1.12.2
Java
Forge
Multiplayer
Magic
Combat
NPCs
Inferno Mines is the most unbalanced, therefore the hardest.
I should mention that I want to know for a hardcore mode run.
https://discord.gg/0kvhqyfryyjfO7qY
Complete them all on Hard difficulty, then we'll talk.
A umbreon, glaceon, leafeon, and a page geteevee. This isn't counting shinies.
Also, probably restarting to see the new IM colors and derp.
Technically exists.
Next is Flareon. I'm doing it based on seasons
Anyway, speculation about the secret. I bet he added the statue of Misty, Rosie's cat. That way any pictures of Misty are on topic.
Technically exists.
Maybe different people enjoy different things. Some people don't enjoy the stress of restarting and being swarmed by mobs. It's called an opinion.
Edit: Unless you were being sarcastic, then never mind.
If he's not claiming legitimate victory, why do you care how he has fun?
Upper Mines- It was a little bit empty, but it established the feel and scale for the map early on and brought the Skylights together naturally.
Abandoned Dormitories- Stupid cave spiders… I have slow instincts and a slow computer, so I died a bunch. Nothing against this area, which was a good difficulty for the first wool, albeit unspectacular.
Lower Mines- I liked that you could approach this area in different ways; you could be aggressive by rushing in and destroying the spawners, you could be methodical by tunneling and gradually lighting the area, or you could be tactical by sending in the. I took the aggressive approach, but could see doing otherwise on different playthroughs.
Everforge- Ouch, this area was tough at the beginning. Witches this early in the map were very difficult, but manageable once you learned how to fight them (never use fire, never fight at midrange). More problematic was the wool, which felt like it was a block away from being blown up by swarms of creepers. The quality of the loot you were able to get here also kind of overshadowed that of a lot of later chests, which made looking through them a kind of unnecessary for a while.
Outer Darkness- The central vines were one of my favorite areas of the map. I died many times trying to get up in the most daring way possible, only to mess up the climbing controls, overestimate a jump, or get knocked off by a skeleton. Zisteau at the top was tough, but introduced at the right time.
Mellow Caverns- Pretty easy all around, even at the lower levels. I was more amused by the Creeper Jockey than anything else. It was difficult to find the Lost Cavern though, even having been spoiled on where it was… the 3x3 block was nowhere near obvious.
Lost Cavern- That Kamyu fight was very difficult, and was easily the biggest challenge for me up to that point. I had to come back to it, but I thought it was one of the early high points of the map. The loot in the ceiling was a nice touch too.
Hane’s Disgrace- Loved the contraptions, loved the random Blazes, hated the invisible spider dungeon. I’m afraid I ended up getting frustrated and taking the easy route, breaking through the glass.
Lush Ruins- I’m torn here. It had another Headhunter fight, which was nice, but was otherwise far too massive and full of dead ends... only a few places had decent loot, and the rest were only good for a resupply. One could spend months just grinding out spawners. Maybe this should have been a mini-map of its own, with a 3 or 4 part monument to complete… I couldn’t bring myself to stick around beyond getting the wool and getting out.
Flame Warp- I was surprised there wasn’t more to this area. The geometry of it is cool, but between Ender Pearls and Feather Falling boots, it was far easier to get the wool than go onto the next area, where invisible Creepers were just plain annoying. Maybe my least favorite area if I had to pick.
Salire Castle- Could’ve looked a little more ornate and been a little less complicated to navigate. That said, I felt like I was suddenly in a Mario game here, complete with final boss. It was loads of fun.
Giant Dumb Blast Zisteau Cavern- You quickly discover that if you don’t approach this area with the understanding that Zisteaus are stupid, you become a human tennis ball and will die a horrible death in lava. I still found it extremely difficult, but not the impossible test of persistence that the beta testers reported. The tribute was well done.
Wilhelm Cliffs- You just HAAAAAD to have a stick in each intersection 3 area, didn’t you Vechz? Just teasing, I loved this area. It was a lot of fun to finally get immersed in the vistas, and I enjoyed the heck out of Big Bonk until I lost it trying to make one of your silly parkour jumps.
Hallowed Overlook- Best home base ever. All the amenities a Steve could want out of life without having to build complicated sorting systems.
Camp Ember- I loved the aesthetic of this area so much. It felt more like a real ruin and lost civilization than any other that I’ve played in Minecraft. Still, invisible Endermen??? Ye gods!
Ember Castle- Looked great from the outside, and it was loads of fun to make it to reach the top of the ruined tower (even if the wool wasn’t there). That said, the interior rooms were rather ugly and uneventful, and the random chests in all the rooms got to be overkill here.
Cavern of Last Respite- You *******!!! I fell for that trap far more than I ought to have, and kept assuming I wouldn’t be that stupid again. Nope.
Vexian Gallery- Tonally jarring? Sure, whatever. I’m too enamored of that glorious, glorious quartz to care. What texture! Oh yea, I suppose there was some wool here as well.
Blackened Archive- Zoinks. Talk about a challenge. I fell so many times trying to make it to the top. The Char was probably my favorite custom mobs… I got the crap scared out of me when I was bridging over the maze gap and saw one run what seemed like “away”, only to navigate the maze and knock me into a sea of mobs. Zombie pathfinding is scary good.
Zisteaunian Battlecry- For all the methodical progression that’s often necessary in these maps, it was awesome to see a map that actively encourages you to potion up and just go berserk. Got caught off guard by the mobs the first trip though and died horribly in a fire; the second was pretty basic with fire resistance. Maybe slightly increase Zisteau spawning? (I may regret saying that)
Endless Battle- LAG. It was just too much. I’m glad you’re now offering an alternate area, because for some users this area just won’t work at all. That said, the area was a pretty nice finale when I finally got it to work properly, and the friendly mobs were surprisingly effective. Kudos for one last troll job at the end.
Things I liked:
Headhunter Monument- It really helped liven up a lot of the bigger areas, which otherwise would have just been window dressing apart from the wool. You should definitely have more side quests like this in future maps.
Most Custom Mobs- This is where your map really had a leg up on others; combat with nothing but vanilla mobs gets repetitive after a while. Zisteaus, Chars, and Cactus mobs were my favorite of the bunch.
Deathblooms- More of these please. They’re easily my favorite diabolical invention of yours, and quite a nasty surprise. I was hoping there’d be a room completely dedicated to them.
Trolling and Humor- It felt like I was playing Legendary at times, which was a very good thing. I’ve missed the comedic tone in your maps.
Traps- This time around, they were clever, subtle, and usually the last place you expected to find them (Salire Castle and Last Respite, for instance). And of course, the Lost Cavern trap was astoundingly elaborate. Well done.
Cool things that could be improved:
Vistas- They looked awesome, but this game can only render so much. It was jarring to see day/night cycles while deep underground.
Fleecymobs- Having a legitimate boss fight was definitely a nice change of pace for some levels, and an inspired idea. However, they feel really unbalanced. Sometimes you can isolate the fleecymob and shoot it to death without it ever having a prayer; sometimes you just get swarmed and need to do unfun things to win the fight. It’s especially jarring that more than one can spawn at a time, which makes it hard to keep track of which mob you’ve been doing damage to if you die.
Random Loot- I liked that it let helped you recover if you die, but if you’ve got a dungeon crawling compulsion like me, it’s infuriating to find redundancy and so many useless items. Mousing over every enchanted item to make sure it’s not better than what I’ve already got is the worst when they’re in every room.
Things I didn’t like:
Empty feel- I got the feeling that a few areas were just the same empty (except for spawners) room over and over again… Ember Castle’s interior, Flame Warp, and Lush Ruins were the worst offenders. A little more scenery would be nice in places, but it’s just a quibble.
Lag- I love mob swarms and epic battles as much as the next guy, but having to reload or install optimizing software just to play a level really takes you out of the moment.
Invisible Spiders and Creepers- GAO AWAY
Great map Vechz! Here's to many more!
You're overreacting more than he is.
Stop responding to him.
brb, gonna fly through UT2 while recording and blow up ROTV and nag at you to give me likes