V0.3 is out Some videos are on the way and i want to make a video where i show people around and how its done also we are going to do a creators play video when it's done
I will LP this if you want to add my videos to the page here is my youtube:whitenoise630
Please do i add all videos to the front page
pee-tuh, on 04 October 2011 - 01:47 AM, said:
WERE ARE THE NOTE AND STUFF?
In the Notes folder
Malonth, on 04 October 2011 - 02:54 AM, said:
Well i have a suggestion that instead of having documents for use to read you should put the text on the maps
I tried that but then i realised that there is a lot of writing for each note so maps would just be too hard plus i couldn't figure out how to do it :/
Also 1000 video special coming soon. I will playing with ExpertGamingDotCom and showing them around!
I don't know if I didn't find it or not. But when I was recording another episode of the let's play. I was doing chapter 2 side quest 1 and when I finished it, it said read side quest 1 ending, and I couldn't find it. Just thought I'd let you know just in case you forgot to add it or something.
Just finished playing through your map, and I shouldn't be critiquing it yet because it isn't finished, but I've written an analysis anyways. Before you read, I'd like to thank you for allowing me to critique your map and would like to encourage you to continue mapmaking in the future. Now, for the critique:
Spoiler
My first impression was: "The island theme doesn't seem to apply everywhere." Keep in mind that when decorating a map, it's important to decorate everything that the player can see, not just what the player can access. This will help the player feel even more immersed into your map, and drive up the overall fun factor.
Let me touch on your story real quick: Notes are never really a great idea. When a player has to tab out of the game and load up a note, it dilutes the immersion effect (which is very important for maps) and holds up the adventure. While your notes were very short and sweet, it did slow down the flow of the map by a noticeable margin, and with some well-placed signs, could probably be done away with.
I found the prologue pretty engaging; the sheer amount of zombies during the beginning of the map is a bit upsetting, but nothing impossible to work through. I enjoyed the fact that I wasn't able to walk straight into the reception building and had to find another way in, but the secret passageway through the ground didn't particularly make sense to me; I was unable to imagine why the natives would construct that in the first place and why I couldn't just smash through the glass windows on the roof, which would've been much more fun.
The chapter doors are a very nice touch. As I continued into the Chapter 1 area, I was hoping that the excitement would continue throughout the map, but the challenge slowly declined. The first side quest required me to destroy mob spawners which was kind of annoying and didn't appear to yield any rewards, so I skipped it. Next, I went to the ship in the distance, and enjoyed using the TNT, though because Zombie Pigmen aren't naturally aggressive, the quest itself wasn't very challenging.
Next, I traveled to the furnace room. Searching all of those furnaces for a lever was annoying, and I sincerely hoped there wouldn't be any more "search and find" objectives. In all honesty, these types of objectives (along with mazes and "parkour") ruin maps, because their frustration level is much higher than their fun level.
Next was the zombie cavern, which was an impressive sight, but not decorated very well. The spawners in the cave made me feel like I was in Vanilla Minecraft rather than on an island adventure. When I reached the lighthouse and blew up the spawners, the noises from the TNT exploding were extremely satisfying.
I completed all of the sidequests in Chapter 2 next. The pirate captain one was awful. There was no challenge to it; just reading, and the story wasn't even that good. It was rushed and had no character development, and at the end, I found myself laughing at the pirate captain instead of empathizing with him. Furthermore, the unintentional spelling and gramamr errors in the notes caused me to facepalm while I was reading them. The other sidequests were mediocre, though I did enjoy rebuilding the bridge; it was a literally optional task that allowed the player to take a break from mindless zombie-slaying.
I didn't enjoy the fact that all the sidequests had to be completed in order to reach the stronghold, however. Luckily, I had both completed all the sidequests and just happened to grab the ladder pieces. My condolences for those so unfortunate that they have to backtrack all the way to complete them, though...
The stronghold was the most disappointing point of the map. The decoration was weird. I imagine it should look much rougher considering that the survivors probably didn't have the time to make all those stone bricks, and probably would've just carved rooms out of the mountain. All of the characters "stats and characteristics" files were laughable; there were no "stats" to speak of and the text itself was pretty irrelevant considering that the player has to use his imagination to see the characters anyways (which is generally something you shouldn't have in your map unless you're playing Dungeons & Dragons).
Fun: 7/10 (the majority of the content was fun to experience, but there are many elements that are either boring or cause too much frustration) Decoration: 5/10 (many impressive structures, but the cool palm trees and island-based homes were offset by the nearby swamp biome which happened to be just a few feet down the beach, and some decoration choices didn't make sense) Gameplay: 4/10 (apart from hack-and-slash monster fighting, there aren't many creative elements to the map and none of the gameplay elements present a legitimate challenge) Story: 3/10 (too many annoying notes, some of which aren't even in the files, as well as many spelling and grammar issues with irrelevant and corny character profiles)
Overall Score: 4.75/10
Your map is a lot of fun, but it could be so much better if you paid more attention to detailing the entire map and presenting content that is both creative and challenging. I would also reccomend scrapping all of the notes and try to use in-context signs to convey important messages.
I don't know if I didn't find it or not. But when I was recording another episode of the let's play. I was doing chapter 2 side quest 1 and when I finished it, it said read side quest 1 ending, and I couldn't find it. Just thought I'd let you know just in case you forgot to add it or something.
I think it's because i had a sign in there before that had the ending but was hard to read with the zombies in there :S I will add it in Thanks and any idea how long till the next episode ?
Kriptini, on 05 October 2011 - 04:31 AM, said:
Just finished playing through your map, and I shouldn't be critiquing it yet because it isn't finished, but I've written an analysis anyways. Before you read, I'd like to thank you for allowing me to critique your map and would like to encourage you to continue mapmaking in the future. Now, for the critique:
Spoiler
My first impression was: "The island theme doesn't seem to apply everywhere." Keep in mind that when decorating a map, it's important to decorate everything that the player can see, not just what the player can access. This will help the player feel even more immersed into your map, and drive up the overall fun factor.Let me touch on your story real quick: Notes are never really a great idea. When a player has to tab out of the game and load up a note, it dilutes the immersion effect (which is very important for maps) and holds up the adventure. While your notes were very short and sweet, it did slow down the flow of the map by a noticeable margin, and with some well-placed signs, could probably be done away with.I found the prologue pretty engaging; the sheer amount of zombies during the beginning of the map is a bit upsetting, but nothing impossible to work through. I enjoyed the fact that I wasn't able to walk straight into the reception building and had to find another way in, but the secret passageway through the ground didn't particularly make sense to me; I was unable to imagine why the natives would construct that in the first place and why I couldn't just smash through the glass windows on the roof, which would've been much more fun.The chapter doors are a very nice touch. As I continued into the Chapter 1 area, I was hoping that the excitement would continue throughout the map, but the challenge slowly declined. The first side quest required me to destroy mob spawners which was kind of annoying and didn't appear to yield any rewards, so I skipped it. Next, I went to the ship in the distance, and enjoyed using the TNT, though because Zombie Pigmen aren't naturally aggressive, the quest itself wasn't very challenging.Next, I traveled to the furnace room. Searching all of those furnaces for a lever was annoying, and I sincerely hoped there wouldn't be any more "search and find" objectives. In all honesty, these types of objectives (along with mazes and "parkour") ruin maps, because their frustration level is much higher than their fun level.Next was the zombie cavern, which was an impressive sight, but not decorated very well. The spawners in the cave made me feel like I was in Vanilla Minecraft rather than on an island adventure. When I reached the lighthouse and blew up the spawners, the noises from the TNT exploding were extremely satisfying.I completed all of the sidequests in Chapter 2 next. The pirate captain one was awful. There was no challenge to it; just reading, and the story wasn't even that good. It was rushed and had no character development, and at the end, I found myself laughing at the pirate captain instead of empathizing with him. Furthermore, the unintentional spelling and gramamr errors in the notes caused me to facepalm while I was reading them. The other sidequests were mediocre, though I did enjoy rebuilding the bridge; it was a literally optional task that allowed the player to take a break from mindless zombie-slaying.I didn't enjoy the fact that all the sidequests had to be completed in order to reach the stronghold, however. Luckily, I had both completed all the sidequests and just happened to grab the ladder pieces. My condolences for those so unfortunate that they have to backtrack all the way to complete them, though...The stronghold was the most disappointing point of the map. The decoration was weird. I imagine it should look much rougher considering that the survivors probably didn't have the time to make all those stone bricks, and probably would've just carved rooms out of the mountain. All of the characters "stats and characteristics" files were laughable; there were no "stats" to speak of and the text itself was pretty irrelevant considering that the player has to use his imagination to see the characters anyways (which is generally something you shouldn't have in your map unless you're playing Dungeons & Dragons).Fun: 7/10 (the majority of the content was fun to experience, but there are many elements that are either boring or cause too much frustration)Decoration: 5/10 (many impressive structures, but the cool palm trees and island-based homes were offset by the nearby swamp biome which happened to be just a few feet down the beach, and some decoration choices didn't make sense)Gameplay: 4/10 (apart from hack-and-slash monster fighting, there aren't many creative elements to the map and none of the gameplay elements present a legitimate challenge)Story: 3/10 (too many annoying notes, some of which aren't even in the files, as well as many spelling and grammar issues with irrelevant and corny character profiles)Overall Score: 4.75/10Your map is a lot of fun, but it could be so much better if you paid more attention to detailing the entire map and presenting content that is both creative and challenging. I would also reccomend scrapping all of the notes and try to use in-context signs to convey important messages.
I think that is a fair review
I have stated before i tried with the map thing but couldn't do it :/
The island thing i fixed and that area too the left i think your on about is going to be in it later I hope anyway
The character stats and stuff i will be changing to their backstory and a side quest from them all
Thanks for reviewing and hope to hear from you again in later versions