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Total Miner => Total Miner Discussion => Guides => Topic started by: Gary on September 30, 2014, 06:42:14 PM

Title: A Guide to Attributes
Post by: Gary on September 30, 2014, 06:42:14 PM
What are attributes in total miner forge?

Well, first off, if you have not heard of attributes, they are certain search restrictions that you can place on your world so that people viewing the list of join-able lobbies over xbox live can get a general idea about what the world is.

And here is where things get complicated. There are a number of different attributes that one can place on their world. They are as follows:

Adventure
Arena
Challenge
Component
Construction
Deathmatch
Exploration
RPG
Skilling
Survival

So, with so many different attributes out there, which one should YOU pick to define your world? In order to try to help answer that question, here are some brief definitions of each attribute type:

Adventure
Adventure maps emphasize combat and lore. On Adventure maps, there are typically expansive questing systems that follow developed characters and have players overcoming great obstacles.


Arena
Arena worlds are built to pit players against combat-based obstacles. Sometimes, this includes PvP matches, and other times this includes mob fights.


Challenge
Challenge maps pit players against non-combat based obstacles. Such as movement based obstacles (Parkour Worlds), text based obstacles (Quizzes), and more of the like.


Component
Component worlds are made to show off component packs that players have built. Sometimes, Component worlds feature kits that players are willing to share with fellow total miners.


Construction
The Construction attribute is made for worlds to showcase builds that the host has created.


Deathmatch
Deathmatch worlds are combat-oriented lobbies, with the outlying difference between them and Arena worlds being that Deathmatch worlds are exculsively PvP.


Exploration
Exploration worlds have players sightseeing whatever sort of breathtaking landscape the host has created. Typically, exploration worlds do not feature much combat or questing.


RPG
RPG lobbies are a mix of Exploration worlds and Adventure worlds. They feature incredible landscapes/buildings, and a blend of combat, questing, and loot. Sometimes, building is also a feature of RPG worlds.


Skilling
Skilling maps are made primarily for the purpose of advancing one's skill level. This attribute will be a feature of 2.XX.


Survival
Oftentimes, Survival lobbies are made to simulate the survival or Dig Deep gametypes, with some creative flavor (such as generated structures, and possibly questing) thrown in.
Title: Re: A Guide to Attributes
Post by: Gary on September 30, 2014, 06:43:07 PM
Any feedback is appreciated! I tried to keep things pretty brief. Hopefully it still got the points across...
Title: Re: A Guide to Attributes
Post by: Jesse on September 30, 2014, 07:19:15 PM
looking great good job but i have seen a few combat based challenge maps
Title: Re: A Guide to Attributes
Post by: Gary on October 01, 2014, 12:42:08 AM
looking great good job but i have seen a few combat based challenge maps

Some of the time hosts incorrectly attribute their maps.
Title: Re: A Guide to Attributes
Post by: Jesse on October 01, 2014, 08:54:57 AM
Some of the time hosts incorrectly attribute their maps.
yah I think it's funny because if you tell them they freak out on you
Title: Re: A Guide to Attributes
Post by: Clerical on October 01, 2014, 10:08:19 AM
Some of the time hosts incorrectly attribute their maps.
1, People don't do it incorrectly on accident, the attributes effect the flow of people in your map alot, Challenge is the most popular so alot of people set theirs to that.

2, This should be in the "Guides" section
Title: Re: A Guide to Attributes
Post by: Gary on October 01, 2014, 10:22:58 AM
1, People don't do it incorrectly on accident, the attributes effect the flow of people in your map alot, Challenge is the most popular so alot of people set theirs to that.
Yup, it is a strategy that players sometimes use to get more rates. I find it a bit ridiculous.
2, This should be in the "Guides" section
I don't have the ability to move it there. If bob feels that it is a decent enough guide, and he comes across it, then he'll take care of it.
Title: Re: A Guide to Attributes
Post by: RXZ x REPLAYZz on October 01, 2014, 12:25:42 PM
Errrm, since multiplayer first came out Ive always thought Concstruction was just a map for looks with nothing to do other than fly around and look at it, Well that's always how I have imagined it! :P
Title: Re: A Guide to Attributes
Post by: Gary on October 01, 2014, 01:25:30 PM
Errrm, since multiplayer first came out Ive always thought Concstruction was just a map for looks with nothing to do other than fly around and look at it, Well that's always how I have imagined it! :P

Eh. I'd classify that more as component. Although, there is a lot more foot traffic on Construction.
Title: Re: A Guide to Attributes
Post by: RXZ x REPLAYZz on October 01, 2014, 01:49:57 PM
Eh. I'd classify that more as component. Although, there is a lot more foot traffic on Construction.
Not if its not a component :P ATM I would classify my world as a construction as there is nothing to do yet its just for something to look at, at the moment :P
Title: Re: A Guide to Attributes
Post by: Gary on October 01, 2014, 05:46:52 PM
Not if its not a component :P ATM I would classify my world as a construction as there is nothing to do yet its just for something to look at, at the moment :P

If it is a world in which players are supposed to explore and see all that you've created, it would be Exploration. (I am assuming this is ROW).

If it is a work in progress, it would be construction.
Title: Re: A Guide to Attributes
Post by: RXZ x REPLAYZz on October 01, 2014, 06:07:21 PM
If it is a world in which players are supposed to explore and see all that you've created, it would be Exploration. (I am assuming this is ROW).

If it is a work in progress, it would be construction.
Yes Im talking about RoW and I understand what you mean, thanks for giving me your insight! :D
Title: Re: A Guide to Attributes
Post by: Gary on October 01, 2014, 06:10:15 PM
Yes Im talking about RoW and I understand what you mean, thanks for giving me your insight! :D

I should also say that there will most certainly be worlds that do not fit under any of these categories.

The best example I can think of is a number of Diamondback's, Dauntless's, and Quad's worlds. They usually feature large creative creations that players are simply meant to observe and take inspiration from.
Title: Re: A Guide to Attributes
Post by: Craig on October 01, 2014, 06:48:25 PM
The best example I can think of is a number of Diamondback's, Dauntless's, and Quad's worlds. They usually feature large creative creations that players are simply meant to observe and take inspiration from.
These are the type of worlds the Construction attribute was intended for, rather than work's in progress. I'd prefer to add a "Work In Progress" attribute for incomplete worlds. I could do that easily if you think it would be helpful.
Title: Re: A Guide to Attributes
Post by: Clerical on October 01, 2014, 07:00:55 PM
These are the type of worlds the Construction attribute was intended for, rather than work's in progress. I'd prefer to add a "Work In Progress" attribute for incomplete worlds. I could do that easily if you think it would be helpful.
I would probably use that more then any of the other ones, Alot of the time i have no idea what my map is going to be about till after im building, Also tells people what to expect when they join your world.
Title: Re: A Guide to Attributes
Post by: Gary on October 01, 2014, 07:49:26 PM
These are the type of worlds the Construction attribute was intended for, rather than work's in progress. I'd prefer to add a "Work In Progress" attribute for incomplete worlds. I could do that easily if you think it would be helpful.

It would most certainly help people browsing. Will update the OP with the intended construction definition. Thanks for the information Craig.
Title: Re: A Guide to Attributes
Post by: Jesse on October 01, 2014, 10:23:41 PM
These are the type of worlds the Construction attribute was intended for, rather than work's in progress. I'd prefer to add a "Work In Progress" attribute for incomplete worlds. I could do that easily if you think it would be helpful.
yes it would help allot that way people know
Title: Re: A Guide to Attributes
Post by: Craig on October 02, 2014, 01:27:49 AM
yes it would help allot that way people know
Added
Title: Re: A Guide to Attributes
Post by: Jack Of Shades on October 02, 2014, 02:04:36 AM
These are the type of worlds the Construction attribute was intended for, rather than work's in progress. I'd prefer to add a "Work In Progress" attribute for incomplete worlds. I could do that easily if you think it would be helpful.
I could use that attribute for my world now, for quite a while actually. I'd find this HIGHLY useful as well. Glad you're adding it! It would save folks from messaging me if it is done or not when they just joined.
Title: Re: A Guide to Attributes
Post by: RXZ x REPLAYZz on October 02, 2014, 02:45:24 AM
These are the type of worlds the Construction attribute was intended for, rather than work's in progress. I'd prefer to add a "Work In Progress" attribute for incomplete worlds. I could do that easily if you think it would be helpful.
So I was right Con! >:D
Title: Re: A Guide to Attributes
Post by: Jesse on October 02, 2014, 09:06:42 AM
Added
thnks Craig it was needed lol but now I'm hosting on that when I'm working on a map
Title: Re: A Guide to Attributes
Post by: Gary on October 02, 2014, 09:49:59 AM
So I was right Con! >:D

Yeah :P I took it to mean under construction, rather than something that was constructed.
Title: Re: A Guide to Attributes
Post by: Dauntless395 on October 02, 2014, 10:39:06 AM
The best example I can think of is a number of Diamondback's, Dauntless's, and Quad's worlds. They usually feature large creative creations that players are simply meant to observe and take inspiration from.

I believe all three of us use the "construction" attribute, simply to denote that we are currently hosting this map while we are building something/an expo of builds that are complete, regardless of whether the map is finished or not. Everything is laid out where there isn't much hunting for secrets. More of a showcase.

I only use "exploration" attribute on my dig deep world, more on the basis that each build has something unique to explore inside of it. (i.e. Hogwarts has eight sets inside of the castle, and several more underground areas that require a player to be actively searching for a new path). Hence the idea that the player is exploring each build to discover new stuff.