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The REAL way to make a good project

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Headaxe's Avatar Headaxe
Level 55 : Grandmaster Technomancer
421
First of all I'd like to apologize for any inconvenience that was caused by my not-perfect english skills.
Thanks for reading this, enjoy the blog!
(I had to redo the entire blog, because the PMC format changed several times during the existence of this blog.
Good old "Ctrl+A, Return" tactic) ;D



ABOUT
Most blogs tell you to be creative, keep trying, tell you some nasty advertising tactics and leave you without any useful advices.
Well...I think most people agree, that these blogs are nothing than a huge piece of bullshit.
This blog is not a rant though, it gives you plenty of useful advices that you might need, to start a successful PMC career.



BASICS
Most people don't realize that there are many equally important factors that you have to work on, in order to create a good project.
The two most important factors are always:
ORIGINALITY and QUALITY

A creative idea with a shitty thumbnail will fail, just like an amazing and high quality project, that is nothing but a new PVP arena or a modern house.
Some high quality products with low originality will get you a lot of views though, but in order to work on them, you will always have to mass-product this type of projects, which is resource intensive.

Both factors apply to nearly everything you make.
Even your PMC description or trailer has to be original and not just a high-quality product without any ideas behind it.

Besides that you always have to find the right balance between time/effort and possible success.
For example, I was working on "Ultimate PVP 3" for over two months, and considering the amount of diamonds and views I got, it wasn't worth it.



TUTORIALS FOR DIFFERENT TYPES OF PROJECTS
LANDSCAPES AND TERRAFORMS
ADVICES
A good terraform is the base of any good project on PMC.
If you intend to create bigger cities, RPG maps, well, pretty much anyhing, that has to have big amounts of terrain on it, you'll have to create a terraform for it.

Mojang might have given us a detailed generator of the map in the latest snapshot, but it is still a random generator, and not a custom generator.

Terraforming is an entirely new way of interacting with minecraft, because you are not working with blocks anymore, you are working with the whole map.
The longer you are making terraforms, the more experience you are collecting with it and the more talented you become.

Terraforming is a hard job. Not only, that you are working alone, you have to start from scrap when starting to terraform.
Besides that your really good maps might be lost between the incredible amonts of lazy "mountain-on-island" projects.

Sadly many people have success, by simply creating a cool island with some mountains and custom trees on it, without any investment of creativity.
The more details you start to add, the better your project starts to look.
Making some random mountains is easy, but adding trees at certain positions to it, creating a river near the mountain, making the peak look good, finding the right balance between widght and height and more things are a complex task, which is worth it in the end.
A good terraformer cares about every single misplaced tree.

Try to stand out of the crowd if you want to create a successful landscape.
Add a big variety if biomes, experiment with new height maps and brushes, create your own custom trees and more.
Showing creativity is a hard and difficult task when terraforming, but it is the part you have to go through in order to create a truly great terraform.

Nobody can just "start" terraforming, I suggest watching tutorials for the programs you are using, to create a terraform.
It is not really important how big a terraform is, the size always depends on your individual plans.
I suggest not making any maps, that are smaller than 2048x2048 blocks though.

World Painter:

A program which allows you to "paint" a minecraft worl with different brushes. It doesn't modify minecraft saves itself, it has it's own format for world saves.
Using World Painter is the first step for making a map in most cases. It doesn't allow you to make details, but gives you tools like custom trees, amazing landscapes and more.
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MC-Edit:
A program that allows you to modify your world directly with filters, brushes and more.
It helps you to work on details, but it is not running inside Minecraft, which makes it a bit hard to use sometimes.
Most newer textures (since 1.5) are not working in Mc-Edit, which decreases it's comfort aswell.
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World Edit:
A plugin/mod that helps you editing the minecraft world directly (inside Minecraft) with brushes, filters and a lot of other cool stuff.
"Voxel Sniper" is an alternative version, which is a bit better than World Edit.
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World Machine:
A tool that generates worlds not by drawing, but by doing some weird and cool matrix/command/console/puzzle generation, which has amazing results, which you normally need several programs for.
I never got into that one, so it's something you'll have to explore by yourself ;D
Besides that it's propably the most complicated of all the programs and wasn't thought for minecraft initially.
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MINIGAMES, PVP MAPS, PUZZLES
ADVICES
Those three types of maps are actually always sticking to the same rules and to the same factors.
Quality is much less important than creativity in most cases, when you are creating this type of maps.
Minigames, PVP maps and puzzles have to have innovative and creative redstone mechanics, that make them look interesting to the PMC users. There are a lot of very successful maps, that have a cool idea behind them, but a shitty presentation (Rush).
Making a remix of an already existing concept is absolutely pointless, because it's idea was already used then.
Try to find a new and innovative concept, which you could use for cool minigame.

Always follow snapshot reviews, because those are very inspirative and give you useful ideas for future minigames.
The best ideas are always given to you by snapshots, because just by reading the update log you can already see new possibilites and concepts, that were never used before.

After creating the project, make a trailer or some screenshots that show, how the whole thing works.
You have to show the people, what your concept actually is and how it works, so people get interested in it.
A good description on PMC is always essential, try to give the people as much information as possible, without making the description look messy.

BUILDS
ADVICES
When making a build, you have to find the perfect balance between details and quality of the content you provide, and the size of the project.
Many good builds are actually made by huge teams.
Big teams are able to create big cities, but if you are working alone, then you should try to focus on providing the biggest size possible, without any loss in quality of your project.
Trying to create a 2k*2k city alone is impossible without any loss in details.

In this case quality is actually much more important than originality, because no matter what, I would still click on a really good looking castle instead of a interesting city concept with much lore and interesting design ideas, but a shitty look.
You can build nearly everthing: Cities, Airships, Castles...nearly everything.

Try to keep a good balance of details, accents and flat areas.
A flat area makes a detailed area look more interesting, but because I am not the most experienced builder...don't ask me about building rules.
This is your tutorial, you have to know that! *cri*

Every other type of project is created with at least two of these components.
An adventure map is actually a build and several minigames.
A PVP map is actually just a build and a PVP arena.
A RPG map is actually nothing but a build and a terraform.
All you have to follow, in order to create any project is actually just a combination of several component rules.



THE PRESENTATION
Many projects would get much more pupular, if they hadn't a screenshot as a thumbnail or just a cheap white background with some text written on it with "Paint".
It doesn't matter how high the quality of your project is, or how creative it's concept is, when your thumbnail and you project's name are shitty.
People don't click on your content because it's quality is high, they click on your content, because it's name and thumbnail are interesting and getting the people's attention.

Do never upload a project with a bad description or a bad thumbnail on PMC, because you will basically lose any chance of getting on the pop reel.
Projects get popular, because they get many diamonds in a short time period after their release.
And even if the concept of your map is very interesting, you won't get those diamonds if you didn't give the visitors enough nice things to see on the project's description.

Uploading good projects with bad presentations is a waste of time and a huge waste of effort.
How important a good presentation is, is visible when you look on all modern houses, troll builds like bananas, skyblock maps and more stuff, which has an absolutely horrible quality and creativity, but has a perfect presentation, which catches the publicity's attention.


ADVICES
After making you realize how important a good presentation is, I'll teach you some things about making good presentations.
The first thing people see is always the thumbnail.
People don't scroll through project names, and then check out the thumbnail if the project's name sounds good.

THUMBNAILS
A good thumbnail requires good software.
Some people want more text and content on their thumbnails, others rather prefer to keep it clean or maybe just add the project's name to it.
Normally, I prefer to have at least a bit of the world on my thumbnails, to give the people a bit of a preview.
Some of you might have though about making rendered pictueres, but were too lazy to get through all the work with Cinema 4D, Blender, or other software.

Did you know, that there is a software that was created especially for Minecraft renders?
Chunky gives you absolutely astonishing results, that are even better than shader screenshots.
It gives you unlimited view distance and you can basically make renders of 2048*2048 maps easily with it.
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After finishing the render, some might just upload it as a thumbnail instantly.
I rather recommend editing the picture at least a bit.
Adding too much text and  especially information like "CLICK NOW!!!" is a mistake that some people make very often.
When editing your renders, you should focus on editing lighting, maybe addig some filters, smoothing some things out, giving the whole picture a good atmosphere, etc.

Remember that the thumbnail is supposed to represent your project's style and content.
I recommend adding the project's name to the thumbnail, or if possible, a logo.
Adding a Sci-Fi font to a medieval thumbnail is what you are definetely NOT supposed to do.
The logo or title of your project should have a style that suits the name very well.

That requires the right software aswell.
A good software doesn't have to mean good resuslts, but the better your software, the more possibilities and options you have.
Expensive and professional programs are only worth it, when you know how to use them.
People can create great covers with Paint too, that are even better than covers made with Photoshop sometimes.
All depends on the individual graphical designer in the end.

GIMP is an entirely free software, which gives you many complex tools to edit your pictures.
It is not the best out there, but at least it is free and good for beginners.
Many important tools are easy to find and compared to MS Paint, it gives you much more possibilites for editing your thumbnails.
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Photoshop is expensive, but really worth it.
It gives you the most possibilities and options for editing even the most complex pictures.
Some things might be easier to do with GIMP, than with Photoshop, but this software is still the best out there, at least for experienced graphical designers.
There are many options of payment, when bying, it costs around 500$.
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When creating a thumbnail, keep in mind how everything will look, when the thing is downscaled and very small.
Always keep in mind how the thumbnail would appear in the project list, when somebody scrolls through it.

NAMES
When creating a name, always think of the AIDA principle:

Attention: Try to get the people's attention
Interest: Catch people's interest with interesting names or ideas in your name.
Desire:   Make the people want to click on your project, because you have something, that they want to see
Action:    Motivate people to act (click on your project)

Your name should always represent the project of course.
A good name can be catchy and motivate people to share the project.

For example, I doubt that my texture pack "OCTABOX" would have gotten much attention, if I didn't think about the name for a whole week.
And there's no doubt, that I might have gotten more views on my project "Ultimate PVP 3", if I would have chosen a catchy and creative name.

DESCRIPTION
The worst description you can make is simply unedited, continuous text.
Some people may make the font size big and the text bold, which gives you the ilussion of much content, even though there is nearly none.
Others might spam background/font colors to make it look fancy, even though it's just messed up then.

In order to make the description look good, you have to use different editing tools, like font colors, background colors, horizontal rules, tables and more.
Even with editing, the text might still seem boring.

That's why you have to add screenshots and pictures to your project 'sdescription.
I bet you have seen a couple of blogs, that use pictures instead of normal PMC font.
Making the entire text a picture is not good, but at least titles, important parts, pictures, examples and some other things should be a picture instead of normal text sometimes.

In order to make a good description, try to set priorities first and try to figure out all trivia information and more, that you have to provide.
A good description shows, that you put time and effort into your project, which is the reason, you are writing such a detailed description.

Don't worry about bad english skills, but if you are really bad in english, then try to warn the people in a short message at the beginning.
Some people might not support that optinion, because they think that it makes you look insecure, but I see it as an act of politeness.
In the end it is your choice, if you want to provide that information or not.

Priorities:
1. Thumbnail and Screenshots, that show your maps content
2. Content of your map
3. Tutorial (if it is a minigame)
4. Optional Rules
5. Trivia

Try to deliver as much content as possible.
Even though the first look might be not very impressive, because the content seems to be smaller, using spoilers is a great method of delivering the people a good overview.
Just imagine how horrible this blog would look without spoilers.
Continuous texts might be ok sometimes, but using spoilers, when the content is huge is always the right choice.

Spoilers can also help you to seperate trivia from important parts of the text, like rules or a tutorial.
Even if all the triva is hidden in a spoiler, it is still there and shows, how much effort you put into the description, which might be the reason to diamond the project for someoen, who is interested in a background story of the map.

Remember, that most people skip huge parts of text, which is why you should highlight important parts, or use other methods to make it more visible for everyone.
Delivering much content is good, but you have to keep sure, that nobody skips the most important parts of your text.


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MORE TUTORIALS BY HEADAXE
(click on the pictures)
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2 Update Logs

Terraforming Adjustments : by Headaxe 04/25/2014 7:22:13 pmApr 25th, 2014

+Cause requested by some users, the terraforming section was redone and downloads for the individual programs were added to the spoiler
LOAD MORE LOGS

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DouglasWarren
01/14/2015 4:43 pm
Level 32 : Artisan Mountaineer
DouglasWarren's Avatar
"Don't worry about bad english skills, but if you are really bad in english, then try to warn the people in a short message at the beginning.
Some people might not support that optinion, because they think that it makes you look insecure, but I see it as an act of politeness. "


I totally agree with this, some people(including me, if its too much) would like a warning, so that they know to expect it. 

Also, in response to Landmine752, you should warn them. If you admit it, people tend to be fine with it. If you don't admit it, they will most likely think that you are scared of being embarrased.
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XoDarkMage
07/10/2014 12:27 pm
Level 8 : Apprentice Engineer
XoDarkMage's Avatar
Thanks headaxe I took a look at your profile after I saw you comment on my stuff. You ideas are wonderful and your work is fantastic. you have truly inspired me
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Landmine752
04/22/2014 10:23 pm
Level 28 : Expert Engineer
Landmine752's Avatar
This blog has some good ideas in it, but as a whole there are quite a few issues, the least of which contradicting the blog itself. Have some criticism.

My first point of the day is that you NEVER point out that you have poor skills in a certain language. As a general standard, everything you make should be the best it can be; your work represents you and anything could attract new people. Saying you are not fluent in a language tells people you lack confidence and don't have the motivation to find someone who is fluent in the language to read through it. Don't shoot yourself in the foot by saying "your bad at English, so forgive my poor-quality work".

Secondly, size is not everything. While generally enabling much more detail in Minecraft, making a project larger extends the build time drastically, can be very inefficient if you want something playable, may require an army to assemble in a somewhat decent timeframe, and, in the event it is supposed to be played, relies on the fact that players have large render distances (which is asking a lot of the players).

Thirdly, your advice section is terrible. As a graphic designer I know good software does not mean good product (and I have seen very good work come from basic programs like Paint). If you have no idea what you are doing, using more complicated programs will only show that more. While trying to help people create names, you compeltely skipped the fact that they need to represent the project while peaking interest. In fact, PMC has more emphasis on the thumbnail than the title, and so if you need to add tack-ons to your title it will tell people you are desperate for attention.

My final point is that your advice for descriptions is so bad I need to give it an entire paragraph to itself; it is mostly wrong and points out your blog as bad on a few points. One of the best ways to make your work readable is to style your text (eg. bold, italics, size). You should always assume readers will skip over large pieces of text, and so selectively styling text help those people find the important pieces of information. Pictures, graphics, trivia... etc. are great ways to enhance the description and show people how much work went into the project; use them to improve the main content, not replace it. Really, you shouldn't be able to replace bits of your content. You mentioned adding all you can to the content of the description, but you failed to say that it should be as brief as possible. As I said before, assume people will skim over large pieces of text, so having less text makes it less tempting to skip (there are circumstances where having large pieces of text is very acceptable, but you need to rely on quality to have people to continue reading it).

In general, this blog does offer some good points but it needs polish and research to describe them better. Here's a tip on the quickest way to destroy your credibility and become something worth ignoring: "don't worry if your English is bad". If you know you don't have the best English, you have that much more work to prove to people that your stuff is worth viewing (see my first point above).
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Headaxe
04/23/2014 9:35 am
Level 55 : Grandmaster Technomancer
Headaxe's Avatar
Thanks for your detailed response.
You are right in many points indeed, which is why I decided to adjust some important parts.
It would be cool, if you could look over the blog and inform me about your opinion again.
1
Cirquo
04/22/2014 1:07 pm
Level 63 : High Grandmaster Architect
Cirquo's Avatar
I'd prefer a simple, detailed house instead of a nooby 2kx2k city..
As always, "Quality over quantity"
1
Headaxe
04/22/2014 1:19 pm
Level 55 : Grandmaster Technomancer
Headaxe's Avatar
What I mean is, that two things with the same quality still have a difference in quantity.
A good 2k city is better than a good house.
1
ClassyEnglishman
04/22/2014 10:00 am
Level 33 : Artisan Dragonborn
ClassyEnglishman's Avatar
Chunky does however take up alot of time to produce the high quality image. If you have a Computer than can handle it , I would recommend installing some Shaders to get a nice effect. Obviously you can build without them , and then just put them on for the screenshots. 

I have done this with all of my projects , and I have definelty noticed a huge increase in downloads and views , simply due to the Thumbnail having nice lighting.
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Headaxe
04/22/2014 10:04 am
Level 55 : Grandmaster Technomancer
Headaxe's Avatar
Yeah, but no matter what shader you install, Chunky is always better and gives you much more possibilities than shaders.
Of course you require a good computer, but I know many people who just send their map to a friend, which can render the project with a better computer.

Thanks for your contribution ;D
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ClassyEnglishman
04/22/2014 10:06 am
Level 33 : Artisan Dragonborn
ClassyEnglishman's Avatar
Yeah , that's true , I have done some renders with Chunky myself , and only ever got amazing results :D
1
Zorigami
04/22/2014 10:00 am
Level 47 : Master Gent
Zorigami's Avatar
Well done indeed good sir. Well done indeeeeed....
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