I'll be honest sir, I've had your first Deathly Trails map downloaded for a while now. Until recently I never got around to playing it. Now that I've finally just dived right into it; I have to say I love it! So far it's been an exciting time, full of fun and adventure. I've started uploading a Let's Play run of Deathly Trails #1: Caliginous Den, I hope you can check it out. If you do, I hope you enjoy! Regardless, thanks so much for creating such an awesome map! You're a great map maker.
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My Youtube Channel, feel free to give it a watch. Contains redstone tutorials and Minecraft Let's plays. I may also make you a sandwich too, but I doubt it. http://www.youtube.com/user/GuitarFlat
I'll be honest sir, I've had your first Deathly Trails map downloaded for a while now. Until recently I never got around to playing it. Now that I've finally just dived right into it; I have to say I love it! So far it's been an exciting time, full of fun and adventure. I've started uploading a Let's Play run of Deathly Trails #1: Caliginous Den, I hope you can check it out. If you do, I hope you enjoy! Regardless, thanks so much for creating such an awesome map! You're a great map maker.
Subbed and I added you on the Lets Plays and videos section!
Awesome and thanks! When I'm done with the first, I'm definitely thinking about trying my hand at #2.
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My Youtube Channel, feel free to give it a watch. Contains redstone tutorials and Minecraft Let's plays. I may also make you a sandwich too, but I doubt it. http://www.youtube.com/user/GuitarFlat
Me and a friend are doing colossal on a server and it's freaking intense! When my friend said "Never trust rails in a ctm map", he wasn't kidding O.O We ended up salvaging a lot of the tnt from traps and using them whenever it seemed helpful.
So far, the only big problem I'd like you to consider fixing is the forest area near the monument. I heard that spiderwebs, leaves, fences, vines, and sugar cane, in excessive ammounts, generate lots of lag. We had to go into creative and blow it all up with tnt. I get why you would add the leaves with vines but when you allow them to spread, that adds a lot of extra blocks to the map, causing unreasonable ammounts of lag. And adding that many spiderwebs at the top was completely uncalled for in my opinion.
Once we finish this map, I might play the less dificult maps. I'm really enjoying it as of now though
Other than that, this map is making me rage but it's still really enjoyable
How do you find this fun? I have been watching Pause and Beef's LP of this map, and at least Vechs had the courtesy to NOT throw in ghast and blaze spawners before you had iron. He gave you, ya know, A DAMN CHANCE. The only reason they are still doing the map is that some of their subscribers would get bitchy if they didn't finish.
And CTM are more fun, plus Vechs made a map half like this already.
How do you find this fun? I have been watching Pause and Beef's LP of this map, and at least Vechs had the courtesy to NOT throw in ghast and blaze spawners before you had iron. He gave you, ya know, A DAMN CHANCE. The only reason they are still doing the map is that some of their subscribers would get bitchy if they didn't finish.
And CTM are more fun, plus Vechs made a map half like this already.
legendary is not that bad just takes a while. But must agree this maps hard. I started over more than 10 times. Though the maps is fun i think its too similar to legendary, not that thats bad.
If i have tips I must say that you should give us a path to take earlier cause i have no idea where to go first. Instead of 3 paths early on probably should give us one route so we can get atleast a animal or get to the momnument without having to choose.
Other than that I hope you die in a fire.
Games really fun a lot "funner" than the caliagnoiasdghwodigahd den.
legendary is not that bad just takes a while. But must agree this maps hard. I started over more than 10 times. Though the maps is fun i think its too similar to legendary, not that thats bad.
If i have tips I must say that you should give us a path to take earlier cause i have no idea where to go first. Instead of 3 paths early on probably should give us one route so we can get atleast a animal or get to the momnument without having to choose.
Other than that I hope you die in a fire.
Games really fun a lot "funner" than the caliagnoiasdghwodigahd den.
Dudeeeeeeeeeee, you are insane man, I decided to explode the TNT in that room full with wool, in the castle in intersection 2, well look at the result nearly broke my computer with over 20000 entites:
See that glow in the midle? that's the path to all the places in intersection 2, I have no idea how that thing survived...
Oh and that hole in wall leads to North Field...
You could say they made some dumb decisions and missed a lot of stuff, but they said it was too hard to be fun, so that's that. What are your thoughts?
Personally I'm annoyed that this map has a free pass against criticism just because the designer described it as "ROM-hack hard". That means whenever someone suggests a problem or an imbalance or a part that's not very fun, everyone goes, "Well, it's ROM-hack hard, it's supposed to be like that."
You could say they made some dumb decisions and missed a lot of stuff, but they said it was too hard to be fun, so that's that. What are your thoughts?
Personally I'm annoyed that this map has a free pass against criticism just because the designer described it as "ROM-hack hard". That means whenever someone suggests a problem or an imbalance or a part that's not very fun, everyone goes, "Well, it's ROM-hack hard, it's supposed to be like that."
I agree with Killfish and Denzien, while I enjoyed A LOT watching their run of this map, a great part of their frustration is because of their own mistakes.
What I noticed is that Pause and Beef are "agressive" players on the sense that they spend little time trying to figure out what needs to be done, what preparation they need, before going on.
I mean, yeah, suicide-runs to spam torches is one strategy... but it will lead to deaths, obviously. Maybe it would've been easier if they funneled the mobs? TNT Cannon is an option, after all there is plenty of TNT available from traps that they soon discovered to be everywhere. Or maybe they could avoid some of the most dangerous areas until they have found iron?
If they are prone to die voluntarily or involuntarily, would be a good thing to carry beds with you ALL the times, and reset your spawn and create temporary bases every intersection (or hard area).... but they often forgot to carry beds, just to die repeatedly and have to walk 800 blocks all the way back again and again. Also, by making temporary bases, would mean that they could carry LESS important stuff on their inventory (which IMO should be only armor/tools/weapons/blocks/torches), and if they die, this can be easily replaced, or quickly retrieved.
They forgot that they could use the milk bucket from the monument as a way of dropping lava on mobs/spawners.
They forgot to light most of their path on Crumbling Sands, which lead to massive amount of mob spawns (saplings and bonemeal was plentiful at that time, so they could have used charcoal if necessary).
So yeah... it's easy to become frustrated when your mistakes lead to death over and over again.
I agree with what has been said about the lack of arrows.... or at least the lack of feathers. One could make an skeleton trap? Of course, but that doesn't add to the hardness, only to the annoyance/time-consuming factor. Specially since there are a lot of open areas with blaze/ghast spawners, arrows must be plentiful, because the difficulty is not on killing the flying mobs but disabling the spawners while the mobs constantly appear around you.
And IMO the map would be much more enjoyable if you could carry the EGGS in your inventory. Maybe there should be an optional rule for that? After all, again, making all the tracks leading to the pen after you cleared/lighted all the areas is not hard, just annoying/time-consuming. So IMO people should be allowed to choose if they want to do the fastest way: carrying eggs to the pen (just like in wool CTM maps you carry the wool in your inventory), or if they want to do the time consuming way: building tracks and stuff.
When creating a completion-style map, it's all about how fast you make the pace of the game for the players, when and how the map gets hard and when and how players get best gear to continue moving forward... and to avoid frustration, how you fulfill their feeling of progressing throughout the map. Multiple deaths is not a problem when the players know that they can craft their stuff again and again, but if they loose everything and have to start from scratch several times, this can easily anger and frustrate the players.
The "having to build rails to move animals to the monument" aspect IMO is bad exactly because it breaks the feeling of progression. If after you found your first animal you have to spend two hours building tracks to the monument, there it goes down the drain all the excitement the player had to keep going. So the other choice for the players is to find all the animals first, THEN move then all to the monument? How will people feel that they are completing the monument then, if they are not? In fact they are worrying about having to spend multiple hours in the future, after finding all the animals, building tracks. This is exactly what happened to Beef and Pause on their run of this map.
Both choices were terrible in a LP-commentator/player point of view. Spend countless hours building tracks, or trying to go forward without any feeling of completion, just to die multiple times and have to start from scratch.
So TL;DR, In my opinion the map is excelent except for those two aspects:
-Lack of arrows/Feathers
-Lack of rule allowing to carry the egg to the monument.
Question bloo, is world painter easier to create landscapes then any other program because i want to start making ctm maps, technically i have finished a ctm map but i believe it was a little to amuteur to publish, i know this is kind of off topic but do you download and use world painter just like mcedit as in you download mcedit and you just start it, no need to mess with any of your .minecraft like with mods? That is mostly all the questions i have at the moment but i want to talk about your maps, I have not played any of your actual Wool CTM maps but i have watched Pause and Beef play your second map in the RTA genre. I have not seen their recent video but by the looks of it from the above comments they must have gave up, which to me i think they werent doing so well BUT they were getting to the point where they were getting a bit better.
Now that I THINK their series is over i might go ahead and play the maps, maybe get a little inspiration if I want to continue making a ctm genre or just move into the adventure map genre ( As i am in the progress of making a adventure map )
And for the people above saying that Pause and Beef are bad at Minecraft are wrong, well pause might be a little but Beef is a AMAZING builder, unless you don't watch his mindcrack series then you do not know what you are talking about. This is one of beefs first CTM style maps, other then this he plays like little easy adventure maps with baj.
Alright back to your maps, PLEASE continue this RTA genre, it adds a little more difficulty then just getting wool and placing it into the VM. People are critisizing you about the similiarity to Legendary but you even stated that it was inspired by legendary..
Also if you can it would be GREAT if you could answer a few questions;
Do you make the maps by yourself or with a team?
How long did it take you to finish the first map, and then the second map?
That's it, if you can answer some of those questions that would be great, keep up making these AMAZING maps cant wait to see your future projects
I agree with Killfish and Denzien, while I enjoyed A LOT watching their run of this map, a great part of their frustration is because of their own mistakes.
What I noticed is that Pause and Beef are "agressive" players on the sense that they spend little time trying to figure out what needs to be done, what preparation they need, before going on.
I mean, yeah, suicide-runs to spam torches is one strategy... but it will lead to deaths, obviously. Maybe it would've been easier if they funneled the mobs? TNT Cannon is an option, after all there is plenty of TNT available from traps that they soon discovered to be everywhere. Or maybe they could avoid some of the most dangerous areas until they have found iron?
If they are prone to die voluntarily or involuntarily, would be a good thing to carry beds with you ALL the times, and reset your spawn and create temporary bases every intersection (or hard area).... but they often forgot to carry beds, just to die repeatedly and have to walk 800 blocks all the way back again and again. Also, by making temporary bases, would mean that they could carry LESS important stuff on their inventory (which IMO should be only armor/tools/weapons/blocks/torches), and if they die, this can be easily replaced, or quickly retrieved.
They forgot that they could use the milk bucket from the monument as a way of dropping lava on mobs/spawners.
They forgot to light most of their path on Crumbling Sands, which lead to massive amount of mob spawns (saplings and bonemeal was plentiful at that time, so they could have used charcoal if necessary).
So yeah... it's easy to become frustrated when your mistakes lead to death over and over again.
I agree with what has been said about the lack of arrows.... or at least the lack of feathers. One could make an skeleton trap? Of course, but that doesn't add to the hardness, only to the annoyance/time-consuming factor. Specially since there are a lot of open areas with blaze/ghast spawners, arrows must be plentiful, because the difficulty is not on killing the flying mobs but disabling the spawners while the mobs constantly appear around you.
And IMO the map would be much more enjoyable if you could carry the EGGS in your inventory. Maybe there should be an optional rule for that? After all, again, making all the tracks leading to the pen after you cleared/lighted all the areas is not hard, just annoying/time-consuming. So IMO people should be allowed to choose if they want to do the fastest way: carrying eggs to the pen (just like in wool CTM maps you carry the wool in your inventory), or if they want to do the time consuming way: building tracks and stuff.
When creating a completion-style map, it's all about how fast you make the pace of the game for the players, when and how the map gets hard and when and how players get best gear to continue moving forward... and to avoid frustration, how you fulfill their feeling of progressing throughout the map. Multiple deaths is not a problem when the players know that they can craft their stuff again and again, but if they loose everything and have to start from scratch several times, this can easily anger and frustrate the players.
The "having to build rails to move animals to the monument" aspect IMO is bad exactly because it breaks the feeling of progression. If after you found your first animal you have to spend two hours building tracks to the monument, there it goes down the drain all the excitement the player had to keep going. So the other choice for the players is to find all the animals first, THEN move then all to the monument? How will people feel that they are completing the monument then, if they are not? In fact they are worrying about having to spend multiple hours in the future, after finding all the animals, building tracks. This is exactly what happened to Beef and Pause on their run of this map.
Both choices were terrible in a LP-commentator/player point of view. Spend countless hours building tracks, or trying to go forward without any feeling of completion, just to die multiple times and have to start from scratch.
So TL;DR, In my opinion the map is excelent except for those two aspects:
-Lack of arrows/Feathers
-Lack of rule allowing to carry the egg to the monument.
That is one great review of the map and beef+pause mistakes
You could say they made some dumb decisions and missed a lot of stuff, but they said it was too hard to be fun, so that's that. What are your thoughts?
Personally I'm annoyed that this map has a free pass against criticism just because the designer described it as "ROM-hack hard". That means whenever someone suggests a problem or an imbalance or a part that's not very fun, everyone goes, "Well, it's ROM-hack hard, it's supposed to be like that."
Well, it is a ROM-Hack Hard... The definition is leaning towards near impossibility of completion. I have no other remarks of them stopping other than they could have done better. But I respect their decision to stop the map, all in the name of their bored viewers. Still a big fan of both of them though!
I agree with Killfish and Denzien, while I enjoyed A LOT watching their run of this map, a great part of their frustration is because of their own mistakes.
What I noticed is that Pause and Beef are "agressive" players on the sense that they spend little time trying to figure out what needs to be done, what preparation they need, before going on.
I mean, yeah, suicide-runs to spam torches is one strategy... but it will lead to deaths, obviously. Maybe it would've been easier if they funneled the mobs? TNT Cannon is an option, after all there is plenty of TNT available from traps that they soon discovered to be everywhere. Or maybe they could avoid some of the most dangerous areas until they have found iron?
If they are prone to die voluntarily or involuntarily, would be a good thing to carry beds with you ALL the times, and reset your spawn and create temporary bases every intersection (or hard area).... but they often forgot to carry beds, just to die repeatedly and have to walk 800 blocks all the way back again and again. Also, by making temporary bases, would mean that they could carry LESS important stuff on their inventory (which IMO should be only armor/tools/weapons/blocks/torches), and if they die, this can be easily replaced, or quickly retrieved.
They forgot that they could use the milk bucket from the monument as a way of dropping lava on mobs/spawners.
They forgot to light most of their path on Crumbling Sands, which lead to massive amount of mob spawns (saplings and bonemeal was plentiful at that time, so they could have used charcoal if necessary).
So yeah... it's easy to become frustrated when your mistakes lead to death over and over again.
I agree with what has been said about the lack of arrows.... or at least the lack of feathers. One could make an skeleton trap? Of course, but that doesn't add to the hardness, only to the annoyance/time-consuming factor. Specially since there are a lot of open areas with blaze/ghast spawners, arrows must be plentiful, because the difficulty is not on killing the flying mobs but disabling the spawners while the mobs constantly appear around you.
And IMO the map would be much more enjoyable if you could carry the EGGS in your inventory. Maybe there should be an optional rule for that? After all, again, making all the tracks leading to the pen after you cleared/lighted all the areas is not hard, just annoying/time-consuming. So IMO people should be allowed to choose if they want to do the fastest way: carrying eggs to the pen (just like in wool CTM maps you carry the wool in your inventory), or if they want to do the time consuming way: building tracks and stuff.
When creating a completion-style map, it's all about how fast you make the pace of the game for the players, when and how the map gets hard and when and how players get best gear to continue moving forward... and to avoid frustration, how you fulfill their feeling of progressing throughout the map. Multiple deaths is not a problem when the players know that they can craft their stuff again and again, but if they loose everything and have to start from scratch several times, this can easily anger and frustrate the players.
The "having to build rails to move animals to the monument" aspect IMO is bad exactly because it breaks the feeling of progression. If after you found your first animal you have to spend two hours building tracks to the monument, there it goes down the drain all the excitement the player had to keep going. So the other choice for the players is to find all the animals first, THEN move then all to the monument? How will people feel that they are completing the monument then, if they are not? In fact they are worrying about having to spend multiple hours in the future, after finding all the animals, building tracks. This is exactly what happened to Beef and Pause on their run of this map.
Both choices were terrible in a LP-commentator/player point of view. Spend countless hours building tracks, or trying to go forward without any feeling of completion, just to die multiple times and have to start from scratch.
So TL;DR, In my opinion the map is excelent except for those two aspects:
-Lack of arrows/Feathers
-Lack of rule allowing to carry the egg to the monument.
They can bring the egg to the monument if they play it CTM style. As for arrows, they kept dying with them But I agree, there should have been more arrows. Feathers can be obtained VIA random loot chests or the chickens.
Lol sucks for you timetoslide, they stopped your map! Nice try
I don't care dude... they aren't the only people that play custom maps. And no, it doesn't suck for me, I got to watch such quality videos of my maps everyday!
Hey time, thanks for the reply, and for letting us know about the worldpainter, excellent tool for map makers.
One doubt I have is, what do you use to make random loot chests? I've searched it already, once Pause mentioned it, but couldn't find.
And a question I have. I have my plans of making an adventure/survival map, and I'm trying to understand you creating your map as ROM-Hack Hard. I understand exactly your feeling of satisfaction on creating the most devious traps and challenges... but I'm thinking, I guess that as a map maker you would be more pleased if players give good advertise of your map, am I right? And I mean, by frustration and rage due to excessive difficulty, isn't that kind of a backfire as a map-maker?
I agree that once one is willing to play a map labeled as ROM-Hack hard, he should "understand" the difficulty and therefore not complain about it.... but it bugs me anyway... wouldn't it be better to balance it so that you have more "excited" reviews?
Hey time, thanks for the reply, and for letting us know about the worldpainter, excellent tool for map makers.
One doubt I have is, what do you use to make random loot chests? I've searched it already, once Pause mentioned it, but couldn't find.
And a question I have. I have my plans of making an adventure/survival map, and I'm trying to understand you creating your map as ROM-Hack Hard. I understand exactly your feeling of satisfaction on creating the most devious traps and challenges... but I'm thinking, I guess that as a map maker you would be more pleased if players give good advertise of your map, am I right? And I mean, by frustration and rage due to excessive difficulty, isn't that kind of a backfire as a map-maker?
I agree that once one is willing to play a map labeled as ROM-Hack hard, he should "understand" the difficulty and therefore not complain about it.... but it bugs me anyway... wouldn't it be better to balance it so that you have more "excited" reviews?
Well... It is true, do make your maps playable, but honestly, I did finish my map. My BETA tester finished it with 2 deaths, so, I don't really see the problem with difficulty. The key is to gear up well and USE POTIONS
I'll be honest sir, I've had your first Deathly Trails map downloaded for a while now. Until recently I never got around to playing it. Now that I've finally just dived right into it; I have to say I love it! So far it's been an exciting time, full of fun and adventure. I've started uploading a Let's Play run of Deathly Trails #1: Caliginous Den, I hope you can check it out. If you do, I hope you enjoy! Regardless, thanks so much for creating such an awesome map! You're a great map maker.
http://www.youtube.com/user/GuitarFlat
Subbed and I added you on the Lets Plays and videos section!
http://www.youtube.com/user/GuitarFlat
So far, the only big problem I'd like you to consider fixing is the forest area near the monument. I heard that spiderwebs, leaves, fences, vines, and sugar cane, in excessive ammounts, generate lots of lag. We had to go into creative and blow it all up with tnt. I get why you would add the leaves with vines but when you allow them to spread, that adds a lot of extra blocks to the map, causing unreasonable ammounts of lag. And adding that many spiderwebs at the top was completely uncalled for in my opinion.
Once we finish this map, I might play the less dificult maps. I'm really enjoying it as of now though
Other than that, this map is making me rage but it's still really enjoyable
And CTM are more fun, plus Vechs made a map half like this already.
Ep 1 :
Ep 2 :
Sorry, what? Have you seen Legendary?
If i have tips I must say that you should give us a path to take earlier cause i have no idea where to go first. Instead of 3 paths early on probably should give us one route so we can get atleast a animal or get to the momnument without having to choose.
Other than that I hope you die in a fire.
Games really fun a lot "funner" than the caliagnoiasdghwodigahd den.
i hate calisdnawoijadwlkdf Den
And Worldpainter
Yeah... about that, I fixed it in V1.1
You could say they made some dumb decisions and missed a lot of stuff, but they said it was too hard to be fun, so that's that. What are your thoughts?
Personally I'm annoyed that this map has a free pass against criticism just because the designer described it as "ROM-hack hard". That means whenever someone suggests a problem or an imbalance or a part that's not very fun, everyone goes, "Well, it's ROM-hack hard, it's supposed to be like that."
I agree with Killfish and Denzien, while I enjoyed A LOT watching their run of this map, a great part of their frustration is because of their own mistakes.
What I noticed is that Pause and Beef are "agressive" players on the sense that they spend little time trying to figure out what needs to be done, what preparation they need, before going on.
I mean, yeah, suicide-runs to spam torches is one strategy... but it will lead to deaths, obviously. Maybe it would've been easier if they funneled the mobs? TNT Cannon is an option, after all there is plenty of TNT available from traps that they soon discovered to be everywhere. Or maybe they could avoid some of the most dangerous areas until they have found iron?
If they are prone to die voluntarily or involuntarily, would be a good thing to carry beds with you ALL the times, and reset your spawn and create temporary bases every intersection (or hard area).... but they often forgot to carry beds, just to die repeatedly and have to walk 800 blocks all the way back again and again. Also, by making temporary bases, would mean that they could carry LESS important stuff on their inventory (which IMO should be only armor/tools/weapons/blocks/torches), and if they die, this can be easily replaced, or quickly retrieved.
They forgot that they could use the milk bucket from the monument as a way of dropping lava on mobs/spawners.
They forgot to light most of their path on Crumbling Sands, which lead to massive amount of mob spawns (saplings and bonemeal was plentiful at that time, so they could have used charcoal if necessary).
So yeah... it's easy to become frustrated when your mistakes lead to death over and over again.
I agree with what has been said about the lack of arrows.... or at least the lack of feathers. One could make an skeleton trap? Of course, but that doesn't add to the hardness, only to the annoyance/time-consuming factor. Specially since there are a lot of open areas with blaze/ghast spawners, arrows must be plentiful, because the difficulty is not on killing the flying mobs but disabling the spawners while the mobs constantly appear around you.
And IMO the map would be much more enjoyable if you could carry the EGGS in your inventory. Maybe there should be an optional rule for that? After all, again, making all the tracks leading to the pen after you cleared/lighted all the areas is not hard, just annoying/time-consuming. So IMO people should be allowed to choose if they want to do the fastest way: carrying eggs to the pen (just like in wool CTM maps you carry the wool in your inventory), or if they want to do the time consuming way: building tracks and stuff.
When creating a completion-style map, it's all about how fast you make the pace of the game for the players, when and how the map gets hard and when and how players get best gear to continue moving forward... and to avoid frustration, how you fulfill their feeling of progressing throughout the map. Multiple deaths is not a problem when the players know that they can craft their stuff again and again, but if they loose everything and have to start from scratch several times, this can easily anger and frustrate the players.
The "having to build rails to move animals to the monument" aspect IMO is bad exactly because it breaks the feeling of progression. If after you found your first animal you have to spend two hours building tracks to the monument, there it goes down the drain all the excitement the player had to keep going. So the other choice for the players is to find all the animals first, THEN move then all to the monument? How will people feel that they are completing the monument then, if they are not? In fact they are worrying about having to spend multiple hours in the future, after finding all the animals, building tracks. This is exactly what happened to Beef and Pause on their run of this map.
Both choices were terrible in a LP-commentator/player point of view. Spend countless hours building tracks, or trying to go forward without any feeling of completion, just to die multiple times and have to start from scratch.
So TL;DR, In my opinion the map is excelent except for those two aspects:
-Lack of arrows/Feathers
-Lack of rule allowing to carry the egg to the monument.
Now that I THINK their series is over i might go ahead and play the maps, maybe get a little inspiration if I want to continue making a ctm genre or just move into the adventure map genre ( As i am in the progress of making a adventure map )
And for the people above saying that Pause and Beef are bad at Minecraft are wrong, well pause might be a little but Beef is a AMAZING builder, unless you don't watch his mindcrack series then you do not know what you are talking about. This is one of beefs first CTM style maps, other then this he plays like little easy adventure maps with baj.
Alright back to your maps, PLEASE continue this RTA genre, it adds a little more difficulty then just getting wool and placing it into the VM. People are critisizing you about the similiarity to Legendary but you even stated that it was inspired by legendary..
Also if you can it would be GREAT if you could answer a few questions;
Do you make the maps by yourself or with a team?
How long did it take you to finish the first map, and then the second map?
That's it, if you can answer some of those questions that would be great, keep up making these AMAZING maps cant wait to see your future projects
That is one great review of the map and beef+pause mistakes
Hope you continue to make maps, and maybe a CTM map as well
Well, it is a ROM-Hack Hard... The definition is leaning towards near impossibility of completion. I have no other remarks of them stopping other than they could have done better. But I respect their decision to stop the map, all in the name of their bored viewers. Still a big fan of both of them though!
They can bring the egg to the monument if they play it CTM style. As for arrows, they kept dying with them But I agree, there should have been more arrows. Feathers can be obtained VIA random loot chests or the chickens.
I don't care dude... they aren't the only people that play custom maps. And no, it doesn't suck for me, I got to watch such quality videos of my maps everyday!
One doubt I have is, what do you use to make random loot chests? I've searched it already, once Pause mentioned it, but couldn't find.
And a question I have. I have my plans of making an adventure/survival map, and I'm trying to understand you creating your map as ROM-Hack Hard. I understand exactly your feeling of satisfaction on creating the most devious traps and challenges... but I'm thinking, I guess that as a map maker you would be more pleased if players give good advertise of your map, am I right? And I mean, by frustration and rage due to excessive difficulty, isn't that kind of a backfire as a map-maker?
I agree that once one is willing to play a map labeled as ROM-Hack hard, he should "understand" the difficulty and therefore not complain about it.... but it bugs me anyway... wouldn't it be better to balance it so that you have more "excited" reviews?
http://www.minecraftforum.net/topic/1104369-125adv-castlevania-blood-moon-v13-adrenalin-pumping-combat-map-2100-downloads/
Well... It is true, do make your maps playable, but honestly, I did finish my map. My BETA tester finished it with 2 deaths, so, I don't really see the problem with difficulty. The key is to gear up well and USE POTIONS
I'm from Singapore too