I had to take to change)
I think adding bridges to the small islands would be better than adding a bridge
adding bridges to sub-islands is kind of a bad idea since if the player get the first first they sometimes put blocks to block the bridge to prevent the other player to stop the flag capturer even when trying to use the pistol included when you spawn, however i know that it was good idea to add it to reduce time of bridging from A to B
making it easier to reach the central island, or adding bridges for the sub-islands along with the one for the central one.
checks: I checked the ores for the lighthouse: 24 iron 24 gold 12 diamond
By "gold", you mean mese, isn't it? just a misspelled word
I tried digging the sand islands with the ponds for the ores, but it seems that they are indestructible, and thus, inaccessible. Maybe I missed something, but I think the ores in them are supposed to be mined, isn't it?
keep searching or there are breakable sand in each corner on the island
I like how you have made the sub-islands look like :D. The white spiral you have added below the spawns are a really cool idea IMO. Perhaps adding lighting to it will make it more visible. Also, why not add it to the other sub-islands too? That's all I have for this review. Great work, but there is still room for improvement π. I really want this to be special, as it has potential to be added. I really miss the old sky island map and would love to see a new one.
p.s: i have more time to edit in later days because i nearly worked on fixing for 4 days now (:) and thx for feedback
@daveistaken
wdym by 'TNT' ?
TNT as in the explosive TNT block in Minetest :). It's your wish how you want to structure the map in terms of the islands and sub-island bridges and distances, but remember that there should be active to promote the full usage of the map and not just only a part of it. Also, I will search once again for the breakable blocks :+1:.
@daveistaken
wdym by 'TNT' ?
TNT as in the explosive TNT block in Minetest :). It's your wish how you want to structure the map in terms of the islands and sub-island bridges and distances, but remember that there should be active to promote the full usage of the map and not just only a part of it. Also, I will search once again for the breakable blocks π.
does tnt exist in the ctf game or it is useful to make some islands natural?
@daveistaken
wdym by 'TNT' ?
TNT as in the explosive TNT block in Minetest :). It's your wish how you want to structure the map in terms of the islands and sub-island bridges and distances, but remember that there should be active to promote the full usage of the map and not just only a part of it. Also, I will search once again for the breakable blocks π.
does tnt exist in the ctf game or it is useful to make some islands natural?
TNT does in fact exist. I've used it to make caverns and to replicate natural deformities. I could perhaps show you an example of using it for the islands, but you will need to be careful not to blow the desired stuff.
working in progress again (zzZZZ)
@src4026
- Tip: To make islands (the base, as you have mentioned previously) seem natural, TNT might be useful.
- I would recommend adding more islands or increasing the distance between the central and the spawn islands and bringing the outer distant islands closer in. People won't really have motivation to cross the islands, resulting in only the central and chest islands being visited. I think adding bridges to the small islands would be better than adding a bridge making it easier to reach the central island, or adding bridges for the sub-islands along with the one for the central one.
I would know that adding bridges in the map would be fine because mobile couldn't place blocks well so i will add them
@src4025 do you know a way to implement skyboxes into the map, i never tried to before
@src4025 do you know a way to implement skyboxes into the map, i never tried to before
I don't. I think this is the message you had sent me before contacting in-game :sweat_smile:. IIRC @HobbitPower /Map Managers know about those or someone else who has worked with them.
@src4025
src4026 :p
@HobbitPower needed help with the backgrounds (:) ((for maps)
added skybox for some purposes, made in 'Paint 3D'