Hmm, now you're saying that I feel like I should let the Explosive parkour review be cancelled. It wouldn't get a good review anyway, while I wouldn't improve it any more and the review would just be for entertainment purposes. So you can remove it from the list from my part.
The learning review is what really matters for me now, because it will still take many months (maybe a year) until that's finished so there's way more time left for improvement.
If you feel like you first map is going to get a bad score, then maybe what you want to do is replace your first map with your second map, and your second with your third. That way, you have your better maps that will be getting reviewed, and you won't feel the guilt of having 3 maps pending.
That's actually a good idea. But I think I'll keep my 2nd map pending, cause to me, it also has potential. But you can just throw the 1st map away
Username(creator): Billith Map Name: Escape of the Mind: The Edge of Perception Forum Link: Here Requirements(mods,texture packs,ect.): Required texture pack included in download, available soundpack for download separately (requires soundmod enabler) Additional Info(optional): You guys reviewed the first one, and this is the linear sequel. It is refined, improved from the first, so check it out and let me know what you think.
Thanks for the review, it was fun to read! Constructive feedback is always appreciated, although first Cubeception was made a year ago and it's not like we will be going back to fix it. Instead we'll try to improve in the future and I'm looking forward for the sequel's review ( really took you 6 hours? Well, it's more than some "real" games out there ;p ).
Yeah, I figured. The review was mainly so that you didn't run into the same mistakes again.
My review for the sequel has been submitted to Kmilley, so expect it soon!
And I may have exaggerated 6 hours - I was having a blast and didn't notice the time, and I noticed a 6 hour time gap in between the time I turned my PC on and when I finished the map. A large portion of that time was instead spent looking at your walkthroughs and running redstone tests of my own in an attempt to solve those puzzles!
EDIT: This is actually my second review of your map! I didn't remember my old (and bad) review from last year!
Username(creator): Billith Map Name: Escape of the Mind: The Edge of Perception Forum Link: Here Requirements(mods,texture packs,ect.): Required texture pack included in download, available soundpack for download separately (requires soundmod enabler) Additional Info(optional): You guys reviewed the first one, and this is the linear sequel. It is refined, improved from the first, so check it out and let me know what you think.
Added
If you want to see the poll, look now. It will be closed tomorrow!
It's time for a Sunday double review!
More reviews will be released now, because I will be gone for a 1.5 weeks in a few days.
It boggles the mind that an adventure can become so much more enjoyable when one simply takes the time to create a believable and immersive setting.
King of Hrothgaria is an adventure map that takes place in the fictional realm of Hrothgaria. The king mysteriously passes away, and with no hereditary heirs to the throne, the kingdom decides to hold a set of rigorous trials for potential candidates of the throne, testing their physical prowess and abilities in combat. The player is one of said candidates, and is vying for the title of king.
The first thing I notice in this map is that it is absolutely beautiful and full of visual detail. The creator obviously made much effort in creating pleasant aesthetics. The builds are massive; the points of interest being the royal castle and the stunningly large and gorgeous forest. The entire map may have been a pleasure to play simply because of how good it looked. I often found myself just stopping to smell the roses while walking down one of the paths!
The challenges themselves seemed fairly cookie-cutter. Fighting off zombies and destroying a monster's lair seems fairly standard for any adventure. What I found good, though, was that there was a very tangible consistency between challenges. Not once did I feel put off by the pacing of this map, and I never saw anything in this map that stuck out like a sore thumb from the rest. There were no random or badly-placed puzzles; the challenges made SENSE in the map's world. I found them rather difficult, but not frustrating. This was key: it was all strung together quite nicely and never became annoying or tedious for me. It wasn't just the challenges that had a nice progression, either. The storyline itself moved along in such a way that made for a very intriguing and believable experience. Still, I couldn't help but feel that the adventure as a whole was fairly unremarkable. In regards to what the player has to do to beat the map, it isn't anything special. However, it makes up for this greatly by simply being well-done in every way.
Overall, there are so many things that King of Hrothgaria excels at. The standards of this map are so high all around that I can't think of a single aspect that it was lacking in. It manages to have everything that an adventure map needs, and does it well. It's a solid map. Simply put, this map is GOOD, and I mean that sincerely. While not necessarily outstanding in terms of gameplay, this map still does everything right. With a world rich with detail, a good story, and fun challenges, this is a fantastic example of what an adventure map should be like. Go give it a shot, will you? And expect a sequel, because King of Hrothgaria 2 is in the works!
Bugs/Tips
-Check on your grammar and spelling mistakes. Really nitpicky here, I know, but try to make the map as polished as you can!
-There was a really deep open pit somewhere inside Castle Hrothgar's walls. I fell into it, nearly died, and got trapped until I switched to creative and had to fly back up.
I don't have much to say about It Never Ends. It's a work in progress, and I can infer by the most recent version's two levels and its version number (0.2) that it is missing 80 percent of the full production. That's quite a bit of work that is missing to even be considered to be uploaded, I think.
For what little there actually is, the map consists of two bland and frustrating mazes. They both are rather large, and they both are tedious. Combining these two elements turns the entire experience rather tiresome and stale. There aren't any interesting builds, no original gameplay, and an extremely weak story (about a guy being trapped in a maze, naturally.)
There is nothing redeemable about this map, if it can even be considered a map at all. There isn't enough material in it, and the material that IS in it is far more annoying than it is fun. Perhaps infinitely so.
Bugs/tips
-Think about how your players might feel when they play your map. Sympathy is a fantastic skill in mapping and, well, everything!
-Come up with a significant amount of work before you upload it for everyone.
-Large and winding mazes could be a refreshing change of pace, but it tires people out very quickly. They're confusing, and confusion leads to frustration. Unless you can find a way to make mazes interesting, I personally don't recommend making them your entire map.
The first map was entitled "Extreme Limits" So yeah, just take that out
And the second map that could have potential was the "Hunt For The Fountain of Youth"
And currently I'm making a 3rd map called "Captured" (Or a better name in the future) and my aim is to have that suspense/adventure/puzzle/parkour type of map with an interesting storyline and a twisted ending. So I'll probably have that reviewed when I'm done
The Convenience series has long been one of my favorite Minecraft creations, and for good reason. The first map was a decent, enjoyable map with plenty enough to thrill. The second stepped up the game, bringing much more to the table and delivering a stronger, more focused and solid story than the first. Now it's time for Lord of Bloodycross, the final chapter, to end the series in epic fashion without compromising the unique horror and thrill we've come to enjoy from the series. It's a joy to announce that map creator daDonn has done everything he's promised, and that Lord of Bloodycross will leave you breathless.
The adventure is adventure mapping at some of its finest. If you've played the previous adventures, you'll find the plot of the map very familiar. It won't be long before you realize that the map actually contains all three parts of the Convenience story arc in one adventure, and although the stories feel a little distant from each other, daDonn weaves all story bits from the previous two maps together in an almost seamless creation. The horror-suspense vibe of the previous adventures returns and is stronger than ever, with the storyline impressing throughout. The third chapter, or map, also impresses with the strongest story of the three chapters and multiple moral choices. The plot of the map is overall very well laid out, and quite commendable.
However, when you progress through the story, you most likely won't be marvelling at the plot itself. You'll be in awe at just how you are told the story. DaDonn perfects BlameTheController's already excellent method of using audio narration to convey the story. He mixes soundtracks from many a site with sound effects and really makes the world of the Bloodycross series come to life. The narration is easy to understand, dark, sounds professional, and never misses a beat. It is a very refreshing way to rediscover the plot of the first two maps and marvel at that of the third, even if you already know where the twists and turns are.
The difficulty of the map is kept at a safe level where the map can be finished, but a challenge is ensured. It relies quite heavily on combat but isn't light on puzzles and logic involving Minecraft mechanics (e.g. two seemingly-identical rooms may not function the same way). It involves a good mix of everything, even sprinkling in smaller bits of parkour when needed. However, the best parts of the map remain the puzzles, and daDonn knows this, so he keeps them at the forefront of obstacles delaying your progress.
Nevertheless, difficult challenges are never what propel you through the map. As with many role-playing style adventure maps, exploration and character motivation are put at the head of the map. Although the storyline is strictly linear, and there aren't side quests, it feels a great deal like the Cubeception series. You get the feeling that the world is whole, and even though you are only sticking to a certain path, you could leave and come across another castle or town. You can begin to relate with your character, and can liken yourself to him while exploring, because you really become the hero you are playing. The explorative aspect of the map is truly wonderful, because it gives you so much reason to believe in your hero and his world.
All in all, progressing through the map was one hell of a time, and so without a doubt the gameplay of the map was spot on. It is impeccably hard to nail the gameplay of a role-playing map without disrupting the atmosphere and still allowing for enough interaction between the player and the environment, but daDonn handles the challenge with ease. Moral choices in the third chapter are great to play through and feel much like content you'd get out of a professionally designed RPG game.
Role-playing adventures don't always require a great amount of detail or good visual appeal on a micro level, but it isn't surprising when daDonn includes fine furniture and medieval flare. The map is also beautiful when looked at on a macro level, as the castles, towns, and halls all look phenomenal.
The map relies heavily on the dark tones of horror, suspense, thrill, and obscure discovery, so it needs support from all aspects to uphold the adventure. The atmosphere is held secure by a dark story and creepily recorded narration, which really set the mood and help deliver a backing for character motivation. Exploring further strengthens the player's connection with the character he controls, and journeying through a visually impressive landscape solidifies the atmospheric suspense. The atmosphere also justifies the moral choices within the confines of the story, and although some seem a bit like they were thrown in there for the hell of it (the character is supposed to be strong-willed and good until the third chapter, so considering evil as a path to follow doesn't really seem realistic), nothing is overly awkward. The atmosphere is as strong as it needs to be, and is the sole reason you can immerse yourself in the world of Bloodycross.
Lord of Bloodycross provides a fine ending to a fantastic trilogy, one that has now changed how I look at Minecraft maps. It has its flaws, and although certain minor mistakes might pull you out of the experience for a short time period, you'll be back in the universe of Bloodycross within the minute. The map will leave you speechless after the experience, and so I without a doubt recommend it to any map player out there.
Bugs/tips -in Chapter 1, Scene 8 is a little hard to find. A little more prominence might make keep me in the experience instead of scrambling around to find what to do.
-adding a hint of selfishness or evil depth to the character in the first two chapters might help justify the player's consideration of evil in the final chapter.
Username: xVirtualNinjax Map Name: Trust Me Forum Link: http://www.minecraft...le-and-parkour/ Genre: Adventure, Parkour, and a bit of Puzzle Requirements(mods,texture packs,ect.): None Estimated Completion Time: 15-30 minutes Additional Info(optional): I hope you enjoy it!
Are reviewers able to submit maps for the other reviewers to play? Or are reviewers' submissions just deleted instantly, even if their submission was made before they became reviewer?
New review by Stream! Second last one until I leave, make sure to get all of your apps/questions ect. in now, or else wait a week to get a response!
Are reviewers able to submit maps for the other reviewers to play? Or are reviewers' submissions just deleted instantly, even if their submission was made before they became reviewer?
No, we still review the map. We try to be as unbiased as possible during the process.
I find that there are generally two categories of bad maps in the mapping community. There are the maps who try very hard to accomplish something grand and epic and fail to succeed. A majority of the less-than-exciting maps out there fall here. But there are also adventures that just don't seem to try. They go for what they think is "good enough," and leave it at that. The River is one of these maps, one that just doesn't seem to care about what it contains. It pains me to say that it is one of the weakest adventures I've played in Minecraft.
The map has an interesting premise. It sets out to be a role-playing adventure that allows you to retain the elements of Minecraft that you love (i.e. mining, crafting, farming, etc.), and gives you quests along a river that you seem to be following. Well, it sounds good on the surface. What could go wrong? Well, as it turns out, quite a bit.
I'll outline my playthrough before getting to the meat of my criticisms. I began in a shack with a rather large supply of expensive items, including iron and stone tools to start with. It tells me to follow the path of the river, and sets me off. I quickly found my way to a visually displeasing hallway of stone that just lay bare on the sand. I shrugged it off and then found my way into a large tree which had some mild appeal. The story within the tree revolved around a man who was trying to rid the area of a disease and commanded you to destroy the tree. After doing so, I continued on my path and came across a naturally spawning village right next to the river, which should never be included in any map whatsoever, let alone an adventure map. No story explanation was given either, giving me the impression that the creator didn't care. Adjacent to that was a very disruptive and awfully constructive "castle" that was completely hollow. I climbed the inside, switched sides, found myself underground, and then ended up at a deck just outside. The map then ended.
So... what happened? I can't say that I know myself, even after analysing what I could from the map. The story makes absolutely no sense, as you are given no explanation as to why you are even following this river in the first place. The segment involving the large tree is shoe-horned in, and although somewhat decent, it has no place in the storyline. The castle and the village beside it are never explained, leading to what is the most disconnected story I've ever seen.
The mapper also seemed to create the map without any regard for how the player would progress and enjoy what the map offered. Gameplay and progression were never put to the forefront of the mapper's concerns, as while playing the map I realized that the creator was only hell-bent on making the builds of the map. It's a shame, really, because the builds were also some of the least appealing I've seen in an adventure map yet.
Sadly enough, all that is left are the creator's buildings. The only half-decent creation I noticed was the large tree toward the start of the map. The village should have been removed and the castle reconstructed, as it feels very hollow, empty, and uneventful.
It is a pain to so harshly critique a map that seemed to at least try a fair bit, but I find myself reasonable in the comments I've offered. I think the mapper realized his creation wasn't strong but released it anyway without regard for whether it would be enjoyable. That was a mistake, and as a result The River is essentially half an hour of my life I would like to have back.
Bugs/tips -redesign the castle, add fences to outline its top, and include diversity in the form of towers
-scrap the natural village
-give a backstory as to why the player is following the river in the first place
-you need more than one side quest, as the included tree-quest wasn't very satisfying
-explain the appearance of the castle and its dock
I have another question, actually: what about the complete application we have to fill in? Are they stored somewhere else? Because in the main post, the only thing left over from our apps are the names of the maps and their links.
Username(creator): xtreme654 Map Name: Captured Forum Link:http://www.minecraft...players-131132/ Genre: ADV/PARK/PUZZ Requirements(mods,texture packs,ect.): Yes, Conspiracycrime's anti-creeper explosion mod and Dokucraft (HIGH) texture pack is required. But no worries, it's INCLUDED in the download Estimated Completion Time: 2 hours Additional Info(optional): Well, this is my 3rd map, and by far this took me the longest to complete. The review will probably come out til like a month or so, but I'm willing to wait for a nice, and detailed review
Username(creator): SpellJam
Map Name The Brimstone Revival
Forum Link: http://www.minecraftforum.net/topic/1477081-the-brimstone-revival/
Genre: Adventure
Requirements(mods,texture packs,ect.): Nothing. I playtested the recent update (not the snapshots though)
Estimated Completion Time: 1-2 hours.
Additional Info(optional): Keep setting the time for night. This allows for better Save Point access and allows outdoor spawners to work.
i'd still very much like to receive the review is signed up for and waited for quite some time. last i checked, it was 'in progress'. it still is. any info on that?
Username(creator): Jigarbov Map Name: Eronev 2: The Soul Cauldron Forum Link:http://www.minecraftforum.net/topic/1479332-adv Genre: adv/ctm Requirements(mods,texture packs,ect.): none Estimated Completion Time: 2-5 hours Additional Info(optional): It's classified as an adv/ctm but I just think it's an adv with ctm like rules and goals. The story is deep and links back to its prequel Eronev Mansion Adventure. If this map is rushed, it will be disappointing It's most fun when you have time to enjoy it and explore. Now that 1.4 is out it's ready for reviewing
Jigarbov you should probably just wait for Rsmalec to review your map, this thread has kinda gone dead :/
awww, I like having a bunch of different reviews. rsmalec certainly has it in his queue but one can't advance in map making if they only get reviews from a single source Thanks for letting me know though.
The learning review is what really matters for me now, because it will still take many months (maybe a year) until that's finished so there's way more time left for improvement.
That's actually a good idea. But I think I'll keep my 2nd map pending, cause to me, it also has potential. But you can just throw the 1st map away
Map Name: Escape of the Mind: The Edge of Perception
Forum Link: Here
Requirements(mods,texture packs,ect.): Required texture pack included in download, available soundpack for download separately (requires soundmod enabler)
Additional Info(optional): You guys reviewed the first one, and this is the linear sequel. It is refined, improved from the first, so check it out and let me know what you think.
Yeah, I figured. The review was mainly so that you didn't run into the same mistakes again.
My review for the sequel has been submitted to Kmilley, so expect it soon!
And I may have exaggerated 6 hours - I was having a blast and didn't notice the time, and I noticed a 6 hour time gap in between the time I turned my PC on and when I finished the map. A large portion of that time was instead spent looking at your walkthroughs and running redstone tests of my own in an attempt to solve those puzzles!
EDIT: This is actually my second review of your map! I didn't remember my old (and bad) review from last year!
Ok, what was the first map?
Added
If you want to see the poll, look now. It will be closed tomorrow!
It's time for a Sunday double review!
More reviews will be released now, because I will be gone for a 1.5 weeks in a few days.
King of Hrothgaria is an adventure map that takes place in the fictional realm of Hrothgaria. The king mysteriously passes away, and with no hereditary heirs to the throne, the kingdom decides to hold a set of rigorous trials for potential candidates of the throne, testing their physical prowess and abilities in combat. The player is one of said candidates, and is vying for the title of king.
The first thing I notice in this map is that it is absolutely beautiful and full of visual detail. The creator obviously made much effort in creating pleasant aesthetics. The builds are massive; the points of interest being the royal castle and the stunningly large and gorgeous forest. The entire map may have been a pleasure to play simply because of how good it looked. I often found myself just stopping to smell the roses while walking down one of the paths!
The challenges themselves seemed fairly cookie-cutter. Fighting off zombies and destroying a monster's lair seems fairly standard for any adventure. What I found good, though, was that there was a very tangible consistency between challenges. Not once did I feel put off by the pacing of this map, and I never saw anything in this map that stuck out like a sore thumb from the rest. There were no random or badly-placed puzzles; the challenges made SENSE in the map's world. I found them rather difficult, but not frustrating. This was key: it was all strung together quite nicely and never became annoying or tedious for me. It wasn't just the challenges that had a nice progression, either. The storyline itself moved along in such a way that made for a very intriguing and believable experience. Still, I couldn't help but feel that the adventure as a whole was fairly unremarkable. In regards to what the player has to do to beat the map, it isn't anything special. However, it makes up for this greatly by simply being well-done in every way.
Overall, there are so many things that King of Hrothgaria excels at. The standards of this map are so high all around that I can't think of a single aspect that it was lacking in. It manages to have everything that an adventure map needs, and does it well. It's a solid map. Simply put, this map is GOOD, and I mean that sincerely. While not necessarily outstanding in terms of gameplay, this map still does everything right. With a world rich with detail, a good story, and fun challenges, this is a fantastic example of what an adventure map should be like. Go give it a shot, will you? And expect a sequel, because King of Hrothgaria 2 is in the works!
Bugs/Tips
-Check on your grammar and spelling mistakes. Really nitpicky here, I know, but try to make the map as polished as you can!
-There was a really deep open pit somewhere inside Castle Hrothgar's walls. I fell into it, nearly died, and got trapped until I switched to creative and had to fly back up.
For what little there actually is, the map consists of two bland and frustrating mazes. They both are rather large, and they both are tedious. Combining these two elements turns the entire experience rather tiresome and stale. There aren't any interesting builds, no original gameplay, and an extremely weak story (about a guy being trapped in a maze, naturally.)
There is nothing redeemable about this map, if it can even be considered a map at all. There isn't enough material in it, and the material that IS in it is far more annoying than it is fun. Perhaps infinitely so.
Bugs/tips
-Think about how your players might feel when they play your map. Sympathy is a fantastic skill in mapping and, well, everything!
-Come up with a significant amount of work before you upload it for everyone.
-Large and winding mazes could be a refreshing change of pace, but it tires people out very quickly. They're confusing, and confusion leads to frustration. Unless you can find a way to make mazes interesting, I personally don't recommend making them your entire map.
And the second map that could have potential was the "Hunt For The Fountain of Youth"
And currently I'm making a 3rd map called "Captured" (Or a better name in the future) and my aim is to have that suspense/adventure/puzzle/parkour type of map with an interesting storyline and a twisted ending. So I'll probably have that reviewed when I'm done
Apologies, we don't accept survival maps for review. Do you have another map which fits the genre criteria?
New review from Stream!
The adventure is adventure mapping at some of its finest. If you've played the previous adventures, you'll find the plot of the map very familiar. It won't be long before you realize that the map actually contains all three parts of the Convenience story arc in one adventure, and although the stories feel a little distant from each other, daDonn weaves all story bits from the previous two maps together in an almost seamless creation. The horror-suspense vibe of the previous adventures returns and is stronger than ever, with the storyline impressing throughout. The third chapter, or map, also impresses with the strongest story of the three chapters and multiple moral choices. The plot of the map is overall very well laid out, and quite commendable.
However, when you progress through the story, you most likely won't be marvelling at the plot itself. You'll be in awe at just how you are told the story. DaDonn perfects BlameTheController's already excellent method of using audio narration to convey the story. He mixes soundtracks from many a site with sound effects and really makes the world of the Bloodycross series come to life. The narration is easy to understand, dark, sounds professional, and never misses a beat. It is a very refreshing way to rediscover the plot of the first two maps and marvel at that of the third, even if you already know where the twists and turns are.
The difficulty of the map is kept at a safe level where the map can be finished, but a challenge is ensured. It relies quite heavily on combat but isn't light on puzzles and logic involving Minecraft mechanics (e.g. two seemingly-identical rooms may not function the same way). It involves a good mix of everything, even sprinkling in smaller bits of parkour when needed. However, the best parts of the map remain the puzzles, and daDonn knows this, so he keeps them at the forefront of obstacles delaying your progress.
Nevertheless, difficult challenges are never what propel you through the map. As with many role-playing style adventure maps, exploration and character motivation are put at the head of the map. Although the storyline is strictly linear, and there aren't side quests, it feels a great deal like the Cubeception series. You get the feeling that the world is whole, and even though you are only sticking to a certain path, you could leave and come across another castle or town. You can begin to relate with your character, and can liken yourself to him while exploring, because you really become the hero you are playing. The explorative aspect of the map is truly wonderful, because it gives you so much reason to believe in your hero and his world.
All in all, progressing through the map was one hell of a time, and so without a doubt the gameplay of the map was spot on. It is impeccably hard to nail the gameplay of a role-playing map without disrupting the atmosphere and still allowing for enough interaction between the player and the environment, but daDonn handles the challenge with ease. Moral choices in the third chapter are great to play through and feel much like content you'd get out of a professionally designed RPG game.
Role-playing adventures don't always require a great amount of detail or good visual appeal on a micro level, but it isn't surprising when daDonn includes fine furniture and medieval flare. The map is also beautiful when looked at on a macro level, as the castles, towns, and halls all look phenomenal.
The map relies heavily on the dark tones of horror, suspense, thrill, and obscure discovery, so it needs support from all aspects to uphold the adventure. The atmosphere is held secure by a dark story and creepily recorded narration, which really set the mood and help deliver a backing for character motivation. Exploring further strengthens the player's connection with the character he controls, and journeying through a visually impressive landscape solidifies the atmospheric suspense. The atmosphere also justifies the moral choices within the confines of the story, and although some seem a bit like they were thrown in there for the hell of it (the character is supposed to be strong-willed and good until the third chapter, so considering evil as a path to follow doesn't really seem realistic), nothing is overly awkward. The atmosphere is as strong as it needs to be, and is the sole reason you can immerse yourself in the world of Bloodycross.
Lord of Bloodycross provides a fine ending to a fantastic trilogy, one that has now changed how I look at Minecraft maps. It has its flaws, and although certain minor mistakes might pull you out of the experience for a short time period, you'll be back in the universe of Bloodycross within the minute. The map will leave you speechless after the experience, and so I without a doubt recommend it to any map player out there.
Bugs/tips
-in Chapter 1, Scene 8 is a little hard to find. A little more prominence might make keep me in the experience instead of scrambling around to find what to do.
-adding a hint of selfishness or evil depth to the character in the first two chapters might help justify the player's consideration of evil in the final chapter.
Map Name: Trust Me
Forum Link: http://www.minecraft...le-and-parkour/
Genre: Adventure, Parkour, and a bit of Puzzle
Requirements(mods,texture packs,ect.): None
Estimated Completion Time: 15-30 minutes
Additional Info(optional): I hope you enjoy it!
Screenshots (more on the link):
New review by Stream! Second last one until I leave, make sure to get all of your apps/questions ect. in now, or else wait a week to get a response!
No, we still review the map. We try to be as unbiased as possible during the process.
The map has an interesting premise. It sets out to be a role-playing adventure that allows you to retain the elements of Minecraft that you love (i.e. mining, crafting, farming, etc.), and gives you quests along a river that you seem to be following. Well, it sounds good on the surface. What could go wrong? Well, as it turns out, quite a bit.
I'll outline my playthrough before getting to the meat of my criticisms. I began in a shack with a rather large supply of expensive items, including iron and stone tools to start with. It tells me to follow the path of the river, and sets me off. I quickly found my way to a visually displeasing hallway of stone that just lay bare on the sand. I shrugged it off and then found my way into a large tree which had some mild appeal. The story within the tree revolved around a man who was trying to rid the area of a disease and commanded you to destroy the tree. After doing so, I continued on my path and came across a naturally spawning village right next to the river, which should never be included in any map whatsoever, let alone an adventure map. No story explanation was given either, giving me the impression that the creator didn't care. Adjacent to that was a very disruptive and awfully constructive "castle" that was completely hollow. I climbed the inside, switched sides, found myself underground, and then ended up at a deck just outside. The map then ended.
So... what happened? I can't say that I know myself, even after analysing what I could from the map. The story makes absolutely no sense, as you are given no explanation as to why you are even following this river in the first place. The segment involving the large tree is shoe-horned in, and although somewhat decent, it has no place in the storyline. The castle and the village beside it are never explained, leading to what is the most disconnected story I've ever seen.
The mapper also seemed to create the map without any regard for how the player would progress and enjoy what the map offered. Gameplay and progression were never put to the forefront of the mapper's concerns, as while playing the map I realized that the creator was only hell-bent on making the builds of the map. It's a shame, really, because the builds were also some of the least appealing I've seen in an adventure map yet.
Sadly enough, all that is left are the creator's buildings. The only half-decent creation I noticed was the large tree toward the start of the map. The village should have been removed and the castle reconstructed, as it feels very hollow, empty, and uneventful.
It is a pain to so harshly critique a map that seemed to at least try a fair bit, but I find myself reasonable in the comments I've offered. I think the mapper realized his creation wasn't strong but released it anyway without regard for whether it would be enjoyable. That was a mistake, and as a result The River is essentially half an hour of my life I would like to have back.
Bugs/tips
-redesign the castle, add fences to outline its top, and include diversity in the form of towers
-scrap the natural village
-give a backstory as to why the player is following the river in the first place
-you need more than one side quest, as the included tree-quest wasn't very satisfying
-explain the appearance of the castle and its dock
Map Name: Pike's Peregrination
Forum Link: http://www.minecraftforum.net/topic/1445564-adv-pikes-peregrination/
Genre: Adventure
Requirements: None
Additional Info:
Map Name: Captured
Forum Link:http://www.minecraft...players-131132/
Genre: ADV/PARK/PUZZ
Requirements(mods,texture packs,ect.): Yes, Conspiracycrime's anti-creeper explosion mod and Dokucraft (HIGH) texture pack is required. But no worries, it's INCLUDED in the download
Estimated Completion Time: 2 hours
Additional Info(optional): Well, this is my 3rd map, and by far this took me the longest to complete. The review will probably come out til like a month or so, but I'm willing to wait for a nice, and detailed review
Map Name The Brimstone Revival
Forum Link: http://www.minecraftforum.net/topic/1477081-the-brimstone-revival/
Genre: Adventure
Requirements(mods,texture packs,ect.): Nothing. I playtested the recent update (not the snapshots though)
Estimated Completion Time: 1-2 hours.
Additional Info(optional): Keep setting the time for night. This allows for better Save Point access and allows outdoor spawners to work.
Map Name: Kino Der Toten
Forum Link: http://www.minecraftforum.net/topic/1473392-survival-132-sspsmp-kino-der-toten-v-11-340-downloads-with-turrets-a-working-wave-screen-system-and-portal/#entry17934305
Genre: Aventure-Survival
Requirements(mods,texture packs,etc.): Nothing
Estimated Completion Time: Unlimited (There is no end...)
Additional Info(optional): Have you ever wanted to play Kino Der Toten in Minecraft? This is your oportunity! (Based on Call of Duty: Black Ops: Kino Der Toten)
Map Name: Eronev 2: The Soul Cauldron
Forum Link:http://www.minecraftforum.net/topic/1479332-adv
Genre: adv/ctm
Requirements(mods,texture packs,ect.): none
Estimated Completion Time: 2-5 hours
Additional Info(optional): It's classified as an adv/ctm but I just think it's an adv with ctm like rules and goals. The story is deep and links back to its prequel Eronev Mansion Adventure. If this map is rushed, it will be disappointing It's most fun when you have time to enjoy it and explore. Now that 1.4 is out it's ready for reviewing
awww, I like having a bunch of different reviews. rsmalec certainly has it in his queue but one can't advance in map making if they only get reviews from a single source Thanks for letting me know though.