It sounds clichéd but think about how the creator is gonna feel if he sees this.
To be perfectly honest, they won't feel any worse than when they get zero replies and their threads sink to the depths of the forum, replaced by a hundred more threads just like theirs. Anyone basing their self esteem on a map, good or not, is in trouble anyway. One needs a sense of levity here.
And if ThreeOfUsBoth think that they are that much better people, then I'm really disappionted.
And that's something else. You don't need to feel superior to poke fun at something (though we do feel superior, but that's an entirely different point). At one point, our only criticism is that the map sounds pretentious, and nothing sounds more pretentious than Deja Vu. We praise ourselves just as much in jest as we put others down.
Let me start off by saying that I don't think you're giving people nearly enough credit (or at least I certainly hope so for their sake) by making them out to be as helpless, and delicate as you have. The vast majority of these map threads were clearly slapped together by posters who didn't really care all that much or bother to put effort into them. People with that attitude don't care about being criticized or need constructive criticism; they just need to put in more effort if they want a quality product and they have the resources to do so at their disposal. Was our first map crappy? Absolutely! Did we know it? Of course. Did we need somebody to come in an spoon feed us that information? Absolutely not. That wouldn't have helped us at all anyway. People are smart/capable enough to do good work on their own. Every aspect of Minecraft map building is a creative, thought provoking process. You need to put in the work to get good results. Side note: we certainly did not "completely destroy" anything. The whole series (like everything else we do) was done in good jest.
Second of all, you can be the guy who judges our characters off of 14 minutes of internet footage, and that's all fine and good, but we want to make it perfectly clear that any further attempt to make us feel guilty is futile.
In short, we're marking this down as a simple difference of opinion and the videos will continue to be released as scheduled.
That's still not an amazing excuse to make fun of people's creations. Even if the map-makers don't care about their map (which is highly unlikely in most cases) it's still never cool to make videos just to take the p*ss out of people. It's just bad humour in my opinion, I won't go as far as to say it's bullying but whatever. Obviously you guys want to keep releasing this stuff to people and I can't change that. It's just a shame to see two map-makers I used to admire fall to these kind of levels, I used to think the content you provided was good, but I guess that all changed as the name did.
Not to undermine the seriousness of the issue, but I need to point out the irony of the suggestion that our content went down when we stopped being definite and substantial buttocks. That name gets one last laugh out of me.
And you are certainly thinking of that the wrong way. We haven't fallen to any level beneath where we were, we just recorded who we always were. If that makes you think we've always been mean, we're sorry to hear that and disagree, but that's us.
Great Survival Maze is based on a concept that is a worldtype in Minecraft that generates nothing but a maze or a 'maze world' as some call it. Rather then try to find the exit like most mazes. In this map, it's an endless maze so rather then trying to find your way out you must survive by mining, fighting, crafting, smelting, trading, jumping, solving puzzles, and much more. Overall it's a combination of survival, adventure, puzzle, and parkour/jumping puzzle.
it's pre-built because a modded version would just be the same thing repeating over in different alternations but this way the maze doesn't get too repetitive.
OK, I saw your reponse to the forum and the confusion is my fault.
Since I'm manualy building the maze it can never be endless as in a mod generates it.
However, it is 'endless' as in it's not a maze where you try to find the end or finish line.
A mod that is a maze generator has the ability to be endless but is limited on obstacles thus making it get boring after a while.
A mapper has the ability to make endless obstacles but is limited to size. Although, there is already like 5 hours of gameplay and it's really not a big file size.
I've spent a good deal of time this week thinking about my CHALLENGE rating.
Particularly for maps that are intended to be hard and for the use of keepInventory in maps.
Firstly - if a map is intended to be hard, well designed to be hard NOT just because of excess spawners, and is hard, I'm going to give it the higher rating.
This means I have changed the rating on Waking Up and Castlevania: Black Widow.
A "1" will be reserved for maps that are unbalanced hard, or stupidly hard.
I was actually thinking about making a category of 'intentionally hard' maps and taking challenge out of the scoring altogether, but on further review, that list would be relatively small.
Regarding keepInventory. In adventure maps, I love it, particularly in maps where gear is scarce, and higher levels are too tough without enchanted rewards. I totally do not think it ruins the experience any more than death ruins it. Death is failure and sets you back geographically, which usually has a time penalty. What does it add to the experience to lose your gear? The GOAL of the maps is to get to the end and experience it. You still have durability to deal with when re-fighting through areas, but I truly believe that 75% of my deaths are environment (lava/falling) as opposed to fighting anyway.
That said, in survival CTM maps keepInventory is too easy. And it's hilarious when you die, come back, and a zombie is conveniently wearing all of your armor!