You wake up and quickly realize that somebody has taken you and put you in a chamber made from sandstone. You see some signs, and an exit. You know your only chance of getting out is to follow the path.
I decided to stay up all night, and this is what came out of that. Sandstone Nightmare, my own little escape map, set in a sandstone compound.
Hmmm.... its not bad, more of a parkour style thing with the jumping rather than a puzzle, then again i didn't get very far... so maybe it gets more puzzle like?
Hmmm.... its not bad, more of a parkour style thing with the jumping rather than a puzzle, then again i didn't get very far... so maybe it gets more puzzle like?
Hmm, alright. I wasn't really sure what to call this, being it has parkour, other things, and it is an escape.
hey i could make a video for you of this map all you have to do it send me a pm and i can get it to in less than 48 hours
Awesome, thanks!
Also, if anyone has any feedback on how to make this map better, PLEASE give it to me! It would benefit anyone who plays the map, me, and most importantly, you!
I did enjoy playing the map until now, but now I am stuck at the colored wool room. As I haven't paid much attention to the colored wool, I have no other way of solving this puzzle than going back and look for the colored wool. I don't want to do that, so in a way you're making me cheat a little. :smile.gif:
Oh, so the colored wool room was the last one. Fair enough. Nice map. :smile.gif:
First of all, thanks for playing the map :smile.gif:
Secondly, I was kind of trying to make it a bit difficult, but now that I think of it, I might have made it a bit more difficult than I thought... :unsure.gif:
The wool-part doesn't make it harder, in my opinion. I think it's more of an annoyance, and a challenge that doesn't require any skill (wich the rest of the map did require). Memo-challenges like this is a quite simple way of making it "hard", as it's not obvious that one should really pay attention to the wool, but when you're faced with it you feel a little stupid. Made me want to cheat.
Bottom line: I enjoyed playing your map. Please make more!
Alright, I just made it a bit easier to notice the wools, the only one I could see most people missing is the one in:
This is one of the few maps I wouldn't consider to be too short or too long. The only real time investment comes in with a couple of the puzzles (which I'll go into later) but aside from that this map isn't a bad way of spending twenty minutes. That works towards its credit, though unfortunately I don't feel the map itself has a huge amount going for it in terms of what it provides to the player.
My main reasoning here is that the design and content is pretty much the same thing all the way through. Everything is made out of sandstone and glowstone with a couple of exceptions (which makes me wonder why you didn't do the whole thing in sandstone) so as far as the player is concerned there isn't much to look at or become enticed by. The rooms are all the same and the corridors leading between rooms not changing either. Being advertised as a puzzle/parkour map, I was expecting what eventually happened. The parkour was just the time-filler in between the handful of puzzles you put on display. (I could argue that looking for specific things doesn't count as solving a puzzle, but probably too much to go for this early on.)
The parkour aspects started off okay. Once you have the sprint timing down the jumps actually aren't hard at all. Before sprint it was usually the two blocks head, one to the side gaps that required the most timing. Now it's the three-long block gaps, as the sprint jump is more than capable of dealing with anything less. But that said, changing the variance in jumping doesn't change the fact you're actually just jumping from block to block. This, as I'm sure you can understand, got a little repetitive no matter what you'd do to the location. And while I'm thinking about it, the hard room you mention isn't hard. It's just frustrating after a while. While there is a level of satisfaction in completing a course, having to do the same thing repeatedly with little to no bonus just makes it annoying. I did like the ice section though, as well as the ladders in the part further on to give you some sort of obstacle, but by that point it just felt a bit too similar.
The puzzles, on the other hand, were somewhat few and far between and when they were involved, they were either a little too obscure or basic it didn't matter. I think because of this that aspect of your game fell short a little and that caused more emphasis on the parkour which in turn made the game seem more repetitive than it actually was. Perhaps a little unfair for unintended circumstances, but that is what happens I suspect. There are also little parts that bug me as well. Such as the switch room where you have no idea what is on and what is off, even if you have all the colours or just some of them. I resorted to trial and error because there was nothing else for me to do. Putting a player in that situation is a bit awkward.
I liked that the signs were direct, though. You didn't try to cram in a half-assed story to try and add a few more tags to the... wait, in writing this I just realised you started this thread off with one! I guess that is more the thread's fault than the game. People come here for the puzzle/parkour, not to find out where they are, how they got there, why they got there and so on. It just opens up questions that aren't ever answered and just make very little sense in and out of context because there's nothing else too them! But, back to my point, I liked the signs. At least you didn't resort to berating the player after each accomplishment!
The redstone also deserves a mention as well. I often bring up player satisfaction in completing a section or a puzzle. If they do it honestly then beating it and heading straight into another one can often be a little defeating. Though people have tried to combat this with the hidden diamonds and so on, I do feel that your reveals after each room were actually much more worth it. You see, that is a physical reward I need for the game that I got by playing the game. It works because it synergises with playing. Though this does have its own flaw of me simply having a ton of items by the end and being able to use what I want, the ability to beat the map correctly through my efforts is -always- a great thing to accomplish. A good use of pistons for a utility that isn't yet another piston jump puzzle works well too.
Overall, I liked this. It was short enough to make me continue to play it but also long enough to eat up some time without being overly boring or making me want to just give up and delete it. What you see here is basically what you get, so if you download this map with that in mind I don't think anyone would come away empty handed. I could add the usual comments regarding more variance, different designs and so on, but this is neat and tidy as it is and that deserves its place too.
Thanks for creating the map, and good luck in any future creations.
Okay, thanks for reviewing my map and giving your opinion. I really appreciate it.
Also, not everything being in sandstone is just laziness. Fixing in 2.3.
By Xandrez192
You wake up and quickly realize that somebody has taken you and put you in a chamber made from sandstone. You see some signs, and an exit. You know your only chance of getting out is to follow the path.
I decided to stay up all night, and this is what came out of that. Sandstone Nightmare, my own little escape map, set in a sandstone compound.
Download here:
http://adf.ly/5PUZa
Non-adf.ly
http://www.mediafire...o0st41ca9r4pz40
Screenshots:
Texture pack is Axepack.
Videos:
Here is Part 1 of TheUnrealPancake playing the map:
Version History
v3.JEB
Feedback would be greatly appreciated, as this is my first ever map. I hope you enjoy it.
Banner:
Also check out: Ice Island (Survival)
Check out my YT channel: http://www.youtube.com/Xandrez1122
Follow @Xandrez192
Awesome :biggrin.gif:
Alright, done. I put it below the download link.
Hmm, alright. I wasn't really sure what to call this, being it has parkour, other things, and it is an escape.
Have fun!
Awesome, thanks!
Also, if anyone has any feedback on how to make this map better, PLEASE give it to me! It would benefit anyone who plays the map, me, and most importantly, you!
First of all, thanks for playing the map :smile.gif:
Secondly, I was kind of trying to make it a bit difficult, but now that I think of it, I might have made it a bit more difficult than I thought... :unsure.gif:
I raised the roof, made wool easier to find, got rid of some chickens, and numbered the rooms.
Alright, I just made it a bit easier to notice the wools, the only one I could see most people missing is the one in:
Fixed a little problem where the room 8 door to the exit refused to open.
Here are some things to make up for any inconviences caused by that:
Okay, thanks for reviewing my map and giving your opinion. I really appreciate it.
Also, not everything being in sandstone is just laziness. Fixing in 2.3.
Awesome, I'll be sure to link it.