I was originally holding back on my 'Progression' rating, based on what I perceived to be a fairly complicated sequence of basics to comprehend, and the chaotic open world feel. But after watching MANY LPs, I am not seeing players held back by either of those elements. In fact, in my original review I was discounting the fact that this map has SIX separate story and ending sequences. I had to go back and play it to see the ones I missed. And I also discounted the interplay/clues that happen between some of the primary NPCs. I thought the scoring tokens were a little to easy, but after watching/replaying I am seeing that I missed a good deal of them in subtle places.
I was originally holding back on my 'Progression' rating, based on what I perceived to be a fairly complicated sequence of basics to comprehend, and the chaotic open world feel. But after watching MANY LPs, I am not seeing players held back by either of those elements. In fact, in my original review I was discounting the fact that this map has SIX separate story and ending sequences. I had to go back and play it to see the ones I missed. And I also discounted the interplay/clues that happen between some of the primary NPCs. I thought the scoring tokens were a little to easy, but after watching/replaying I am seeing that I missed a good deal of them in subtle places.
I'm glad you did that. It definitely deserves a 20/20.
Review Summary
A series of simple puzzles in small portion of Springfield. The visual build is representative of The Simpsons location, but fairly basic and includes several portions of exposed redstone. The storyline is fairly straight forward, and provides setting for the actual series of challenges. Player direction are typically conveyed through in-character written books and wall signs that usually represent classroom chalkboards. While the puzzles are fairly straight forward (peaceful) there is a section of combat and and jumping, that nicely spices up the overall experience and challenge. Progression is mostly linear, with one significant path branch, and gear is provided just before combat, but there is minimal inventory management.
Review Summary
Overall, I really like the ideas in this map, though I believe it needs one more iteration to fix a few basic gaps. Good use of command blocks and proximity detectors, although they allow you to bypass areas. The visuals are great - I particularly like the partially rebuilt village with cranes, the airship, and the ruins in the cave. I really like the rescuing and rebuilding story, although the antagonist's backstory and motivation is cliche. From a challenge perspective, this is another map that would be too hard if it weren't for keepInventory - you are repeatedly faced with skeletons, creepers, witches, and poison spiders all at once. The intended progression is above average, however multiple spawn points are messed up in this version, and it's too easy to miss SIGNIFICANT portions of the plot (and rewards). Gear progression seems a little too simplistic. If you are wearing protection 9 gear, you can run past all of the mobs, but once the gear breaks you have nothing to replace it with.
Also, the post-boss fight ending is extremely anticlimactic.
Play Time: 2 hours
Total Rating: 13
Creativity - 3 (Above Average)
Detail - 3
Experience - 3
Challenge - 3
Progression - 1 (Below Average. Possibly fixable by replacing/reworking player detectors and rethinking when gear is provided)
I like the dream concept, and the screenshots look colorful. But honestly, I am not a big fan of parkour maps, and am not reviewing them at this time. If I ever get back to parkour, I'll keep this in mind.
Good luck!
Well.. I´m not sure if I´m doing this right, but could you have a look at the new part of the "Awakening of Demons" series ? It´s a WIP, I´m not the original creator who did the first part, and I want to know if it would pay out to continue
If you are interested, I got the link right here : http://www.minecraft.../#entry21764514
I´m asking you, because you seem to be one of the few people who played the first part, and are still active in the forums
I'm not sure when I'll get to this, but I'll check it out. I liked the first one.
Review Summary
Overall, I really like the ideas in this map, though I believe it needs one more iteration to fix a few basic gaps. Good use of command blocks and proximity detectors, although they allow you to bypass areas. The visuals are great - I particularly like the partially rebuilt village with cranes, the airship, and the ruins in the cave. I really like the rescuing and rebuilding story, although the antagonist's backstory and motivation is cliche. From a challenge perspective, this is another map that would be too hard if it weren't for keepInventory - you are repeatedly faced with skeletons, creepers, witches, and poison spiders all at once. The intended progression is above average, however multiple spawn points are messed up in this version, and it's too easy to miss SIGNIFICANT portions of the plot (and rewards). Gear progression seems a little too simplistic. If you are wearing protection 9 gear, you can run past all of the mobs, but once the gear breaks you have nothing to replace it with.
Also, the post-boss fight ending is extremely anticlimactic.
Play Time: 2 hours
Total Rating: 13
Creativity - 3 (Above Average)
Detail - 3
Experience - 3
Challenge - 3
Progression - 1 (Below Average. Possibly fixable by replacing/reworking player detectors and rethinking when gear is provided)
Review Summary
I played this in multiplayer, and tried to decide where this map falls between adventure, puzzle, and parkour. The parkour challenges do seem to outweigh the complexities of the puzzles and the story, but my gut is saying to put this more in the puzzle category. I was pleasently surprised with the theme of helping 5 creatures and collecting their trophy blocks. Although I COMPLETELY forgot this map had anything to do with being shrunk down except the very beginning and end. The puzzles themselves were varied, but fairly standard. Some were rendered too easy with two players. Because I was playing with my younger son, we turned keepInventory on - this definitely helped when falling into lava and void jumping puzzles while carrying wool. Visually, I saw many places where detail was attempted, but never quite got away from the rectangular rooms.
Whenever I finish my map would you mind reviewing it? I'm not sure when it will be complete, but I'm guessing near June. I know my Kanto map was kinda poopy but I try to make things look nicer now
I like your reviews because they can really help someone improve their maps and not just give what they want to hear.
You may have seen this already through CFG Central, but I'm working on a website to better organize my maps!
All of my older maps have been moved there, but newer maps (Monstrosity, Gloria v2.0, etc.) will remain here on the forums to gain more exposure.
I was originally holding back on my 'Progression' rating, based on what I perceived to be a fairly complicated sequence of basics to comprehend, and the chaotic open world feel. But after watching MANY LPs, I am not seeing players held back by either of those elements. In fact, in my original review I was discounting the fact that this map has SIX separate story and ending sequences. I had to go back and play it to see the ones I missed. And I also discounted the interplay/clues that happen between some of the primary NPCs. I thought the scoring tokens were a little to easy, but after watching/replaying I am seeing that I missed a good deal of them in subtle places.
My Minecraft Maps: coldfusionmaps.com
Please come back to map making? I miss you already.
My Minecraft Maps: coldfusionmaps.com
This must be what I get for hilariously murderizing you in Pathfinder Elemental with that proximity bomb.
My Minecraft Maps: coldfusionmaps.com
I know it's in good jest, but this one was just deliciously brutal.
I was really afraid CFG was quitting for a moment too after listening to me rant about the nonsense redstone a jrpg would take to make...
Let it be known I am a big fan of CFG. Fangride as well.
I have a lot of respect for you guys, and I apologize if my April Fool's jest was in bad taste.
Oh no, it was funny!
Sorry, I just had to.
Also, nonsense redstone is great now that we have redstone bugs in Minecraft 2.0!
My Minecraft Maps: coldfusionmaps.com
http://www.minecraftforum.net/topic/1603610-heist
Total Rating: 14
Creativity - 3 (above average)
Detail - 2 (average)
Experience - 3
Challenge - 3
Progression - 3
Review Summary
A series of simple puzzles in small portion of Springfield. The visual build is representative of The Simpsons location, but fairly basic and includes several portions of exposed redstone. The storyline is fairly straight forward, and provides setting for the actual series of challenges. Player direction are typically conveyed through in-character written books and wall signs that usually represent classroom chalkboards. While the puzzles are fairly straight forward (peaceful) there is a section of combat and and jumping, that nicely spices up the overall experience and challenge. Progression is mostly linear, with one significant path branch, and gear is provided just before combat, but there is minimal inventory management.
I thought it was hilarious
NOMNOMNOM <3 I can't stop watching that now!
http://www.minecraftforum.net/topic/1716752-wrath
Review Summary
Overall, I really like the ideas in this map, though I believe it needs one more iteration to fix a few basic gaps. Good use of command blocks and proximity detectors, although they allow you to bypass areas. The visuals are great - I particularly like the partially rebuilt village with cranes, the airship, and the ruins in the cave. I really like the rescuing and rebuilding story, although the antagonist's backstory and motivation is cliche. From a challenge perspective, this is another map that would be too hard if it weren't for keepInventory - you are repeatedly faced with skeletons, creepers, witches, and poison spiders all at once. The intended progression is above average, however multiple spawn points are messed up in this version, and it's too easy to miss SIGNIFICANT portions of the plot (and rewards). Gear progression seems a little too simplistic. If you are wearing protection 9 gear, you can run past all of the mobs, but once the gear breaks you have nothing to replace it with.
Also, the post-boss fight ending is extremely anticlimactic.
Play Time: 2 hours
Total Rating: 13
Creativity - 3 (Above Average)
Detail - 3
Experience - 3
Challenge - 3
Progression - 1 (Below Average. Possibly fixable by replacing/reworking player detectors and rethinking when gear is provided)
I like the dream concept, and the screenshots look colorful. But honestly, I am not a big fan of parkour maps, and am not reviewing them at this time. If I ever get back to parkour, I'll keep this in mind.
Good luck!
I'm not sure when I'll get to this, but I'll check it out. I liked the first one.
They've been since removed by Ron
http://www.minecraftforum.net/topic/1716752-wrath
Review Summary
Overall, I really like the ideas in this map, though I believe it needs one more iteration to fix a few basic gaps. Good use of command blocks and proximity detectors, although they allow you to bypass areas. The visuals are great - I particularly like the partially rebuilt village with cranes, the airship, and the ruins in the cave. I really like the rescuing and rebuilding story, although the antagonist's backstory and motivation is cliche. From a challenge perspective, this is another map that would be too hard if it weren't for keepInventory - you are repeatedly faced with skeletons, creepers, witches, and poison spiders all at once. The intended progression is above average, however multiple spawn points are messed up in this version, and it's too easy to miss SIGNIFICANT portions of the plot (and rewards). Gear progression seems a little too simplistic. If you are wearing protection 9 gear, you can run past all of the mobs, but once the gear breaks you have nothing to replace it with.
Also, the post-boss fight ending is extremely anticlimactic.
Play Time: 2 hours
Total Rating: 13
Creativity - 3 (Above Average)
Detail - 3
Experience - 3
Challenge - 3
Progression - 1 (Below Average. Possibly fixable by replacing/reworking player detectors and rethinking when gear is provided)
http://www.minecraftforum.net/topic/1162472-shrinkcraft
Review Summary
I played this in multiplayer, and tried to decide where this map falls between adventure, puzzle, and parkour. The parkour challenges do seem to outweigh the complexities of the puzzles and the story, but my gut is saying to put this more in the puzzle category. I was pleasently surprised with the theme of helping 5 creatures and collecting their trophy blocks. Although I COMPLETELY forgot this map had anything to do with being shrunk down except the very beginning and end. The puzzles themselves were varied, but fairly standard. Some were rendered too easy with two players. Because I was playing with my younger son, we turned keepInventory on - this definitely helped when falling into lava and void jumping puzzles while carrying wool. Visually, I saw many places where detail was attempted, but never quite got away from the rectangular rooms.
Total Rating: 13
Creativity - 2 (average)
Detail - 2
Experience - 3 (above average)
Challenge - 3
Progression - 3
I like your reviews because they can really help someone improve their maps and not just give what they want to hear.
https://sites.google.com/site/coldfusiongamingmaps/custom-maps
(Yes, that whoosh was completely required...)
You may have seen this already through CFG Central, but I'm working on a website to better organize my maps!
All of my older maps have been moved there, but newer maps (Monstrosity, Gloria v2.0, etc.) will remain here on the forums to gain more exposure.
Thoughts?
My Minecraft Maps: coldfusionmaps.com