For this im going to practice my ninja skills like falling and placing blocks while falling.
I saw Etho play it and i am stunned by the creation of yours. AWESOME!
Rollback Post to RevisionRollBack
Would you like to know the atomic structure of a piece of bread?
I don't want to be critical of your reviews but i think cluster chunk is under rated at a rating of 14. The game does have a steep learning curve but once you get the hang of it, it becomes thrilling and addictive, every match you play is as fun as the last and it can often turn out some dramatic conclusions
Thanks for the feedback! I'm generally looking to revise the way PvP maps are rated. The current scale fits most other types of maps, but I honestly haven't played enough PvP maps yet. In fact, I'm going to add a caveat to that section on my main post.
For what it's worth, 14 is 'above average'. My definition of 'average' is highly subjective and applies only to the average of what -I- have personally observed. The more good maps I see, the higher the bar is raised.
All of the categories received an above average rating, with the exception of (visual) detail, which was average. I should have added a more narrative expalantion of the current rating in that post.
RE-RATING...
In terms of Creativity, it's a really clever and simple idea. Floating islands have been done before, but to my knowledge only Skygrid uses "every block in the game". I love the bed mechanism (way better than capture the flag defense which is just about score, since the bed controls respawn) which I may have been to frantic to understand, but looking back it's quite brilliant. (4)
Detail. It looks good, but it's not Vinyl Fantasy (2)
Experience. During my brief playthru, I experienced; panic during the first few minutes - realizing that I was already at risk of falling and wasting resources. Once we began bridging to the satellite supply caches, I became leery of skeletons, but they can be dealt with if you're careful. The next phase is bridging close enough for bows, and then bridging close enough for melee assaults. I didn't do much of the bridging because I was more focused on creating backup weapons. Then I hung back and applied cover fire while my team mates went in for the hand-to-hand kill. After reconsidering, that feeling of utter panic was great and I don't normally get that from the ENVIRONMENT in PvP. (4)
Challenge. I have to be careful with this rating. I can't judge the challenge level of other players. I have to focus on how many challenging elements are built into or supported by the map. Here, we have the fear of falling, resource management as pluses. Offense and defense support feel standard. Not sure there's anything unique from other floating island maps here. (3)
Progression. This map enforces a prep phase by the sheer nature of distance, and allows you to respawn as long as your bed is intact. The linear "progression" of gear is player-controlled, and a tight management of resources is necessary. Once your bed is destroyed, I think it would be rather difficult to recover and make a comeback, but I would have to study the availability of string and wool more. The satellite islands provide a progression choice, and until you've played the map a few times, it's fun trying to guess which ones to go for. I feel like this map does offer more replayability than an average map, because the players essentially have to decide how to build the terrain. (4)
Transplanting Xisuma's feedback from my thread, as it's applicable here.
Thanks for the feedback! I'm generally looking to revise the way PvP maps are rated. The current scale fits most other types of maps, but I honestly haven't played enough PvP maps yet. In fact, I'm going to add a caveat to that section on my main post.
For what it's worth, 14 is 'above average'. My definition of 'average' is highly subjective and applies only to the average of what -I- have personally observed. The more good maps I see, the higher the bar is raised.
All of the categories received an above average rating, with the exception of (visual) detail, which was average. I should have added a more narrative expalantion of the current rating in that post.
-snip-
NEW TOTAL RATING - 17
Wow, thanks for re-evaluating! I understand your current system is for custom maps in general and that PvP maps are somewhat a breed of your their own. CC is a very minimal map with a lot of possibilities. I really appreciate you taking the time to explain your ratings in detail.
As i understand it, your ratings are based on your experience and if you experienced a 14 after a few matches that's not that bad of a rating. CC is a lot like a game of Chess. It's seems simple at first, gets a little confusing as you step into the game for the first time, but then, strategy starts to open itself up as you play and learn more about the game. (I realize that may sound rather pretentious comparing my game to Chess ) but, creating a game with an infinite amount of variables and strategies while keeping it simple and minimal was my intention and I think I pulled that off pretty well. Took a long time to refine it to what it is now. The fact that you were able to re-evaluate and see a bit more depth in the game was exactly the experience I hoped to give to players.
Overall, I'm really happy you played and enjoyed the map and again, I really appreciate you taking the time for a second look and review. Thanks
Not sure if it's been mentioned yet, but in the 1.4 version, when you flick the lever to say you're ready, it says "(Color) Team Reafy" instead of "(Color) Team Ready". The Command Blocks work really well with the map, and you did a really good job with it. Just wanted to let you know about the typo
Not sure if it's been mentioned yet, but in the 1.4 version, when you flick the lever to say you're ready, it says "(Color) Team Reafy" instead of "(Color) Team Ready". The Command Blocks work really well with the map, and you did a really good job with it. Just wanted to let you know about the typo
The "reafy" spelling is intentional. It was a misspelling that happened during an early match and being that the early games were played by a lot of large YouTube channels a lot of people saw it and it just kind of stuck. Now it's in the map
three_two can you make a server or tell me one pls because i really want to play
I don't do servers. I just make the maps to put on servers. You might try asking someone who operates a server to host the map or, start your own server. If I had the money I'd operate a server that hosts CC games but, I can't afford it.
It works fine. Specifically what is the problem?
I saw Etho play it and i am stunned by the creation of yours. AWESOME!
TT2000, you are genius.
EDIT: Now it works...
Stop stalking me you creep
Transplanting Xisuma's feedback from my thread, as it's applicable here.
Thanks for the feedback! I'm generally looking to revise the way PvP maps are rated. The current scale fits most other types of maps, but I honestly haven't played enough PvP maps yet. In fact, I'm going to add a caveat to that section on my main post.
For what it's worth, 14 is 'above average'. My definition of 'average' is highly subjective and applies only to the average of what -I- have personally observed. The more good maps I see, the higher the bar is raised.
All of the categories received an above average rating, with the exception of (visual) detail, which was average. I should have added a more narrative expalantion of the current rating in that post.
RE-RATING...
In terms of Creativity, it's a really clever and simple idea. Floating islands have been done before, but to my knowledge only Skygrid uses "every block in the game". I love the bed mechanism (way better than capture the flag defense which is just about score, since the bed controls respawn) which I may have been to frantic to understand, but looking back it's quite brilliant. (4)
Detail. It looks good, but it's not Vinyl Fantasy (2)
Experience. During my brief playthru, I experienced; panic during the first few minutes - realizing that I was already at risk of falling and wasting resources. Once we began bridging to the satellite supply caches, I became leery of skeletons, but they can be dealt with if you're careful. The next phase is bridging close enough for bows, and then bridging close enough for melee assaults. I didn't do much of the bridging because I was more focused on creating backup weapons. Then I hung back and applied cover fire while my team mates went in for the hand-to-hand kill. After reconsidering, that feeling of utter panic was great and I don't normally get that from the ENVIRONMENT in PvP. (4)
Challenge. I have to be careful with this rating. I can't judge the challenge level of other players. I have to focus on how many challenging elements are built into or supported by the map. Here, we have the fear of falling, resource management as pluses. Offense and defense support feel standard. Not sure there's anything unique from other floating island maps here. (3)
Progression. This map enforces a prep phase by the sheer nature of distance, and allows you to respawn as long as your bed is intact. The linear "progression" of gear is player-controlled, and a tight management of resources is necessary. Once your bed is destroyed, I think it would be rather difficult to recover and make a comeback, but I would have to study the availability of string and wool more. The satellite islands provide a progression choice, and until you've played the map a few times, it's fun trying to guess which ones to go for. I feel like this map does offer more replayability than an average map, because the players essentially have to decide how to build the terrain. (4)
NEW TOTAL RATING - 17
Wow, thanks for re-evaluating! I understand your current system is for custom maps in general and that PvP maps are somewhat a breed of your their own. CC is a very minimal map with a lot of possibilities. I really appreciate you taking the time to explain your ratings in detail.
As i understand it, your ratings are based on your experience and if you experienced a 14 after a few matches that's not that bad of a rating. CC is a lot like a game of Chess. It's seems simple at first, gets a little confusing as you step into the game for the first time, but then, strategy starts to open itself up as you play and learn more about the game. (I realize that may sound rather pretentious comparing my game to Chess ) but, creating a game with an infinite amount of variables and strategies while keeping it simple and minimal was my intention and I think I pulled that off pretty well. Took a long time to refine it to what it is now. The fact that you were able to re-evaluate and see a bit more depth in the game was exactly the experience I hoped to give to players.
Overall, I'm really happy you played and enjoyed the map and again, I really appreciate you taking the time for a second look and review. Thanks
It's got those quilt blocks with calculajiggers on 'em!
Maybe if you knew what you were doing, and weren't a troll, you'd do fine
The .zip unarchives into a folder containing the world save folder. You have to open the first folder to get to the world save.
My Minecraft Maps: coldfusionmaps.com
The "reafy" spelling is intentional. It was a misspelling that happened during an early match and being that the early games were played by a lot of large YouTube channels a lot of people saw it and it just kind of stuck. Now it's in the map
I don't do servers. I just make the maps to put on servers. You might try asking someone who operates a server to host the map or, start your own server. If I had the money I'd operate a server that hosts CC games but, I can't afford it.