I started Dragonstone Keep earlier, and I realised something. I shall not beat these maps. Or shall I? 100% Completed Dragonstone Keep (On Hardcore) to come. Will post Victory Picture. Will rage whilst attempting to get wool. Can't wait for Syncquential. Nice maps, Nice. I was laughing my head off on my first death of Dragonstone Keep. GG. :3
Hybran I know this is kind of random but what was your first CTM map? I have heard you are really good at them and was just wonderingSorry for the off-topic post ^^ (I know some people hate that ;))
I liked this one. There were a few downsides though. The mob capping was a little more than unpredictable. Sometimes you're getting ping ponged through rape alley. Sometimes you're sprint jumping down easy street (most of the time on the way to get raped elsewhere.) The AND gate left a little to be desired. I like the mechanic but, if you flick the two levers first, then go for the plate, you keep getting teleported back by mobs walking over the plate. Wasn't sure if that was intentional evil or an oversight of adding a radial argument to the command block. You'll see how I beat it in the video. My other complaint is strictly from a video producers POV but, MORE ambient light pl0x!!! Freakin' dark in there lol!
Anyway, great potions and very well thought out other than my few nitpicks. Another great map!
It isn't that I am bad at the game, it is just that you play Minecraft too much and have become god at it. Most people found that last hallway pretty difficult without enderpearls or lava buckets. I only see the area as difficult because of how little you progress without those two. I could beat the area, it is just difficult for a NORMAL player, which you are not one of.
Anyway, I have a feeling that Xekaj will just make the last intersection so utterly difficult that even the most skilled of players will ragequit, I mean, at the moment it seems that maps are just about how many mobs you can fit in one area without the game crashing. I really hope Xekaj comes up with some creative and unique ways to kill the player...and not the 8 stacked ghast spawner crap that I am gonna have to go through...or a hallway made of spawners...
Excuse me, my good sir, but i believe you have misplaced your Dreadsky Isles. Have you reached the final intersection ol' chap? I believe you may find thyself mistaken gravely. That is all.
It isn't that I am bad at the game, it is just that you play Minecraft too much and have become god at it. Most people found that last hallway pretty difficult without enderpearls or lava buckets. I only see the area as difficult because of how little you progress without those two. I could beat the area, it is just difficult for a NORMAL player, which you are not one of.
Anyway, I have a feeling that Xekaj will just make the last intersection so utterly difficult that even the most skilled of players will ragequit, I mean, at the moment it seems that maps are just about how many mobs you can fit in one area without the game crashing. I really hope Xekaj comes up with some creative and unique ways to kill the player...and not the 8 stacked ghast spawner crap that I am gonna have to go through...or a hallway made of spawners...
I believe TFB was made before Custom Spawners, so there's a lot less variety in killing strategies. Maybe some more traps and stuff would be cool, though. Although, both Vinyl Fantasies were made before Custom Spawners and they both have inventive killing methods while remaining extremely difficult, so I digress.
There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
I liked this one. There were a few downsides though. The mob capping was a little more than unpredictable. Sometimes you're getting ping ponged through rape alley. Sometimes you're sprint jumping down easy street (most of the time on the way to get raped elsewhere.) The AND gate left a little to be desired. I like the mechanic but, if you flick the two levers first, then go for the plate, you keep getting teleported back by mobs walking over the plate. Wasn't sure if that was intentional evil or an oversight of adding a radial argument to the command block. You'll see how I beat it in the video. My other complaint is strictly from a video producers POV but, MORE ambient light pl0x!!! Freakin' dark in there lol!
Anyway, great potions and very well thought out other than my few nitpicks. Another great map!
-snip-
Thanks for the feedback! Overdose is probably one of the least polished of the advent maps, relying on its particular gimmick with the all potions to be interesting. I hope to go back and fix up it along a few others so they're less bland and dark. The teleporter was indeed an oversight, but I certainly like how you bypassed it (another interesting method I've seen was by who used the chest and jump potions). Glad you made it in the end though!
I mean, at the moment it seems that maps are just about how many mobs you can fit in one area without the game crashing
Funny you mention that, I actually have one area that's dedicated to being as difficult as possible while using as few unmodified spawners as possible (and only zombie/skeleton/spider ones). That's not to say all the others will be built by the exact opposite mentality though, I do generally prefer creating less banal and overkill areas.
Funny you mention that, I actually have one area that's dedicated to being as difficult as possible while using as few unmodified spawners as possible (and only zombie/skeleton/spider ones). That's not to say all the others will be built by the exact opposite mentality though, I do generally prefer creating less banal and overkill areas.
I see, although I really recommend that if you really want Syncquential to be an enjoyable map instead of random fustercluck of traps and ****-moves, then you should probably use creative tactics to kill the player. I mean, an area like Eternal battle in Inferno Mines kind of seemed like an area where it was appropriate area to use that many spawners, but some areas that just doesn't fit. I just really hope that Syncquential can be the hardest(Balanced!) CTM map out there at the same time of it being enjoyable.
Also, you said that you should be done with Syncquential in about 3 months correct? At the rate you are going at it should be sooner. After Syncquential though, what will you do?
I see, although I really recommend that if you really want Syncquential to be an enjoyable map instead of random fustercluck of traps and ****-moves, then you should probably use creative tactics to kill the player. I mean, an area like Eternal battle in Inferno Mines kind of seemed like an area where it was appropriate area to use that many spawners, but some areas that just doesn't fit. I just really hope that Syncquential can be the hardest(Balanced!) CTM map out there at the same time of it being enjoyable.
Also, you said that you should be done with Syncquential in about 3 months correct? At the rate you are going at it should be sooner. After Syncquential though, what will you do?
Don't worry, I'm keeping the balance between ****-moves and enjoyable gameplay very much in mind, nothing should be over-the-top extreme. I still think three months is pretty accurate, perhaps two and a half. I'll be doing most of the work on the weekends, and some areas will be requiring a lot of time to get right.
Made some good progress today on the next section though.
----------
Also - 784d7931524c632e706e67
EDIT: 78 4d 79 31 52 4c 63 2e 70 6e 67
I mean, an area like Eternal battle in Inferno Mines kind of seemed like an area where it was appropriate area to use that many spawners,
you make me laugh lots
There's a difference between "good intersection balanced difficulty" and Inferno Mines. Inferno Mines has the biggest fluctuation of difficulty per area I have ever seen in a map. The Fire Beneath was more balanced than it, for christ's sake. There is no good reason to use spawners as they are used in Eternal Battle so suddenly in the map.
There's a difference between "good intersection balanced difficulty" and Inferno Mines. Inferno Mines has the biggest fluctuation of difficulty per area I have ever seen in a map. The Fire Beneath was more balanced than it, for christ's sake. There is no good reason to use spawners as they are used in Eternal Battle so suddenly in the map.
I do agree with the unbalance, and it can get annoying. I'm just saying that then end of a map seems like it should be that difficult, not overly difficult like Eternal battle, but just enough to leave that amazing sense of accomplishment that I get when I complete one of these maps or an area in these maps. Any hard map is really only made hard to give the people that beat it bragging rights it seems. Xekaj and Matt seem to be able to make a fun, hard map that will keep you playing. Vechs seems to have a different mapping style, which leans toward more gameplay than aesthetics, similar to Xekaj, but not with the insane difficulty that Zero Mercy maps have. I'm basically saying here in this confusing paragraph that everyone makes maps differently, it is just your personal preference which ones you play. You seem to like ridiculously hard maps that are impossible to complete by a normal human that doesn't have a forever speed potion, while I like maps that are more relaxing and subtle. I will play Syncquential when it comes out though, as I want to be able to say I beat the hardest CTM ever.
I have had more derps in the end then anyone, and Syncquential is a map that I don't want to end to exist in.
Furries are cool.
...yeah, that might be kinda bad considering The End in Syncquential becomes more difficult after each death.
Thanks, I have no intention of stopping!
Scale(with examples):
Easy(Infernal Sky II-Dreadsky Isles)
Medium(Kaizo Caverns-Legendary)
Hard(Nightmare Realm-Waking Up)
ROMhack(Tectonicide-Dragonstone subseries)
ROMhack ++(The Fire Beneath)
ROMhack Cubed(insert Syncquential here)
Furries are cool.
When giving the difficulties numeric ratings:
----------
0 - Easy(Infernal Sky II-Dreadsky Isles)
1 - Intersection 1
2 - Medium(Kaizo Caverns-Legendary)
2.5 - Intersection 2
4 - Hard(Nightmare Realm-Waking Up)
5 - Intersection 3
6 - ROMhack(Tectonicide-Dragonstone subseries)
8 - ROMhack ++(The Fire Beneath) Intersection 4
10 - ROMhack Cubed(insert Syncquential here)
9.5-10.5 - Intersection 5
----------
The Limbo/Inverted/Nether areas have ~1 point higher ratings added onto their intersection's rating.
dat feel when most likely the hardest area in the map is up to 11
Furries are cool.
You serious or you just bad at it?
http://www.minecraft...red-emblem-ctm/
I liked this one. There were a few downsides though. The mob capping was a little more than unpredictable. Sometimes you're getting ping ponged through rape alley. Sometimes you're sprint jumping down easy street (most of the time on the way to get raped elsewhere.) The AND gate left a little to be desired. I like the mechanic but, if you flick the two levers first, then go for the plate, you keep getting teleported back by mobs walking over the plate. Wasn't sure if that was intentional evil or an oversight of adding a radial argument to the command block. You'll see how I beat it in the video. My other complaint is strictly from a video producers POV but, MORE ambient light pl0x!!! Freakin' dark in there lol!
Anyway, great potions and very well thought out other than my few nitpicks. Another great map!
Anyway, I have a feeling that Xekaj will just make the last intersection so utterly difficult that even the most skilled of players will ragequit, I mean, at the moment it seems that maps are just about how many mobs you can fit in one area without the game crashing. I really hope Xekaj comes up with some creative and unique ways to kill the player...and not the 8 stacked ghast spawner crap that I am gonna have to go through...or a hallway made of spawners...
Furries are cool.
Excuse me, my good sir, but i believe you have misplaced your Dreadsky Isles. Have you reached the final intersection ol' chap? I believe you may find thyself mistaken gravely. That is all.
I believe TFB was made before Custom Spawners, so there's a lot less variety in killing strategies. Maybe some more traps and stuff would be cool, though. Although, both Vinyl Fantasies were made before Custom Spawners and they both have inventive killing methods while remaining extremely difficult, so I digress.
Thanks for the feedback! Overdose is probably one of the least polished of the advent maps, relying on its particular gimmick with the all potions to be interesting. I hope to go back and fix up it along a few others so they're less bland and dark. The teleporter was indeed an oversight, but I certainly like how you bypassed it (another interesting method I've seen was by who used the chest and jump potions). Glad you made it in the end though!
Funny you mention that, I actually have one area that's dedicated to being as difficult as possible while using as few unmodified spawners as possible (and only zombie/skeleton/spider ones). That's not to say all the others will be built by the exact opposite mentality though, I do generally prefer creating less banal and overkill areas.
Also, entirely finished another area, rejoice!
Also, you said that you should be done with Syncquential in about 3 months correct? At the rate you are going at it should be sooner. After Syncquential though, what will you do?
Furries are cool.
Don't worry, I'm keeping the balance between ****-moves and enjoyable gameplay very much in mind, nothing should be over-the-top extreme. I still think three months is pretty accurate, perhaps two and a half. I'll be doing most of the work on the weekends, and some areas will be requiring a lot of time to get right.
Made some good progress today on the next section though.
Also - 784d7931524c632e706e67
EDIT: 78 4d 79 31 52 4c 63 2e 70 6e 67
you make me laugh lots
There's a difference between "good intersection balanced difficulty" and Inferno Mines. Inferno Mines has the biggest fluctuation of difficulty per area I have ever seen in a map. The Fire Beneath was more balanced than it, for christ's sake. There is no good reason to use spawners as they are used in Eternal Battle so suddenly in the map.
The decoding has begun...
784d_7931524c_632e_706e_67
Letters are spaces, but hold other meaning... Fudge, I'll do this later, I'm testing stuff!
Furries are cool.