I've been watching Simon and Lewis play Herobrine's Return.
If I rated off of other people's playthroughs, I might tenatively be at...
Creativity - 4 (astounding)
I am deeply impressed with the creative mechanics and how quickly you put it together. The firework trails are great. As are the appearing and disappearing NPCs. Flying creepers is a fairly known tactic, but yours is the first map to use it (that I've seen) so you get the credit for raising the bar on 'average'
Detail - 2 (average)
I'm waiting to see something a little more in the visual of the build. The ribcage in the cemetary nice, but not astounding. I don't want to double-count the firework visual - that's more of a special effect and falls into creativity.
Experience - 3 (above average - for this type of extended boss-fight map)
Story is fine so far. People get hung up on 'story'. I used to. But some maps don't need a deep story - it would be too much to read, too distracting. It's not the point. The story is the hero's path.
That's one reason I changed my rating category to 'experience'. In your map, there is CLEAR motivation for your character, the antagonist, and NPCs. There is a feeling of history, and some flavor to the areas.
Challenge - 2 (too easy)
Simon and Lewis are standing around in boss fights, shooting at mostly harmless flying creatures. I will say I laughed at the mechanism for killing Skeletor by pushing him in a hole. This is another map that would be 'too hard' if you didn't have keepInventory on. I'm pretty sure I'll end up rating this a 3 or 4 in difficulty, but I'm waiting for it to ramp up.
Progression - 2 (average)
Not sure about this one yet. keepInventory will be a part of it, they seem to be gearing up fast. Food is not yet an issue. I was a little curious about the Heaven shop. Why introduce it, locked out, then open to players but with such high prices? It's clearly end game. I see one advantage - it may cause players to 'save up' their souls instead of selling them for lesser gear earlier (if possible) and then missing the chance to get the good stuff. As far as the boss fight progression - it seems like they got INTO the boss fights a LOT quicker than in Wrath of the Fallen, where there were lots of trash mobs in between. I'm very curious how the rest will play out!
This is a modified snippet from a PM conversation I was having re: CTM maps.
It's not a fully formed thought, but I wanted to throw it out there for what it's worth...
What I'm NOT looking for in a CtM map...
... all caves and lava, and tons and tons of painful proximity traps. I really don't want to fight through proximity bombs and hyperspawners. It's just too hack and slash.
... enormously long areas that were interesting for the first 200 blocks, but by block 2000 it gets a little repetitive
I want to tackle interesting AREAS that are of medium length, that I can employ clever tactics and not have to simply power through.
Truth be told I actually respect Hypixel quite a bit, his maps are well made and an inspiration for a lot of mapmakers like me. For example without Hypixel I would have not had the idea to place custom mobs and make command block driven speech. So I owe Hypixel a lot for inspiring me to put effort into my adventure map and make it into something everyone can enjoy.
On that note however my only wish is that there would be a bigger and more frequent showcasing of minecraft creations (and truly amazing things not CTM maps) and this really lies with the people who run the website, not Hypixel. He provides the maps and we enjoy them, but this website choses which maps get featured and which maps get left behind in the dust.
Review SummaryThe build is thematically appropriate to the barren moon, with many lunar modules and caches to explore. If you go beyond the build area, however, you will find vanilla generated terrain. There is an excess of ores near the starting area, but few to none if you go beyond that radius. You are also given way too powerful gear at the start. And there are some death traps that are probably avoidable if you're looking for them, but can one-shot kill you if you aren't. It's always night, which means mobs are abundant unless you light up the perimeter of your base. There is a custom texture pack, which feels like a work in progress - only a few of the blocks are textured, but most of the items are.
With my 450th map review growing closer, I've added a new feature to my ratings list, that I've wanted to add for a very long time.
PF! = denotes one of my PERSONAL FAVORITES (regardless of the numeric rating)
Here are my first 15 favorites:
[Adv] A Day in Tuscarora, by dasButtocks
[Adv] Accept Your Own Adventure, by Gregolas42
[Adv] Déjà vu, by dasButtocks
[Adv] Egypt, by MineKraphte
[Adv] Enigma Island, by yiker
[Adv] Eronev Mansion Adventure, by Jigarbov and Feylina
[Adv] Grinchmas, by rsmalec
[Adv] Wintertide, by Vladimyr
[Adv] You Just Got Schooled!, by ZeroG3651 & WhiteKnight001
[CtM] Blight Castle, by Thadiwyn
[CtM] GiftWarped, by Vechs
[Puz] Eronev Chronicles: The Flood, by Jigarbov
[Puz] The Dropper, by Bigre
[Puz] The Library, by rsmalec/Community
[PvP] Alpha vs. Beta, by Faume
Yes, it's a possibility, but it will be a long wait.
I have a few CTM maps ahead of you and it takes me weeks or months to play them.
And I can't guarantee I'll play it then. But I'll consider it.
Yes I do, actually.
The animated .gif and screenshots intrigued me, and the idea of your puzzle key (renaming and hoppers) is clever.
I definitely won't get to it before April, but I'll queue it up!
Yes I do, actually.
The animated .gif and screenshots intrigued me, and the idea of your puzzle key (renaming and hoppers) is clever.
I definitely won't get to it before April, but I'll queue it up!
If you have been looking for a challenging puzzle map, look no further. Today, we take a look at The Code, by jespertheend! The Code is a surprisingly challenging puzzles, each harder than the last, and many related to ones before them! What lies inside? Well, therein lies the trick of a puzzle map - telling you too much about it would ruin the puzzles - but I promise, it is well worth the download! Give it a try for yourself, and see how far you can make it without having to use spoilers!
In The Code, you need to solve a puzzle to get a code to advance - every solution is in the form of a code. If you rename paper to that code using the anvil, then throw the paper in the hopper, a new room will open. Altogether, there are 30 puzzles, and uses many features from the recent 1.5 update as well!
Map by DinosaurWizard. http://www.minecraftforum.net/topic/1315455-tyrannical-turf
I've been watching Simon and Lewis play Herobrine's Return.
If I rated off of other people's playthroughs, I might tenatively be at...
Creativity - 4 (astounding)
I am deeply impressed with the creative mechanics and how quickly you put it together. The firework trails are great. As are the appearing and disappearing NPCs. Flying creepers is a fairly known tactic, but yours is the first map to use it (that I've seen) so you get the credit for raising the bar on 'average'
Detail - 2 (average)
I'm waiting to see something a little more in the visual of the build. The ribcage in the cemetary nice, but not astounding. I don't want to double-count the firework visual - that's more of a special effect and falls into creativity.
Experience - 3 (above average - for this type of extended boss-fight map)
Story is fine so far. People get hung up on 'story'. I used to. But some maps don't need a deep story - it would be too much to read, too distracting. It's not the point. The story is the hero's path.
That's one reason I changed my rating category to 'experience'. In your map, there is CLEAR motivation for your character, the antagonist, and NPCs. There is a feeling of history, and some flavor to the areas.
Challenge - 2 (too easy)
Simon and Lewis are standing around in boss fights, shooting at mostly harmless flying creatures. I will say I laughed at the mechanism for killing Skeletor by pushing him in a hole. This is another map that would be 'too hard' if you didn't have keepInventory on. I'm pretty sure I'll end up rating this a 3 or 4 in difficulty, but I'm waiting for it to ramp up.
Progression - 2 (average)
Not sure about this one yet. keepInventory will be a part of it, they seem to be gearing up fast. Food is not yet an issue. I was a little curious about the Heaven shop. Why introduce it, locked out, then open to players but with such high prices? It's clearly end game. I see one advantage - it may cause players to 'save up' their souls instead of selling them for lesser gear earlier (if possible) and then missing the chance to get the good stuff. As far as the boss fight progression - it seems like they got INTO the boss fights a LOT quicker than in Wrath of the Fallen, where there were lots of trash mobs in between. I'm very curious how the rest will play out!
It's not a fully formed thought, but I wanted to throw it out there for what it's worth...
What I'm NOT looking for in a CtM map...
... all caves and lava, and tons and tons of painful proximity traps. I really don't want to fight through proximity bombs and hyperspawners. It's just too hack and slash.
... enormously long areas that were interesting for the first 200 blocks, but by block 2000 it gets a little repetitive
I want to tackle interesting AREAS that are of medium length, that I can employ clever tactics and not have to simply power through.
http://www.minecraftforum.net/topic/514791-mars-mission
1.5.1 Changelog:
http://www.minecraftforum.net/topic/765309-grinchmas
Well this comment was a good start. Welcome to the discussion.
On that note however my only wish is that there would be a bigger and more frequent showcasing of minecraft creations (and truly amazing things not CTM maps) and this really lies with the people who run the website, not Hypixel. He provides the maps and we enjoy them, but this website choses which maps get featured and which maps get left behind in the dust.
Review SummaryThe build is thematically appropriate to the barren moon, with many lunar modules and caches to explore. If you go beyond the build area, however, you will find vanilla generated terrain. There is an excess of ores near the starting area, but few to none if you go beyond that radius. You are also given way too powerful gear at the start. And there are some death traps that are probably avoidable if you're looking for them, but can one-shot kill you if you aren't. It's always night, which means mobs are abundant unless you light up the perimeter of your base. There is a custom texture pack, which feels like a work in progress - only a few of the blocks are textured, but most of the items are.
Total Rating: 10
Creativity = 2
Detail = 3
Experience = 2
Challenge = 2
Progression = 1
PF! = denotes one of my PERSONAL FAVORITES (regardless of the numeric rating)
Here are my first 15 favorites:
[Adv] A Day in Tuscarora, by dasButtocks
[Adv] Accept Your Own Adventure, by Gregolas42
[Adv] Déjà vu, by dasButtocks
[Adv] Egypt, by MineKraphte
[Adv] Enigma Island, by yiker
[Adv] Eronev Mansion Adventure, by Jigarbov and Feylina
[Adv] Grinchmas, by rsmalec
[Adv] Wintertide, by Vladimyr
[Adv] You Just Got Schooled!, by ZeroG3651 & WhiteKnight001
[CtM] Blight Castle, by Thadiwyn
[CtM] GiftWarped, by Vechs
[Puz] Eronev Chronicles: The Flood, by Jigarbov
[Puz] The Dropper, by Bigre
[Puz] The Library, by rsmalec/Community
[PvP] Alpha vs. Beta, by Faume
Check them out!!
http://www.minecraftforum.net/topic/1682180-ctmcollectionthe-legendary-quests3500-downloads-third-map-has-been-released/
BTW, IMO hypixel's detail is definitely very good.
Hello.
Yes, it's a possibility, but it will be a long wait.
I have a few CTM maps ahead of you and it takes me weeks or months to play them.
And I can't guarantee I'll play it then. But I'll consider it.
http://www.minecraftforum.net/topic/1728080-the-code/
Yes I do, actually.
The animated .gif and screenshots intrigued me, and the idea of your puzzle key (renaming and hoppers) is clever.
I definitely won't get to it before April, but I'll queue it up!
Awesome! I'm looking forward to it.
Hello.
Maybe
Review will be forthcoming. I haven't quite finished playing the map, but I think I'm in the last 10% - 25%.