Least favorite (of what I've played) was Infernal Sky II. It felt kinda cheaply built and I didn't feel it was well designed as a whole.
In other news, Hybran has the right idea about SH. I decided to rush the beginning of Waking Up, and got through to I1 with one death in only a few minutes. Problem, complainers?
Shut up yes it took me a couple minutes I mean the general idea.
I Completed Spellbound caves on Normal mode! Thank you soooo much vechs for making these maps!!!
What map should I try next?
sunburn islands on hardcore. You will have to use the upload to lan feature to temporarily give yourself cheats to change the game mode. Or you could just do it oldschool iron-man style where you just delete the world yourself if you die.
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Check out my texture pack! If you like dark, demonic, and evil you will love it. Demon's Realm Texture Pack
On the topic of least favorite super hostile maps it would either be lethamyr or Infernal Sky 2. Lethamyr was basically vanilla minecraft so I got kind of bored. Infernal Sky 2 used to much bridging and a lot of the areas kind of seemed copy and paste. Still Vechs makes really great maps.
Rollback Post to RevisionRollBack
Super Hostile Maps Beaten:Sea of Flames 2,Infernal Sky 2,Kaizo Caverns,Lethamyr,Sunburn Islands,Inferno Mines,Waking Up,Legendary,and Spellbound Caves.
sunburn islands on hardcore. You will have to use the upload to lan feature to temporarily give yourself cheats to change the game mode. Or you could just do it oldschool iron-man style where you just delete the world yourself if you die.
Or, you know, change the game type using cheats, or NBTedit.
although I do agree. maybe not "blocks" but some way to store them easier. maybe a pouch for redstone and coal, each pouch stores a certain amount and the pouches stack. hmm. lemme start up mcp and see what I can do. expect a new mod by this time tomorrow. I have already made the "Reinforced Glowstone" mod like vechs wanted. let's see what I can do about this. I would use it.
Here's an idea.
OK, so the witch attacks with harmful splash potions, right?
Well, if her potions affect other mobs, there should be a "boss fight" of sorts in a future SH map where, there's a witch (or two, if Vechs is feeling extra dickish) in a room, and there's...
Silverfish spawners. And blocks. TONS of silverfish blocks.
Here's an idea.
OK, so the witch attacks with harmful splash potions, right?
Well, if her potions affect other mobs, there should be a "boss fight" of sorts in a future SH map where, there's a witch (or two, if Vechs is feeling extra dickish) in a room, and there's...
Silverfish spawners. And blocks. TONS of silverfish blocks.
Here's an idea.
OK, so the witch attacks with harmful splash potions, right?
Well, if her potions affect other mobs, there should be a "boss fight" of sorts in a future SH map where, there's a witch (or two, if Vechs is feeling extra dickish) in a room, and there's...
Silverfish spawners. And blocks. TONS of silverfish blocks.
That'd be nice because anything the player causes is their own fault.
I think most of the community will agree that Lethamyr is vechs worse map. He even said that he made it very quickly and the scenery just isnt there. Also I hate hardcore, its stop you from messing around and having a bit of fun and making the slightest of mistakes forces you to restart.
ermergerd
That made me tear up a little. not really, but
I haven't played all of Vechs' maps so I can't really judge what do I find to be his worst, but I can take a wild guess and say it would not be Lethamyr.
Lethamyr's hardcore has a reason, and it adds a whole new level of depth to the map.
It forces you to play with the best of your abilities and to choose carefully every of your steps, mind your resources, pick your fighting strategy and explore all your options such as gear, potions, enchants, etc.
The most important part though, is that the map doesn't gives you "cheap" instant death traps; so if you die, well. It was your fault. You didn't approach the problem from the best & most efficient way.
Classic example:
I died over 10 times at the mushroom cave. After the 10th time I ragequit and asked myself, "Why the heck am I dying so much!?"
What's so dangerous there? TNT? Traps? Poisonous dispensers?
Nope. Nothing like that. Just mobs.
Then why did I die so much?
Because I'm stupid. And a noob. I'm not playing carefully enough.
Then I stopped for a moment, reviewed my strategy and bam. Area conquered.
I understand that's just not the play style of some gamers; diving in a battle blindly swinging a Sharpness III sword and seeing everything just going poof around you is fun as hell. But that doesn't means that a deeper, more strategic map is necessarily bad.
Personal ramble opinion ahead
It took me a long time to finish Lethamyr, but hell I did - and I grew very attached to the experience, too. It really teaches you to put some thought into your playstyle. At least it was that way for me.
- About hardcore? Backups. Simple like that.
That's how I beat it - I made a backup everytime I was about to attempt at a dungeon. That way, if I died, I'd only lose the dungeon's progress insted of +20 hours gameplay.
Why not playing it legit, on hardcore? Because I don't have the skills for that. I admit it, and trying to beat the whole map without dying at least once would be just hella frustrating for someone like me (also read as not a hardcore player).
Why not simply using some software and swapping it for Normal mode, then? Because it kills all the tension of the loss. If you die, you really will lose something. A few hours progress is still progress, and you don't wanna risk that. It gives us that feel of old videogames, way before memory cards, when the most you advanced into a game, the most terrified you were about dying and having to begin all over again. Adrenaline, man!
And even though Vechs himself admitted he kinda rushed the general scenery and structures, I still think it's very good. It feels a little more realistic than other maps; Thinking about it now, I think all the areas are nicely embraced under the continental style. Ruins, caves, mountains, etc; It's a huge, really wild and dangerous island with several places to explore (as opposed to an intersection with three completely different ambients, almost like if it was different realities in every area).
What's so badly done about it, anyway? I can't think of any area that's "badly done or structured", maybe a little bit too plain at the very worst. But again, it's an experimental map, isn't it? Why would Vechs kill +100 hours of work into a style he wasn't even sure would work out well or not?
Long story short; I like Lethamyr and in my opinion (which is personal, hence the "my"), it's a great map.
I hated on the continental + hardcore combo in the beginning, then I decided to go ahead and play it, then I raged on it for longer than I can remember until I finally finished it. And when I did, it was glorious.
So yeah. It's not a good map for LPing or for aggressive/rusher players, I guess.
But if it's simply not your style of map, don't go ahead and just label it bad, specially not the worst from a whole series.
ALSO THE BRUCE TECHNIQUE WAS BORN THERE SO ROSIE GETS A BONUS BIAS ENHANCEMENT OF +6 (SENTIMENTAL MODIFIER)
So yeah. It's not a good map for LPing or for aggressive/rusher players, I guess.
But if it's simply not your style of map, don't go ahead and just label it bad, specially not the worst from a whole series.
ALSO THE BRUCE TECHNIQUE WAS BORN THERE SO ROSIE GETS A BONUS BIAS ENHANCEMENT OF +6 (SENTIMENTAL MODIFIER)
It's sort of a map meant to be around building and vanilla Minecraft, which I can get... it just doesn't seem like there's enough stuff to keep you interested though.
Oh look over here, Plains.
And uh, more Plains.
...Plains?
...plains...
PLAINS?!
I mean, you look at Domara's Safe Haven map (released while you were in afk-from-forums limbo) it's referred to as "Lethamyr done right" because it seems like at every turn, there's something new; and it really takes on a lot of new concepts the likes of which haven't been seen often or at all in CTM maps. It's a beaut'.
It's sort of a map meant to be around building and vanilla Minecraft, which I can get... it just doesn't seem like there's enough stuff to keep you interested though.
Oh look over here, Plains.
And uh, more Plains.
...Plains?
...plains...
PLAINS?!
I mean, you look at Domara's Safe Haven map (released while you were in afk-from-forums limbo) it's referred to as "Lethamyr done right" because it seems like at every turn, there's something new; and it really takes on a lot of new concepts the likes of which haven't been seen often or at all in CTM maps. It's a beaut'.
Drags Rosie back to the IRC.
"Lethamyr done right"!?
...
As far as I know, Lethamyr was a continental styled test meant to resemble Vanilla Minecraft but with the CTM aspect. Tell me, how was that done wrong?
Also, the terrain was created before what we know as Large Biomes, and it presents biome transitions too. Applying that to Vanilla Minecraft, how was that done wrong?
Now if there's some other map where "at every turn, there's something new" and it "takes on a lot of new concepts that haven't been seen in CTM maps", how is that even comparable to Lethamyr? Wouldn't that be another kind of style?
*rushes Lethamyr just to give players something to do while working on Gift! and Waking Up*
*people complain*
*takes his time working on Inferno Mines, waiting on patches for content he really wants*
*people complain*
Remind me to never rush something just to entertain you guys. I guess I could have saved 20 hours of my life, while at the same time skipping out on the grief from it.
*rushes Lethamyr just to give players something to do while working on Gift! and Waking Up*
*people complain*
*takes his time working on Inferno Mines, waiting on patches for content he really wants*
*people complain*
Remind me to never rush something just to entertain you guys. I guess I could have saved 20 hours of my life, while at the same time skipping out on the grief from it.
The whole lethamyr done right was Hybran's words, not mine. ;-;
My point was the terrain was a bit more interesting than Lethamyr's, which consisted mostly of plains, while this one was mixed in with a lot of Extreme Hills, Forests of varying kinds... and the storyline it had allowed it to have a lot more things around, so you wouldn't be walking awhile to find something that looked dungeon-like, because no matter where you were in the map, you could see something out of the ordinary to pique your interests. And by the unique dungeons, I just meant he used a lot of stuff in the dungeons he had unorthodox to CTM maps.
I'll honestly never be a Lethamyr fan, I don't think. It's more about vanilla-type gameplay and slowly building yourself up so that you don't die from the hardcore difficulty, and that's just not my thing. A lot of people continue playing Minecraft not for the vanilla aspect, but for the maps -- survival, adventure, puzzle, parkour, CTM. So, something vanilla-oriented naturally isn't going to appeal to everyone.
Main 3 reasons I've seen people not attempt Lethamyr or give up midway would be the random loot, the obvious lack of direction, and the map itself being "boring". In a map like Waking Up, random loot is praised - every little bit counts. In Lethamyr? You're on a giant grassy continent... most of the random loot is pretty much nullified. You've got big forests, a place where monsters will spawn without any bad things like spawners and blazes and such, and it just sort of equates to the loot being near useless. Especially with what I've seen some of the loot be guarded by (several cave spider spawners guarding a few feathers and exp bottles; randomization can be a ***** sometimes). The lack of direction stems from the map being based more around building, and playing vanilla - in a CTM map, that's not something you're going to be doing much; especially when threatened by the constant threat of one death equals bye bye world. You just want to find the wool, and get it. In a linear branching map, that's easy, because you're always pointed in the right direction. Lethamyr, your direction consists of running around until you find something. Can be sort of a let down for people. And as for the complaint of the terrain being boring; it's an obvious complaint, but I won't rate the map down for it IMHO. It is what it was meant to be, grassy giant landscape.
I've personally never seen anyone griping about Inferno Mines taking awhile. Nor do I really get why anyone would anyways. There's an entire genre of CTM maps out there, and I doubt sitting in their pout chair and whining about one not being released yet will do anyone complaining much good; and I doubt -- highly doubt -- that they've played every CTM map out there.
I have decided to challenged myself by doing all of the super hostile maps on hard difficulty. Worst decision I ever made... Sea of Flame II is so annoying >.< I keep dying and losing all my stuff, skeletons and spiders are such fags on hard difficulty... I died a gatrilliend times and I rage quit 2ce, and yet still I am enjoying the map... very good map, can't wait to finish it and move onto the next one.
In other news, Hybran has the right idea about SH. I decided to rush the beginning of Waking Up, and got through to I1 with one death in only a few minutes. Problem, complainers?
Shut up yes it took me a couple minutes I mean the general idea.
Try Sea of Flame.
WHAT?!
Danger zone.
sunburn islands on hardcore. You will have to use the upload to lan feature to temporarily give yourself cheats to change the game mode. Or you could just do it oldschool iron-man style where you just delete the world yourself if you die.
Demon's Realm Texture Pack
Or, you know, change the game type using cheats, or NBTedit.
WHAT?!
Danger zone.
mods...
http://www.minecraft...-125-inficraft/
although I do agree. maybe not "blocks" but some way to store them easier. maybe a pouch for redstone and coal, each pouch stores a certain amount and the pouches stack. hmm. lemme start up mcp and see what I can do. expect a new mod by this time tomorrow. I have already made the "Reinforced Glowstone" mod like vechs wanted. let's see what I can do about this. I would use it.
Demon's Realm Texture Pack
OK, so the witch attacks with harmful splash potions, right?
Well, if her potions affect other mobs, there should be a "boss fight" of sorts in a future SH map where, there's a witch (or two, if Vechs is feeling extra dickish) in a room, and there's...
Silverfish spawners. And blocks. TONS of silverfish blocks.
Oh god, no. Just no.
That'd be nice because anything the player causes is their own fault.
WHAT?!
Danger zone.
Because it was designed about 10 versions ago.
Oh yeah
ermergerd
That made me tear up a little.
not really, butI haven't played all of Vechs' maps so I can't really judge what do I find to be his worst, but I can take a wild guess and say it would not be Lethamyr.
Lethamyr's hardcore has a reason, and it adds a whole new level of depth to the map.
It forces you to play with the best of your abilities and to choose carefully every of your steps, mind your resources, pick your fighting strategy and explore all your options such as gear, potions, enchants, etc.
The most important part though, is that the map doesn't gives you "cheap" instant death traps; so if you die, well. It was your fault. You didn't approach the problem from the best & most efficient way.
Classic example:
I died over 10 times at the mushroom cave. After the 10th time I ragequit and asked myself, "Why the heck am I dying so much!?"
What's so dangerous there? TNT? Traps? Poisonous dispensers?
Nope. Nothing like that. Just mobs.
Then why did I die so much?
Because I'm stupid. And a noob. I'm not playing carefully enough.
Then I stopped for a moment, reviewed my strategy and bam. Area conquered.
I understand that's just not the play style of some gamers; diving in a battle blindly swinging a Sharpness III sword and seeing everything just going poof around you is fun as hell. But that doesn't means that a deeper, more strategic map is necessarily bad.
Personal ramble opinion ahead
It took me a long time to finish Lethamyr, but hell I did - and I grew very attached to the experience, too. It really teaches you to put some thought into your playstyle. At least it was that way for me.
- About hardcore? Backups. Simple like that.
That's how I beat it - I made a backup everytime I was about to attempt at a dungeon. That way, if I died, I'd only lose the dungeon's progress insted of +20 hours gameplay.
Why not playing it legit, on hardcore? Because I don't have the skills for that. I admit it, and trying to beat the whole map without dying at least once would be just hella frustrating for someone like me (also read as not a hardcore player).
Why not simply using some software and swapping it for Normal mode, then? Because it kills all the tension of the loss. If you die, you really will lose something. A few hours progress is still progress, and you don't wanna risk that. It gives us that feel of old videogames, way before memory cards, when the most you advanced into a game, the most terrified you were about dying and having to begin all over again. Adrenaline, man!
And even though Vechs himself admitted he kinda rushed the general scenery and structures, I still think it's very good. It feels a little more realistic than other maps; Thinking about it now, I think all the areas are nicely embraced under the continental style. Ruins, caves, mountains, etc; It's a huge, really wild and dangerous island with several places to explore (as opposed to an intersection with three completely different ambients, almost like if it was different realities in every area).
What's so badly done about it, anyway? I can't think of any area that's "badly done or structured", maybe a little bit too plain at the very worst. But again, it's an experimental map, isn't it? Why would Vechs kill +100 hours of work into a style he wasn't even sure would work out well or not?
Long story short; I like Lethamyr and in my opinion (which is personal, hence the "my"), it's a great map.
I hated on the continental + hardcore combo in the beginning, then I decided to go ahead and play it, then I raged on it for longer than I can remember until I finally finished it. And when I did, it was glorious.
So yeah. It's not a good map for LPing or for aggressive/rusher players, I guess.
But if it's simply not your style of map, don't go ahead and just label it bad, specially not the worst from a whole series.
ALSO THE BRUCE TECHNIQUE WAS BORN THERE
SO ROSIE GETS A BONUS BIAS ENHANCEMENT OF +6 (SENTIMENTAL MODIFIER)
It's sort of a map meant to be around building and vanilla Minecraft, which I can get... it just doesn't seem like there's enough stuff to keep you interested though.
Oh look over here, Plains.
And uh, more Plains.
...Plains?
...plains...
PLAINS?!
I mean, you look at Domara's Safe Haven map (released while you were in afk-from-forums limbo) it's referred to as "Lethamyr done right" because it seems like at every turn, there's something new; and it really takes on a lot of new concepts the likes of which haven't been seen often or at all in CTM maps. It's a beaut'.
Drags Rosie back to the IRC.
WHAT?!
Danger zone.
"Lethamyr done right"!?
...
As far as I know, Lethamyr was a continental styled test meant to resemble Vanilla Minecraft but with the CTM aspect. Tell me, how was that done wrong?
Also, the terrain was created before what we know as Large Biomes, and it presents biome transitions too. Applying that to Vanilla Minecraft, how was that done wrong?
Now if there's some other map where "at every turn, there's something new" and it "takes on a lot of new concepts that haven't been seen in CTM maps", how is that even comparable to Lethamyr? Wouldn't that be another kind of style?
*rushes Lethamyr just to give players something to do while working on Gift! and Waking Up*
*people complain*
*takes his time working on Inferno Mines, waiting on patches for content he really wants*
*people complain*
Remind me to never rush something just to entertain you guys. I guess I could have saved 20 hours of my life, while at the same time skipping out on the grief from it.
The whole lethamyr done right was Hybran's words, not mine. ;-;
My point was the terrain was a bit more interesting than Lethamyr's, which consisted mostly of plains, while this one was mixed in with a lot of Extreme Hills, Forests of varying kinds... and the storyline it had allowed it to have a lot more things around, so you wouldn't be walking awhile to find something that looked dungeon-like, because no matter where you were in the map, you could see something out of the ordinary to pique your interests. And by the unique dungeons, I just meant he used a lot of stuff in the dungeons he had unorthodox to CTM maps.
I'll honestly never be a Lethamyr fan, I don't think. It's more about vanilla-type gameplay and slowly building yourself up so that you don't die from the hardcore difficulty, and that's just not my thing. A lot of people continue playing Minecraft not for the vanilla aspect, but for the maps -- survival, adventure, puzzle, parkour, CTM. So, something vanilla-oriented naturally isn't going to appeal to everyone.
Main 3 reasons I've seen people not attempt Lethamyr or give up midway would be the random loot, the obvious lack of direction, and the map itself being "boring". In a map like Waking Up, random loot is praised - every little bit counts. In Lethamyr? You're on a giant grassy continent... most of the random loot is pretty much nullified. You've got big forests, a place where monsters will spawn without any bad things like spawners and blazes and such, and it just sort of equates to the loot being near useless. Especially with what I've seen some of the loot be guarded by (several cave spider spawners guarding a few feathers and exp bottles; randomization can be a ***** sometimes). The lack of direction stems from the map being based more around building, and playing vanilla - in a CTM map, that's not something you're going to be doing much; especially when threatened by the constant threat of one death equals bye bye world. You just want to find the wool, and get it. In a linear branching map, that's easy, because you're always pointed in the right direction. Lethamyr, your direction consists of running around until you find something. Can be sort of a let down for people. And as for the complaint of the terrain being boring; it's an obvious complaint, but I won't rate the map down for it IMHO. It is what it was meant to be, grassy giant landscape.
I've personally never seen anyone griping about Inferno Mines taking awhile. Nor do I really get why anyone would anyways. There's an entire genre of CTM maps out there, and I doubt sitting in their pout chair and whining about one not being released yet will do anyone complaining much good; and I doubt -- highly doubt -- that they've played every CTM map out there.
WHAT?!
Danger zone.