What is Dissent? Dissent is a CTM map containing many references, areas, and players from the Hypixel network. CTM stands for Complete The Monument, a map style where the goal is to conquer areas in order to obtain monument items. Completing the monument is to complete the map. Unlike most CTMs, player heads act as the monument items for each area. Most areas will pit players in tough situations against customized mobs and spawners. These areas are stalked with goodies just waiting for an adventurer to save them from the ferocious beasts. Each area contains 6 hidden, optional emeralds that allow players to craft emerald blocks and unlock unique powerups at the gem monument. A swift playthrough of this map should provide 10 hours of fun-filled gameplay. If you stop to gawk at the scenery, explore the hidden secrets, and delve deep into the philosophy hidden through the map, you will be left with an unforgettable experience and up to 40 hours of playtime.
Why should I play Dissent?
Aside from all the awesome features shown in the trailer (which is nothing compared to how much there actually is by the way!), you should play Dissent if...
You are looking to have a fun time. When you're not laughing at my tasteless puns you'll be plowing through an army of kill-stealers, or unleashing wrath upon hordes of hackers with your fully customized ban hammer. Each area is uniquely designed to give you a fresh challenge, as well as provide you with a slue of custom mobs and objects to keep you on your toes.
You are a CTM fan... or none at all! Dissent takes the best concepts from all my favorite CTM series (Super Hostile, Ragecraft, Terra Restore, Diversity) and blends them into a truly unforgettable CTM experience. There's no need to fret if you're new to CTMs, Dissent is extremely friendly to newcomers. There are scores of secrets and treasures that are only available to slow, observant players. If it's still too difficult, you can always downgrade to easy mode. If you're a real prankster gangster, I've installed a "hardcore mode," featuring truly brutal gameplay mechanics only for the true masters, or Dissent returnees.
You are looking for a map with meaning. Dissent is saturated with philosophy and lore at every turn. I cannot bear to make a map just for the sake entertainment, as such I have set out to create a challenge for those seeking to discover the true meaning of Dissent. (see For the strong in mind)
You are looking for a map to speedrun. I am an ecstatic fan of speedrunning, especially in minecraft! For this reason, I have made Dissent a very enjoyable map to rout and run by including countless shortcuts and secret speedrun chests. I've even altered mechanics to make runs less reliant on rng (i.e. removed endermen). If you've never speedrun before, give this map a shot! It even contains a custom speedrun timer so that you won't have to install your own. (more information under Speedrunning)
Multiplayer
I pressed myself significantly to ensure Dissent was mutliplayer compatible. After all, it can't be a true Hypixel map without multiplayer, can it? As such, I have balanced the map to be suitable for multiplayer. Every item, mob, and concept has been programmed and re-programmed to ensure its use with multiple players.
If you wish to play Dissent with your friends, I must warn you of several things, however:
Dissent can be played with as many players as you like, however it is most balanced with a group of 3. I do not recommend exceeding this limit.
Above all, you must note that Dissent is an insanely resource-intensive map. I've done the best I can to make it playable on basic computers, but the same does not hold true to servers. I recommend your server have at least 3-4gb of ram, more if possible. If you are using a hosting service (i.e. mcprohosting), make sure to turn off the server whenever you are offline to avoid memory overflow.
There is a bug when playing multiplayer in version 0.1.4.8 and below in "Peripheral Memory Access" where while loading the fireballs the server will lag increasingly and eventually crash. This bug can easily be fixed by entering these commands while close enough to the command blocks of the system:
Unfortunately, I have had minimal testing with multiplayer compatibility in the final areas. If you find any bugs or issues please inform me as soon as possible in the comments below. I will be obliged to help you fix your predicament, as well as to resolve the problem in the next version
Recommended Age
Due to the dark atmosphere and uncanny imagery of the map, I recommend sensitive players be at least 12 years old. I understand many families let their kids play minecraft because it's relatively kid-friendly. This is a warning to you, this map isn't cute.
Important Information
To begin with, Dissent is made exclusively for 1.8.9; using any other minecraft version won't work. Additionally, Dissent is a heavily resource-intensive map. Despite the redstone being re-done three separate times, you will still encounter several issues:
Minecraft likes to store extra information it might need later. This paired with the fact that Dissent already pushes 1gb of memory causes memory overflow. You can visualize this by looking at the number next to "Mem" in the top right corner of the debug view (f3 or fn+f3 depending on your computer). When this reaches 100% your game will begin to stutter every so often, progressively increasing in duration and frequency. To avoid this, do not open Dissent if you have played on a sever or another map in the same session, instead, simply restart your client. If your memory does overflow, all you have to do is save Dissent, close minecraft, and open it back up again. In order to prevent this, you should dedicate more memory to minecraft (discussed in the next section).
TL;DR If your game starts experiencing perpetual lag spikes, restart minecraft.
You may experience frame and/or tick lag when playing Dissent, this section details how to minimize these problems.
Tick lag is when things start to move slower, it takes time for hits to register and mobs appear to be lethargic. This is because the game can't process all the information it needs to, so it runs slower. In order to combat this (as well as general frame lag), install the latest version of optifine 1.8.9. Here is the link: Link Removed
Next, you should input these arguments into your minecraft profile:
This is accomplished by starting the Minecraft launcher, clicking, "Launcher Options", finding and clicking the desired profile, checking "JVM Arguments", then inserting these arguments. You must enter however much ram you can dedicated under "-Xmx". I can dedicate 6gb so I have "-Xmx6G". Dissent requires a minimum of 1gb. Make sure to check your system specifications to see how much you can dedicate.
If you find any better arguments for Dissent, please let me know. I'm not too bright in the field myself
If all else fails, decrease your render distance. Dissent works properly with a minimum 4 chunks render distance.
For the strong in mind
One of the greatest things I ever learned was how to read. Reading as in being able to examine a text and uncover the true and beautiful meaning hidden within. The best books are not only about a good adventure, but about the saturation of symbolism and meaning within. In the same way, I have set out to make this map. It has a very deep and philosophical meaning. I don't expect most of you to get it. Most will walk away from this map having a fun time and move on. A few of you will realize things and experiencing this adventure will be a time worth remembering.
You may notice an odd change in themes towards the end of the map. This is partly because Dissent was originally meant to be a trilogy. When I realized that was unreasonable, I planned to make 2 maps, Dissent and Divinity. Later, I was forced to resort to only Dissent. While the features planned for Divinity were scrapped, several of the topics remained.
I made these compressions because Dissent took a lot longer than anticipated. My 6 month project escalated into a 2 year marathon. Did I outdo myself? Hopefully! But one of the consequences is that life moves on. I've changed vastly in the past 2 years. This is reflected in the map's themes.
History aside, my favorite characteristic about Dissent is how I poured my heart and soul into it. Wherever you look, from the item arrangements in the chest you just opened to the annoying tendency of that mob you just killed, there's meaning. I hope Dissent is not just a map, but a dialogue.
Ergo, I am eagerly anticipating your thoughts about the map in the comments, in the let's plays you make, or in an entirely new thread altogether! Plus, who knows? I might even chime in... without giving too much away, of course
There are countless authors who are underrated and misunderstood due to subjective, contorted, and cherry-picked interpretations. In an attempt to prevent this from happening to myself, I offer you some clarification.
Allow me to be concise when I say Dissent is the most theistic, aesthetic map there is. Its statements are not binary. In addition, I have no interest in examining one idea throughout this map. Don't ruin your experience by looking for justice or morality in every crevice. Every area has its own theme, and each mob its own statement.
In short, please do not brand or assume Dissent as holding to a particular or singular view, it's not that simple
Downloads
Dissent vw.x.y.z w = New features added. x = Balancing changes. y = Bug fixes. z = Heads added (see Hall of Love).
Changelog = Changes since last version.
Dissent v10.3.17.16 Download: Link Removed
Fixed a bug where players could get infinite xp by unlocking the xp buff and activating it close enough to their base.
Fixed a bug where multiplayer redstone didn't correctly activate in I3.
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Dissent v10.3.15.16 Download: Link Removed
Fixed a wording issue in the legendary villager shop.
Made the flying horses much more apparent.
Added a book before Fallen Brethren explaining that one of the main gimmicks of the map is leaving you to your own thoughts, even if you're not that strong in mind
Made creepers in the top half of Under the Bridge much more prone to notice the player, as well as much more common.
Added an explanation for the essences in Blitzful Nightmare.
Added signs explaining that a big part of Dissent is about observation, as well as what that entails.
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Dissent v6.3.13.16 Download: Link Removed
This is a filler update meant to address some major bugs. Another update will be coming soon with many more fixes and improvements.
Teleporters will now work if you change your username.
A message now displays if you change your username, warning you of potential bugs.
Added more light to make the pig fishing secret more apparent.
Added light/redstone torches to all other emerald secrets in the area to make them less aggravating to locate.
There is now a message next to the first gravel chest pointing out that randomly placed gravel entails a secret (in most ctms, not just this one).
The leaves blocking the exit to prisoner are now completely removed. I was getting too many complaints that it was still too difficult to notice, and, despite the fact those leaves carry some symbolism, it's not worth people giving up on the map because they can't find the monument
Added 2 heads to the hall of love <3
<:¦:--:¦:-~-¤-~-:¦:--:¦:> Dissent v4.1.12.14 Download: Link Removed
Fixed dispensers on the ships in Lost Brethren from facing the wrong direction.
Added 2 heads to the hall of love <3
<:¦:--:¦:-~-¤-~-:¦:--:¦:> Dissent v4.1.11.12 Download: Link Removed
Made the experience system from the previous update more multiplayer compatible. It now has an unbounded range when in the area, however.
Fixed the pig fishing emerald permanently. No more of those pesky bats
Speaking of bats, the chance that they will randomly activate the speed/jump boost pressure plate while players are in Recovered Haven has been drastically reduced.
Using hardcore mode now automatically switches players' difficulty to hard
Added 2 heads to the hall of love <3
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Dissent v3.1.8.10 Download: Link Removed
Made the final bit of the slime system more reliable, let me know if you still experience issues
Added a "system" to display a warning to enable command blocks if the map is uploaded to a server without them enabled
Fixed lag issue in "Peripheral Memory Access" on multiplayer.
Added a system to delete xp orbs in "Peripheral Memory Access" if players are over 30 blocks away.
Fixed a developing error invalidating my ticksdisplay system.
Added a note in the REAME file about enabling pvp and command blocks
Added 2 heads to the hall of love <3
<:¦:--:¦:-~-¤-~-:¦:--:¦:> Dissent v0.1.4.8 Download: Link Removed
This is a quick update aimed at fixing small, pending issues.
Made the exit to the first area even more obvious.
Removed the hole at the bottom of one of the pig fishing holes.
Added in the missing emerald for the pig fishing game.
Fixed hacker smacker (the zombie likes to disappear for some reason :P).
Fixed some of the crops not having enough light at the residence.
Fixed a bug I created by activating the decapitation sound.
Added 8 heads to the hall of love <3
Bonus:
Made the download more direct
<:¦:--:¦:-~-¤-~-:¦:--:¦:> Dissent v0.0.0.0
Download: Link Removed
Removed the Beta command interface.
Removed the "Ticks display" system.
Deleted or deactivated any other temporary redstone devices.
Added the heads of the Beta Testers to the start of the map.
Set the default game difficulty to normal rather than hard (you can change this, obviously).
Made it apparent where to go when entering Recovered Haven, we had issues with Beta testers doing the parkour rather than just jumping off the ship to the main area.
Nerfed the ghast spawner in Fallen Brethren
The ghasts' fireballs now have an explosion power of 0 (only does damage on direct hits)
Decrease the spawn rate time of succeeding ghasts by 50%
Modified the rules to explain that there are 6 emeralds per area, and that they are very difficult to find.
Removed odd signs with +'s and -'s above the farm area. They were originally intended for something but I completely forgot about them halfway through development.
There are now carrots and potatoes in said hidden area if players manage to locate it.
Made it more apparent that you have to read the rules by spawning the players closer to them.
Fixed a typo in "Additional Information" that read "blancing" instead of "balancing".
Fixed a typo with Rezzus' head that read "isnpiration" instead of "inspiration".
Fixed signs in intersection 2 that called it intersection 1. This was actually a reoccurring issue, as in developing the map I labeled the teleporters incorrectly xD
Removed the jump boost spawners from the transition in Ivory Fangs.
Replaced it with redstone that gives players jump boost when in the area.
I hadn't realized or intended players to use jump boost throughout the map, I wanted them to use the spawner with jump boost deactivation. This made for some pretty silly beta testing.
Fixed a problem where players would get teleported into the ground when teleporting to Intersection 2.
Made it more obvious that players should visit the residence as soon as they enter Recovered Haven.
Made the sign bold and placed an arrow above it (invisible armorstands :3)
This was done because users started to play the map without storing items or setting their spawn point. Needless to say, that's not fun at all.
Removed the entire portion about being "fast and cunning" from the information book and replaced it with a warning to take the map slow and take time to collect items.
I'm not Vechs. Enjoy your time in this map, taking your time will reward you
Added a portion after the rules informing players that they can and should disable clouds. They are too fluffy.
Improved the gold converter in thorin. It will now only convert gold blocks you mine, not ones you drop, find in chests, or blow up. So, get detonating
Nerfed the one pound fish by adding slowness to it.
Added animations for shop unlocks. The "!" wasn't a good enough indicator xD
Was a bit more specific on the Keep Inventory powerup.
Added a new system that indicates what areas lead to more areas and intersections. All you need to do is stand on (or drop an item on) the pressure plate in front of the monument. Indicators will now appear above areas that have connections.
In order to combat lag in Ivory Fangs, selflessly-caring vampires now turn into bats when they are 40 blocks away.
Fixed a typo in Blizzard that read "call elvetor" instead of "call elevator".
Added a speedrun timer, woohoo!
This fancy device ensures that anyone can speedrun this map without installing a fancy timer.
The timer starts the moment you move your body, and ends the moment you finish the map.
Is accurate down to the tick, and can withstand lag up to 4x of what minecraft operates at.
Please don't push this, though.
Only appears if you are playing on speedrun mode.
Added a speedrun failsafe that keeps ignorant potatoes from playing on the mode if they don't instantly run for the button.
Added warnings in the second half of Ivory Fangs telling players that they should equip anti-knockback armor.
Increased the spawn delay of wizards by approximately 90%.
Filled in each and every hole remaining in the rafters of Recovered Haven. Now nobody will be confused if they accidentally dig into a big empty room
Improved the system that punishes players for ignoring coolster's, "don't look down," warning.
You never saw this... >;3
Fixed the final troll of Under the Bride being broken. It's a fun troll, don't worry. Or am I just saying that to make you think that so it will be all the better when I see your helpless reaction when you upload it to youtube? I guess you'll have to find out
Fixed a bug where stupid bats would activate the Intersection 2 portal. Seriously, you would not believe how many times those buggers have messed up the map...
Significantly reduced the length of travel potions in Intersection 2 and made the weakness considerably longer.
Added an upgrade for the ladders going to the teleporters. You can now either use a fancy slime block contraption to get up or you can take the boring ladder with an added speed boost depending on which way you look.
Added a cheating notice for players that go into gamemode 1.
It really takes the fun out of the map if you cheat. If you have problems, try taking it slow
Fixed the Kola Nuts only working for myself.
I know, I'm just so cool I actually had to tell the map to stop giving me advantages.
Fixed firetick being enabled upon entering Nostalgia.
Fixed any areas that burnt down.
Added a link to this thread in the book in The Hall of Love.
Nerfed the difficulty in Blizzard by changing the maximum number of mobs allowed around any given spawner by 30-50%.
Fixed sewer detection range being too low.
Changed the final petition to only activate if the map was used. It used to cause a bug where picking up completed maps would activate the event.
Fixed air-releasing sounds from playing when teleporting to and fro There is no such thing as magic.
Ensured that all command blocks had the tag "TrackOutput" set to 0.
Ensured that Dissent would always appear on the top of your saves provided you haven't played it yet
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Installation
Once you have downloaded Dissent, you need to use a program such as WinRAR or 7zip to unzip the file (Windows file manager does not work). Locate the extracted file. It should contain the world folder and a readme file. You will need to copy the world folder into your minecraft saves. The easiest way to do this is to start minecraft, go under Mods and Texture packs, choose "Open texture pack folder", go up a level, then click on saves. Now just plop in the world file and voila! You can now play Dissent
An alternative method for windows users is to search "%appdata%", then open .minecraft, then open saves.
?Frequently Asked Questions?
Question:"Dissent is made up of Hypixel's maps. Are you sure you are allowed to use them?" Answer: Yes. I have talked to many admins about Dissent. Some of them even offered to help me obtain some of the maps I couldn't find. Besides me, many others use Hypixel maps on a regular basis (mostly for renders, animations, etc). Of course, if you are looking to make something with their maps yourself, I would make sure to give credit where credit is due
Question:"Will you make any money off of this?" Answer: I've been asked this question an awful lot oddly, and the answer is no. I will not profit off of this endeavor in any way. This project is entirely for Hypixel and the Hypixel community. Just as the staff work out of passion for the network, so was this map designed. That is the impression I hope to leave
Special Thanks
While Dissent was mostly a solo project, there are several people I would like to thank for giving me inspiration, advice, and input that pushed this map to its full potential.
First of all, I want to thank Vechs, Amlup, helico, Karrot, and Mithey. I'm not sure if you'll ever see this, but you are all amazing mapmakers who inspired my fervor for the CTM. From the keen traps in Inferno Mines to the dynamic style of Ragecraft II, I loved every minute of it. And Mithey, I cannot thank you enough for reinvigorating my motivation to finish Dissent. The end of Terra Restore was–touching, to say the least. I don't have time to praise all of you, but I just want to say that each of your maps had fantastic concepts that influenced my design decisions in Dissent <3
Eventually I got to the point where there was nothing left to improve in Dissent on my own. I needed feedback. Thankfully, these five wonderful people stepped up to the plate to accepted the challenge. If it were not for them, Dissent would be a much more brutal, bug-littered experience:
Chandoggie
Echks
Sykese
0lafe
Veekzy
I would like to give a special thanks to Pit199, for his assistance in alpha lag testing, banners, and head design.
I want to thank Destruc7i0n, for providing me with a vast knowledge of minecraft mechanics, tools, nbts.
I want to give my utmost appreciation to thechaoticmagnet, for designing Unforseen Connection, contributing to the map's lore, and introducing me to valuable proof-of-concept systems.
I want to commend Arth2000, for furthering my knowledge in minecraft command blocks, and showing me methods to cut down on memory issues that hampered Dissent for users with less fortunate pcs.
Last but not least, I want to commemorate Kooleyy, for helping me make the newest logos and banners for Dissent.
I couldn't have done any of this without you guys, keep contributing
If you're interested, here is a list of resources used in the making of Dissent:
To experiment with the notes and sounds for the final boss music.
Featured players
As I write this I can't help but think of Ozymandias, that shattered visage who says, "Look on my works, ye mighty, and despair!" While we all share his fate, I have hope that our thoughts and influences will travel never ceasing. The men below have had such impressions on me, and have contributed to the server we know as Hypixel.
❤ Hall of Love ❤
While you may not be a primary character in Dissent, your decapitated head can still be featured in the Hall of Love by pasting one of these images in your signature along with a link to this thread, and leaving it there for a week. (signature page link)
Short link: Link Removed
Once you have modified your signature, leave a reply to this thread saying, "I wish to contribute." Your head will then be added in the next map update.
Speedrunning
I have always been an avid fan of speedrunning. I have speedrun several games/maps and would love to see you run mine. I recognize the difficulties involved, so I have provided runners with as much potential as possible. This includes a speedrun mode, countless secrets and shortcuts to discover, reduced rng features, and a custom speedrun timer. This timer is 100% reliable so it counts as a valid speedrun timer, granted, you will still need to record your run to appear on the leaderboards.
1. Follow the map rules.
2. You must use speedrun mode.
3. You must set your difficulty to hard before you move your cursor.
4. The map must be run in 1.8.9.
5. You may not read or write to the world files outside of Minecraft except to change the difficulty to hard or hardcore (hardcore difficulty, not mode).
6. No time will be accepted without video proof. No exceptions. Co-op modes require video proof from all the players.
7. The speedrun timer provided in the map must not be modified in any way.
8. If the in-game timer is not used, timing will begin when you have control of the player and end when you have finished the map.
9. The timer must not be paused during the run. If it is, the time it was paused will be added to the run final time.
10. You are not allowed to duplicate items via cloning, exploiting minecarft bugs, or exploiting command blocks in 100% categories.
11. If you are unsure if you are breaking a rule, notify me. I would hate to disqualify a run simply because it pushed the boundaries of these guidelines.
12. While you may manipulate the map's redstone, you may not alter the player head monument redstone to automatically complete any portion of it, and you may not modify the emerald monument to complete any portion of it on 100% modes. Activating the bridge cutscene is allowed, if you can manage it
Additional rules:
-The emerald monument must be completed before your time is counted.
-The emerald blocks must be crafted using 90 of the 96 emeralds throughout the map. 1st <Player> (hours:minutes:seconds,milliseconds) [Video] 2nd 3rd
Additional rules:
-You may use mods and programs to slow tick & movement speed or to create savestates.
-You may use macros, keybinding, or input timers (like in normal tases).
-You may use any other kind of mod/program that gives you an advantage so long as it does not alter the way minecraft fundamentally works or does not alter the way gameplay would normally look (so direct texturepacks, huds, and mipmaps are not allowed). 1st <Player> (hours:minutes:seconds,milliseconds) [Video] 2nd 3rd
Additional rules:
-The emerald monument must be completed before your time is counted.
-The emerald blocks must be crafted using 90 of the 96 emeralds throughout the map.
-You may use mods and programs to slow tick & movement speed or to create savestates.
-You may use macros, keybinding, or input timers (like in normal tases).
-You may use any other kind of mod/program that gives you an advantage so long as it does not alter the way minecraft fundamentally works or does not alter the way gameplay would normally look (so direct texturepacks, huds, and mipmaps are not allowed). 1st <Player> (hours:minutes:seconds,milliseconds) [Video] 2nd 3rd
Additional rules:
-Two players must preform this run together. One player must always be playing, meaning strategic disconnection is fair game.
-Please use an external timer as the one in game may not be fit for multiplayer.
-The time begins when the second player joins the server. You may not move your cursor or player until this time.
-The emerald monument must be completed before your time is counted.
-The emerald blocks must be crafted using 90 of the 96 emeralds throughout the map. 1st <Player> (hours:minutes:seconds,milliseconds) [Video] 2nd 3rd
About Dissent
I discovered Hypixel because of his maps. I absolutely adored them, so much, in fact, that I stalked the front page daily. The moment I heard I could play them on his sever, I was overwhelmed with excitement. I instantly logged on, lined up in a queue, and for my first time ever I got to play "Zombie Apocalypse" with someone else. The experience was so delightful that I can still remember the names of those players today.
Fast forward a year or so, Hypixel's developing, Blitz is out and the hype is real. Soontm was Hypixel's motto and kevinkool threw weekly pool parties. During Hypixel's down time I enjoyed playing CTM maps from the minecraft forums. Ever since I returned to Russia they were my favorite minecraft activity. As a matter of a fact, CTM maps were the only thing I enjoyed more than Hypixel. At that point an idea sprouted it would be neat to have Hypixel CTMs.
There came a time when CTMs were sparse. Vechs stopped uploading, and Amlup seemed inactive. I had grown in my mapmaking skills, was pretty popular on the network, and this idea of a Hypixel CTM map started to grow on me. I mean, how awesome would it be to have my two favorite minecraft pastimes merged into one! And so this thought continued to develop. I had no idea what was to come...
In December 2014 I began to make an outline of what such a map would look like. I sketched areas dedicated to different Hypixel staff and players in my notebook. Inspired by a wonderful teacher named Mr. O, I concocted the idea of having a philosophical meaning behind the map, sort of like Waking Up by Vechs, but with many more layers. Thus, the blueprints to Dissent, and the idea of a saga was born.
Now, over two years later, the map is complete. I could not have done it at a better time. I started in early 1.7, updated it to 1.8 (and later 1.8.9), and now minecraft 1.12 is on the horizon. Sure, there will never be a squeal, and sure, if it was done sooner I would get more attention. But I am ebullient that this map has lived up to its anticipated meaning, and that maybe, just maybe, it will improve someone's worldview
While it's easy for me to say why I started Dissent, it's difficult to put a finger on how I followed through.
At that time I was very pressured because my Hypixel forums content wasn't appreciated by a seemingly vast amount of users. So I think that, for a long time, it was a way of me saying, "Look, I can do something! I'm not completely useless." It was a way of proving that I cared. I later realized that unfortunately, people are going to call me useless no matter what I do, or how much I try to contribute. We are hasty, and often all too pessimistic when we look at intentions. It hurts when you try to make a difference, and noone around you realizes you only want to help. It's sad how so many good people get washed away by that, and how many people with wicked intentions come out on top because they appeal to everyone. People expect progress to conform, so improvement fades away.
So what motivated me after that? I gave it quite some thought, and really, this all boils down to one thing: Contribution. All I've ever wanted to do, especially after the events of my sophomore year, was to contribute. I figured that if the narrative in Dissent had the ability to change someone's outlook on the world, I was willing to spend time on it. If Dissent could cause discussion, invoke a valuable sense of nostalgia, provide a fun escape from the clutches of the world, capture my personal story, and prove meaningful to the Hypixel staff that helped me grow so much, I was certainly willing to finish the job.
There many more layers to this, of course, but this wall of text is already quite frightening. Let's move on to something more enjoyable
Statistics:
Dissent contains bits and pieces from 34 Hypixel maps.
Dissent has nearly 150 featured players, not counting heads in the Hall of Love or the golem donor zombies in The Main Attraction.
I have played in the Dissent world itself for about 525 hours. The reason I say I've spent 2,000 hours on it is because half the time is spent in Mcedit, even more time is spent planning, and the "525" hours does not include all the time spent on backups.
Speaking of backups, I have 557 backups of Dissent stored on my computer.
Dissent contains 8,608 command blocks, all hand-placed.
Dissent contains 1,656 chests.
Dissent has 5,071 spawners, that's an average of 307 per area!
There are 57 redstone-operating armorstands in the spawn chunks, all managed by Bob.
There are 218 scoreboard objectives, again, all managed by Bob.
Bob has been relocated a total of 1 times.
Not counting backups, I opened and closed Dissent 4,772 times during development.
In the making of Dissent, I slaughtered over 12,000 mobs and dealt 731k damage.
Not counting backups, I died 243 times. (With backups this is probably around 500, due to the fact that I tested each area several times)
I have talked to villagers 1,150 times, not counting backups.
Without backups (go figure), I have opened over 10,000 chests.
Apparently a pig has killed me on at least 3 separate occasions, meanwhile, the rampant blazes in the map haven't managed to kill me once.
Fun facts:
Every single item in every single chest was put there by me. This is mostly because many of the chests have arrangements that have a particular meaning (even and especially in Glitched).
All of the redstone was redone on 2-3 different occasions in order to move and/or optimize it.
In the intersection Repulsed Firstfruit, I brag that the intersection looks better than most ctms, only to have a friend say it's the ugliest thing they've ever seen.
Dissent has been in development for 5 minecraft versions. You can barely count that on one hand!
Not-so-fun-fact: I had to completely rebuild limbo based off old footage, as none of the admins had the map
Two of the areas in Dissent are tributes to novels I was reading at the time (The Quake Tribe -> Things Fall Apart, The Intestine of the Network -> Les Miserables), and the map as a whole has numerous references to A Tale of Two Cities.
I am considering uploading a folder of all Dissent's development materials. This pack would include all the backups, the trailer, relevant notepad documents, and images of my original notebook. Unfortunately, this file would be fairly large and would take some time to put together. If you are interested, please let me know and I will upload it
I am working on a series where I play though Dissent myself, and explain all that was involved in its development. Check it out here!: Link Removed
If you actually managed to read this entire thread I am genuinely impressed. Keep being awesome. Everyone else too, you're also awesome. Each and every one of you has a beautiful story, I wish I had all the time in the world to get to know each of you. At that, please be cool in the replies to this thread. If someone's being a jerk, be respectful and move on. If you really hate Dissent, or someone else's opinion on the map, please don't make a spectacle of it. Keeping this thread open means a lot to me, and at the end of the day, opinions are just opinions
I wish you a splendid day, and best of luck on whatever you have planned.
Signing out,
link2012
I'm gonna check it out, but it looks like you massively inflated those work hours.
Thanks The work hours is actually fairly accurate. To begin with, in the last backup before publication, the game said I spent 525 hours in the world, "Hah! So you didn't spend 2000 hours! >:3" Well, this number does not factor in the time I spent working on mcedit (about the same amount I spent in game), or the time I spent on backups and parallel worlds, fixing and testing areas (again, about about the same time I spent "working"). Additionally, the "525" does not factor in planning time, time spent rebuilding areas block by block, and time on other tools. Just to give you an idea of its scale, Dissent has 557 backup worlds. Every chest is hand-placed and filled, and there are scores of custom mobs and items (many of which I used CBP for... yet another unfactored number). Nearly every command block is also hand placed, of which there are over 8,600, half of which have been redone on more than one occasion. Now, of course, you don't have to believe me, I'm new to the minecraft forums so, why trust me? xD While I hope playing the map will convince you of its scale, at the end of the day, I know it's taken this long, and regardless if it did, it's been a massive chunk of my life these past 2 years.
Monologues aside, I hope you enjoy playing Dissent. That's really all that matters Have a great day!
Just released version 4.1.12.14 It fixes an issue where dispensers in Lost Brethren were facing the wrong direction, as well as adds several more heads to the hall of love On another note, Dissent Developer Commentary Episode 2 is out!
I know I'm necroposting this thread, but I think this is enough of an addition that it's worth it.
Review of Dissent
By Moniker1(Still TT on here...)
Note: Contains screenshots!
Before I start, I’d just like to comment on the main gimmick of this map; taking Hypixel’s maps and making CTMs out of them. I actually don’t think it’s a bad idea, because it has some major benefits. For one thing, Hypixel does a VERY good job with their maps, and your area and aesthetic design is already done for you. I personally have played on Hypixel’s server, and enjoyed their minigames. So when I heard about this map, of course I had to at least give it a shot. Another advantage is that, with your map design covered, that takes out a lot of the time you would normally spend building area aesthetics, and lets you spend it on placing spawners, designing interesting encounters and loot, and doing command block stuff. With 2000+ advertised dev hours, I would not say its wrong at all to go into this map with high expectations.
I’m just sad I was so disappointed.
(Screenshots included by request)
I may have burned it a little.
Prisoner(game: Quakecraft): Rating… Just Okay
For all the epicness this map claims to have, it starts off really slow. Nothing here is particularly difficult. I appreciated having little natural spawns. It was nice to only deal with spawner stuff. However, during this area, one of the major problems with the map rears its ugly head. Namely, lighting and guiding the player to important points. Most of the lighting was removed from the copied maps, leaving the only source of light most of the time as your own torches. This is actually really bad, since its hard to see important stuff. The little emerald chandelier? How the heck is anyone supposed to notice that? Its good form to put redstone torches on the important stuff, but as it is, the exit to the area and the pig fishing secret is REALLY hard to find, because there’s no lights or area design to guide your attention to it. I had to go into spectator mode just to see it!
MONUMENT: Recovered Haven: Rating… Good
I don’t know what lobby this is, but it looks fine. All the command blocks work (a consistent thing throughout the map, one of the things done right), a good base is given… everything is okay. I just wish the convenience teleporters were two-way… oh, and the emerald blocks were neat too, but many of the emerald locations were a bunch of crap. Hidden in some far-off island that requires a stack of blocks to get to and was just a little aesthetic thing in the Hypixel server? Was that really necessary?
In any case, the next area is where some of the map’s problems start to really show.
Wrath of th- I mean, LOST BRETHREN: Rating: The start of the problems
This is where the central problem of the map shows up. The gameplay has exactly two modes: “Boring” and “Bullcrap”. The first part of this area is boring. Many of the spawners, here and elsewhere, aren’t primed, so if you’re fast you can just break them before stuff spawns. You walk down a long, winding path, and if the mobs do spawn, they’re the same every time. Boring.
The town, on the other hand, is bullcrap. The buildings are all very close together, and things are packed tight. That means that while you’re dealing with the mobs from one spawner, the spawners in the floor above you are spawning, and mobs in the buildings near you are spawning. Basically, it builds up REALLY FAST, and if you want to loot all the buildings, multiple trips back to make them despawn are required. The good news is, you don’t need to beat all the buildings! You can just run right to the next place once you have the head in the town hall!
(Do you need a screenshot here? It’s just Wrath of the Fallen…)
Rustaay Castle: Rating: Boring
There are all these huge areas in Hypixel, and you take them without cutting them down at all, and fill them all with spawners and some secrets… but there isn’t much interesting to do in many of them, so its just running around a big area and smashing spawners as you go. It wouldn’t have
disappointed anyone if you just sealed off some of the castle and left it empty to streamline things. This applies to a lot of areas, really.
Wisdom Mines: Rating: Okay:
There wasn’t much to say here. It’s just the mines with a lot of spawners added. Honestly, the first few areas out of the monument, you’re just exploring a spawner-filled survival mode of Hypixel’s second map. It goes on way too long, and anyone who was hoping to get to playing on Hypixel’s minigame maps really has to slog through this and wait a while before they can. It would have been better to replace all of these areas with minigame renditions, or mini-size the whole map into one big area as opposed to 3 medium ones. The long haul through all three of these areas probably made several players give up before the map really got started.
Intersection 1, Rotten Firstfruit: Rating: Eh
Its an okay intersection. We’re all happy to be done with Wrath of the Fallen, this is essentially where the map REALLY starts. The most notable thing is the NPC villager dialogue at the bottom(or was it the I2 guy?), which I think was where we actually learned what the heck was happening, the rebellion in Hypixel. I’ll talk about the lore and how messed up it is at the very end.
It takes just as long to run through as it looks!
Formidable Resurrection(??? Whats with the name?)(game: Blitz SG): Rating: Long
This area had okay mobs, but it got boring after a lot of running through them. This is not the last Blitz SG map. I have to say, a lot of the areas were Blitz maps. I feel it is overrepresented. I guess now is as good a time as any to note the custom mobs in this map; many of them were rather simplistic. Rather than creating new interesting situations, a few custom mobs were taken and had their spawners scattered throughout the area. You fight the same mobs in the same way many times, and it really wears on you. Much of the time, each new area only brings a slightly more powerful zombie than before, or a slightly more powerful skeleton than before. In that regard, I’d compare the map to Savage Realms, though that map had more redeeming qualities.
No Such Thing as Magic(game: TNT Wizards): Rating: Above Average
This area was alright! It was neat enough, running around, exploring buildings, and grabbing points. I do appreciate the witch changes! However, I feel like it could have been even better, by giving the player speed/jump boost buffs like in the real TNT wizards, and priming the spawners, putting more guard around the points and a miniboss mob instead of an obsidian-encased spawner. Then, you could have been dashing around, smacking mobs aside as they chased you, capturing all the points and trying to win the battle! It might have been good then. As it is, it goes really slowly, and the TNT Wizards maps weren't built for slow play.
Under the Bridge(game: Paintball): Rating: Above Average
This area, too, was okay. You had a fair choice of which route you wanted to take to get to the other side. The invisible maze was more an annoyance than anything, though. The worst part. The void almost felt unnecessary, not really being a threat if you played with any careful-ness. The only time it came into play was the Creeper Head usage, which was actually a nice shout-out to the real server. Good on you.
Intersection 2:
As an intersection, this place is nice, if a bit more dangerous than expected. As for the sidequest… well, once again, the entire upper part of the mansion was used when it really didn’t need to be. It felt like a really long slog for just 2 emeralds, even if the ability to instakill ghosts with glass was cool. The cheesy potions WOULD have been helpful… if they’d been given in stacks. As it is, with them taking up a lot of inventory when you can’t even use them at full efficiency, it’s really better to stick with conventional food.
Quake Tribe(game: Quakecraft): Rating: Okay
All the twisting hallways were tough to navigate! At least the next area and head are easy to find. Really, I can’t imagine anyone still trying to find the emeralds by this point… There isn’t too much to say, just that the map could’ve had so many neat Quakecraft-like gimmicks, and instead chose to just go with an above-average skeleton custom mob. Disappointing.
On one hand, neat! On the other hand, a lot of running to do!
Citadel of Legends(game: Blitz SG?): Rating: Okay
The name and the Assassin generics made me expect something special, but its really a rather ordinary area. The blazes have a tendency to burn down the forest. This would’ve been a good place for a boss fight or a climax, but while its tense running along the top, there is again nothing too noteworthy.
Gets two screenshots because they’re so different
Ivory Fangs(game: VampireZ): Rating: Bullcrap, then Above Average
Here, in both parts of the area, another major problem in the later areas of the map show up. Specifically, the custom mobs aren’t explained at ALL. The first part of the area, due to this, is an utter crapfest. First off, the headless horsemen. They might have been okay as rarely seen, almost miniboss-type enemies… not spammed everywhere as normal enemies! They give you blindness AND wither with when you’re in a couple block radius, and there isn’t anything you can do about it. And its hard to realize that it’s the HORSES, not the zombies, that give it to you! Not only that, but the nearby vampires heal up to almost full when they hit you, which would be okay… if not for the map detecting the damage you take from wither as them hitting you, constantly healing the swarms of vampires. A deadly combo I’m fairly certain is entirely accidental. The saving grace is that its all totally skippable, just run right to the other end of the town if you don’t care for the not-worth-it loot.
The second part is pretty much a completely different area. Free infinite iron, yay! The jump boost and parkour design, combined with skeletons, but giving you knockback-resist items… it was actually pretty neat! I actually liked it! Good job!
So, this area would have been given an “Okay”, if not for one thing: You randomly have Mining Fatigue! There’s not a reason for it or anything! It’s just there! Why?? What’s the point? To make it more of a challenge? It felt totally pointless, and cast a shadow on what was otherwise an alright area. The mobs were somewhat challenging this time, although dealing with the swarms and spawners that spawned more spawners got annoying after a while. And this isn’t the last time the player is randomly debuffed…
You start at the bottom. Have fun getting up!
Intersection 3: Rating: Bad:
Okay, I’m just going to yell this… WHY WOULD ANYONE EVER DESIGN AN INTERSECTION THIS WAY?! There’s no bridges, or ladders, o-or anything! Just empty space for you to bridge! I didn’t even bother. I fully admit to using spectator mode to get around places from this point onwards. It was just… so annoying! At LEAST give us a block chest at the bottom! You didn’t even do that!
Looking at the torch trail, I think this screenshot represents the best way of playing the area.
Blizzard(Game: Blitz SG… again): Rating: Okay
I didn’t even stay long enough to see the blizzard mechanic. The main problem with the area is the elevator at the start; it takes WAY TOO LONG. Block by block by block… for what surely must have been at least 100 blocks… didn’t you notice it was a 5-minute trip during testing? For one way? It would have been FASTER to chop down trees, craft ladders, and use those to get back up!
The boss fight was unexpected, but terrible. Once again, some explanation would have been nice. I wasn’t sure whether I was supposed to be killing or helping the villager. The boss mechanics result in tons of swarms while the villager heals up as you try to swat away the minions. However, if you use the Ground Pound axe, it becomes a little less terrible… so I hope you don’t lose that item!
The Intestines of the Network: Rating: Awful
To anyone reading this planning to play the map, go right ahead and skip the area. It’s bad. First off, the guy clinging to your back is annoying and laggy. Second off, the first thing you do at the start of the area is replace all the players current torches with redstone torches WITHOUT warning them. Hope you weren’t carrying too many! And it’s pointless too, since it’s perfectly possible to use glowstone. Once inside, it doesn’t get better. The mobs are numerous and aggravating, and its hard to find the spawners to break them. The only good part is that it isn’t THAT long. It would have been better as just a couple tunnels and a very short walk there.
Thought you were done with Adventure maps? YOU THOUGHT WRONG.
Developer’s Mansion: Rating: Ranges from bad to Above Average
Okay, so this area was an odd mix. Simultaneously cool at some parts and bad at others. The wizard’s special items were cool, it would have been nice to be able to move him back to the monument. The monkeys and Beetles outside hit WAY too hard, and they swarmed! The inside of the mansion was SAFER!
The inside of the mansion would have done much better with a proper explanation. The Indecisive Mages were neat with them going from extra-tanky to essentially a period of vulnerability. However, the Lightning they hit you with was totally unavoidable, and got really frustrating after a while. The Angel Boots were also cool. The crypt below was actually the best part, with a sort-of cool lantern gimmick and some good, simple mob encounters. That part with codename_b at the bottom, though… that was dark.
Also. This was the worst part of the map for me. Not the crypt, but the side area in it. A lot of the areas in this map are biased towards Blitz SG, taking representation from a lot of the other games that could have been in. Blitz SG was an important game, but arguably more important were the games Walls and Mega Walls, some of Hypixel’s most influential works. Walls was only represented through one small transition area. Mega Walls? …Well, I went into the map wanting to play a Mega Walls area. Almost expecting it, as some major climax. A big epic area; it might have even made a good final area. What did we get to represent the biggest, the most epic game on Hypixel?
THIS. One itty-bitty bedrock arena wither boss fight! As an optional emerald area! I guess it could have no representation, but… it’s SO boring! You could have had something amazing, not this! Maybe it was a plan for one of the future maps, maybe not, I don’t know…
This area ties with the last for being the worst. It. Is. BAD. AWFUL. HORRIBLE!! Everything about it is imbalanced! It mostly messes with your interface, dragging your vision away as you try to break spawners, shifting you around… this would be okay as a little gimmick, but this is a HUGE area! You have to put up with it for WAY too long to get anywhere! And the mobs, oh goodness, the mobs… I have PTSD flashbacks to creepers that TELEPORTED YOU INTO THEM so they could IMMEDIATELY explode you, one enemy that gave poison(the easiest one), another that gave Mining Fatigue that prevented you from breaking spawners, and still another that gave Negative Jump Boost, preventing you from jumping… All with no explanation or warning, of course. I ran straight through, grabbed the head, and got out. Nope nope NOPE.
The Main Attraction(Hypixel Main Lobby): Rating: Okay
Alright, this one isn’t so bad. The chest mechanic was annoying… you could just give us the items, you don’t need to make us buy easy-to-lose very overpriced keys! Once you made it to the actual castle, it was actually a fun area, with some finally INTERESTING combat encounters rather than spawners everywhere(that’s totally what the outside is, though). The ending was so disappointing, though. No real conclusion to anything… I’ll talk about that in a bit.
Peripheral Memory Access: Rating: Good
We would have all been better off is this was the final area.
The mobs take a lot of hits to kill – all the endgame mobs do, it makes fighting them more aggravating than anything – but other than, this area was okay. A neat mechanic, it kept itself fairly short, and felt like a really good buildup for the finale! I actually did like this one, at least a little.
So… after all this buildup, all this time, what do you do for the final area? The map slows to an UTTER crawl. Why? Because you’re debuffed again! Weakness 11. Slowness 3. Mining Fatigue… 2. Because it NEEDS TO BE MORE OF A CHALLENGE. Seriously? The final area in a map is usually about you throwing everything you have at an insane challenge, not bringing you back down almost to the power level you had when you started, so you can VERY SLOWLY move through an incredibly long area!
Now, I won’t go on. Because I fully admit it. I gave up. I went into Spectator mode and skipped straight to the final boss. I. was. DONE. I did not want any more.
And the final boss… was even worse! Not only did you keep your debuffs, you went into adventure mode and lost block-placing power! Instead of fighting an actual enemy, you fought Herobrine, who hovered just out of the reach of your weapons. The ONLY opportunity you had to hurt him was when he shot a fireball… which happened about every 3 minutes. Good luck if you didn’t get it! The rest of the time rotated between A: Dealing with a ridiculously OP attack that killed you incredibly fast(even with the best armor, don’t expect to last more than a couple hits) or B: Waiting for Herobrine to do something. The final boss battle was just boring! It would have been better to just have a regular fight, instead of the slow waitfest we got.
It is done.
THE STORY AND LORE:
All the philosophy stuff was just silly. I’m not going to comment on it.
First off, the map does very little to establish the story, what’s going on, and what you’re doing in. What I COULD gather:
*You’re trying to stop a rebellion
*Almost everyone is on the rebellion’s side
*There’s this person called “His Divinity”
And all of this is hidden away in optional dialogue and books that are very possible to miss. It all falls flat. There’s nothing to save and nobody to help. It’s just you, murdering a bunch of people in a “rebellion” with no opposition except for yourself. You don’t know their motivations, just that at the end of the map in the second-to-last area, they successfully execute Hypixel and win. And in the real last area, you totally forget about the rebellion and go fight Herobrine instead. All of this together means no investment, or reason to care. The story might have done better with more fleshing out; establish the situation, motivations, and give it a proper conclusion. As it is, there isn’t any payoff for paying attention to it.
All in all, I give the map a "bad". There are some good ideas, but they're lost and buried amidst everything else.
For this map did you create your own interpretations of Hypixel builds that are simply "inspired" or did you directly copy and paste them into the areas or build them block for block?
For this map did you create your own interpretations of Hypixel builds that are simply "inspired" or did you directly copy and paste them into the areas or build them block for block?
They are copy-pasted with only slight alterations (such as removing all the lighting) to make them CTM-suitable-ish.
I know I'm necroposting this thread, but I think this is enough of an addition that it's worth it.
Review of Dissent
By Moniker1(Still TT on here...)
Note: Contains screenshots!
To begin with, I would like to say thank you for your response. Up until this point I haven't gained much of any real feedback about Dissent, which is why I began reading your post with such euphoria. What I appreciated most was your attitude going into the map. Instead of seeing 2,000 hours and saying, "Yea, it's good," just to make me feel better, you say, "With 2000+ advertised dev hours, I would not say its wrong at all to go into this map with high expectations." Sadly, my excitement was shortlived.
Your response itself reveals the sad truth about Dissent: It is a failure. It's silly, I should have noticed this earlier on too. The lack of let's plays, feedback, and posts of the map's completion all point to its low entertainment value. I was too naive to recognize these signs. Perhaps that's why things are the way they are.
I honestly cannot express to you the heartbreak I feel right now. I wanted to prove to the Hypixel network I honestly cared by making a fun, meaningful adventure worth their time. In the end, I labored 2,000 hours and 2 years of my life to squander the excitement and waste the time of the 500 people that have downloaded Dissent. It as though I built the titanic, a seemingly glamorous ship, only to find out weeks later it had sunk. All these realizations destroyed me, which is why I am only addressing it a week and a half later.
Dissent was meant to be about observation and leaving the player to his own thoughts. That's why it's so drawn out, and why so little is laid out for you. The problem is that I never tell the player this, so people are annoyed rather than appreciative. This idea is contradictory, however, because that quest was meant for the Strong in Mind. I wanted to make a map that everyone would enjoy. This is where a sad reality comes into play. I got so wound up pouring my heart and soul into the map I ignored just about every rule of game(map)making. And while, sure, maybe 10 people might enjoy the map for all it has to say, 490 people will have their anticipations crushed.
Finally, before we move on, it appears that your perspective of the map early on had a large impact on how you viewed it later. This is a rather valuable psychological observation to note for future maps (which I probably can't make because college), as well in addressing the objective quality of various areas, which, by the way is another thing I love about your feedback. You split it up very nicely.
For all the epicness this map claims to have, it starts off really slow. Nothing here is particularly difficult. I appreciated having little natural spawns. It was nice to only deal with spawner stuff. However, during this area, one of the major problems with the map rears its ugly head. Namely, lighting and guiding the player to important points. Most of the lighting was removed from the copied maps, leaving the only source of light most of the time as your own torches. This is actually really bad, since its hard to see important stuff. The little emerald chandelier? How the heck is anyone supposed to notice that? Its good form to put redstone torches on the important stuff, but as it is, the exit to the area and the pig fishing secret is REALLY hard to find, because there’s no lights or area design to guide your attention to it. I had to go into spectator mode just to see it!
I can't help but ask early on, what difficulty were you using?
It is true that lighting is an important factor. Not just with emerald discovery, but as a general assistance.
You are also very correct about the lack of communication. I expect players to "observe," instead of handing things out to them on a silver platter like most game devs (which isn't a bad thing, it's just not what I was going for...). This might have made a nice gimmick if I addressed it earlier on, but as of now it is a thorn in the foot of the player.
The exit should be much easier to find in the current version of the map, though, I am still very sorry you had to use spectator mode to find it.
MONUMENT:
Recovered Haven: Rating… Good
I don’t know what lobby this is, but it looks fine. All the command blocks work (a consistent thing throughout the map, one of the things done right), a good base is given… everything is okay. I just wish the convenience teleporters were two-way… oh, and the emerald blocks were neat too, but many of the emerald locations were a bunch of crap. Hidden in some far-off island that requires a stack of blocks to get to and was just a little aesthetic thing in the Hypixel server? Was that really necessary?
In any case, the next area is where some of the map’s problems start to really show.
Yes! Dissent isn't a total failure
It's the old VIP lobby, and yea, I put a lot of stress on the command blocks. Too much stress to be honest. That and making custom items/mobs really drew me away from making quality gameplay.
You are probably right with the teleporters. There's really no reason to restrict the access besides encouraging exploration and the creation of "short-cuts".
In regards to the emeralds, yes, there are quite a few poorly placed ones. Typically they are meant to be difficult to find, but I get what you mean about situations like that emerlad hidden away on a tiny island :I
Wrath of th- I mean, LOST BRETHREN: Rating: The start of the problems
This is where the central problem of the map shows up. The gameplay has exactly two modes: “Boring” and “Bullcrap”. The first part of this area is boring. Many of the spawners, here and elsewhere, aren’t primed, so if you’re fast you can just break them before stuff spawns. You walk down a long, winding path, and if the mobs do spawn, they’re the same every time. Boring.
The town, on the other hand, is bullcrap. The buildings are all very close together, and things are packed tight. That means that while you’re dealing
with the mobs from one spawner, the spawners in the floor above you are spawning, and mobs in the buildings near you are spawning. Basically, it builds up REALLY FAST, and if you want to loot all the buildings, multiple trips back to make them despawn are required. The good news is, you don’t need to beat all the buildings! You can just run right to the next place once you have the head in the town hall!
You are correct in regards to the town. I had actually noticed the buildup during alpha testing, so it's my fault for not doing more to fix it All it would have taken was a small spawner range or better spawner placement (then again, that's a lot easier to say now that I use commands versus then when I just used mcedit).
(Do you need a screenshot here? It’s just Wrath of the Fallen…)
Rustaay
Castle: Rating: Boring
There are all these huge areas in Hypixel, and you take them without cutting them down at all, and fill them all with spawners and some secrets… but there isn’t much interesting to do in many of them, so its just running around a big area and smashing spawners as you go. It wouldn’t have disappointed anyone if you just sealed off some of the castle and left it empty to streamline things. This applies to a lot of areas, really.
Again, the long nature of the map is in part due to the thought it is meant to provoke. Unfortunately, I was blind to the fact that that makes terrible gameplay for the average joe.
Wisdom
Mines: Rating: Okay:
There wasn’t much to say here. It’s just the mines with a lot of spawners added. Honestly, the first few areas out of the monument, you’re just exploring a spawner-filled survival mode of Hypixel’s second map. It goes on way too long, and anyone who was hoping to get to playing on Hypixel’s minigame maps really has to slog through this and wait a while before they can. It would have been better to replace all of these areas with minigame renditions, or mini-size the whole map into one big area as opposed to 3 medium ones. The long haul through all three of these areas probably made several players give up before the map really got started.
Long slog? But what about prisoner ;-; I see what you are saying though, however, this is one of the few things you mention I would have left in if I did it all again. The reason there are so many adventure maps is because they cater to Hypixel veterans, my primary audience. This is also why there are seemingly countless Blitz maps. Nearly all of those maps were removed, so to play them again was nostalgic.
In revolving the map around Hypixel, though, there was one major flaw: The testing (and therefore the outcome), of the map. Most of my beta testers loved the map, and said the community would enjoy it. They gave me feedback from the inside, but how was I to know what this map looked like from the outside? Normal players don't get the references and aren't interested in a drawn out herobrine boss fight. Some of the major design flaws in Dissent come from me unintentionally excluding everyone else; as you beautifully stated (and probably underestimated), "Several players probably quit the map by now."
Under the Bridge(game: Paintball): Rating: Above Average
This area, too, was okay. You had a fair choice of which route you wanted to take to get to the other side. The invisible maze was more an annoyance than anything, though. The worst part. The void almost felt unnecessary, not really being a threat if you played with any careful-ness. The only time it came into play was the Creeper Head usage, which was actually a nice shout-out to the real server. Good on you.
Thanks, glad yet another area wasn't a total failure. I had the void aspect in there to fit the troll theme, though you are right in that it is a bit overboard. It's strange the invisible maze didn't work. What's suppose to happen is the creepers that spawn in the back are supposed to chase towards you because they have a massive view distance, guess it's bugged. Though, it would probably still be more tedious than exciting regardless.
Intersection 2:
As an intersection, this place is nice, if a bit more dangerous than expected. As for the sidequest… well, once again, the entire upper part of the mansion was used when it really didn’t need to be. It felt like a really long slog for just 2 emeralds, even if the ability to instakill ghosts with glass was cool. The cheesy potions WOULD have been helpful… if they’d been given in stacks. As it is, with them taking up a lot of inventory when you can’t even use them at full efficiency, it’s really better to stick with conventional food.
Yea, the quest is way too long. I can definitely see people finding it nuisance to clear out the majority of a giant mansion just for a few measly emeralds. You are also correct about the quality of the cheesy potions. Another idea would have been to increase their duration, so you really only need a few and it's not bad when you die.
Quake Tribe(game: Quakecraft): Rating: Okay
All the twisting hallways were tough to navigate! At least the next area and head are easy to find. Really, I can’t imagine anyone still trying to find the emeralds by this point… There isn’t too much to say, just that the map could’ve had so many neat Quakecraft-like gimmicks, and instead chose to just go with an above-average skeleton custom mob. Disappointing.
A reoccurring issue seems to be the idea of hypixel gimmicks. I had so much potential to replicate various aspects of the server (like the creeper head), but got carried away with reflecting Hypixel in the items and mobs.
Gets two screenshots because they’re so different
Ivory Fangs(game: VampireZ): Rating: Bullcrap, then Above Average
Here, in both parts of the area, another major problem in the later areas of the map show up. Specifically, the custom mobs aren’t explained at ALL. The first part of the area, due to this, is an utter crapfest. First off, the headless horsemen. They might have been okay as rarely seen, almost miniboss-type enemies… not spammed everywhere as normal enemies! They give you blindness AND wither with when you’re in a couple block radius, and there isn’t anything you can do about it. And its hard to realize that it’s the HORSES, not the zombies, that give it to you! Not only that, but the nearby vampires heal up to almost full when they hit you, which would be okay… if not for the map detecting the damage you take from wither as them hitting you, constantly healing the swarms of vampires. A deadly combo I’m fairly certain is entirely accidental. The saving grace is that its all totally skippable, just run right to the other end of the town if you don’t care for the not-worth-it loot.
The second part is pretty much a completely different area. Free infinite iron, yay! The jump boost and parkour design, combined with skeletons, but giving you knockback-resist items… it was actually pretty neat! I actually liked it! Good job!
I expected players to observe the mobs and their weaknesses, though, again, that doesn't play out well with the typical user. You're right about the horses, they ought to be much rarer. Same with the vampires, it's unreasonable the way it is. The reason everyone does heal is because I didn't have the redstone knowledge back then to make singular healing a reality, thus, it doesn't heal full health, just enough to force players to keep their distance, which obviously worked for you
Yay for the second half! :3 That's when I actually started to get good at command blocks.
Blitzful Nightmare(game: Blitz SG): Rating: Annoying:
So, this area would have been given an “Okay”, if not for one thing: You randomly have Mining Fatigue! There’s not a reason for it or anything! It’s just there! Why?? What’s the point? To make it more of a challenge? It felt totally pointless, and cast a shadow on what was otherwise an alright area. The mobs were somewhat challenging this time, although dealing with the swarms and spawners that spawned more spawners got annoying after a while. And this isn’t the last time the player is randomly debuffed…
Observation There are essences (looks like purple glass) inside each spawner that release quite a few noticeable particles. They give you mining fatigue when you get too close to a spawner, and are destroyed with the spawner. The reason mining fatigue emerges at this point is due to the fact that you should already have an efficiency 4/5 iron pic, and be able to pretty much instantly destroy spawners (this is also why spawners become harder to find at this point). If you had known that the spawners gived you mining fatigue would this area be redeemable?
You start at the bottom. Have fun getting up!
Intersection 3: Rating: Bad:
Okay, I’m just going to yell this… WHY WOULD ANYONE EVER DESIGN AN INTERSECTION THIS WAY?! There’s no bridges, or ladders, o-or anything! Just empty space for you to bridge! I didn’t even bother. I fully admit to using spectator mode to get around places from this point onwards. It was just… so annoying! At LEAST give us a block chest at the bottom! You didn’t even do that!
There is something. It's right there when you enter the area xD You are presented with a button on mossy cobblestone. It spawns a flying horse, which you can ride to your heart's content. These are at the entrance to each intersecting area, every teleporter, and even skydeli's house (which judging by the image for the second to last area you didn't manage to find). If this is unnoticeable (as it apparently is), then yes, this intersection deserves all the rage you can give it. I'm relieved you used spectator mode to continue the map.
Looking at the torch trail, I think this screenshot represents the best way of playing the area.
Blizzard(Game: Blitz SG… again): Rating: Okay
I didn’t even stay long enough to see the blizzard mechanic. The main problem with the area is the elevator at the start; it takes WAY TOO LONG. Block by block by block… for what surely must have been at least 100 blocks… didn’t you notice it was a 5-minute trip during testing? For one way? It would have been FASTER to chop down trees, craft ladders, and use those to get back up!
The boss fight was unexpected, but terrible. Once again, some explanation would have been nice. I wasn’t sure whether I was supposed to be killing or helping the villager. The boss mechanics result in tons of swarms while the villager heals up as you try to swat away the minions. However, if you use the Ground Pound axe, it becomes a little less terrible… so I hope you don’t lose that item!
The elevator took me precisely one minute, odd :I It makes sense though, my computer is faster, and despite the optimizations I made to the elevator (it used to be MUCH slower), I can't imagine putting up with that on a slow computer. I should have definitely added a quick teleport. It was such a neat idea to have an elevator. It's a shame its size kept the ride from being exciting.
You're right about the boss.
The Intestines of the Network: Rating: Awful
To anyone reading this planning to play the map, go right ahead and skip the area. It’s bad. First off, the guy clinging to your back is annoying and laggy. Second off, the first thing you do at the start of the area is replace all the players current torches with redstone torches WITHOUT warning them. Hope you weren’t carrying too many! And it’s pointless too, since it’s perfectly possible to use glowstone. Once inside, it doesn’t get better. The mobs are numerous and aggravating, and its hard to find the spawners to break them. The only good part is that it isn’t THAT long. It would have been better as just a couple tunnels and a very short walk there.
You are 100% correct about the torches. I totally forgot about glowstone, and it's completely unreasonable to replace their torches without a head's up. Which mobs did you find the most aggravating?
Thought you were done with Adventure maps? YOU THOUGHT WRONG.
Developer’s Mansion: Rating: Ranges from bad to Above Average
Okay, so this area was an odd mix. Simultaneously cool at some parts and bad at others. The wizard’s special items were cool, it would have been nice to be able to move him back to the monument. The monkeys and Beetles outside hit WAY too hard, and they swarmed! The inside of the mansion was SAFER!
The inside of the mansion would have done much better with a proper explanation. The Indecisive Mages were neat with them going from extra-tanky to essentially a period of vulnerability. However, the Lightning they hit you with was totally unavoidable, and got really frustrating after a while. The Angel Boots were also cool. The crypt below was actually the best part, with a sort-of cool lantern gimmick and some good, simple mob encounters.
Wow, never thought about that with the wizard. That would have definitely been a good addition. I've seen that used several times in ctms, and it is always a breather. The beetles and monkeys have several weaknesses if you are keen enough to spot them, but again, that comes down the the failed implementation of an "observation" mechanic. All the mobs could have used some balancing/changes, though, you're right in that.
That part with codename_b at the bottom, though… that was dark.
It was indented to be
Also. This was the worst part of the map for me. Not the crypt, but the side area in it. A lot of the areas in this map are biased towards Blitz SG, taking representation from a lot of the other games that could have been in. Blitz SG was an important game, but arguably more important were the games Walls and Mega Walls, some of Hypixel’s most influential works. Walls was only represented through one small transition area. Mega Walls? …Well, I went into the map wanting to play a Mega Walls area. Almost expecting it, as some major climax. A big epic area; it might have even made a good final area. What did we get to represent the biggest, the most epic game on Hypixel?
THIS. One itty-bitty bedrock arena wither boss fight! As an optional emerald area! I guess it could have no representation, but… it’s SO boring! You could have had something amazing, not this! Maybe it was a plan for one of the future maps, maybe not, I don’t know…
I'm trying to find words to say this without sounding harsh, but, Mega Walls isn't a very historic part of Hypixel. At least not in the same way vampirez and the old Blitz Lobby is, and especially not when I planned the map. There are many other reasons I didn't (and couldn't) include Mega Walls, and this tidbit wasn't at all meant to represent its entirety. It was meant to be a challenging, emerald boss-fight with a bit of symbolism. Sorry I couldn't make that clearer. If the quality of the fight itself lacked, could you please explain?
Glitched(game: Blitz SG… AGAIN!!): Rating: Accursed
This area ties with the last for being the worst. It. Is. BAD. AWFUL. HORRIBLE!! Everything about it is imbalanced! It mostly messes with your interface, dragging your vision away as you try to break spawners, shifting you around… this would be okay as a little gimmick, but this is a HUGE area! You have to put up with it for WAY too long to get anywhere! And the mobs, oh goodness, the mobs… I have PTSD flashbacks to creepers that TELEPORTED YOU INTO THEM so they could IMMEDIATELY explode you, one enemy that gave poison(the easiest one), another that gave Mining Fatigue that prevented you from breaking spawners, and still another that gave Negative Jump Boost, preventing you from jumping… All with no explanation or warning, of course. I ran straight through, grabbed the head, and got out. Nope nope NOPE.
Aww, those were my favorite mobs But looking back on them, you're right. Messing with user interface is not wise. The whole point of a game is that you have control over your character. That paired with the fact you have no idea what's going on, and are probably predisposed to wanting to get the map over with, makes you want to just gamemode 3 and pray you will locate the monument head somewhere in the area.
The Main Attraction(Hypixel Main Lobby): Rating: Okay
Alright, this one isn’t so bad. The chest mechanic was annoying… you could just give us the items, you don’t need to make us buy easy-to-lose very overpriced keys! Once you made it to the actual castle, it was actually a fun area, with some finally INTERESTING combat encounters rather than spawners everywhere(that’s totally what the outside is, though). The ending was so disappointing, though. No real conclusion to anything… I’ll talk about that in a bit.
The chest mechanic was an experiment, and, well, I suppose it wasn't as fun as I thought it would be. The keys shouldn't be too pricey if you play the game steady, but, as we have pointed out, that only caters to certain players.
Spawners also seem to be a reoccurring problem. Progression is fundimental to CTMS, so when you're at a stalemate with 3-4 hidden spawners it's unsatisfying, repetitive, and dulls otherwise interesting combat scenarios.
Peripheral Memory Access: Rating: Good
We would have all been better off is this was the final area.
The mobs take a lot of hits to kill – all the endgame mobs do, it makes fighting them more aggravating than anything – but other than, this area was okay. A neat mechanic, it kept itself fairly short, and felt like a really good buildup for the finale! I actually did like this one, at least a little.
<3 Also, thank you so much if you've actually read this far!
This was AFTER a very long mines segment.
True, could have been shorter :/
Nostalgia(Old Hypixel Lobby??): Rating: Double Accursed
So… after all this buildup, all this time, what do you do for the final area? The map slows to an UTTER crawl. Why? Because you’re debuffed again! Weakness 11. Slowness 3. Mining Fatigue… 2. Because it NEEDS TO BE MORE OF A CHALLENGE. Seriously? The final area in a map is usually about you throwing everything you have at an insane challenge, not bringing you back down almost to the power level you had when you started, so you can VERY SLOWLY move through an incredibly long area!
Now, I won’t go on. Because I fully admit it. I gave up. I went into Spectator mode and skipped straight to the final boss. I. was. DONE. I did not want any more.
To begin with, you should have very good gear by this point (sets, legendary armor, agility and enhanced speed pots, rune/legendary swords, etc.), so I don't see harm in the prospect in knocking you back to square one--which is really the point of this area. Still, its true that this nerf takes effort to appreciate (which you don't want to do because you just want to play a fun map... which is what I failed at).
This area is the perfect example of an ultimate divide in development. I try to provide a straight path to the boss (but I guess it's not straight enough), whilst providing the most unsatisfying, dull experience possible. And yes, you heard that right, the final area is meant to be boring (aside from a few events, which each has its own purpose), so I was actually a bit happy when I heard it was accursed. Same as the conclusion to the map, though, I sense you were a bit more angry than left with a feeling of, "Whaaa?"
I know I must sound insane to you at this point, but what really is sane? A map that creates nostalgia? Or a map that shows you what nostalgia really is? And this, my friend, is where I have falsely branded this map. There is no fun explaining what is true, and in branding it as fun, not only have I wasted many peoples' time, but I have also shattered the potential for those that seek meaning.
And the final boss… was even worse! Not only did you keep your debuffs, you went into adventure mode and lost block-placing power! Instead of fighting an actual enemy, you fought Herobrine, who hovered just out of the reach of your weapons. The ONLY opportunity you had to hurt him was when he shot a fireball… which happened about every 3 minutes. Good luck if you didn’t get it! The rest of the time rotated between A: Dealing with a ridiculously OP attack that killed you incredibly fast(even with the best armor, don’t expect to last more than a couple hits) or B: Waiting for Herobrine to do something. The final boss battle was just boring! It would have been better to just have a regular fight, instead of the slow waitfest we got.
Now this... this is the hard hitter. I wanted the final boss to be exciting. His death and conclusion not so much, but this battle was meant to be like any other in minecarft. This was one of the only times I followed the typical game formula (ironic, right?). The boss had to have a weak spot, and every so often you could get at it, hence, the rotations and fireball. I also wanted to have epic moves, and different stages, so I spent quite a bit of time on that. I believe I accomplished most of this rather well, but as you argued, there were a few kinks, and players aren't going to be prepared going into it.
With the spare time you had you were expected to utilize potions, golden apples, etc. to prepare for the next move. You were also expected to have some of the best sets in the game, which you probably didn't have because I tested the fight on hard with only semi-good items and got by without too much effort.
All the philosophy stuff was just silly.
How so? (if you don't mind me asking)
First off, the map does very little to establish the story, what’s going on, and what you’re doing in. What I COULD gather:
*You’re trying to stop a rebellion
*Almost everyone is on the rebellion’s side
*There’s this person called “His Divinity”
And all of this is hidden away in optional dialogue and books that are very possible to miss. It all falls flat. There’s nothing to save and nobody to help. It’s just you, murdering a bunch of people in a “rebellion” with no opposition except for yourself. You don’t know their motivations, just that at the end of the map in the second-to-last area, they successfully execute Hypixel and win. And in the real last area, you totally forget about the rebellion and go fight Herobrine instead. All of this together means no investment, or reason to care. The story might have done better with more fleshing out; establish the situation, motivations, and give it a proper conclusion. As it is, there isn’t any payoff for paying attention to it.
True, the story isn't apparent, it isn't meant to be. What there is is vague, you're meant to put the pieces together. You seem to have figured out most of what you needed to. You didn't get the motive though, which is pivotal to understanding the deeper lore (which it why isn't apparent). Where you are correct is how difficult this is to access. While most of what's going on can be inferred from the map itself, several of the books are trickier to find. I see from a design perspective, though, that the story itself being shrouded takes from the map as it leaves the players clueless. Sadly, all this takes us back to the fundamental flaw of the map (which I will discuss in a bit).
Moving on to your next concern, yes there actually is someone to save: Skydeli, but since you missed most of I3 because you didn't see the flying horses, you didn't save skydeli (who is smack dab in the center of the second to last area). It's sad too, that's one of the most epic parts of the map
When it comes to the opposing forces, you are correct that you do not know their motives, therefore, how can they have won by killing Hypixel? In regards to the last area, it's not about the rebellion. That should be fairly apparent. "Peripheral Memory Access" "Nostalgia" the fact that literally none of the mobs are actual players.
I would like to ask you some curious questions before we wrap up here:
You seem to feel most of the mobs were poorly designed (and you give good reasons for your arguments), how about the items?
Could you, with all this map's flaws, still have had fun if you understood what was going on, how the mobs worked, and the prospect that Dissent was designed to leave you to your own thoughts? How about visa versa?
It seems like you really know how to spot good maps/concepts. What are some of your favorite ctms and minecraft maps?
Sorry if all this was a lot to read, but it's really gotten a lot out of my system. It truly is painful to spend so much time on something to bring joy and meaning to others, only to have it fall flat. It seems the root of all our problems here is that I attempted to provide a quality experience for too many different groups of players. Primarily I wanted it to be meaningful, about observation, and about discussion with one's self. This left a scar in me attempting to make the map objectively enjoyable. Another damaging aspect to that fun nature is the fact that this map was made for Hypixel veterans. It was meant to provoke nostalgia, something that carried players through. That was flipped on its head, as all these references and excessive Blitz areas created a bore for the average minecraft player. It's like I made a product that was sweet, sour, and savory at the same time. While sure, it might be a good product for just the sweet or sour bits, together it just doesn't work.
Thank you once again for your amazing feedback. I'm so sorry to disappoint you, and hope you play some super fun maps in the near future to make up for this bad one.
Don't get so down on yourself everyone struggles on their first map. I would recommend making another map that doesn't borrow so many assets from other projects like Hypixel. People love original work in this community and you have promise. This was a lot of people's problems with Ruins of the Mindcrackers. While it was cool to see those builds in a CTM it focused too heavily on the tribute and not being first and foremost a well balanced map. Keep your head high and try something new with your next project.
To begin with, I would like to say thank you for your response. Up until this point I haven't gained much of any real feedback about Dissent, which is why I began reading your post with such euphoria. What I appreciated most was your attitude going into the map. Instead of seeing 2,000 hours and saying, "Yea, it's good," just to make me feel better, you say, "With 2000+ advertised dev hours, I would not say its wrong at all to go into this map with high expectations." Sadly, my excitement was shortlived.
I would like to thank you for taking the time to write up a good response!
Your response itself reveals the sad truth about Dissent: It is a failure. It's silly, I should have noticed this earlier on too. The lack of let's plays, feedback, and posts of the map's completion all point to its low entertainment value. I was too naive to recognize these signs. Perhaps that's why things are the way they are.
I honestly cannot express to you the heartbreak I feel right now. I wanted to prove to the Hypixel network I honestly cared by making a fun, meaningful adventure worth their time. In the end, I labored 2,000 hours and 2 years of my life to squander the excitement and waste the time of the 500 people that have downloaded Dissent. It as though I built the titanic, a seemingly glamorous ship, only to find out weeks later it had sunk. All these realizations destroyed me, which is why I am only addressing it a week and a half later.
Dissent was meant to be about observation and leaving the player to his own thoughts. That's why it's so drawn out, and why so little is laid out for you. The problem is that I never tell the player this, so people are annoyed rather than appreciative. This idea is contradictory, however, because that quest was meant for the Strong in Mind. I wanted to make a map that everyone would enjoy. This is where a sad reality comes into play. I got so wound up pouring my heart and soul into the map I ignored just about every rule of game(map)making. And while, sure, maybe 10 people might enjoy the map for all it has to say, 490 people will have their anticipations crushed.
A lot of your comments tell me that you designed this map going for a more highbrow audience, people who try to analyze games and find deeper meanings hidden within them. But, like you said, neither Minecraft nor Hypixel really have or attract those audiences.
Despite that, I don't think this map was totally wasted effort. Did the Hypixel team themselves give you any official exposure? That would have gotten some more people to know about it, at least.
Finally, before we move on, it appears that your perspective of the map early on had a large impact on how you viewed it later. This is a rather valuable psychological observation to note for future maps (which I probably can't make because college), as well in addressing the objective quality of various areas, which, by the way is another thing I love about your feedback. You split it up very nicely.
Here, you're right, but not necessarily because of the early areas - I initially heard about the map through the CTM community Discord server, who all told me it was terrible and I shouldn't play it. They ultimately inspired me to be a rebel and play it anyways, because I have a weird fascination with bad CTM maps. Because of that, I went into this prejudiced, and looking back that definitely affected my perception of the map.
I can't help but ask early on, what difficulty were you using?
I think normal for most, because I was being a cheater and playing with keepinventory on. I may have switched to easy at some point down the line, but I don't remember.
It is true that lighting is an important factor. Not just with emerald discovery, but as a general assistance.
You are also very correct about the lack of communication. I expect players to "observe," instead of handing things out to them on a silver platter like most game devs (which isn't a bad thing, it's just not what I was going for...). This might have made a nice gimmick if I addressed it earlier on, but as of now it is a thorn in the foot of the player.
The exit should be much easier to find in the current version of the map, though, I am still very sorry you had to use spectator mode to find it.
Yes! Dissent isn't a total failure
It's the old VIP lobby, and yea, I put a lot of stress on the command blocks. Too much stress to be honest. That and making custom items/mobs really drew me away from making quality gameplay.
You are probably right with the teleporters. There's really no reason to restrict the access besides encouraging exploration and the creation of "short-cuts".
If you had put teleporters both ways, it would have discouraged exploration of the relatively small area, but it feels odd to have them all there as a central hub but only as one-way deals. It might have been better, or at least felt more consistent, to have a staircase up to the monument part of the area and not have had the teleporters at all.
In regards to the emeralds, yes, there are quite a few poorly placed ones. Typically they are meant to be difficult to find, but I get what you mean about situations like that emerlad hidden away on a tiny island :I
The TNT Wizards emerald made me say that. I was looking out, thinking: "Is that a chest up there? There wouldn't REALLY be one all the out there... right?"
You are correct in regards to the town. I had actually noticed the buildup during alpha testing, so it's my fault for not doing more to fix it All it would have taken was a small spawner range or better spawner placement (then again, that's a lot easier to say now that I use commands versus then when I just used mcedit).
Again, the long nature of the map is in part due to the thought it is meant to provoke. Unfortunately, I was blind to the fact that that makes terrible gameplay for the average joe.
Long slog? But what about prisoner ;-; I see what you are saying though, however, this is one of the few things you mention I would have left in if I did it all again. The reason there are so many adventure maps is because they cater to Hypixel veterans, my primary audience. This is also why there are seemingly countless Blitz maps. Nearly all of those maps were removed, so to play them again was nostalgic.
In revolving the map around Hypixel, though, there was one major flaw: The testing (and therefore the outcome), of the map. Most of my beta testers loved the map, and said the community would enjoy it. They gave me feedback from the inside, but how was I to know what this map looked like from the outside? Normal players don't get the references and aren't interested in a drawn out herobrine boss fight. Some of the major design flaws in Dissent come from me unintentionally excluding everyone else; as you beautifully stated (and probably underestimated), "Several players probably quit the map by now."
I actually do play Hypixel casually, mostly Mega Walls(as you probably guessed from my comments down there). So I did get some of the references. While I did like Hypixel's adventure maps, the main reason I had a problem with it is because it took a very long time to get through, and did sort of drain me for when I finally did get to the minigames.
I should probably mention this; I played through the whole map in two days, and was rushing through it by the end. It was a bad idea to try and consume it all at once without taking proper breaks, and that probably affected the review also.
Thanks, glad yet another area wasn't a total failure. I had the void aspect in there to fit the troll theme, though you are right in that it is a bit overboard. It's strange the invisible maze didn't work. What's suppose to happen is the creepers that spawn in the back are supposed to chase towards you because they have a massive view distance, guess it's bugged. Though, it would probably still be more tedious than exciting regardless.
Yea, the quest is way too long. I can definitely see people finding it nuisance to clear out the majority of a giant mansion just for a few measly emeralds. You are also correct about the quality of the cheesy potions. Another idea would have been to increase their duration, so you really only need a few and it's not bad when you die.
That would have been a good idea - hunger immunity for 5 minutes, so you take a few in at the start and can just use as needed.
A reoccurring issue seems to be the idea of hypixel gimmicks. I had so much potential to replicate various aspects of the server (like the creeper head), but got carried away with reflecting Hypixel in the items and mobs.
You've gone and said something that I was feeling but couldn't quite put my finger on. This map could have been significantly better if it has used some of the neat ideas from the minigames, like Railguns or Paintballs or whatever else, rather than Hypixel-themed areas. It probably would have taken even more dev time, though. Some shout-outs to the server were well-placed, like the Creeper Head usage.
I expected players to observe the mobs and their weaknesses, though, again, that doesn't play out well with the typical user. You're right about the horses, they ought to be much rarer. Same with the vampires, it's unreasonable the way it is. The reason everyone does heal is because I didn't have the redstone knowledge back then to make singular healing a reality, thus, it doesn't heal full health, just enough to force players to keep their distance, which obviously worked for you
Yay for the second half! :3 That's when I actually started to get good at command blocks.
Observation There are essences (looks like purple glass) inside each spawner that release quite a few noticeable particles. They give you mining fatigue when you get too close to a spawner, and are destroyed with the spawner. The reason mining fatigue emerges at this point is due to the fact that you should already have an efficiency 4/5 iron pic, and be able to pretty much instantly destroy spawners (this is also why spawners become harder to find at this point). If you had known that the spawners gived you mining fatigue would this area be redeemable?
Wait, really? It was the SPAWNERS giving me Mining Fatigue the entire time? I wish I had noticed! I was playing with a lot of the particles and animations turned off using Optifine so as to prevent lag, so I might have missed some such things because of it. If I HAD known, I still would have been annoyed, albeit less so. Since you're spending most of your time running straight for every spawner, and killing all the enemies in the spawners, it's hard to notice that you don't have mining fatigue anymore in spawner-cleared areas.
There is something. It's right there when you enter the area xD You are presented with a button on mossy cobblestone. It spawns a flying horse, which you can ride to your heart's content. These are at the entrance to each intersecting area, every teleporter, and even skydeli's house (which judging by the image for the second to last area you didn't manage to find). If this is unnoticeable (as it apparently is), then yes, this intersection deserves all the rage you can give it. I'm relieved you used spectator mode to continue the map.
I was skimming through pre-release materials for Dissent after posting the review, noticed your hype shot of the flying horses, and said "crap". Yes, I completely failed to notice them! A chest with a book or signs nearby would have cleared that right up, but I took one look at the weird "choice" horses, had no idea how to use them, and decided I'd rather cheat than build. So it is partially my fault here.
The elevator took me precisely one minute, odd :I It makes sense though, my computer is faster, and despite the optimizations I made to the elevator (it used to be MUCH slower), I can't imagine putting up with that on a slow computer. I should have definitely added a quick teleport. It was such a neat idea to have an elevator. It's a shame its size kept the ride from being exciting.
Okay, five minutes might have been a BIT of an exaggeration. I still say it took more time than it needed. Maybe if it grinded down for about 30 seconds then exploded... nahhh...
You're right about the boss.
You are 100% correct about the torches. I totally forgot about glowstone, and it's completely unreasonable to replace their torches without a head's up. Which mobs did you find the most aggravating?
Which mobs? Hmm... I've kind of forgotten what all the area had. I remember the witches being mostly annoying more than deadly, but I think there was one other mob that REALLY ground my gears... I just forget which one.
Wow, never thought about that with the wizard. That would have definitely been a good addition. I've seen that used several times in ctms, and it is always a breather. The beetles and monkeys have several weaknesses if you are keen enough to spot them, but again, that comes down the the failed implementation of an "observation" mechanic. All the mobs could have used some balancing/changes, though, you're right in that.
It was indented to be
I'm trying to find words to say this without sounding harsh, but, Mega Walls isn't a very historic part of Hypixel. At least not in the same way vampirez and the old Blitz Lobby is, and especially not when I planned the map. There are many other reasons I didn't (and couldn't) include Mega Walls, and this tidbit wasn't at all meant to represent its entirety. It was meant to be a challenging, emerald boss-fight with a bit of symbolism. Sorry I couldn't make that clearer. If the quality of the fight itself lacked, could you please explain?
This is bias on my part, I went into the map with this expectation of finding a Mega Walls area with nothing to base that on, and was angry when the expectation was disappointed. I can't be too mad about that. I think the wither fight in and of itself was fine.
Aww, those were my favorite mobs But looking back on them, you're right. Messing with user interface is not wise. The whole point of a game is that you have control over your character. That paired with the fact you have no idea what's going on, and are probably predisposed to wanting to get the map over with, makes you want to just gamemode 3 and pray you will locate the monument head somewhere in the area.
I think it would have been okay if there was just LESS of it. Two steps into the area, everything was horrible, and looking around the place revealed no nearby end in sight. One of the reasons CTMs don't generally reveal the size of the entire area right at the start is because it can be overwhelming and make a player want to give up, so they'll design things carefully so that the player can't see everything all at once. A lot of the areas here just seem huge and overpowering right at the start.
If I had to describe glitched in one word, it would be "overwhelming" - some of the gimmicks would have been okay, if there had been less of them, or if you had to deal with only one at a time, rather than taking on everything all at once. Like "this place has creepers that teleport you into them" or you could take an alternative route to the "enemies that take away your jumping abilities" part. Generally spacing things out a bit more.
The chest mechanic was an experiment, and, well, I suppose it wasn't as fun as I thought it would be. The keys shouldn't be too pricey if you play the game steady, but, as we have pointed out, that only caters to certain players.
Spawners also seem to be a reoccurring problem. Progression is fundimental to CTMS, so when you're at a stalemate with 3-4 hidden spawners it's unsatisfying, repetitive, and dulls otherwise interesting combat scenarios.
I generally have 2 modes: "Rush straight through" and "Make a completely safe path". I want everything safe or nothing, so having that stalemate with hidden spawners is generally enough to make me decide to rush the entire area. That's just me, though. I prefer it when spawners have a "calling card", such as a stone brick in a grassy area, with spawners under the stone brick. It lets the spawners be harder to get to while also letting the player know where they are.
<3 Also, thank you so much if you've actually read this far!
True, could have been shorter :/
To begin with, you should have very good gear by this point (sets, legendary armor, agility and enhanced speed pots, rune/legendary swords, etc.), so I don't see harm in the prospect in knocking you back to square one--which is really the point of this area. Still, its true that this nerf takes effort to appreciate (which you don't want to do because you just want to play a fun map... which is what I failed at).
(Wait... Nostalgia... Back to square one... and I didn't even notice!)
Looking back at my commentary, I did seem to have an idea already in my head about what exactly a final area in a CTM should be and look like. That's my fault. It's okay to have a slower area as your finale. It stuck out to me because of the jarring switch in pacing from the increasing build-up of peripheral memory access to the slog of Nostalgia.
This area is the perfect example of an ultimate divide in development. I try to provide a straight path to the boss (but I guess it's not straight enough), whilst providing the most unsatisfying, dull experience possible. And yes, you heard that right, the final area is meant to be boring (aside from a few events, which each has its own purpose), so I was actually a bit happy when I heard it was accursed. Same as the conclusion to the map, though, I sense you were a bit more angry than left with a feeling of, "Whaaa?"
That surprises me a lot to hear! I said earlier you were going for a very highbrow audience, and after reading this now I really feel like I'm below the mark. I can't see any point to making an area a dull slog just for the deeper meaning. This isn't like Undertale's Genocide route, where it isn't about the dull slog as much as it is the player's decision to continue anyways. After reading this I get the sense that some of the map just went over my head.
I know I must sound insane to you at this point, but what really is sane? A map that creates nostalgia? Or a map that shows you what nostalgia really is? And this, my friend, is where I have falsely branded this map. There is no fun explaining what is true, and in branding it as fun, not only have I wasted many peoples' time, but I have also shattered the potential for those that seek meaning.
Now this... this is the hard hitter. I wanted the final boss to be exciting. His death and conclusion not so much, but this battle was meant to be like any other in minecarft. This was one of the only times I followed the typical game formula (ironic, right?). The boss had to have a weak spot, and every so often you could get at it, hence, the rotations and fireball. I also wanted to have epic moves, and different stages, so I spent quite a bit of time on that. I believe I accomplished most of this rather well, but as you argued, there were a few kinks, and players aren't going to be prepared going into it.
With the spare time you had you were expected to utilize potions, golden apples, etc. to prepare for the next move. You were also expected to have some of the best sets in the game, which you probably didn't have because I tested the fight on hard with only semi-good items and got by without too much effort.
I should be honest. Don't trust my criticism of the final boss. I shouldn't have said anything about it, because I died 4 times easy and then just cheated my way through the rest, so I didn't get to experience most of the latter half.
How so? (if you don't mind me asking)
Alright. I sort of didn't want to say this, but... some of this comes off as edgy 14-year old stuff, or just laziness. There's a fine line between meaningless "modern art" trying to be avant-garde and genuinely meaningful work. It's very hard for any artist to toe that line, and that line changes for each person. What might be seen as some deep, meaningful art by one person is just fake edgy crap trying to cash in to another person. This can be clearly seen when studying art in history, when many critics considered art - that we today think are major pieces of the time - as meaningless. And, to me PERSONALLY, much of the philosophy stuff came out as random stuff thrown out that asks me to find some deep meaningful answer for the work, rather than the work making me think on its own.
True, the story isn't apparent, it isn't meant to be. What there is is vague, you're meant to put the pieces together. You seem to have figured out most of what you needed to. You didn't get the motive though, which is pivotal to understanding the deeper lore (which it why isn't apparent). Where you are correct is how difficult this is to access. While most of what's going on can be inferred from the map itself, several of the books are trickier to find. I see from a design perspective, though, that the story itself being shrouded takes from the map as it leaves the players clueless. Sadly, all this takes us back to the fundamental flaw of the map (which I will discuss in a bit).
Maybe this seems silly to ask after all I've said, but WAS the motive if I missed it? Herobrine possessing them? Frustration with newly raised coin taxes?
Moving on to your next concern, yes there actually is someone to save: Skydeli, but since you missed most of I3 because you didn't see the flying horses, you didn't save skydeli (who is smack dab in the center of the second to last area). It's sad too, that's one of the most epic parts of the map
First off, I didn't skip any of I3, I just used Spectator mode to get to the entrance of each area. Were you supposed to use the horses to fly into the areas? That would've been overpowered if I'd known. It certainly would have helped in Glitched...
Aw, man... I actually did see Skydeli bawling their eyes out in their little cage, so I broke in to see them, but they didn't do anything. I'm sad I missed that, and I don't think it was all that I missed. By the end of the map, I wasn't skipping anything, but I was really on sprint mode to try and get through, so I wasn't trying to clear everything and explore every nook and cranny. The reason why Than the hacker is talking in the Mega Walls picture is because I didn't even notice he existed until I was going through each area over in Spectator to get the pictures after I beat the map. So I think I did miss some of those events, and I do regret that I didn't go a little slower.
When it comes to the opposing forces, you are correct that you do not know their motives, therefore, how can they have won by killing Hypixel? In regards to the last area, it's not about the rebellion. That should be fairly apparent. "Peripheral Memory Access" "Nostalgia" the fact that literally none of the mobs are actual players.
Killing Hypixel wasn't the end? I didn't know much about the rebellion as you said, so I assumed that once he was gone there wouldn't be anyone left (except me of course) to go against them.
I would like to ask you some curious questions before we wrap up here:
You seem to feel most of the mobs were poorly designed (and you give good reasons for your arguments), how about the items?
The items? I didn't comment on them much, but I actually thought some of them were fairly creative. Some of the "can be used on enchanting table but not anvil" items seemed a little pointless to me, but that's just because I personally prefer the predictability of anvils over the luck-of-the-draw enchanting table style. Many of the potions were interesting, and some of the items like the forcefield-skulls were really neat concepts.
Could you, with all this map's flaws, still have had fun if you understood what was going on, how the mobs worked, and the prospect that Dissent was designed to leave you to your own thoughts? How about visa versa?
More understand would have definitely let me have more fun, yes. Less understanding of what was going on would probably only have made the problem worse.
It seems like you really know how to spot good maps/concepts. What are some of your favorite ctms and minecraft maps?
Ragecraft III: I can't say anything about the combat because it's on 1.8 while this map is on a post 1.9 version, and the combat works completely differently. However, one of the things I liked most about it(and I appreciate it all the more now) was that at the start of every area, it had a book that clearly said "THIS IS HOW THE AREA WORKS, THIS IS WHAT IS GOING TO HAPPEN TO YOU AND WHERE IT'S COMING FROM, THIS IS HOW TO DEAL WITH AND OVERCOME THE GIMMICKS". Maybe not all of its gimmicks were amazing, but at least I knew what they were. More books like the hint book for the Herobrine boss fight would have been very welcome.
Terra Restore I and especially II: I wouldn't say that the gameplay in each has tons of substance, but the command blocks in each(but particularly II) are designed to be so cool and blows-everything-else-out-of-the-water-y that it makes up for it. This map does have a lot of really cool command blocks, but Terra Restore generally goes for simpler gameplay, easier difficulty, and standard stories to require less effort from the player. It's like the summer action flick of maps. Turn off your brain and watch the special effects.
Sorry if all this was a lot to read, but it's really gotten a lot out of my system. It truly is painful to spend so much time on something to bring joy and meaning to others, only to have it fall flat. It seems the root of all our problems here is that I attempted to provide a quality experience for too many different groups of players. Primarily I wanted it to be meaningful, about observation, and about discussion with one's self. This left a scar in me attempting to make the map objectively enjoyable. Another damaging aspect to that fun nature is the fact that this map was made for Hypixel veterans. It was meant to provoke nostalgia, something that carried players through. That was flipped on its head, as all these references and excessive Blitz areas created a bore for the average minecraft player. It's like I made a product that was sweet, sour, and savory at the same time. While sure, it might be a good product for just the sweet or sour bits, together it just doesn't work.
Thank you once again for your amazing feedback. I'm so sorry to disappoint you, and hope you play some super fun maps in the near future to make up for this bad one.
Regards,
link2012
Thank you for responding! I don't think it was a total waste of time to play the map, and there were some parts I did enjoy. The map has problems, but we've talked enough about those. If you can make anything in the future, I'd be interested in seeing what you could do with the experience you now have!
I'm so glad I saw this post. Congrats on releasing your hard work and I enjoyed it quite a bit (not finished at all yet). Areas are nice, noob area was easy enough. But I've had a problems with the Haven. For some reason, I couldn't get into the monument and then used the teleporter, stepped on an iron pressure plate. Now none of the commands blocks on the map works. I guess I can replay the first section to continue, I just wanted to report that as a bug
EDIT: Oh nevermind. The map was supposed to be played with 1.8.9, I didn't see that, sorry
What is Dissent?
Dissent is a CTM map containing many references, areas, and players from the Hypixel network. CTM stands for Complete The Monument, a map style where the goal is to conquer areas in order to obtain monument items. Completing the monument is to complete the map. Unlike most CTMs, player heads act as the monument items for each area. Most areas will pit players in tough situations against customized mobs and spawners. These areas are stalked with goodies just waiting for an adventurer to save them from the ferocious beasts. Each area contains 6 hidden, optional emeralds that allow players to craft emerald blocks and unlock unique powerups at the gem monument. A swift playthrough of this map should provide 10 hours of fun-filled gameplay. If you stop to gawk at the scenery, explore the hidden secrets, and delve deep into the philosophy hidden through the map, you will be left with an unforgettable experience and up to 40 hours of playtime.
Aside from all the awesome features shown in the trailer (which is nothing compared to how much there actually is by the way!), you should play Dissent if...
You are looking to have a fun time. When you're not laughing at my tasteless puns you'll be plowing through an army of kill-stealers, or unleashing wrath upon hordes of hackers with your fully customized ban hammer. Each area is uniquely designed to give you a fresh challenge, as well as provide you with a slue of custom mobs and objects to keep you on your toes.
You are a CTM fan... or none at all! Dissent takes the best concepts from all my favorite CTM series (Super Hostile, Ragecraft, Terra Restore, Diversity) and blends them into a truly unforgettable CTM experience. There's no need to fret if you're new to CTMs, Dissent is extremely friendly to newcomers. There are scores of secrets and treasures that are only available to slow, observant players. If it's still too difficult, you can always downgrade to easy mode. If you're a real prankster gangster, I've installed a "hardcore mode," featuring truly brutal gameplay mechanics only for the true masters, or Dissent returnees.
You are looking for a map with meaning. Dissent is saturated with philosophy and lore at every turn. I cannot bear to make a map just for the sake entertainment, as such I have set out to create a challenge for those seeking to discover the true meaning of Dissent. (see For the strong in mind)
You are looking for a map to speedrun. I am an ecstatic fan of speedrunning, especially in minecraft! For this reason, I have made Dissent a very enjoyable map to rout and run by including countless shortcuts and secret speedrun chests. I've even altered mechanics to make runs less reliant on rng (i.e. removed endermen). If you've never speedrun before, give this map a shot! It even contains a custom speedrun timer so that you won't have to install your own. (more information under Speedrunning)
Multiplayer
I pressed myself significantly to ensure Dissent was mutliplayer compatible. After all, it can't be a true Hypixel map without multiplayer, can it? As such, I have balanced the map to be suitable for multiplayer. Every item, mob, and concept has been programmed and re-programmed to ensure its use with multiple players.
If you wish to play Dissent with your friends, I must warn you of several things, however:
Dissent can be played with as many players as you like, however it is most balanced with a group of 3. I do not recommend exceeding this limit.
Above all, you must note that Dissent is an insanely resource-intensive map. I've done the best I can to make it playable on basic computers, but the same does not hold true to servers. I recommend your server have at least 3-4gb of ram, more if possible. If you are using a hosting service (i.e. mcprohosting), make sure to turn off the server whenever you are offline to avoid memory overflow.
There is a bug when playing multiplayer in version 0.1.4.8 and below in "Peripheral Memory Access" where while loading the fireballs the server will lag increasingly and eventually crash. This bug can easily be fixed by entering these commands while close enough to the command blocks of the system:
Unfortunately, I have had minimal testing with multiplayer compatibility in the final areas. If you find any bugs or issues please inform me as soon as possible in the comments below. I will be obliged to help you fix your predicament, as well as to resolve the problem in the next version
Recommended Age
Due to the dark atmosphere and uncanny imagery of the map, I recommend sensitive players be at least 12 years old. I understand many families let their kids play minecraft because it's relatively kid-friendly. This is a warning to you, this map isn't cute.
Important Information
To begin with, Dissent is made exclusively for 1.8.9; using any other minecraft version won't work. Additionally, Dissent is a heavily resource-intensive map. Despite the redstone being re-done three separate times, you will still encounter several issues:
TL;DR If your game starts experiencing perpetual lag spikes, restart minecraft.
You may experience frame and/or tick lag when playing Dissent, this section details how to minimize these problems.
Tick lag is when things start to move slower, it takes time for hits to register and mobs appear to be lethargic. This is because the game can't process all the information it needs to, so it runs slower. In order to combat this (as well as general frame lag), install the latest version of optifine 1.8.9. Here is the link:
Link Removed
Next, you should input these arguments into your minecraft profile:
This is accomplished by starting the Minecraft launcher, clicking, "Launcher Options", finding and clicking the desired profile, checking "JVM Arguments", then inserting these arguments. You must enter however much ram you can dedicated under "-Xmx". I can dedicate 6gb so I have "-Xmx6G". Dissent requires a minimum of 1gb. Make sure to check your system specifications to see how much you can dedicate.
If you find any better arguments for Dissent, please let me know. I'm not too bright in the field myself
If all else fails, decrease your render distance. Dissent works properly with a minimum 4 chunks render distance.
For the strong in mind
I made these compressions because Dissent took a lot longer than anticipated. My 6 month project escalated into a 2 year marathon. Did I outdo myself? Hopefully! But one of the consequences is that life moves on. I've changed vastly in the past 2 years. This is reflected in the map's themes.
History aside, my favorite characteristic about Dissent is how I poured my heart and soul into it. Wherever you look, from the item arrangements in the chest you just opened to the annoying tendency of that mob you just killed, there's meaning. I hope Dissent is not just a map, but a dialogue.
Ergo, I am eagerly anticipating your thoughts about the map in the comments, in the let's plays you make, or in an entirely new thread altogether! Plus, who knows? I might even chime in... without giving too much away, of course
Allow me to be concise when I say Dissent is the most theistic, aesthetic map there is. Its statements are not binary. In addition, I have no interest in examining one idea throughout this map. Don't ruin your experience by looking for justice or morality in every crevice. Every area has its own theme, and each mob its own statement.
In short, please do not brand or assume Dissent as holding to a particular or singular view, it's not that simple
Downloads
w = New features added.
x = Balancing changes.
y = Bug fixes.
z = Heads added (see Hall of Love).
Changelog = Changes since last version.
Download:
Link Removed
Dissent v10.3.15.16
Download:
Link Removed
Dissent v6.3.13.16
Download:
Link Removed
This is a filler update meant to address some major bugs. Another update will be coming soon with many more fixes and improvements.
Dissent v4.1.12.14
Download:
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Dissent v4.1.11.12
Download:
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Dissent v3.1.8.10
Download:
Link Removed
Dissent v0.1.4.8
Download:
Link Removed
This is a quick update aimed at fixing small, pending issues.
Dissent v0.0.0.0
Download:
Link Removed
Installation
Once you have downloaded Dissent, you need to use a program such as WinRAR or 7zip to unzip the file (Windows file manager does not work). Locate the extracted file. It should contain the world folder and a readme file. You will need to copy the world folder into your minecraft saves. The easiest way to do this is to start minecraft, go under Mods and Texture packs, choose "Open texture pack folder", go up a level, then click on saves. Now just plop in the world file and voila! You can now play Dissent
An alternative method for windows users is to search "%appdata%", then open .minecraft, then open saves.
?Frequently Asked Questions?
Answer: Yes. I have talked to many admins about Dissent. Some of them even offered to help me obtain some of the maps I couldn't find. Besides me, many others use Hypixel maps on a regular basis (mostly for renders, animations, etc). Of course, if you are looking to make something with their maps yourself, I would make sure to give credit where credit is due
Question: "Will you make any money off of this?"
Answer: I've been asked this question an awful lot oddly, and the answer is no. I will not profit off of this endeavor in any way. This project is entirely for Hypixel and the Hypixel community. Just as the staff work out of passion for the network, so was this map designed. That is the impression I hope to leave
Special Thanks
While Dissent was mostly a solo project, there are several people I would like to thank for giving me inspiration, advice, and input that pushed this map to its full potential.
Eventually I got to the point where there was nothing left to improve in Dissent on my own. I needed feedback. Thankfully, these five wonderful people stepped up to the plate to accepted the challenge. If it were not for them, Dissent would be a much more brutal, bug-littered experience:
I want to thank Destruc7i0n, for providing me with a vast knowledge of minecraft mechanics, tools, nbts.
I want to give my utmost appreciation to thechaoticmagnet, for designing Unforseen Connection, contributing to the map's lore, and introducing me to valuable proof-of-concept systems.
I want to commend Arth2000, for furthering my knowledge in minecraft command blocks, and showing me methods to cut down on memory issues that hampered Dissent for users with less fortunate pcs.
Last but not least, I want to commemorate Kooleyy, for helping me make the newest logos and banners for Dissent.
I couldn't have done any of this without you guys, keep contributing
If you're interested, here is a list of resources used in the making of Dissent:
Featured players
As I write this I can't help but think of Ozymandias, that shattered visage who says, "Look on my works, ye mighty, and despair!" While we all share his fate, I have hope that our thoughts and influences will travel never ceasing. The men below have had such impressions on me, and have contributed to the server we know as Hypixel.
Bolded players have areas dedicated to them, and are listed chronologically.
Kevinkool
_link_2012_
Rustayy
RobbityBobbity
K_Gurl
relenter
coolster (?)
docm77
Pr0lin3
Cal_of_duty
destruc7i0n
Pit199
codename_b
Cryptkeeper
hypixel
herobrine
123nad
99flamey
Aegir
AgentKid
AidanL17
AmitCo_793
Arth2000
BasicallyLouis
Bluedragon717
Bouchekiller
BulldogLucas
CSealHD
Clayyyts
CptChales01
CrazyCanadianBro
Depressed_Monkey
DeviousLiz
DoctorGokado
Drewbert32
Drogebot
Dune
Elite4w
Eselyx
Etho
ExplodingTNT
Extremes
Fel_Orc11
Fireleaf123
FlyingOstrich31
FonSFonS
FortuneLemon
Freestyle59
GamingFam918
Glis6
Goblins
Golden
GunnarFarving
GuruGamers
HolySteward
Honeydew
JamieTheGeek
Kevos
LEGENDFF
Lag_Maker
MAJESTICxWALRUS
MBR5000
McLovinnnn
MineCrypt
Mithrinthia
MonsterlolYT
MooGoesTheCow17
Moudiz
Mr_Roddan
NateT_Bird
Ondrikus
OrangeBen99
OrangeMarshall
Originalstrafe
Paragonkitty
Petworker
Pjoke1
Plancke
Rezzus
Riftide
RobustPear
RumbleCrumble/ARCHF-IGHTER5595
SethBling
Shift0011
SpiderDiclonii
TENNISFTW
Technoblade
Th3three
ThePoptartCrpr
TheSexyOr
Thorlon
Truroxy
UniversalMate
VortexX3
XxSlainMagicxX
Yanick
Yoshix
ZEUS__108
Zesteu
Zumulus
abb3_1337
adam_pii
beastboyrofl
bigfish77
bonecrusher30
cubbydaddy
d24blox
djice
doozla
egorka19rus
federofo
fishnugget2
forerunn3r
freylise80
gbgb28
ill_x
ivanthegreatist
liamlio
link2012s2ndbro
link2012sbro
liquid_steel
luke_smiff
m1ndf4ck
momomimo2000
ninjapiggy720
nordyalex
oscartoby
peewee104
poundsake
rymemc
sarcasticburger
skydeli
spence120
sweden_revenge
sykese
tesla2000 AJthekidCP
thechaoticmagnet
twemyeez
twemyss
u_uFishdu_u
whatsupboy
wiremc
xayl21
yackanich
❤ Hall of Love ❤
While you may not be a primary character in Dissent, your decapitated head can still be featured in the Hall of Love by pasting one of these images in your signature along with a link to this thread, and leaving it there for a week. (signature page link)
Short link: Link Removed
Once you have modified your signature, leave a reply to this thread saying, "I wish to contribute." Your head will then be added in the next map update.
Speedrunning
I have always been an avid fan of speedrunning. I have speedrun several games/maps and would love to see you run mine. I recognize the difficulties involved, so I have provided runners with as much potential as possible. This includes a speedrun mode, countless secrets and shortcuts to discover, reduced rng features, and a custom speedrun timer. This timer is 100% reliable so it counts as a valid speedrun timer, granted, you will still need to record your run to appear on the leaderboards.
2. You must use speedrun mode.
3. You must set your difficulty to hard before you move your cursor.
4. The map must be run in 1.8.9.
5. You may not read or write to the world files outside of Minecraft except to change the difficulty to hard or hardcore (hardcore difficulty, not mode).
6. No time will be accepted without video proof. No exceptions. Co-op modes require video proof from all the players.
7. The speedrun timer provided in the map must not be modified in any way.
8. If the in-game timer is not used, timing will begin when you have control of the player and end when you have finished the map.
9. The timer must not be paused during the run. If it is, the time it was paused will be added to the run final time.
10. You are not allowed to duplicate items via cloning, exploiting minecarft bugs, or exploiting command blocks in 100% categories.
11. If you are unsure if you are breaking a rule, notify me. I would hate to disqualify a run simply because it pushed the boundaries of these guidelines.
12. While you may manipulate the map's redstone, you may not alter the player head monument redstone to automatically complete any portion of it, and you may not modify the emerald monument to complete any portion of it on 100% modes. Activating the bridge cutscene is allowed, if you can manage it
[Video]
2nd
3rd
-The emerald monument must be completed before your time is counted.
-The emerald blocks must be crafted using 90 of the 96 emeralds throughout the map.
1st <Player> (hours:minutes:seconds,milliseconds)
[Video]
2nd
3rd
-You may use mods and programs to slow tick & movement speed or to create savestates.
-You may use macros, keybinding, or input timers (like in normal tases).
-You may use any other kind of mod/program that gives you an advantage so long as it does not alter the way minecraft fundamentally works or does not alter the way gameplay would normally look (so direct texturepacks, huds, and mipmaps are not allowed).
1st <Player> (hours:minutes:seconds,milliseconds)
[Video]
2nd
3rd
-The emerald monument must be completed before your time is counted.
-The emerald blocks must be crafted using 90 of the 96 emeralds throughout the map.
-You may use mods and programs to slow tick & movement speed or to create savestates.
-You may use macros, keybinding, or input timers (like in normal tases).
-You may use any other kind of mod/program that gives you an advantage so long as it does not alter the way minecraft fundamentally works or does not alter the way gameplay would normally look (so direct texturepacks, huds, and mipmaps are not allowed).
1st <Player> (hours:minutes:seconds,milliseconds)
[Video]
2nd
3rd
-Two players must preform this run together. One player must always be playing, meaning strategic disconnection is fair game.
-Please use an external timer as the one in game may not be fit for multiplayer.
-The time begins when the second player joins the server. You may not move your cursor or player until this time.
-The emerald monument must be completed before your time is counted.
-The emerald blocks must be crafted using 90 of the 96 emeralds throughout the map.
1st <Player> (hours:minutes:seconds,milliseconds)
[Video]
2nd
3rd
About Dissent
Fast forward a year or so, Hypixel's developing, Blitz is out and the hype is real. Soontm was Hypixel's motto and kevinkool threw weekly pool parties. During Hypixel's down time I enjoyed playing CTM maps from the minecraft forums. Ever since I returned to Russia they were my favorite minecraft activity. As a matter of a fact, CTM maps were the only thing I enjoyed more than Hypixel. At that point an idea sprouted it would be neat to have Hypixel CTMs.
There came a time when CTMs were sparse. Vechs stopped uploading, and Amlup seemed inactive. I had grown in my mapmaking skills, was pretty popular on the network, and this idea of a Hypixel CTM map started to grow on me. I mean, how awesome would it be to have my two favorite minecraft pastimes merged into one! And so this thought continued to develop. I had no idea what was to come...
In December 2014 I began to make an outline of what such a map would look like. I sketched areas dedicated to different Hypixel staff and players in my notebook. Inspired by a wonderful teacher named Mr. O, I concocted the idea of having a philosophical meaning behind the map, sort of like Waking Up by Vechs, but with many more layers. Thus, the blueprints to Dissent, and the idea of a saga was born.
Now, over two years later, the map is complete. I could not have done it at a better time. I started in early 1.7, updated it to 1.8 (and later 1.8.9), and now minecraft 1.12 is on the horizon. Sure, there will never be a squeal, and sure, if it was done sooner I would get more attention. But I am ebullient that this map has lived up to its anticipated meaning, and that maybe, just maybe, it will improve someone's worldview
At that time I was very pressured because my Hypixel forums content wasn't appreciated by a seemingly vast amount of users. So I think that, for a long time, it was a way of me saying, "Look, I can do something! I'm not completely useless." It was a way of proving that I cared. I later realized that unfortunately, people are going to call me useless no matter what I do, or how much I try to contribute. We are hasty, and often all too pessimistic when we look at intentions. It hurts when you try to make a difference, and noone around you realizes you only want to help. It's sad how so many good people get washed away by that, and how many people with wicked intentions come out on top because they appeal to everyone. People expect progress to conform, so improvement fades away.
So what motivated me after that? I gave it quite some thought, and really, this all boils down to one thing: Contribution. All I've ever wanted to do, especially after the events of my sophomore year, was to contribute. I figured that if the narrative in Dissent had the ability to change someone's outlook on the world, I was willing to spend time on it. If Dissent could cause discussion, invoke a valuable sense of nostalgia, provide a fun escape from the clutches of the world, capture my personal story, and prove meaningful to the Hypixel staff that helped me grow so much, I was certainly willing to finish the job.
There many more layers to this, of course, but this wall of text is already quite frightening. Let's move on to something more enjoyable
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If you actually managed to read this entire thread I am genuinely impressed. Keep being awesome. Everyone else too, you're also awesome. Each and every one of you has a beautiful story, I wish I had all the time in the world to get to know each of you. At that, please be cool in the replies to this thread. If someone's being a jerk, be respectful and move on. If you really hate Dissent, or someone else's opinion on the map, please don't make a spectacle of it. Keeping this thread open means a lot to me, and at the end of the day, opinions are just opinions
I wish you a splendid day, and best of luck on whatever you have planned.
Signing out,
link2012
Videos are the best feedback I can get, plus, I just love watching you guys play Dissent! Here are some awesome videos people have made thus far
I'm gonna check it out, but it looks like you massively inflated those work hours.
Super cool, can't wait to play!
https://www.youtube.com/luukzilla/
This map looks amazing! I'm saving this to my bookmarks, I will definitely play this when I get the chance! Speaking of which... I wish to contribute!
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Thanks The work hours is actually fairly accurate. To begin with, in the last backup before publication, the game said I spent 525 hours in the world, "Hah! So you didn't spend 2000 hours! >:3" Well, this number does not factor in the time I spent working on mcedit (about the same amount I spent in game), or the time I spent on backups and parallel worlds, fixing and testing areas (again, about about the same time I spent "working"). Additionally, the "525" does not factor in planning time, time spent rebuilding areas block by block, and time on other tools. Just to give you an idea of its scale, Dissent has 557 backup worlds. Every chest is hand-placed and filled, and there are scores of custom mobs and items (many of which I used CBP for... yet another unfactored number). Nearly every command block is also hand placed, of which there are over 8,600, half of which have been redone on more than one occasion. Now, of course, you don't have to believe me, I'm new to the minecraft forums so, why trust me? xD While I hope playing the map will convince you of its scale, at the end of the day, I know it's taken this long, and regardless if it did, it's been a massive chunk of my life these past 2 years.
Monologues aside, I hope you enjoy playing Dissent. That's really all that matters Have a great day!
Any screenshots? For such a long thread, it's a bit disappointing to me to come in and only see a single video
If by video you mean the let's play, then here's the trailer
Else, here are a few screenshots
Let me know if you need anything else
Cheers! I was out and didn't want to watch a video at work haha. Screenshots are always nice to include.
Just launched Dissent v4.1.11.12!
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This update comes with several bug fixes and new additions. Hope ya'll enjoy!
Additionally, the first episode of Developer Commentary is out!
Just released version 4.1.12.14 It fixes an issue where dispensers in Lost Brethren were facing the wrong direction, as well as adds several more heads to the hall of love On another note, Dissent Developer Commentary Episode 2 is out!
I know I'm necroposting this thread, but I think this is enough of an addition that it's worth it.
Review of Dissent
By Moniker1(Still TT on here...)
Note: Contains screenshots!
Before I start, I’d just like to comment on the main gimmick of this map; taking Hypixel’s maps and making CTMs out of them. I actually don’t think it’s a bad idea, because it has some major benefits. For one thing, Hypixel does a VERY good job with their maps, and your area and aesthetic design is already done for you. I personally have played on Hypixel’s server, and enjoyed their minigames. So when I heard about this map, of course I had to at least give it a shot. Another advantage is that, with your map design covered, that takes out a lot of the time you would normally spend building area aesthetics, and lets you spend it on placing spawners, designing interesting encounters and loot, and doing command block stuff. With 2000+ advertised dev hours, I would not say its wrong at all to go into this map with high expectations.
I’m just sad I was so disappointed.
(Screenshots included by request)
I may have burned it a little.
Prisoner(game: Quakecraft): Rating… Just Okay
For all the epicness this map claims to have, it starts off really slow. Nothing here is particularly difficult. I appreciated having little natural spawns. It was nice to only deal with spawner stuff. However, during this area, one of the major problems with the map rears its ugly head. Namely, lighting and guiding the player to important points. Most of the lighting was removed from the copied maps, leaving the only source of light most of the time as your own torches. This is actually really bad, since its hard to see important stuff. The little emerald chandelier? How the heck is anyone supposed to notice that? Its good form to put redstone torches on the important stuff, but as it is, the exit to the area and the pig fishing secret is REALLY hard to find, because there’s no lights or area design to guide your attention to it. I had to go into spectator mode just to see it!
MONUMENT: Recovered Haven: Rating… Good
I don’t know what lobby this is, but it looks fine. All the command blocks work (a consistent thing throughout the map, one of the things done right), a good base is given… everything is okay. I just wish the convenience teleporters were two-way… oh, and the emerald blocks were neat too, but many of the emerald locations were a bunch of crap. Hidden in some far-off island that requires a stack of blocks to get to and was just a little aesthetic thing in the Hypixel server? Was that really necessary?
In any case, the next area is where some of the map’s problems start to really show.
Wrath of th- I mean, LOST BRETHREN: Rating: The start of the problems
This is where the central problem of the map shows up. The gameplay has exactly two modes: “Boring” and “Bullcrap”. The first part of this area is boring. Many of the spawners, here and elsewhere, aren’t primed, so if you’re fast you can just break them before stuff spawns. You walk down a long, winding path, and if the mobs do spawn, they’re the same every time. Boring.
The town, on the other hand, is bullcrap. The buildings are all very close together, and things are packed tight. That means that while you’re dealing with the mobs from one spawner, the spawners in the floor above you are spawning, and mobs in the buildings near you are spawning. Basically, it builds up REALLY FAST, and if you want to loot all the buildings, multiple trips back to make them despawn are required. The good news is, you don’t need to beat all the buildings! You can just run right to the next place once you have the head in the town hall!
(Do you need a screenshot here? It’s just Wrath of the Fallen…)
Rustaay Castle: Rating: Boring
There are all these huge areas in Hypixel, and you take them without cutting them down at all, and fill them all with spawners and some secrets… but there isn’t much interesting to do in many of them, so its just running around a big area and smashing spawners as you go. It wouldn’t have
disappointed anyone if you just sealed off some of the castle and left it empty to streamline things. This applies to a lot of areas, really.
Wisdom Mines: Rating: Okay:
There wasn’t much to say here. It’s just the mines with a lot of spawners added. Honestly, the first few areas out of the monument, you’re just exploring a spawner-filled survival mode of Hypixel’s second map. It goes on way too long, and anyone who was hoping to get to playing on Hypixel’s minigame maps really has to slog through this and wait a while before they can. It would have been better to replace all of these areas with minigame renditions, or mini-size the whole map into one big area as opposed to 3 medium ones. The long haul through all three of these areas probably made several players give up before the map really got started.
Intersection 1, Rotten Firstfruit: Rating: Eh
Its an okay intersection. We’re all happy to be done with Wrath of the Fallen, this is essentially where the map REALLY starts. The most notable thing is the NPC villager dialogue at the bottom(or was it the I2 guy?), which I think was where we actually learned what the heck was happening, the rebellion in Hypixel. I’ll talk about the lore and how messed up it is at the very end.
It takes just as long to run through as it looks!
Formidable Resurrection(??? Whats with the name?)(game: Blitz SG): Rating: Long
This area had okay mobs, but it got boring after a lot of running through them. This is not the last Blitz SG map. I have to say, a lot of the areas were Blitz maps. I feel it is overrepresented. I guess now is as good a time as any to note the custom mobs in this map; many of them were rather simplistic. Rather than creating new interesting situations, a few custom mobs were taken and had their spawners scattered throughout the area. You fight the same mobs in the same way many times, and it really wears on you. Much of the time, each new area only brings a slightly more powerful zombie than before, or a slightly more powerful skeleton than before. In that regard, I’d compare the map to Savage Realms, though that map had more redeeming qualities.
No Such Thing as Magic(game: TNT Wizards): Rating: Above Average
This area was alright! It was neat enough, running around, exploring buildings, and grabbing points. I do appreciate the witch changes! However, I feel like it could have been even better, by giving the player speed/jump boost buffs like in the real TNT wizards, and priming the spawners, putting more guard around the points and a miniboss mob instead of an obsidian-encased spawner. Then, you could have been dashing around, smacking mobs aside as they chased you, capturing all the points and trying to win the battle! It might have been good then. As it is, it goes really slowly, and the TNT Wizards maps weren't built for slow play.
Under the Bridge(game: Paintball): Rating: Above Average
This area, too, was okay. You had a fair choice of which route you wanted to take to get to the other side. The invisible maze was more an annoyance than anything, though. The worst part. The void almost felt unnecessary, not really being a threat if you played with any careful-ness. The only time it came into play was the Creeper Head usage, which was actually a nice shout-out to the real server. Good on you.
Intersection 2:
As an intersection, this place is nice, if a bit more dangerous than expected. As for the sidequest… well, once again, the entire upper part of the mansion was used when it really didn’t need to be. It felt like a really long slog for just 2 emeralds, even if the ability to instakill ghosts with glass was cool. The cheesy potions WOULD have been helpful… if they’d been given in stacks. As it is, with them taking up a lot of inventory when you can’t even use them at full efficiency, it’s really better to stick with conventional food.
Quake Tribe(game: Quakecraft): Rating: Okay
All the twisting hallways were tough to navigate! At least the next area and head are easy to find. Really, I can’t imagine anyone still trying to find the emeralds by this point… There isn’t too much to say, just that the map could’ve had so many neat Quakecraft-like gimmicks, and instead chose to just go with an above-average skeleton custom mob. Disappointing.
On one hand, neat! On the other hand, a lot of running to do!
Citadel of Legends(game: Blitz SG?): Rating: Okay
The name and the Assassin generics made me expect something special, but its really a rather ordinary area. The blazes have a tendency to burn down the forest. This would’ve been a good place for a boss fight or a climax, but while its tense running along the top, there is again nothing too noteworthy.
Gets two screenshots because they’re so different
Ivory Fangs(game: VampireZ): Rating: Bullcrap, then Above Average
Here, in both parts of the area, another major problem in the later areas of the map show up. Specifically, the custom mobs aren’t explained at ALL. The first part of the area, due to this, is an utter crapfest. First off, the headless horsemen. They might have been okay as rarely seen, almost miniboss-type enemies… not spammed everywhere as normal enemies! They give you blindness AND wither with when you’re in a couple block radius, and there isn’t anything you can do about it. And its hard to realize that it’s the HORSES, not the zombies, that give it to you! Not only that, but the nearby vampires heal up to almost full when they hit you, which would be okay… if not for the map detecting the damage you take from wither as them hitting you, constantly healing the swarms of vampires. A deadly combo I’m fairly certain is entirely accidental. The saving grace is that its all totally skippable, just run right to the other end of the town if you don’t care for the not-worth-it loot.
The second part is pretty much a completely different area. Free infinite iron, yay! The jump boost and parkour design, combined with skeletons, but giving you knockback-resist items… it was actually pretty neat! I actually liked it! Good job!
Blitzful Nightmare(game: Blitz SG): Rating: Annoying:
So, this area would have been given an “Okay”, if not for one thing: You randomly have Mining Fatigue! There’s not a reason for it or anything! It’s just there! Why?? What’s the point? To make it more of a challenge? It felt totally pointless, and cast a shadow on what was otherwise an alright area. The mobs were somewhat challenging this time, although dealing with the swarms and spawners that spawned more spawners got annoying after a while. And this isn’t the last time the player is randomly debuffed…
You start at the bottom. Have fun getting up!
Intersection 3: Rating: Bad:
Okay, I’m just going to yell this… WHY WOULD ANYONE EVER DESIGN AN INTERSECTION THIS WAY?! There’s no bridges, or ladders, o-or anything! Just empty space for you to bridge! I didn’t even bother. I fully admit to using spectator mode to get around places from this point onwards. It was just… so annoying! At LEAST give us a block chest at the bottom! You didn’t even do that!
Looking at the torch trail, I think this screenshot represents the best way of playing the area.
Blizzard(Game: Blitz SG… again): Rating: Okay
I didn’t even stay long enough to see the blizzard mechanic. The main problem with the area is the elevator at the start; it takes WAY TOO LONG. Block by block by block… for what surely must have been at least 100 blocks… didn’t you notice it was a 5-minute trip during testing? For one way? It would have been FASTER to chop down trees, craft ladders, and use those to get back up!
The boss fight was unexpected, but terrible. Once again, some explanation would have been nice. I wasn’t sure whether I was supposed to be killing or helping the villager. The boss mechanics result in tons of swarms while the villager heals up as you try to swat away the minions. However, if you use the Ground Pound axe, it becomes a little less terrible… so I hope you don’t lose that item!
The Intestines of the Network: Rating: Awful
To anyone reading this planning to play the map, go right ahead and skip the area. It’s bad. First off, the guy clinging to your back is annoying and laggy. Second off, the first thing you do at the start of the area is replace all the players current torches with redstone torches WITHOUT warning them. Hope you weren’t carrying too many! And it’s pointless too, since it’s perfectly possible to use glowstone. Once inside, it doesn’t get better. The mobs are numerous and aggravating, and its hard to find the spawners to break them. The only good part is that it isn’t THAT long. It would have been better as just a couple tunnels and a very short walk there.
Thought you were done with Adventure maps? YOU THOUGHT WRONG.
Developer’s Mansion: Rating: Ranges from bad to Above Average
Okay, so this area was an odd mix. Simultaneously cool at some parts and bad at others. The wizard’s special items were cool, it would have been nice to be able to move him back to the monument. The monkeys and Beetles outside hit WAY too hard, and they swarmed! The inside of the mansion was SAFER!
The inside of the mansion would have done much better with a proper explanation. The Indecisive Mages were neat with them going from extra-tanky to essentially a period of vulnerability. However, the Lightning they hit you with was totally unavoidable, and got really frustrating after a while. The Angel Boots were also cool. The crypt below was actually the best part, with a sort-of cool lantern gimmick and some good, simple mob encounters. That part with codename_b at the bottom, though… that was dark.
Also. This was the worst part of the map for me. Not the crypt, but the side area in it. A lot of the areas in this map are biased towards Blitz SG, taking representation from a lot of the other games that could have been in. Blitz SG was an important game, but arguably more important were the games Walls and Mega Walls, some of Hypixel’s most influential works. Walls was only represented through one small transition area. Mega Walls? …Well, I went into the map wanting to play a Mega Walls area. Almost expecting it, as some major climax. A big epic area; it might have even made a good final area. What did we get to represent the biggest, the most epic game on Hypixel?
THIS. One itty-bitty bedrock arena wither boss fight! As an optional emerald area! I guess it could have no representation, but… it’s SO boring! You could have had something amazing, not this! Maybe it was a plan for one of the future maps, maybe not, I don’t know…
Glitched(game: Blitz SG… AGAIN!!): Rating: Accursed
This area ties with the last for being the worst. It. Is. BAD. AWFUL. HORRIBLE!! Everything about it is imbalanced! It mostly messes with your interface, dragging your vision away as you try to break spawners, shifting you around… this would be okay as a little gimmick, but this is a HUGE area! You have to put up with it for WAY too long to get anywhere! And the mobs, oh goodness, the mobs… I have PTSD flashbacks to creepers that TELEPORTED YOU INTO THEM so they could IMMEDIATELY explode you, one enemy that gave poison(the easiest one), another that gave Mining Fatigue that prevented you from breaking spawners, and still another that gave Negative Jump Boost, preventing you from jumping… All with no explanation or warning, of course. I ran straight through, grabbed the head, and got out. Nope nope NOPE.
The Main Attraction(Hypixel Main Lobby): Rating: Okay
Alright, this one isn’t so bad. The chest mechanic was annoying… you could just give us the items, you don’t need to make us buy easy-to-lose very overpriced keys! Once you made it to the actual castle, it was actually a fun area, with some finally INTERESTING combat encounters rather than spawners everywhere(that’s totally what the outside is, though). The ending was so disappointing, though. No real conclusion to anything… I’ll talk about that in a bit.
Peripheral Memory Access: Rating: Good
We would have all been better off is this was the final area.
The mobs take a lot of hits to kill – all the endgame mobs do, it makes fighting them more aggravating than anything – but other than, this area was okay. A neat mechanic, it kept itself fairly short, and felt like a really good buildup for the finale! I actually did like this one, at least a little.
This was AFTER a very long mines segment.
Nostalgia(Old Hypixel Lobby??): Rating: Double Accursed
So… after all this buildup, all this time, what do you do for the final area? The map slows to an UTTER crawl. Why? Because you’re debuffed again! Weakness 11. Slowness 3. Mining Fatigue… 2. Because it NEEDS TO BE MORE OF A CHALLENGE. Seriously? The final area in a map is usually about you throwing everything you have at an insane challenge, not bringing you back down almost to the power level you had when you started, so you can VERY SLOWLY move through an incredibly long area!
Now, I won’t go on. Because I fully admit it. I gave up. I went into Spectator mode and skipped straight to the final boss. I. was. DONE. I did not want any more.
And the final boss… was even worse! Not only did you keep your debuffs, you went into adventure mode and lost block-placing power! Instead of fighting an actual enemy, you fought Herobrine, who hovered just out of the reach of your weapons. The ONLY opportunity you had to hurt him was when he shot a fireball… which happened about every 3 minutes. Good luck if you didn’t get it! The rest of the time rotated between A: Dealing with a ridiculously OP attack that killed you incredibly fast(even with the best armor, don’t expect to last more than a couple hits) or B: Waiting for Herobrine to do something. The final boss battle was just boring! It would have been better to just have a regular fight, instead of the slow waitfest we got.
It is done.
THE STORY AND LORE:
All the philosophy stuff was just silly. I’m not going to comment on it.
First off, the map does very little to establish the story, what’s going on, and what you’re doing in. What I COULD gather:
*You’re trying to stop a rebellion
*Almost everyone is on the rebellion’s side
*There’s this person called “His Divinity”
And all of this is hidden away in optional dialogue and books that are very possible to miss. It all falls flat. There’s nothing to save and nobody to help. It’s just you, murdering a bunch of people in a “rebellion” with no opposition except for yourself. You don’t know their motivations, just that at the end of the map in the second-to-last area, they successfully execute Hypixel and win. And in the real last area, you totally forget about the rebellion and go fight Herobrine instead. All of this together means no investment, or reason to care. The story might have done better with more fleshing out; establish the situation, motivations, and give it a proper conclusion. As it is, there isn’t any payoff for paying attention to it.
All in all, I give the map a "bad". There are some good ideas, but they're lost and buried amidst everything else.
Check out my bad CTM map reviews here.
For this map did you create your own interpretations of Hypixel builds that are simply "inspired" or did you directly copy and paste them into the areas or build them block for block?
They are copy-pasted with only slight alterations (such as removing all the lighting) to make them CTM-suitable-ish.
Check out my bad CTM map reviews here.
To begin with, I would like to say thank you for your response. Up until this point I haven't gained much of any real feedback about Dissent, which is why I began reading your post with such euphoria. What I appreciated most was your attitude going into the map. Instead of seeing 2,000 hours and saying, "Yea, it's good," just to make me feel better, you say, "With 2000+ advertised dev hours, I would not say its wrong at all to go into this map with high expectations." Sadly, my excitement was shortlived.
Your response itself reveals the sad truth about Dissent: It is a failure. It's silly, I should have noticed this earlier on too. The lack of let's plays, feedback, and posts of the map's completion all point to its low entertainment value. I was too naive to recognize these signs. Perhaps that's why things are the way they are.
I honestly cannot express to you the heartbreak I feel right now. I wanted to prove to the Hypixel network I honestly cared by making a fun, meaningful adventure worth their time. In the end, I labored 2,000 hours and 2 years of my life to squander the excitement and waste the time of the 500 people that have downloaded Dissent. It as though I built the titanic, a seemingly glamorous ship, only to find out weeks later it had sunk. All these realizations destroyed me, which is why I am only addressing it a week and a half later.
Dissent was meant to be about observation and leaving the player to his own thoughts. That's why it's so drawn out, and why so little is laid out for you. The problem is that I never tell the player this, so people are annoyed rather than appreciative. This idea is contradictory, however, because that quest was meant for the Strong in Mind. I wanted to make a map that everyone would enjoy. This is where a sad reality comes into play. I got so wound up pouring my heart and soul into the map I ignored just about every rule of game(map)making. And while, sure, maybe 10 people might enjoy the map for all it has to say, 490 people will have their anticipations crushed.
Finally, before we move on, it appears that your perspective of the map early on had a large impact on how you viewed it later. This is a rather valuable psychological observation to note for future maps (which I probably can't make because college), as well in addressing the objective quality of various areas, which, by the way is another thing I love about your feedback. You split it up very nicely.
I can't help but ask early on, what difficulty were you using?
It is true that lighting is an important factor. Not just with emerald discovery, but as a general assistance.
You are also very correct about the lack of communication. I expect players to "observe," instead of handing things out to them on a silver platter like most game devs (which isn't a bad thing, it's just not what I was going for...). This might have made a nice gimmick if I addressed it earlier on, but as of now it is a thorn in the foot of the player.
The exit should be much easier to find in the current version of the map, though, I am still very sorry you had to use spectator mode to find it.
Yes! Dissent isn't a total failure
It's the old VIP lobby, and yea, I put a lot of stress on the command blocks. Too much stress to be honest. That and making custom items/mobs really drew me away from making quality gameplay.
You are probably right with the teleporters. There's really no reason to restrict the access besides encouraging exploration and the creation of "short-cuts".
In regards to the emeralds, yes, there are quite a few poorly placed ones. Typically they are meant to be difficult to find, but I get what you mean about situations like that emerlad hidden away on a tiny island :I
You are correct in regards to the town. I had actually noticed the buildup during alpha testing, so it's my fault for not doing more to fix it All it would have taken was a small spawner range or better spawner placement (then again, that's a lot easier to say now that I use commands versus then when I just used mcedit).
Again, the long nature of the map is in part due to the thought it is meant to provoke. Unfortunately, I was blind to the fact that that makes terrible gameplay for the average joe.
Long slog? But what about prisoner ;-; I see what you are saying though, however, this is one of the few things you mention I would have left in if I did it all again. The reason there are so many adventure maps is because they cater to Hypixel veterans, my primary audience. This is also why there are seemingly countless Blitz maps. Nearly all of those maps were removed, so to play them again was nostalgic.
In revolving the map around Hypixel, though, there was one major flaw: The testing (and therefore the outcome), of the map. Most of my beta testers loved the map, and said the community would enjoy it. They gave me feedback from the inside, but how was I to know what this map looked like from the outside? Normal players don't get the references and aren't interested in a drawn out herobrine boss fight. Some of the major design flaws in Dissent come from me unintentionally excluding everyone else; as you beautifully stated (and probably underestimated), "Several players probably quit the map by now."
Thanks, glad yet another area wasn't a total failure. I had the void aspect in there to fit the troll theme, though you are right in that it is a bit overboard. It's strange the invisible maze didn't work. What's suppose to happen is the creepers that spawn in the back are supposed to chase towards you because they have a massive view distance, guess it's bugged. Though, it would probably still be more tedious than exciting regardless.
Yea, the quest is way too long. I can definitely see people finding it nuisance to clear out the majority of a giant mansion just for a few measly emeralds. You are also correct about the quality of the cheesy potions. Another idea would have been to increase their duration, so you really only need a few and it's not bad when you die.
A reoccurring issue seems to be the idea of hypixel gimmicks. I had so much potential to replicate various aspects of the server (like the creeper head), but got carried away with reflecting Hypixel in the items and mobs.
I expected players to observe the mobs and their weaknesses, though, again, that doesn't play out well with the typical user. You're right about the horses, they ought to be much rarer. Same with the vampires, it's unreasonable the way it is. The reason everyone does heal is because I didn't have the redstone knowledge back then to make singular healing a reality, thus, it doesn't heal full health, just enough to force players to keep their distance, which obviously worked for you
Yay for the second half! :3 That's when I actually started to get good at command blocks.
Observation There are essences (looks like purple glass) inside each spawner that release quite a few noticeable particles. They give you mining fatigue when you get too close to a spawner, and are destroyed with the spawner. The reason mining fatigue emerges at this point is due to the fact that you should already have an efficiency 4/5 iron pic, and be able to pretty much instantly destroy spawners (this is also why spawners become harder to find at this point). If you had known that the spawners gived you mining fatigue would this area be redeemable?
There is something. It's right there when you enter the area xD You are presented with a button on mossy cobblestone. It spawns a flying horse, which you can ride to your heart's content. These are at the entrance to each intersecting area, every teleporter, and even skydeli's house (which judging by the image for the second to last area you didn't manage to find). If this is unnoticeable (as it apparently is), then yes, this intersection deserves all the rage you can give it. I'm relieved you used spectator mode to continue the map.
The elevator took me precisely one minute, odd :I It makes sense though, my computer is faster, and despite the optimizations I made to the elevator (it used to be MUCH slower), I can't imagine putting up with that on a slow computer. I should have definitely added a quick teleport. It was such a neat idea to have an elevator. It's a shame its size kept the ride from being exciting.
You're right about the boss.
You are 100% correct about the torches. I totally forgot about glowstone, and it's completely unreasonable to replace their torches without a head's up. Which mobs did you find the most aggravating?
Wow, never thought about that with the wizard. That would have definitely been a good addition. I've seen that used several times in ctms, and it is always a breather. The beetles and monkeys have several weaknesses if you are keen enough to spot them, but again, that comes down the the failed implementation of an "observation" mechanic. All the mobs could have used some balancing/changes, though, you're right in that.
It was indented to be
I'm trying to find words to say this without sounding harsh, but, Mega Walls isn't a very historic part of Hypixel. At least not in the same way vampirez and the old Blitz Lobby is, and especially not when I planned the map. There are many other reasons I didn't (and couldn't) include Mega Walls, and this tidbit wasn't at all meant to represent its entirety. It was meant to be a challenging, emerald boss-fight with a bit of symbolism. Sorry I couldn't make that clearer. If the quality of the fight itself lacked, could you please explain?
Aww, those were my favorite mobs But looking back on them, you're right. Messing with user interface is not wise. The whole point of a game is that you have control over your character. That paired with the fact you have no idea what's going on, and are probably predisposed to wanting to get the map over with, makes you want to just gamemode 3 and pray you will locate the monument head somewhere in the area.
The chest mechanic was an experiment, and, well, I suppose it wasn't as fun as I thought it would be. The keys shouldn't be too pricey if you play the game steady, but, as we have pointed out, that only caters to certain players.
Spawners also seem to be a reoccurring problem. Progression is fundimental to CTMS, so when you're at a stalemate with 3-4 hidden spawners it's unsatisfying, repetitive, and dulls otherwise interesting combat scenarios.
<3 Also, thank you so much if you've actually read this far!
True, could have been shorter :/
To begin with, you should have very good gear by this point (sets, legendary armor, agility and enhanced speed pots, rune/legendary swords, etc.), so I don't see harm in the prospect in knocking you back to square one--which is really the point of this area. Still, its true that this nerf takes effort to appreciate (which you don't want to do because you just want to play a fun map... which is what I failed at).
This area is the perfect example of an ultimate divide in development. I try to provide a straight path to the boss (but I guess it's not straight enough), whilst providing the most unsatisfying, dull experience possible. And yes, you heard that right, the final area is meant to be boring (aside from a few events, which each has its own purpose), so I was actually a bit happy when I heard it was accursed. Same as the conclusion to the map, though, I sense you were a bit more angry than left with a feeling of, "Whaaa?"
I know I must sound insane to you at this point, but what really is sane? A map that creates nostalgia? Or a map that shows you what nostalgia really is? And this, my friend, is where I have falsely branded this map. There is no fun explaining what is true, and in branding it as fun, not only have I wasted many peoples' time, but I have also shattered the potential for those that seek meaning.
Now this... this is the hard hitter. I wanted the final boss to be exciting. His death and conclusion not so much, but this battle was meant to be like any other in minecarft. This was one of the only times I followed the typical game formula (ironic, right?). The boss had to have a weak spot, and every so often you could get at it, hence, the rotations and fireball. I also wanted to have epic moves, and different stages, so I spent quite a bit of time on that. I believe I accomplished most of this rather well, but as you argued, there were a few kinks, and players aren't going to be prepared going into it.
With the spare time you had you were expected to utilize potions, golden apples, etc. to prepare for the next move. You were also expected to have some of the best sets in the game, which you probably didn't have because I tested the fight on hard with only semi-good items and got by without too much effort.
How so? (if you don't mind me asking)
True, the story isn't apparent, it isn't meant to be. What there is is vague, you're meant to put the pieces together. You seem to have figured out most of what you needed to. You didn't get the motive though, which is pivotal to understanding the deeper lore (which it why isn't apparent). Where you are correct is how difficult this is to access. While most of what's going on can be inferred from the map itself, several of the books are trickier to find. I see from a design perspective, though, that the story itself being shrouded takes from the map as it leaves the players clueless. Sadly, all this takes us back to the fundamental flaw of the map (which I will discuss in a bit).
Moving on to your next concern, yes there actually is someone to save: Skydeli, but since you missed most of I3 because you didn't see the flying horses, you didn't save skydeli (who is smack dab in the center of the second to last area). It's sad too, that's one of the most epic parts of the map
When it comes to the opposing forces, you are correct that you do not know their motives, therefore, how can they have won by killing Hypixel? In regards to the last area, it's not about the rebellion. That should be fairly apparent. "Peripheral Memory Access" "Nostalgia" the fact that literally none of the mobs are actual players.
I would like to ask you some curious questions before we wrap up here:
You seem to feel most of the mobs were poorly designed (and you give good reasons for your arguments), how about the items?
Could you, with all this map's flaws, still have had fun if you understood what was going on, how the mobs worked, and the prospect that Dissent was designed to leave you to your own thoughts? How about visa versa?
It seems like you really know how to spot good maps/concepts. What are some of your favorite ctms and minecraft maps?
Sorry if all this was a lot to read, but it's really gotten a lot out of my system. It truly is painful to spend so much time on something to bring joy and meaning to others, only to have it fall flat. It seems the root of all our problems here is that I attempted to provide a quality experience for too many different groups of players. Primarily I wanted it to be meaningful, about observation, and about discussion with one's self. This left a scar in me attempting to make the map objectively enjoyable. Another damaging aspect to that fun nature is the fact that this map was made for Hypixel veterans. It was meant to provoke nostalgia, something that carried players through. That was flipped on its head, as all these references and excessive Blitz areas created a bore for the average minecraft player. It's like I made a product that was sweet, sour, and savory at the same time. While sure, it might be a good product for just the sweet or sour bits, together it just doesn't work.
Thank you once again for your amazing feedback. I'm so sorry to disappoint you, and hope you play some super fun maps in the near future to make up for this bad one.
Regards,
link2012
Don't get so down on yourself everyone struggles on their first map. I would recommend making another map that doesn't borrow so many assets from other projects like Hypixel. People love original work in this community and you have promise. This was a lot of people's problems with Ruins of the Mindcrackers. While it was cool to see those builds in a CTM it focused too heavily on the tribute and not being first and foremost a well balanced map. Keep your head high and try something new with your next project.
I would like to thank you for taking the time to write up a good response!
A lot of your comments tell me that you designed this map going for a more highbrow audience, people who try to analyze games and find deeper meanings hidden within them. But, like you said, neither Minecraft nor Hypixel really have or attract those audiences.
Despite that, I don't think this map was totally wasted effort. Did the Hypixel team themselves give you any official exposure? That would have gotten some more people to know about it, at least.
Here, you're right, but not necessarily because of the early areas - I initially heard about the map through the CTM community Discord server, who all told me it was terrible and I shouldn't play it. They ultimately inspired me to be a rebel and play it anyways, because I have a weird fascination with bad CTM maps. Because of that, I went into this prejudiced, and looking back that definitely affected my perception of the map.
I think normal for most, because I was being a cheater and playing with keepinventory on. I may have switched to easy at some point down the line, but I don't remember.
If you had put teleporters both ways, it would have discouraged exploration of the relatively small area, but it feels odd to have them all there as a central hub but only as one-way deals. It might have been better, or at least felt more consistent, to have a staircase up to the monument part of the area and not have had the teleporters at all.
The TNT Wizards emerald made me say that. I was looking out, thinking: "Is that a chest up there? There wouldn't REALLY be one all the out there... right?"
I actually do play Hypixel casually, mostly Mega Walls(as you probably guessed from my comments down there). So I did get some of the references. While I did like Hypixel's adventure maps, the main reason I had a problem with it is because it took a very long time to get through, and did sort of drain me for when I finally did get to the minigames.
I should probably mention this; I played through the whole map in two days, and was rushing through it by the end. It was a bad idea to try and consume it all at once without taking proper breaks, and that probably affected the review also.
That would have been a good idea - hunger immunity for 5 minutes, so you take a few in at the start and can just use as needed.
You've gone and said something that I was feeling but couldn't quite put my finger on. This map could have been significantly better if it has used some of the neat ideas from the minigames, like Railguns or Paintballs or whatever else, rather than Hypixel-themed areas. It probably would have taken even more dev time, though. Some shout-outs to the server were well-placed, like the Creeper Head usage.
Wait, really? It was the SPAWNERS giving me Mining Fatigue the entire time? I wish I had noticed! I was playing with a lot of the particles and animations turned off using Optifine so as to prevent lag, so I might have missed some such things because of it. If I HAD known, I still would have been annoyed, albeit less so. Since you're spending most of your time running straight for every spawner, and killing all the enemies in the spawners, it's hard to notice that you don't have mining fatigue anymore in spawner-cleared areas.
I was skimming through pre-release materials for Dissent after posting the review, noticed your hype shot of the flying horses, and said "crap". Yes, I completely failed to notice them! A chest with a book or signs nearby would have cleared that right up, but I took one look at the weird "choice" horses, had no idea how to use them, and decided I'd rather cheat than build. So it is partially my fault here.
Okay, five minutes might have been a BIT of an exaggeration. I still say it took more time than it needed. Maybe if it grinded down for about 30 seconds then exploded... nahhh...
Which mobs? Hmm... I've kind of forgotten what all the area had. I remember the witches being mostly annoying more than deadly, but I think there was one other mob that REALLY ground my gears... I just forget which one.
This is bias on my part, I went into the map with this expectation of finding a Mega Walls area with nothing to base that on, and was angry when the expectation was disappointed. I can't be too mad about that. I think the wither fight in and of itself was fine.
I think it would have been okay if there was just LESS of it. Two steps into the area, everything was horrible, and looking around the place revealed no nearby end in sight. One of the reasons CTMs don't generally reveal the size of the entire area right at the start is because it can be overwhelming and make a player want to give up, so they'll design things carefully so that the player can't see everything all at once. A lot of the areas here just seem huge and overpowering right at the start.
If I had to describe glitched in one word, it would be "overwhelming" - some of the gimmicks would have been okay, if there had been less of them, or if you had to deal with only one at a time, rather than taking on everything all at once. Like "this place has creepers that teleport you into them" or you could take an alternative route to the "enemies that take away your jumping abilities" part. Generally spacing things out a bit more.
I generally have 2 modes: "Rush straight through" and "Make a completely safe path". I want everything safe or nothing, so having that stalemate with hidden spawners is generally enough to make me decide to rush the entire area. That's just me, though. I prefer it when spawners have a "calling card", such as a stone brick in a grassy area, with spawners under the stone brick. It lets the spawners be harder to get to while also letting the player know where they are.
(Wait... Nostalgia... Back to square one... and I didn't even notice!)
Looking back at my commentary, I did seem to have an idea already in my head about what exactly a final area in a CTM should be and look like. That's my fault. It's okay to have a slower area as your finale. It stuck out to me because of the jarring switch in pacing from the increasing build-up of peripheral memory access to the slog of Nostalgia.
That surprises me a lot to hear! I said earlier you were going for a very highbrow audience, and after reading this now I really feel like I'm below the mark. I can't see any point to making an area a dull slog just for the deeper meaning. This isn't like Undertale's Genocide route, where it isn't about the dull slog as much as it is the player's decision to continue anyways. After reading this I get the sense that some of the map just went over my head.
I should be honest. Don't trust my criticism of the final boss. I shouldn't have said anything about it, because I died 4 times easy and then just cheated my way through the rest, so I didn't get to experience most of the latter half.
Alright. I sort of didn't want to say this, but... some of this comes off as edgy 14-year old stuff, or just laziness. There's a fine line between meaningless "modern art" trying to be avant-garde and genuinely meaningful work. It's very hard for any artist to toe that line, and that line changes for each person. What might be seen as some deep, meaningful art by one person is just fake edgy crap trying to cash in to another person. This can be clearly seen when studying art in history, when many critics considered art - that we today think are major pieces of the time - as meaningless. And, to me PERSONALLY, much of the philosophy stuff came out as random stuff thrown out that asks me to find some deep meaningful answer for the work, rather than the work making me think on its own.
Maybe this seems silly to ask after all I've said, but WAS the motive if I missed it? Herobrine possessing them? Frustration with newly raised coin taxes?
First off, I didn't skip any of I3, I just used Spectator mode to get to the entrance of each area. Were you supposed to use the horses to fly into the areas? That would've been overpowered if I'd known. It certainly would have helped in Glitched...
Aw, man... I actually did see Skydeli bawling their eyes out in their little cage, so I broke in to see them, but they didn't do anything. I'm sad I missed that, and I don't think it was all that I missed. By the end of the map, I wasn't skipping anything, but I was really on sprint mode to try and get through, so I wasn't trying to clear everything and explore every nook and cranny. The reason why Than the hacker is talking in the Mega Walls picture is because I didn't even notice he existed until I was going through each area over in Spectator to get the pictures after I beat the map. So I think I did miss some of those events, and I do regret that I didn't go a little slower.
Killing Hypixel wasn't the end? I didn't know much about the rebellion as you said, so I assumed that once he was gone there wouldn't be anyone left (except me of course) to go against them.
The items? I didn't comment on them much, but I actually thought some of them were fairly creative. Some of the "can be used on enchanting table but not anvil" items seemed a little pointless to me, but that's just because I personally prefer the predictability of anvils over the luck-of-the-draw enchanting table style. Many of the potions were interesting, and some of the items like the forcefield-skulls were really neat concepts.
More understand would have definitely let me have more fun, yes. Less understanding of what was going on would probably only have made the problem worse.
Ragecraft III: I can't say anything about the combat because it's on 1.8 while this map is on a post 1.9 version, and the combat works completely differently. However, one of the things I liked most about it(and I appreciate it all the more now) was that at the start of every area, it had a book that clearly said "THIS IS HOW THE AREA WORKS, THIS IS WHAT IS GOING TO HAPPEN TO YOU AND WHERE IT'S COMING FROM, THIS IS HOW TO DEAL WITH AND OVERCOME THE GIMMICKS". Maybe not all of its gimmicks were amazing, but at least I knew what they were. More books like the hint book for the Herobrine boss fight would have been very welcome.
Terra Restore I and especially II: I wouldn't say that the gameplay in each has tons of substance, but the command blocks in each(but particularly II) are designed to be so cool and blows-everything-else-out-of-the-water-y that it makes up for it. This map does have a lot of really cool command blocks, but Terra Restore generally goes for simpler gameplay, easier difficulty, and standard stories to require less effort from the player. It's like the summer action flick of maps. Turn off your brain and watch the special effects.
Thank you for responding! I don't think it was a total waste of time to play the map, and there were some parts I did enjoy. The map has problems, but we've talked enough about those. If you can make anything in the future, I'd be interested in seeing what you could do with the experience you now have!
Check out my bad CTM map reviews here.
I would like to try this but the link is broken. The folder only contains a readme file, and none of the map data.
As stated in the thread, you need to use a program besides file explorer to extract the files. 7zip and winrar are the best ones I know of
I'm so glad I saw this post. Congrats on releasing your hard work and I enjoyed it quite a bit (not finished at all yet). Areas are nice, noob area was easy enough. But I've had a problems with the Haven. For some reason, I couldn't get into the monument and then used the teleporter, stepped on an iron pressure plate. Now none of the commands blocks on the map works. I guess I can replay the first section to continue, I just wanted to report that as a bug
EDIT: Oh nevermind. The map was supposed to be played with 1.8.9, I didn't see that, sorry
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