The Meaning of Life, the Universe, and Everything.
Join Date:
9/9/2014
Posts:
56
Member Details
Super Hard Mode III - 2018 Edition. Is a series of CTM-maps of high difficulty. This will be uploaded every day from 1 to 25 of December. These maps have special mechanics, mobs, items and an aesthetic building of great level.
1. Do not leave the boundaries of the map. 2. Do not use mods or glitches. 3. Never play in peaceful mode. 4. Survive in any way you think of. 5. Have fun!
Is this...an advent calendar of CTMs? That's...well, I found something to do for some time now.
Since this is my first post here, I'm going to use it as more of less of a review of each map as I play them. Just don't expect a daily update as I may lump them together in sets of a few maps in one day.
And a preface. I'm not the exact intended audience for these maps, so my opinion is more of an outsider's than one of someone who lives and breathes deadly CTM.
First off, and overall review on the maps as a whole.
Pros:
+They're very nice to look at thus far.
+Each is unique with some quirk.
+They're good for a quick play...sort of.
Cons:
-This post is in English and the maps are in Spanish. Anyone coming in to play the maps without looking at the comments or Let's Play videos will immediately be turned away if they can't speak Spanish. I can at least got the general concept of what's being said, but I don't bother translating the end of the book. Keep it to one language, please.
-Hardcore isn't improving these maps as much as it is making them a royal hassle to keep trying to play. Instead of forcing us to make a fresh copy of the map every single death, make command blocks do it instead--delete all dropped items, set the spawn to the appropriate place, have a series of commands give the items back, and make the wool chests buttons that give you a wool instead.
Map 1, Overload III
Okay, so I finally decided to go back to this one after days of not caring for the constant death loop. This one is much more enjoyable once you stop dying constantly. It looks nice and isn't that bad, though the random piece of parkour was kind of...just there. That's kind of meh when the rest of the map is focused on killing things.
Map 2, Catcalypse II
Oh gosh, the slowness. I hate maps that impose slowness on the player. This one at least makes some sense since otherwise you can just zip past everything, but ugh, I hate it anyway. The concept is funny, though, so you've got that going.
Map 3, D.OM.E
I had no idea what to do in this map. I eventually saw the shulker way up in the air and guessed I had to scale the building. I guess? Yes? Okay, I made it in to an impossible path covered with bomb spiders that can't be touched. Okay, now I have to MLG web place to prevent fall damage, that's fine and cool. Now another place with no hint as to where to go. I eventually concluded that you just pillar up unless the entrance was that well hidden. And now there's just lava being annoying and in the way. Glad my spider dudes blew some holes in the wall that I can use to plug it up.
Okay, so one way is literally a hole you fall into and pillar back out of and the other is even more pillaring straight up until eventually you reach a spot where there are barriers in the way. Okay......eventually wiggle around and up to the zombie spawner...and now there's a zombie that just keeps getting smacked and shot and that's it.
This map overall was confusing and annoying instead of being challenging and enjoyable.
Map 4, Anti-gravity
Fairly simple and straight-forward with this map. It was a lot less confusing than the last without being too stupidly difficult while still posing a challenge. A fun challenge, though getting both a jump boost and slowfall at once did tend to be annoying at times since I'd hit something and it'd die off of the platform, causing the potion to fall into the void.
Map 5, Darkest Night
This one was...interesting. I've given up on looking at the books since I know the general rules and don't speak Spanish well enough to translate the quotes. Anyhow, I immediately knew this was going to be one of those "wander aimlessly until you find something" maps, which is exactly what I did until I saw a green aura, got shot at by ghasts, and proceeded to kind of book it to and from the chest.
One down, another to go...somewhere. Maybe. It's hiding out there, I know it. Oops, that's a hole. Okay, start again. Repeat process back to green. Eventually I see a red glow up in the air. Okay, that makes both wools...now where in the heck is the place to put them? Wander, wander, that's a creeper, wander, wander, ghast, more ghast, OH GOSH, WHY?
After too much time, I finally found the platform again. I then ran some repeating commands to remove the blindness until I could shut off the block. My goodness, the place looks amazingly bleak when you can actually see it! So that's what I was lost in!
Map 6, Cursed Storm
As someone who enjoys speedrunning things, this map immediately triggered me and ultimately became my favorite thus far. Having to move around almost exclusively with a trident turned out to be more fun than I thought it'd be once I got the hang of it, and then I started getting back into the speedrunning vibe.My only issue was going under some of the cliff trees and becoming a sitting duck.
Also, what's up with the massive bay that's just way out there beyond what most render distances will show? It's cool, but kind of just...there.
Overall, I enjoyed this one a lot, and adding the theme for Hurricos from Spyro 2 in the background made it even better.
Map 7, Electric Tunnel
This map is a perfect example of how turning off mob griefing, turning off hardcore, and turning on keep inventory make the map experience the same, but without the hassle of having to make a new map every time you fall off or explode...which is exactly what I did since I'll be darned if I'm going to be spending more time copy/pasting the map than actually playing it. Also, what was the point of the jump potions? They last such a small amount of time that I see now real use for them.
Map 8, The Infested Cathedral
The summary of this map is "run around because fighting won't do anything because 75% of what's attacking you can't be reached." Honestly, this one wasn't a challenge as much as it was just annoying. There aren't anywhere near enough arrows to do anything to the ranged mobs, not that it matters given just how many there are, so it's all just running around after round 1.
Map 9, The Rain
Turns out this map has a difficulty slider. The lower the render distance, the weaker the "rain." Having it down at 10 minimum as per the rules state makes it so the rain stops attacking you before even the lime chest. That's probably an oversight given the placement of the command block is rather far away. I'd suggest moving that to the center of the map if you want the effect to always be running. Otherwise, cool concept and a moderately enjoyable map.
Map 10, Wild Cavern
This one was more fun for me. Using the ice blocks to create water to keep everything away/kind of break webs was amusing as well. There isn't much else to say about this one. It's a fairly straightforward map with spiderbears.
Map 11, Nothing
Never seen that concept before, and I like it. However, everything else seems cobbled together. The redstone dust does nothing unless I missed something, which then why would whatever command block that runs that be apart from the rest? The tridents are nearly useless on ghasts given the extremely small quantity and chance of losing them. You can also just smack the fireball back again and again. The zombie did...nothing. Like, they just stood there glowing the whole time. The skeletons did their job just fine, but the zombies didn't do a dang thing to me. That may need looked into. Overall the map gets a moderately annoying / 10.
Map 12, Eternal Run
Now I can legitimately lame lag for killing me. I have no idea why, but part-way through the map everything stopped spawning, then went back to normal. The whole time I had framerate issues in this map, so maybe that's why. And no, I didn't do anything different compared to the last 11 maps (I did this right after "Nothing," and it was fine). I was really enjoying the chaos of this map and being punted forward by your YOLO skeletons until the frames dropped, caused me to miss a creeper, and explode. That really just killed the mood for me. It was fun until hardware limitations ruined it.
Also, calling this map a CTM is a stretch. At best, it's an escort mission since you never even need to find the wool. More or less, this map is a gauntlet with wool used to mask it as a CTM.
Map 13, Phantom Valley
If only the armor actually did anything, but it doesn't since our floppy friends are super charged with new FIVE HOUR ENERGY PURPLE LIGHTNING!
So due to having no food at all, the map devolves into beating up a tree (or a parade as Bing translate calls them. At least that's what I assume rule 6 says) and then just digging through the ground, occasionally playing whack-a-Steve with the ghasts as you look for a chest. Can't fight anything since they one-shot you and can't run through it all since you'll starve. There's just too little food to make this map interesting--doing anything other than just digging there will have you starving to death.
Oh, and apparently the purple concrete powder is dangerous because...reasons. That was annoying to find out when trying to descend off that edge, so thanks for that arbitrary hurdle that otherwise has no impact on the map.
What a weird first experience with phantoms (I'm still playing in 1.12.2 everywhere else).
Map 14, The Halo
Needs more chanting. Okay, now that that stupid joke is out of the way...
I enjoyed this one a lot. It was the right mix of chaos and limited supplies. I even went back for more because it was just oddly fun shooting the flying space skeletons. It also reminded me of how much I use Optifine's zoom, which I lacked here.
At one point the map gave me one of each wool for some reason...then it did it again. I have no idea why it did that, but it did twice.
One of the better maps in my opinion.
Map 15, Infection
It took me too long to realize how to heal in this map.
Oh, gosh, was this map particularly annoying. I should do a side-by-side of with and without the withering, but I don't want to make another copy of the map after deleting them. It'd be too easy then anyhow...no, it wouldn't.
The whole "kill to heal" concept is cool. I know another game did something similar where the more you beat down enemies, the more you recover. Not much else to say, this map was irritatingly difficult, so mission accomplished.
Map 16, Lethal Circles II
Then comes the map that didn't kill me. I seemed to be able to handle this really well. I found some floaty arrows and just went straight up to the wool and water. I then used the water to "jump" over holes until I realized that the lime wool was way easier to get. I think this map may actually need more spawners in it for a change.
Map 17, Triangles of Death
Not much to say here. The concept of shooting yourself with a bow to launch around is cool, but the pseudo-randomness of where the arrows go and launch you made it so I don't want to bother with this one. This one is not my cup of tea, and I have no experience launching myself with bows, so this one will be passed by me.
Map 18, Submarine Terror
The way the walls were made of sandstone and lit by glowstone really sent me back to the old CTM maps where half of the monuments were designed like that. I then when straight to them and got myself a stack of glowstone, which was incredibly useful throughout the map--every time I got near glass, I just built a little platform and wall to keep me safe from whatever was there. And funny enough, the Krakens were the least of my worries since they were all obsessed with the glowing shulker boxes the whole time. This map was a good blend of challenge and skill.
Also, the sound effect for beating the map is broken.
Map 19, Detonator Passage
Suddenly, 1.12.
More of a proper map to have Hardcore on, but also interesting to try after everything goes kablooey. That being said, I had more problems with the YOLO skeletons killing each other and blowing everything sky-high that I did with anything else. I didn't even bother with the parkour. I'm not touching that, sorry. I tried it in creative after and still fell repeatedly, and that's without being shot all over. This map wins because I'm not stressing over failing a single jump repeatedly.
Map 20, Vanilla Doom
This is the weirdest "The floor is lava" I've ever seen. So this consisted of ages underground and a lot of cobblestone slab bridges. I eventually realized that I was supposed to find the wools after crafting them...whoops. This is definitely a longer level, but a neat one at that.
Map 21, The Typical Void Map
Someone had too much fun naming things in this one.
And then all you hear my say is, "Oh my gosh, it's the LGBT ghast!"
Oh gosh, this was something special for sure. Totally worth going through twenty other maps to have this chaotic amusement.
Map 22, Ultra Accuracy
Why do the pigmen not hurt me, is there a reason why that's so? Other than that, this map wasn't bad at all compared to some of the previous ones. It was like Eternal Run, but shorter and weedier.
Map 23, Rescue
If the pen is supposed to protect Betsy, then it fails. This map is another gauntlet map instead of a CTM except it also adds an escort mission on top of it. Yes, it has a monument to complete, but the act of completing it is entirely an escort/gauntlet with some waiting around in the end. Still fun to pummel wolves, though, so it has that.
Map 24, Witch Palace
More like a tower, really.This one was...annoying, but then again, witches always have been annoying...and now they explode. I...don't really have much else to say on that matter. It was nice at least having a chance to survive the skeletons, but other than that, this was another one where you just avoid getting hit at all costs.
Map 25, Rage of the Gods
I'm not going to spoil anything for anyone reading these before playing...even though that's what the spoilers are for. This one was fun. I enjoyed this one quite a bit.
It is? Was that stated anywhere? I can't fully read Spanish to know, so...
No, you need to discover the mechanics in the map. The Rules usually said: Do not leave the limits of the map.
Do not use mods or glitches that modify the game or that can be cheated.
Never play in pacific mode.
Survive the way you think.
Have fun.
In Overload III, I think you have to kill some skeletons that spawn there, they give you like some time to be alive, so the map is about speed or something.
I've so far gotten three separate accounts to make their one and only comment on their account to me here. Am I missing something?
Yes, I understand that these maps are supposed to be difficult. What I'm saying from the standpoint of both a player and map-maker is that some are way more inconvenient to have to keep making save files for as opposed to just having some commands reset everything. I get it, they're difficult, but being annoyingly inconvenient is not adding to the experience as much as it is taking away from it by forcing the player to spend more time outside of the maps than in.
joer vine aquí del canal de elrichmc para spoilearme de los mapas que habrá pero el trailer fue el unico spoiler
animo DarthVidMc grandiosos mapas has creado este año
I've so far gotten three separate accounts to make their one and only comment on their account to me here. Am I missing something?
Yes, I understand that these maps are supposed to be difficult. What I'm saying from the standpoint of both a player and map-maker is that some are way more inconvenient to have to keep making save files for as opposed to just having some commands reset everything. I get it, they're difficult, but being annoyingly inconvenient is not adding to the experience as much as it is taking away from it by forcing the player to spend more time outside of the maps than in.
Regarding your first point, most of the commenters and people playing theses maps come from the Spanish CTM community, so I wouldn't be surprised if many create an account on this site just to comment here.
And adressing your second point, these maps target a very specific audience of people and follow a certain path within the 'CTM world', where having to create multiple copies and dying over and over again is a part of these maps. There have been previous mapmakers, such as Xekaj, that followed these 'guidelines' and were extremely succesful, but only within the target audience of this map subgenre. Yes, creating tons of copies can be annoying, but if you aren't willing to sacrifice a little bit of time to fully enjoy these maps as they were intended to, then I'm afraid this series might not be the right one for you.
Regarding your first point, most of the commenters and people playing theses maps come from the Spanish CTM community, so I wouldn't be surprised if many create an account on this site just to comment here.
I figured that out by now. It's just a little off-putting when the post is in one language and the maps are in another.
And addressing your second point, these maps target a very specific audience of people and follow a certain path within the 'CTM world', where having to create multiple copies and dying over and over again is a part of these maps. There have been previous mapmakers, such as Xekaj, that followed these 'guidelines' and were extremely successful, but only within the target audience of this map subgenre. Yes, creating tons of copies can be annoying, but if you aren't willing to sacrifice a little bit of time to fully enjoy these maps as they were intended to, then I'm afraid this series might not be the right one for you.
Yeah, I get that. It seems like a waste of time to me when it comes to a few of these maps (others like Eternal Run II make sense). I'm just not sure how people get enjoyment out of making the map again and again and again. I understand the point of hardcore, but not why some of these need to be in it other than to be in it. I know this isn't for me, but I'm halfway through the maps now and will be darned if I stop now.
I've also never heard of this genre of CTM maps until now, and I've been doing CTMs for years. Is it more prominent in non-English maps or have I just been looking in the wrong places?
(Sorry if I come off as rude)
There's a difference between explaining something and being a butt. You're explaining something.
2. Do not use mods or glitches.
3. Never play in peaceful mode.
4. Survive in any way you think of.
5. Have fun!
MC Version: 1.12 +
Objectives: 1 Wool
Let's plays
________________________________________________________________________________________________
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
________________________________________________________________________________________________
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
________________________________________________________________________________________________
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
________________________________________________________________________________________________
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 1 Wool
Let's plays
MC Version: 1.13 +
Objectives: 4 Wools
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.12 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 1 Wool
Let's plays
MC Version: 1.13 +
Objectives: 2 Wools
Let's plays
MC Version: 1.13 +
Objectives: 1 Wool
Let's plays
First map looks awesome, DarthVid!
So pumped for this year's maps!
Para de trabajar en esto y trabaja en ImperialCraft 2 xd
Impecable el trabajo como siempre tío, te superas con cada mapa 👍
En mis tiempos se usaba la textura de la cobblestone para orientarse hacía el norte.
Is this...an advent calendar of CTMs? That's...well, I found something to do for some time now.
Since this is my first post here, I'm going to use it as more of less of a review of each map as I play them. Just don't expect a daily update as I may lump them together in sets of a few maps in one day.
And a preface. I'm not the exact intended audience for these maps, so my opinion is more of an outsider's than one of someone who lives and breathes deadly CTM.
First off, and overall review on the maps as a whole.
Pros:
+They're very nice to look at thus far.
+Each is unique with some quirk.
+They're good for a quick play...sort of.
Cons:
-This post is in English and the maps are in Spanish. Anyone coming in to play the maps without looking at the comments or Let's Play videos will immediately be turned away if they can't speak Spanish. I can at least got the general concept of what's being said, but I don't bother translating the end of the book. Keep it to one language, please.
-Hardcore isn't improving these maps as much as it is making them a royal hassle to keep trying to play. Instead of forcing us to make a fresh copy of the map every single death, make command blocks do it instead--delete all dropped items, set the spawn to the appropriate place, have a series of commands give the items back, and make the wool chests buttons that give you a wool instead.
Map 1, Overload III
Okay, so I finally decided to go back to this one after days of not caring for the constant death loop. This one is much more enjoyable once you stop dying constantly. It looks nice and isn't that bad, though the random piece of parkour was kind of...just there. That's kind of meh when the rest of the map is focused on killing things.
Map 2, Catcalypse II
Oh gosh, the slowness. I hate maps that impose slowness on the player. This one at least makes some sense since otherwise you can just zip past everything, but ugh, I hate it anyway. The concept is funny, though, so you've got that going.
Map 3, D.OM.E
I had no idea what to do in this map. I eventually saw the shulker way up in the air and guessed I had to scale the building. I guess? Yes? Okay, I made it in to an impossible path covered with bomb spiders that can't be touched. Okay, now I have to MLG web place to prevent fall damage, that's fine and cool. Now another place with no hint as to where to go. I eventually concluded that you just pillar up unless the entrance was that well hidden. And now there's just lava being annoying and in the way. Glad my spider dudes blew some holes in the wall that I can use to plug it up.
Okay, so one way is literally a hole you fall into and pillar back out of and the other is even more pillaring straight up until eventually you reach a spot where there are barriers in the way. Okay......eventually wiggle around and up to the zombie spawner...and now there's a zombie that just keeps getting smacked and shot and that's it.
This map overall was confusing and annoying instead of being challenging and enjoyable.
Map 4, Anti-gravity
Fairly simple and straight-forward with this map. It was a lot less confusing than the last without being too stupidly difficult while still posing a challenge. A fun challenge, though getting both a jump boost and slowfall at once did tend to be annoying at times since I'd hit something and it'd die off of the platform, causing the potion to fall into the void.
Map 5, Darkest Night
This one was...interesting. I've given up on looking at the books since I know the general rules and don't speak Spanish well enough to translate the quotes. Anyhow, I immediately knew this was going to be one of those "wander aimlessly until you find something" maps, which is exactly what I did until I saw a green aura, got shot at by ghasts, and proceeded to kind of book it to and from the chest.
One down, another to go...somewhere. Maybe. It's hiding out there, I know it. Oops, that's a hole. Okay, start again. Repeat process back to green. Eventually I see a red glow up in the air. Okay, that makes both wools...now where in the heck is the place to put them? Wander, wander, that's a creeper, wander, wander, ghast, more ghast, OH GOSH, WHY?
After too much time, I finally found the platform again. I then ran some repeating commands to remove the blindness until I could shut off the block. My goodness, the place looks amazingly bleak when you can actually see it! So that's what I was lost in!
Map 6, Cursed Storm
As someone who enjoys speedrunning things, this map immediately triggered me and ultimately became my favorite thus far. Having to move around almost exclusively with a trident turned out to be more fun than I thought it'd be once I got the hang of it, and then I started getting back into the speedrunning vibe.My only issue was going under some of the cliff trees and becoming a sitting duck.
Also, what's up with the massive bay that's just way out there beyond what most render distances will show? It's cool, but kind of just...there.
Overall, I enjoyed this one a lot, and adding the theme for Hurricos from Spyro 2 in the background made it even better.
Map 7, Electric Tunnel
This map is a perfect example of how turning off mob griefing, turning off hardcore, and turning on keep inventory make the map experience the same, but without the hassle of having to make a new map every time you fall off or explode...which is exactly what I did since I'll be darned if I'm going to be spending more time copy/pasting the map than actually playing it. Also, what was the point of the jump potions? They last such a small amount of time that I see now real use for them.
Map 8, The Infested Cathedral
The summary of this map is "run around because fighting won't do anything because 75% of what's attacking you can't be reached." Honestly, this one wasn't a challenge as much as it was just annoying. There aren't anywhere near enough arrows to do anything to the ranged mobs, not that it matters given just how many there are, so it's all just running around after round 1.
Map 9, The Rain
Turns out this map has a difficulty slider. The lower the render distance, the weaker the "rain." Having it down at 10 minimum as per the rules state makes it so the rain stops attacking you before even the lime chest. That's probably an oversight given the placement of the command block is rather far away. I'd suggest moving that to the center of the map if you want the effect to always be running. Otherwise, cool concept and a moderately enjoyable map.
Map 10, Wild Cavern
This one was more fun for me. Using the ice blocks to create water to keep everything away/kind of break webs was amusing as well. There isn't much else to say about this one. It's a fairly straightforward map with spiderbears.
Map 11, Nothing
Never seen that concept before, and I like it. However, everything else seems cobbled together. The redstone dust does nothing unless I missed something, which then why would whatever command block that runs that be apart from the rest? The tridents are nearly useless on ghasts given the extremely small quantity and chance of losing them. You can also just smack the fireball back again and again. The zombie did...nothing. Like, they just stood there glowing the whole time. The skeletons did their job just fine, but the zombies didn't do a dang thing to me. That may need looked into. Overall the map gets a moderately annoying / 10.
Map 12, Eternal Run
Now I can legitimately lame lag for killing me. I have no idea why, but part-way through the map everything stopped spawning, then went back to normal. The whole time I had framerate issues in this map, so maybe that's why. And no, I didn't do anything different compared to the last 11 maps (I did this right after "Nothing," and it was fine). I was really enjoying the chaos of this map and being punted forward by your YOLO skeletons until the frames dropped, caused me to miss a creeper, and explode. That really just killed the mood for me. It was fun until hardware limitations ruined it.
Also, calling this map a CTM is a stretch. At best, it's an escort mission since you never even need to find the wool. More or less, this map is a gauntlet with wool used to mask it as a CTM.
Map 13, Phantom Valley
If only the armor actually did anything, but it doesn't since our floppy friends are super charged with new FIVE HOUR ENERGY PURPLE LIGHTNING!
So due to having no food at all, the map devolves into beating up a tree (or a parade as Bing translate calls them. At least that's what I assume rule 6 says) and then just digging through the ground, occasionally playing whack-a-Steve with the ghasts as you look for a chest. Can't fight anything since they one-shot you and can't run through it all since you'll starve. There's just too little food to make this map interesting--doing anything other than just digging there will have you starving to death.
Oh, and apparently the purple concrete powder is dangerous because...reasons. That was annoying to find out when trying to descend off that edge, so thanks for that arbitrary hurdle that otherwise has no impact on the map.
What a weird first experience with phantoms (I'm still playing in 1.12.2 everywhere else).
Map 14, The Halo
Needs more chanting. Okay, now that that stupid joke is out of the way...
I enjoyed this one a lot. It was the right mix of chaos and limited supplies. I even went back for more because it was just oddly fun shooting the flying space skeletons. It also reminded me of how much I use Optifine's zoom, which I lacked here.
At one point the map gave me one of each wool for some reason...then it did it again. I have no idea why it did that, but it did twice.
One of the better maps in my opinion.
Map 15, Infection
It took me too long to realize how to heal in this map.
Oh, gosh, was this map particularly annoying. I should do a side-by-side of with and without the withering, but I don't want to make another copy of the map after deleting them. It'd be too easy then anyhow...no, it wouldn't.
The whole "kill to heal" concept is cool. I know another game did something similar where the more you beat down enemies, the more you recover. Not much else to say, this map was irritatingly difficult, so mission accomplished.
Map 16, Lethal Circles II
Then comes the map that didn't kill me. I seemed to be able to handle this really well. I found some floaty arrows and just went straight up to the wool and water. I then used the water to "jump" over holes until I realized that the lime wool was way easier to get. I think this map may actually need more spawners in it for a change.
Map 17, Triangles of Death
Not much to say here. The concept of shooting yourself with a bow to launch around is cool, but the pseudo-randomness of where the arrows go and launch you made it so I don't want to bother with this one. This one is not my cup of tea, and I have no experience launching myself with bows, so this one will be passed by me.
Map 18, Submarine Terror
The way the walls were made of sandstone and lit by glowstone really sent me back to the old CTM maps where half of the monuments were designed like that. I then when straight to them and got myself a stack of glowstone, which was incredibly useful throughout the map--every time I got near glass, I just built a little platform and wall to keep me safe from whatever was there. And funny enough, the Krakens were the least of my worries since they were all obsessed with the glowing shulker boxes the whole time. This map was a good blend of challenge and skill.
Also, the sound effect for beating the map is broken.
Map 19, Detonator Passage
Suddenly, 1.12.
More of a proper map to have Hardcore on, but also interesting to try after everything goes kablooey. That being said, I had more problems with the YOLO skeletons killing each other and blowing everything sky-high that I did with anything else. I didn't even bother with the parkour. I'm not touching that, sorry. I tried it in creative after and still fell repeatedly, and that's without being shot all over. This map wins because I'm not stressing over failing a single jump repeatedly.
Map 20, Vanilla Doom
This is the weirdest "The floor is lava" I've ever seen. So this consisted of ages underground and a lot of cobblestone slab bridges. I eventually realized that I was supposed to find the wools after crafting them...whoops. This is definitely a longer level, but a neat one at that.
Map 21, The Typical Void Map
Someone had too much fun naming things in this one.
And then all you hear my say is, "Oh my gosh, it's the LGBT ghast!"
Oh gosh, this was something special for sure. Totally worth going through twenty other maps to have this chaotic amusement.
Map 22, Ultra Accuracy
Why do the pigmen not hurt me, is there a reason why that's so? Other than that, this map wasn't bad at all compared to some of the previous ones. It was like Eternal Run, but shorter and weedier.
Map 23, Rescue
If the pen is supposed to protect Betsy, then it fails. This map is another gauntlet map instead of a CTM except it also adds an escort mission on top of it. Yes, it has a monument to complete, but the act of completing it is entirely an escort/gauntlet with some waiting around in the end. Still fun to pummel wolves, though, so it has that.
Map 24, Witch Palace
More like a tower, really.This one was...annoying, but then again, witches always have been annoying...and now they explode. I...don't really have much else to say on that matter. It was nice at least having a chance to survive the skeletons, but other than that, this was another one where you just avoid getting hit at all costs.
Map 25, Rage of the Gods
I'm not going to spoil anything for anyone reading these before playing...even though that's what the spoilers are for. This one was fun. I enjoyed this one quite a bit.
Stay fluffy~
So I tried starting Overload III and am being killed by a /kill command almost immediately upon starting. Am I doing something wrong?
Stay fluffy~
I belive that's a map feature, and you have to discover a way to get past it.
Here's how (I think) you do so:
Kill the red wither skeletons and you'll get some more time!
Nice work!
It is? Was that stated anywhere? I can't fully read Spanish to know, so...
Stay fluffy~
No, you need to discover the mechanics in the map. The Rules usually said: Do not leave the limits of the map.
Do not use mods or glitches that modify the game or that can be cheated.
Never play in pacific mode.
Survive the way you think.
Have fun.
Also, the name said the mechanics on the map.
PSDT: D.O.M.E. is a map very inspired in C.U.B.E.
Hi Bloody Phoenix, Thanks for your commentaries, I put the rules in the post
NEW MAP RELEASED - CURSED STORM
In Overload III, I think you have to kill some skeletons that spawn there, they give you like some time to be alive, so the map is about speed or something.
New Map relased - Nothing
I've so far gotten three separate accounts to make their one and only comment on their account to me here. Am I missing something?
Yes, I understand that these maps are supposed to be difficult. What I'm saying from the standpoint of both a player and map-maker is that some are way more inconvenient to have to keep making save files for as opposed to just having some commands reset everything. I get it, they're difficult, but being annoyingly inconvenient is not adding to the experience as much as it is taking away from it by forcing the player to spend more time outside of the maps than in.
Stay fluffy~
Good maps!
joer vine aquí del canal de elrichmc para spoilearme de los mapas que habrá pero el trailer fue el unico spoiler
animo DarthVidMc grandiosos mapas has creado este año
NEW MAP RELEASED - PHANTOM VALLEY
Regarding your first point, most of the commenters and people playing theses maps come from the Spanish CTM community, so I wouldn't be surprised if many create an account on this site just to comment here.
And adressing your second point, these maps target a very specific audience of people and follow a certain path within the 'CTM world', where having to create multiple copies and dying over and over again is a part of these maps. There have been previous mapmakers, such as Xekaj, that followed these 'guidelines' and were extremely succesful, but only within the target audience of this map subgenre. Yes, creating tons of copies can be annoying, but if you aren't willing to sacrifice a little bit of time to fully enjoy these maps as they were intended to, then I'm afraid this series might not be the right one for you.
(Sorry if I come off as rude)
Stay fluffy~