Well, if things happen how I think they will, I'll finish To Greener Pastures and immediately start on Frigid Wasteland. So expect the start of my LP early-mid July.
Sounds good! Thanks!
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Looking for a CTM map, you say? Just click on the banner and look no further!
http://www.youtube.c...2hbWoHxxmSPXmiw Doing a lets play on my channel. Really fun so far man Seems to be about 10-15 hours of gameplay potentially? But that castle with those custom zombies was dangerous! Loved it.
Awesome! I'll be sure to add this video into an LP folder I'll put under the map download! Also, make sure you have command blocks enabled on whatever server you're using. Command blocks are essential in some parts of the map.
(and by the way, the name of the map is Frigid Wasteland )
Awesome! I'll be sure to add this video into an LP folder I'll put under the map download! Also, make sure you have command blocks enabled on whatever server you're using. Command blocks are essential in some parts of the map.
(and by the way, the name of the map is Frigid Wasteland )
Oh, I've been meaning to ask. Is there any grass in Frigid Wasteland? Because I have an amazing idea for a base and I just wanna know I can do it before I LP the map.
Oh, I've been meaning to ask. Is there any grass in Frigid Wasteland? Because I have an amazing idea for a base and I just wanna know I can do it before I LP the map.
There's grass in
Withersky Woods in Intersection 1.
That's the only area with grass, though.
Also, the WIP mini map Crystallized Caverns is almost finished. Some minor changes just need to be made, and release will follow shortly thereafter!
First of all, thanks for this humongous wall of feedback! This'll really help any revisions I decide to make!
Now, since, I feel the need to, my response:
Starting Area and Fungus Garden Loved the secret loot and starting supplies. Unsure if they were overpowered or not, but I remember thinking "crikey" when I opened the chests. Might wanna take another look and reassess... maybe. Didn't like the big stone blocks in the beginning that had random arrow signs on them - they aren't needed, the player can tell where to go. Love the shape of the room, though! Made me happy :3
Stone pillars are just to give the player stone early on if they want it and to
hide a bow and arrow you probably didn't find! XD
Fungus Garden was a walk in the park. Literally. I saved the zombie spawner and later made a grinder out of it. I know you intended it to be easier, but it was a bit of a mick-take after the later areas. I'd like to see it made harder, especially since you give out so much starting loot.
Loved living off mushrooms for a while
Yeah, the mushrooms were meant to be the player's main source of food, and I agree, it is a very easy first area. I might add a couple more spawners or too, but I like a nice warm-up in the beginning. Intersection 1 Loved the ice paths, and still think that this was the most imaginative intersection because of them. Apart from I3, the rest were just... dull. But more on them when I get there. I loved the ice crystals hovering in the air, but hated the glowstone clumps in the wall. It looks like you've just taken a brush and plonked them without a second thought. The ice over void kept me on my toes, though, and only had to cover over one pathway with snow xD Nice hiding of the golden apple chest!
Withersky Woods Another walk in the park. The trees were stationed in such a way that I encountered next to no spawns on the island without actually seeking them out, ie breaking the leaves and going towards the spawners. The house was a bit of a let down, although I was grateful for the bookshelves - exactly enough for an enchanting table! I wish there'd been more wither skeleton spawners like the name suggested, and I wish the area could have been bigger to allow them to run free and stop the area from being too easy. Nice hiding of the Hard Boiled Fury though! Found the wool too easy.
Adding a skeleton spawner to guard that path will make things a little more interesting, and perhaps thinning out the trees and replacing the lesser spawners with wither skellies would do some good to raise the difficulty. Frozen Spires A beautiful area that posed NO challenge. Aside from a few encounters with creepers, this was another area that I basically walked through. Disappointing. One of my favourites aesthetically, though!
I originally had some skelly spawners in some of the ruins and by the fleecy box, but felt it was a bit too much. If you really feel it's that easy... Cryptic Keep This area... I just... don't know. After having three areas that I could just walk through, I really idn't expect there to be cave spiders in the entrance and ghasts on the roof. I know you mentioned that you like it like this, but I would highly suggest something is done about this. The jump is so high, it's unfair in my opinion. The area itself is fine - it's the other areas that need rebalancing to match it. I personally loved the area. The zombies were a great challenge and the finale with the ghasts was quite fun (although they did blow up my chest x_X). I only wish the other areas could have been bumped up to match it. They don't have to be made that much harder, but going from walks in the park to London Marathon is a bit too much of a jump in my opinion.
This area is good, bump up the other areas. Got it. Intersection 2 Not very inspiring. Not too keen on the mix of sandstone, obsidian, stone and ice - would have preffered there to be stone brick/cobble pathways rather than the bright sandstone. Either that, or include more lighter colours in the walls or remove the obsidian. It just doesn't mix well for me! The chest on the bottom and the honeypot of mobs made the intersection slightly more interesting than it would have been without, but it's still disappointing compared to I1.
Adding in sand/sand style blocks would probably make the paths look better. Cave of Triumph Beautiful, perfect, never change I saw what it was like in beta, and it's so much better now! The only thing I'd say is that being near the iron on the left hand wall activates the ghasts in Icebound Dunes - but that may have been your intention? Also a teleporter's missing, as you know I really loved the chests you provided, and was glad to set up there for the rest of the map. The emeralds gave the place a great shine.
Yup, I wanted it to be just close enough so the player would get a hint at what's coming. This area went through major revisions, and I'm really proud of the final product! Icy Tomb Bit of a pushover, if I remember rightly, and an anticlimactic ending. The silerfish spawners were obvious once you realised where they were However, definitely a fun area, and the iron was well received. Clever maze, and I loved how difficult the terrain was to manouvre!
All seems good here! Icebound Dunes Brilliant idea for an area, with the wide-range ghast spawner. I actually pillared up and got it, and the awesome bow (which stayed with me til the end!) However, the netherbrick houses made my eyes hurt against the sand. Didn't fit at all, in my opinion, much like the block choice in the intersection. I was also disappointed with the dungeons being in the walls and within basements rather than within the area itself, but that's just a pet peeve of mine. If you're gonna make a sandy area, then make the wool dungeons sandy as well - that's what I prefer to do, anyway! I think the structures could do with a revision, with the blaze dungeon feeling particularly out of place, and the theme needs further refining. Keep the ghast and the sand, though - such chaos (really didn't like the troll chest with Amlup's Hoe and whatever in it - far too much time wasted to get to it to find that :/)
I don't know, I find the dark maroonish color of nether brick to mix quite nice with the yellow of sand. As for the wools being within the buildings, I just felt as if they had more protection that way. The area itself introduces the idea of a small town in a desert, so to find the goodies you have to search the houses themselves. Oh, and that chest had some decent armor in it, so it wasn't all for nothing. Intersection 3 Firstly, I hated that teleporter clue. Of course, the return teleport didn't actually exist in this version, but it still annoyed me that you wanted us to depend on the position of a chest that we may have moved, or taken the sign from, by the time we got there. Sure, how funny to note underneath "heh, sucks if you got rid of that chest!" In my opinion, though, teleports should be a necessity, not a reward. I think a better way to have done it would have been to teleport the player into the return teleport room within the monument room's walls, and then to make them dig outwards, rather than have to find the teleport using a clue. I even found the teleport for I4 without realising, because I had no idea where I had to dig to find the I3 one.
Yeah, I already fixed this in the most recent version. As for the intersection itself, I thought this place was beautiful. Again, I remember what it looked like in beta, and it's so much better now! I liked the diamond corridors and the corresponding blocks around the area entrances. It was also nice and bright, which was a nice change after I2's gloominess.
It's actually my favorite intersection in the map. Ice Cube Cute and quirky area and in a brilliant place XD I feel that the huge cavern was a bit wasted, though, as the cube doesn't take up much space.
I have a fun idea for the next brown wool already. Chilled Mines Looked weird on my texture pack as quartz looks more like stone than snow but that's my problem, not yours! The nice big pockets of iron were really helpful, and I loved the pigmen! Their little nests were nice and easy to spot. Nothing I'd change about this area. Oh, ps, this was the first area I died in, and it was due to lag x_X
This was also a majorly revised area, that I feel ended up much better than the original. Abyssal Lake I would have loved this area if it weren't for the actual dungeon. I love the whole ice, soul sand, and vines thing, but the fact that the dungeon was a wooden thing beneath the lake put me off a lot. It felt like an entirely different area, and jarred with me. I would have preferred something beneath the lake that actually kept with the theme of the area. Also, I think that dungeon may be broken, as in the final wool room I could hear blazes but they weren't in the room I was. Might need to take another look at that. But yeah, found the gameplay in the actual area to be great fun butthen I got bored with the wooden labyrinth thing. Again, a bit disappointed.
I always like mazes, so I guess this one is just personal preference, but I see how it might be weird with the sudden change of aesthetics. I wanted the player to see the part above the lake as branching off of the intersection, but the real area under it. I added nether wart here, too, so it's more a place to gather resources. The blazes probably just spawned in another section of the maze, which is okay. Arachnid Onslaught Another cakewalk. Felt as easy as the intersection 1 areas. Loved the area, though. I don't see how it could have been number 5, though, as to me it was far too easy. Not much effort put in at all aside from lighting things up. Anticlimactic ending as well. Also, I feel this area would have benefitted from leading to the intersection, considering it's very linear and big but with not much inside it. Abyssal Lake didn't fit as the intersection entrance at all.
An easy sign fix could be necessary, as this area wasn't actually in the map when I alpha'd, but I knew it was an intersection 3 worthy area as I had played through it before. Putting the entrance to the next intersection here is a good idea, and a longer hallway (needed as it's farther away) could help introduce the fiery theme of intersection 4 anyway. Charred Halls Easy area is easy. If you know how to bridge. Far too small and easy to work around. Not worthy of I3 in my opinion....
Bonus Area Didn't do xD Knew what it was from Torien and just didn't want to try. Parkour is not my thing at all, and it's kind of annoying that the Instakill Arrow is only obtainable if you get past the arrows (something I wouldn't be able to do easily).
Completing the Bonus Monument is definitely not necessary, so I feel this just helps adds to the challenge, as it's meant to be difficult. Intersection 4 Not very nice to look at, in my opinion. Doesn't fit with the rest of the map because of the netherrack, and it would have been nice to have seen some snow mixed in to match. It also didn't fit any of the areas in terms of the blocks used :/
The style is mostly there to foreshadow the volcano theme of the final area, but I feel it also adds some variation to the usual themes. I should add netherrack to the final area, though. Godstone Impact Loved the outside, but felt that the inside was lacking. And those skeletons are seriously overpowered. It was extremely hard to kill them, and the damage and knockback they dealt was ridiculous. If they'd been in a bigger area then it would have been more bearable. Nearly quit the map after being killed 3 times in a row by the same skeleton. :/
Toning down those skellies is an easy fix. Cave of Teeth Liked the fact that it was open, and that there was more than just one reward at the end. Pity I didn't have a fortune pickaxe
Heh, you would have a fortune 3 book if you did the Bonus Area. XD Winterburn Peak A wasted area, in my opinion. Big and impresive on the outside, but then tiny and uninspiring on the inside. Not red wool worthy. The lava part annoyed me, because if I hadn't decided on a whim to take a fire res potion with me (an 8 min one at that) then I wouldn't have been able to get in to the wool, let alone back out again afterwards. You need to supply the player with more than just one potion. I died basically as soon as I swam out of the lava and into the cave with the iron bars because of those damn silverfish. Could I be bothered to get my last fire res and return through that lake? No. I flew it, because that is a ridiculous thing to expect from a player x_X In my opinion this area should be completely rethought. The silverfish were clever, but totally unbearable in anything less than diamond armour and Bane IV. (I didn't have enough diamonds for full diamond armour :/) The dungeon itself was so short as well, and when compared to the black wool seems quite pathetic in comparison. Basically, I loved the outer part of the area, and the whole volcano-mountain concept. But I'd want more to be done with the inside to make it more worthy of red wool status.
Look to the black wool response. Black Wool Blargh. You know how I feel about this area. Completely just couldn't be bothered to waste energy in trying again, so I didn't actually win the black wool. If that means I didn't complete the map legit then fine, because I don't class that as being part of the map anyway
This is my idea:
First of all, get rid of that black wool area. Just put some loot where the portal used to be. Then, replace the red wool with the black wool. I'll add that netherrack to the final area and expand things outside the volcano into the new red wool area. This will make use of the large space provided, and will give room to put in some more diamonds so the player won't feel completely vulnerable to the silverfish. Problems solved!
Okay, overall map stuff. I really enjoyed it, despite all of my criticisms! I just believe it needs a lot of gameplay rebalancing. There were a lot of areas that were too difficult, yet just as many areas that I found far too easy for their place in the map. I feel that everything needs another look at and another polish before it can be classed as a balanced map. But that's just my opinion!
As for aesthetics, it unsettled me that there wasn't much consistency in aesthetics. One thing that bugged me was the fact that all the corridors to each of the areas were different; some even being 2 high and 1 wide, feeling more like player-dug holes than official corridors to areas. I as a player much prefer to see 3x3 (at least) corridors leading to areas, just because they feel open and important, and the doorways stand out in the intersections. I really didn't like the corridors to Withersky and Winterburn especially, because they were so claustrophobic and messy. I just like seeing consistency in maps, and due to your changing the corridors a lot all of the intersections felt like separate maps in themselves.
Loot was plenty, however you didn't include any nether wart so potions were limited (although you did provide a load) despite me being kitted out with almost every ingredient. All that slime! I liked the Hard Boiled Fury, although the 6th one felt unnecessary due to the fact I needed a decent Bane sword for the feesh, and by that point the player wants a damage dealing weapon, not a powerful fist.
No idea where the Dragon Egg is, but found the head and the bedrock. Knowing that the InstaKill Arrow was going to be unobtainable for me I kinda didn't bother looking for the egg. I definitely think you should have made them all obtainable in the main map, not in bonus areas.
Anyway, I *think* I've said all I need to. Sorry it's been a bit of an essay! If you have any more questions or wish to fight back against my criticisms then feel free but I definitely did enjoy the map, and sorry I didn't finish it to 100%! Thanks again for this fantastic essay of feedback, I really appreciate it!
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Sure, I'll put up a .zip. As for the update, I just need to figure out how to make formerly working 1.5 spawners compatible with 1.6. Any idea how?
That's something I've been struggling to figure out while updating DsI too... The only thing I can think of is figuring out the new NBT tags that need to be added for custom health, then adding those on top of the old custom spawners, but that's not guaranteed to work.
Silly Mojang, breaking stuff that wasn't broken. :/
This update to Frigid Wasteland is full of additions, including a new black wool area, and the incorporation of custom items with names and varying levels of rarity. Powerful custom potions are also thrown in, adding a whole new level of strategy! Enjoy the update, and have fun!
Note: This new version is still not playable in 1.6. Sorry! A fix will be coming soon.
Sounds good! Thanks!
Awesome! I'll be sure to add this video into an LP folder I'll put under the map download! Also, make sure you have command blocks enabled on whatever server you're using. Command blocks are essential in some parts of the map.
(and by the way, the name of the map is Frigid Wasteland )
Brb will fix
There's grass in
Also, the WIP mini map Crystallized Caverns is almost finished. Some minor changes just need to be made, and release will follow shortly thereafter!
First of all, thanks for this humongous wall of feedback! This'll really help any revisions I decide to make!
Now, since, I feel the need to, my response:
Starting Area and Fungus Garden
Loved the secret loot and starting supplies. Unsure if they were overpowered or not, but I remember thinking "crikey" when I opened the chests. Might wanna take another look and reassess... maybe. Didn't like the big stone blocks in the beginning that had random arrow signs on them - they aren't needed, the player can tell where to go. Love the shape of the room, though! Made me happy :3
Stone pillars are just to give the player stone early on if they want it and to
Fungus Garden was a walk in the park. Literally. I saved the zombie spawner and later made a grinder out of it. I know you intended it to be easier, but it was a bit of a mick-take after the later areas. I'd like to see it made harder, especially since you give out so much starting loot.
Loved living off mushrooms for a while
Yeah, the mushrooms were meant to be the player's main source of food, and I agree, it is a very easy first area. I might add a couple more spawners or too, but I like a nice warm-up in the beginning.
Intersection 1
Loved the ice paths, and still think that this was the most imaginative intersection because of them. Apart from I3, the rest were just... dull. But more on them when I get there. I loved the ice crystals hovering in the air, but hated the glowstone clumps in the wall. It looks like you've just taken a brush and plonked them without a second thought. The ice over void kept me on my toes, though, and only had to cover over one pathway with snow xD Nice hiding of the golden apple chest!
Withersky Woods
Another walk in the park. The trees were stationed in such a way that I encountered next to no spawns on the island without actually seeking them out, ie breaking the leaves and going towards the spawners. The house was a bit of a let down, although I was grateful for the bookshelves - exactly enough for an enchanting table! I wish there'd been more wither skeleton spawners like the name suggested, and I wish the area could have been bigger to allow them to run free and stop the area from being too easy. Nice hiding of the Hard Boiled Fury though! Found the wool too easy.
Adding a skeleton spawner to guard that path will make things a little more interesting, and perhaps thinning out the trees and replacing the lesser spawners with wither skellies would do some good to raise the difficulty.
Frozen Spires
A beautiful area that posed NO challenge. Aside from a few encounters with creepers, this was another area that I basically walked through. Disappointing. One of my favourites aesthetically, though!
I originally had some skelly spawners in some of the ruins and by the fleecy box, but felt it was a bit too much. If you really feel it's that easy...
Cryptic Keep
This area... I just... don't know. After having three areas that I could just walk through, I really idn't expect there to be cave spiders in the entrance and ghasts on the roof. I know you mentioned that you like it like this, but I would highly suggest something is done about this. The jump is so high, it's unfair in my opinion. The area itself is fine - it's the other areas that need rebalancing to match it. I personally loved the area. The zombies were a great challenge and the finale with the ghasts was quite fun (although they did blow up my chest x_X). I only wish the other areas could have been bumped up to match it. They don't have to be made that much harder, but going from walks in the park to London Marathon is a bit too much of a jump in my opinion.
This area is good, bump up the other areas. Got it.
Intersection 2
Not very inspiring. Not too keen on the mix of sandstone, obsidian, stone and ice - would have preffered there to be stone brick/cobble pathways rather than the bright sandstone. Either that, or include more lighter colours in the walls or remove the obsidian. It just doesn't mix well for me! The chest on the bottom and the honeypot of mobs made the intersection slightly more interesting than it would have been without, but it's still disappointing compared to I1.
Adding in sand/sand style blocks would probably make the paths look better.
Cave of Triumph
Beautiful, perfect, never change I saw what it was like in beta, and it's so much better now! The only thing I'd say is that being near the iron on the left hand wall activates the ghasts in Icebound Dunes - but that may have been your intention? Also a teleporter's missing, as you know I really loved the chests you provided, and was glad to set up there for the rest of the map. The emeralds gave the place a great shine.
Yup, I wanted it to be just close enough so the player would get a hint at what's coming. This area went through major revisions, and I'm really proud of the final product!
Icy Tomb
Bit of a pushover, if I remember rightly, and an anticlimactic ending. The silerfish spawners were obvious once you realised where they were However, definitely a fun area, and the iron was well received. Clever maze, and I loved how difficult the terrain was to manouvre!
All seems good here!
Icebound Dunes
Brilliant idea for an area, with the wide-range ghast spawner. I actually pillared up and got it, and the awesome bow (which stayed with me til the end!) However, the netherbrick houses made my eyes hurt against the sand. Didn't fit at all, in my opinion, much like the block choice in the intersection. I was also disappointed with the dungeons being in the walls and within basements rather than within the area itself, but that's just a pet peeve of mine. If you're gonna make a sandy area, then make the wool dungeons sandy as well - that's what I prefer to do, anyway! I think the structures could do with a revision, with the blaze dungeon feeling particularly out of place, and the theme needs further refining. Keep the ghast and the sand, though - such chaos (really didn't like the troll chest with Amlup's Hoe and whatever in it - far too much time wasted to get to it to find that :/)
I don't know, I find the dark maroonish color of nether brick to mix quite nice with the yellow of sand. As for the wools being within the buildings, I just felt as if they had more protection that way. The area itself introduces the idea of a small town in a desert, so to find the goodies you have to search the houses themselves. Oh, and that chest had some decent armor in it, so it wasn't all for nothing.
Intersection 3
Firstly, I hated that teleporter clue. Of course, the return teleport didn't actually exist in this version, but it still annoyed me that you wanted us to depend on the position of a chest that we may have moved, or taken the sign from, by the time we got there. Sure, how funny to note underneath "heh, sucks if you got rid of that chest!" In my opinion, though, teleports should be a necessity, not a reward. I think a better way to have done it would have been to teleport the player into the return teleport room within the monument room's walls, and then to make them dig outwards, rather than have to find the teleport using a clue. I even found the teleport for I4 without realising, because I had no idea where I had to dig to find the I3 one.
Yeah, I already fixed this in the most recent version.
As for the intersection itself, I thought this place was beautiful. Again, I remember what it looked like in beta, and it's so much better now! I liked the diamond corridors and the corresponding blocks around the area entrances. It was also nice and bright, which was a nice change after I2's gloominess.
It's actually my favorite intersection in the map.
Ice Cube
Cute and quirky area and in a brilliant place XD I feel that the huge cavern was a bit wasted, though, as the cube doesn't take up much space.
I have a fun idea for the next brown wool already.
Chilled Mines
Looked weird on my texture pack as quartz looks more like stone than snow but that's my problem, not yours! The nice big pockets of iron were really helpful, and I loved the pigmen! Their little nests were nice and easy to spot. Nothing I'd change about this area. Oh, ps, this was the first area I died in, and it was due to lag x_X
This was also a majorly revised area, that I feel ended up much better than the original.
Abyssal Lake
I would have loved this area if it weren't for the actual dungeon. I love the whole ice, soul sand, and vines thing, but the fact that the dungeon was a wooden thing beneath the lake put me off a lot. It felt like an entirely different area, and jarred with me. I would have preferred something beneath the lake that actually kept with the theme of the area. Also, I think that dungeon may be broken, as in the final wool room I could hear blazes but they weren't in the room I was. Might need to take another look at that. But yeah, found the gameplay in the actual area to be great fun butthen I got bored with the wooden labyrinth thing. Again, a bit disappointed.
I always like mazes, so I guess this one is just personal preference, but I see how it might be weird with the sudden change of aesthetics. I wanted the player to see the part above the lake as branching off of the intersection, but the real area under it. I added nether wart here, too, so it's more a place to gather resources. The blazes probably just spawned in another section of the maze, which is okay.
Arachnid Onslaught
Another cakewalk. Felt as easy as the intersection 1 areas. Loved the area, though. I don't see how it could have been number 5, though, as to me it was far too easy. Not much effort put in at all aside from lighting things up. Anticlimactic ending as well. Also, I feel this area would have benefitted from leading to the intersection, considering it's very linear and big but with not much inside it. Abyssal Lake didn't fit as the intersection entrance at all.
An easy sign fix could be necessary, as this area wasn't actually in the map when I alpha'd, but I knew it was an intersection 3 worthy area as I had played through it before. Putting the entrance to the next intersection here is a good idea, and a longer hallway (needed as it's farther away) could help introduce the fiery theme of intersection 4 anyway.
Charred Halls
Easy area is easy. If you know how to bridge. Far too small and easy to work around. Not worthy of I3 in my opinion....
Bonus Area
Didn't do xD Knew what it was from Torien and just didn't want to try. Parkour is not my thing at all, and it's kind of annoying that the Instakill Arrow is only obtainable if you get past the arrows (something I wouldn't be able to do easily).
Completing the Bonus Monument is definitely not necessary, so I feel this just helps adds to the challenge, as it's meant to be difficult.
Intersection 4
Not very nice to look at, in my opinion. Doesn't fit with the rest of the map because of the netherrack, and it would have been nice to have seen some snow mixed in to match. It also didn't fit any of the areas in terms of the blocks used :/
The style is mostly there to foreshadow the volcano theme of the final area, but I feel it also adds some variation to the usual themes. I should add netherrack to the final area, though.
Godstone Impact
Loved the outside, but felt that the inside was lacking. And those skeletons are seriously overpowered. It was extremely hard to kill them, and the damage and knockback they dealt was ridiculous. If they'd been in a bigger area then it would have been more bearable. Nearly quit the map after being killed 3 times in a row by the same skeleton. :/
Toning down those skellies is an easy fix.
Cave of Teeth
Liked the fact that it was open, and that there was more than just one reward at the end. Pity I didn't have a fortune pickaxe
Heh, you would have a fortune 3 book if you did the Bonus Area. XD
Winterburn Peak
A wasted area, in my opinion. Big and impresive on the outside, but then tiny and uninspiring on the inside. Not red wool worthy. The lava part annoyed me, because if I hadn't decided on a whim to take a fire res potion with me (an 8 min one at that) then I wouldn't have been able to get in to the wool, let alone back out again afterwards. You need to supply the player with more than just one potion. I died basically as soon as I swam out of the lava and into the cave with the iron bars because of those damn silverfish. Could I be bothered to get my last fire res and return through that lake? No. I flew it, because that is a ridiculous thing to expect from a player x_X In my opinion this area should be completely rethought. The silverfish were clever, but totally unbearable in anything less than diamond armour and Bane IV. (I didn't have enough diamonds for full diamond armour :/) The dungeon itself was so short as well, and when compared to the black wool seems quite pathetic in comparison. Basically, I loved the outer part of the area, and the whole volcano-mountain concept. But I'd want more to be done with the inside to make it more worthy of red wool status.
Look to the black wool response.
Black Wool
Blargh. You know how I feel about this area. Completely just couldn't be bothered to waste energy in trying again, so I didn't actually win the black wool. If that means I didn't complete the map legit then fine, because I don't class that as being part of the map anyway
This is my idea:
As for aesthetics, it unsettled me that there wasn't much consistency in aesthetics. One thing that bugged me was the fact that all the corridors to each of the areas were different; some even being 2 high and 1 wide, feeling more like player-dug holes than official corridors to areas. I as a player much prefer to see 3x3 (at least) corridors leading to areas, just because they feel open and important, and the doorways stand out in the intersections. I really didn't like the corridors to Withersky and Winterburn especially, because they were so claustrophobic and messy. I just like seeing consistency in maps, and due to your changing the corridors a lot all of the intersections felt like separate maps in themselves.
Loot was plenty, however you didn't include any nether wart so potions were limited (although you did provide a load) despite me being kitted out with almost every ingredient. All that slime! I liked the Hard Boiled Fury, although the 6th one felt unnecessary due to the fact I needed a decent Bane sword for the feesh, and by that point the player wants a damage dealing weapon, not a powerful fist.
No idea where the Dragon Egg is, but found the head and the bedrock. Knowing that the InstaKill Arrow was going to be unobtainable for me I kinda didn't bother looking for the egg. I definitely think you should have made them all obtainable in the main map, not in bonus areas.
Anyway, I *think* I've said all I need to. Sorry it's been a bit of an essay! If you have any more questions or wish to fight back against my criticisms then feel free but I definitely did enjoy the map, and sorry I didn't finish it to 100%!
Thanks again for this fantastic essay of feedback, I really appreciate it!
PUT IN ANOTHER FIRE RES POTION
I TOLD YOU ABOUT THIS EARLIER
IT'S JUST ANNOYING
thank you
http://www.youtube.com/user/halfpixel274
http://www.youtube.com/user/halfpixel274
Looking forward to it
I'll have the newest version up
todaysometime, so be sure to check it out!Also, have you updated the map yet, or are you still working on it?
Sure, I'll put up a .zip. As for the update, I just need to figure out how to make formerly working 1.5 spawners compatible with 1.6. Any idea how?
Awesome!
Silly Mojang, breaking stuff that wasn't broken. :/
This update to Frigid Wasteland is full of additions, including a new black wool area, and the incorporation of custom items with names and varying levels of rarity. Powerful custom potions are also thrown in, adding a whole new level of strategy! Enjoy the update, and have fun!
Note: This new version is still not playable in 1.6. Sorry! A fix will be coming soon.
http://www.youtube.com/user/halfpixel274