Something's not right in the Christmas Village, and it's been a long time coming...Your job is to find out where the problem is, and why the once busy village is now dead silent. Only you can save the village & bring everything back online before it's too late, but is all this too much to ask of an outsider?
I do have a few criticisms, now that I've completed the map. A bunch of minor stuff, really. I want to make it explicitly clear that I really enjoyed the map, even despite this list of stuff that could potentially be better.
1.) Incentive to explore. The level of detail is awesome, but there are a lot of areas that seem to be just for depth. When it comes to exploration, players are conditioned to look for the carrot on the end of the stick, so to speak. Now, this map is not one with any kind of gear progression, but the extra books (of which I only found one) manage to be a suitable incentive for exploration... but there were very few hidden books.
2.) Teleport timing. In the second cooling area, I wanted to look at the water start to flow for a moment after the puzzle ended. I did not have time to. In the Iron Works, I was teleported and then had to stand around for several seconds until the beacon finally activated. After that, I was teleported outside to the entrance of the town, and THEN it was set to night. I feel the first and last teleports could have their timing adjusted.
3.) Missing context 1. The Iron Works teleport exit is unused. You could actually take advantage of the delay in the beacon activation by teleporting the player to that exit instead and having a command block message urging them to hurry to the generator to see the result of their actions. It uses the exit, makes the segment more dynamic and interactive, and makes the activation delay less jarring.
4.) Missing context 2. The lack of closure. Nothing gets said of why or how the generator fixed everything. What happened to the villain? Perhaps activating the generator could be made to open a door to a final activation switch with signs detailing what it all actually does, giving the player a final, central action with which to set everything right as well as explaining the why and how of it.
5.) Potential gamebreaking issue. It seems like it is entirely too easy to get outside of the intended area for the player in the Iron Works, even by accident, and become stuck with no choice but to intentionally starve to death or use the /kill command.
6.) Slight fireworks tweak. The fireworks were fine, but they would be even better if angled to explode over the tree rather than the sides of the gate.
7.) More cowbell. Next map you guys do, I would love to see bigger and better rollercoaster reflex puzzles and the minecart navigation puzzles.
With the word "Forgotten" in the title, you can easily tell why I'm intrigued!
Very interesting map, and an especially neat mix of genres! CTM, puzzles, parkour and adventure? Quite the brew! I might have to give it a try at some point!
One more episode before the finale of the map. This one is mostly just checking out the factory design, but it should be interesting for anyone that likes aesthetic designs.
I have to say, Luclin, you or one of your team members put some evil jumps in the mine section of the map.
There is a world save in the .rar file, just unzip it and put it in your saves.
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I do have a few criticisms, now that I've completed the map. A bunch of minor stuff, really. I want to make it explicitly clear that I really enjoyed the map, even despite this list of stuff that could potentially be better.
2.) Teleport timing. In the second cooling area, I wanted to look at the water start to flow for a moment after the puzzle ended. I did not have time to. In the Iron Works, I was teleported and then had to stand around for several seconds until the beacon finally activated. After that, I was teleported outside to the entrance of the town, and THEN it was set to night. I feel the first and last teleports could have their timing adjusted.
3.) Missing context 1. The Iron Works teleport exit is unused. You could actually take advantage of the delay in the beacon activation by teleporting the player to that exit instead and having a command block message urging them to hurry to the generator to see the result of their actions. It uses the exit, makes the segment more dynamic and interactive, and makes the activation delay less jarring.
4.) Missing context 2. The lack of closure. Nothing gets said of why or how the generator fixed everything. What happened to the villain? Perhaps activating the generator could be made to open a door to a final activation switch with signs detailing what it all actually does, giving the player a final, central action with which to set everything right as well as explaining the why and how of it.
5.) Potential gamebreaking issue. It seems like it is entirely too easy to get outside of the intended area for the player in the Iron Works, even by accident, and become stuck with no choice but to intentionally starve to death or use the /kill command.
6.) Slight fireworks tweak. The fireworks were fine, but they would be even better if angled to explode over the tree rather than the sides of the gate.
7.) More cowbell. Next map you guys do, I would love to see bigger and better rollercoaster reflex puzzles and the minecart navigation puzzles.
Very interesting map, and an especially neat mix of genres! CTM, puzzles, parkour and adventure? Quite the brew! I might have to give it a try at some point!
http://www.minecraft...red-emblem-ctm/
Edit:
Here's the last episode: