After playing many CTM Maps by various map makers I got inspired to make my own......
SERIES ON HOLD
News, 13.01.2014: Adversarial Caverns II has been on hold for a while. I basically got bored of mapping. But now, as I have new tools and a server, i thought I'd give it a go in multiplayer. Big thanks to soupbob and DanikasTheMan for helping me so far.
Rules
1) Find and complete the Hazard Monument. 2) Find wool in chests (Fleecy Boxes), do NOT use dyes or spider string for wools! 3) You may craft the Iron, Gold, and Diamond blocks. 4) Use at least Easy difficulty, and never Peaceful. 5) Do not leave the boundaries. 6) Survive in any way you can think of. 7) You may use spider string wool and sheep wool to craft beds and other items, but not for the Hazard Monument. 8) You may not pick up, craft, or move Ender Chests.
Maps:
Hazard #1 - Adversarial Caverns
Type: Linear Branching
Difficulty: 9/10
Minecraft Version: 1.5.1
Download: removed, as i was unhappy with the map gameplay and aesthetics -> remake below
Hazard #1 - Adversarial Caverns II
Type: Linear Branching
Difficulty: 7/10
Minecraft Version: -
Download: WIP
Screenshots
Lets Plays of AC1:
I'm really unhappy with the final version of AC1, so the download got taken down, sry! Bzheng Portalguy1000
Mini CTM Maps: OUTDATED
1.6
Difficulty: Perfect for Beginners! Type: Linear Monument Block: White Wool Download: .zip Download:.rar
My take of the map so far, me being in Intersection 1:
Really, REALLY, easy. The spawn cavern had no monsters in it, and with those chests full of supplies there was no real moments of tension. (Also, there were silverfish cobblestone in starting supplies... I'm assuming that was a mistake?
The slowsand caverns were a bit better, not really easy (but from the book in the first wool box I'm thinking that's intentional). Honestly, I'm a bit sad that the wool didn't have any fancy fleecy box or anything :/. The signs leading me out were kinda redundant too, as I never really got lost. There were a fer grammatical errors in the loot chests as well. The next sections of the map look promising though!
My take of the map so far, me being in Intersection 1:
Really, REALLY, easy. The spawn cavern had no monsters in it, and with those chests full of supplies there was no real moments of tension. (Also, there were silverfish cobblestone in starting supplies... I'm assuming that was a mistake?
The slowsand caverns were a bit better, not really easy (but from the book in the first wool box I'm thinking that's intentional). Honestly, I'm a bit sad that the wool didn't have any fancy fleecy box or anything :/. The signs leading me out were kinda redundant too, as I never really got lost. There were a fer grammatical errors in the loot chests as well. The next sections of the map look promising though!
it's still in beta. Sry for the errors! The other wools are in boxes. and it will get HARD! But honestly i'm not very happy with the map. The 2nd one is looking better so far. I suggest to play when it's out ha e fun!
My take of the map so far, me being in Intersection 1:
Really, REALLY, easy. The spawn cavern had no monsters in it, and with those chests full of supplies there was no real moments of tension. (Also, there were silverfish cobblestone in starting supplies... I'm assuming that was a mistake?
The slowsand caverns were a bit better, not really easy (but from the book in the first wool box I'm thinking that's intentional). Honestly, I'm a bit sad that the wool didn't have any fancy fleecy box or anything :/. The signs leading me out were kinda redundant too, as I never really got lost. There were a fer grammatical errors in the loot chests as well. The next sections of the map look promising though!
I've played a little bit of the map, and it looks not bad so far.
It seems to be a very easy map, with little mobs at all. In the entire opening cavern, I only encountered a few mobs. However, the magma cube spawners didn't go off. I'm guessing their initial delay timer was used up and it was on cooldown, instead of the normal spawner mechanic of spawning a group right when you get in range, and then cycling back through. This seems to be the case with the other spawners I've encountered as well. This problem would be caused by you making the monsters spawn in game. I would suggest fixing this. The only way I know would be to replace all the spawners in MCEdit one by one. I'm sure there's an easier way, but I don't know it. Someone else might be able to help you. Also, you seem to really like giving swords as loot. While swords are nice, the player also could use armor, tools, a bow, etc. As well as other things. Your starting supplies are really generous. Aesthetically, the map is pretty good so far. The block combinations are pretty good, though some are better than others. The entirely soul sand caves were a bit meh, but that's going to happen. You may want to think about renaming "the mighty forest" or adding more trees. It's not very mighty at the time being...the skeleton spawners on top of the wool box there seem a bit over the top, and make it very difficult unless you have a bow. This is okay, but it's incongruent with the difficulty of the starting area. Also, a maze? Alright, but I hope there aren't too many. Mazes are fun once, but grow old fast. Overall, seems to be a decent map so far. Also, did you play through this map yourself?
That's my feedback so far, I'll give more as I go along.
I've played a little bit of the map, and it looks not bad so far.
It seems to be a very easy map, with little mobs at all. In the entire opening cavern, I only encountered a few mobs. However, the magma cube spawners didn't go off. I'm guessing their initial delay timer was used up and it was on cooldown, instead of the normal spawner mechanic of spawning a group right when you get in range, and then cycling back through. This seems to be the case with the other spawners I've encountered as well. This problem would be caused by you making the monsters spawn in game. I would suggest fixing this. The only way I know would be to replace all the spawners in MCEdit one by one. I'm sure there's an easier way, but I don't know it. Someone else might be able to help you. Also, you seem to really like giving swords as loot. While swords are nice, the player also could use armor, tools, a bow, etc. As well as other things. Your starting supplies are really generous. Aesthetically, the map is pretty good so far. The block combinations are pretty good, though some are better than others. The entirely soul sand caves were a bit meh, but that's going to happen. You may want to think about renaming "the mighty forest" or adding more trees. It's not very mighty at the time being...the skeleton spawners on top of the wool box there seem a bit over the top, and make it very difficult unless you have a bow. This is okay, but it's incongruent with the difficulty of the starting area. Also, a maze? Alright, but I hope there aren't too many. Mazes are fun once, but grow old fast. Overall, seems to be a decent map so far. Also, did you play through this map yourself?
That's my feedback so far, I'll give more as I go along.
thanks for the feedback! As you might know the map is in beta and there might be problems. I'm also not very happy with the map and it will be redone. The 2nd map is looking way better so far I have played through the map. Btw. The lavaslimes seem to work for everyone so far!? I'm not sure why they didn't work for you..... I'll try to give better loot aswell. I hope you keep playing and have fun. Thx for the feedback!
I'm probably not going to play the rest of the map, real life just caught up with me.
That being said, I had peeked into the areas for the first intersection. my thoughts:
Disappointing. The Snake was a just a big cavern made with obvious MCedit brush strokes. Not only that, but there wasn't really any way the player could get down to the actual area. The Holy Maze seemed alright, but I didn't really explore. The room with the trees was FILLED with mobs, it was probably because of max spawn. Again, really obvious MCedit brush strokes.
The thing is, with so many CTM maps out now, this one just really doesn't stand out. I can think of quite a few that I would rather play.
I'm probably not going to play the rest of the map, real life just caught up with me.
That being said, I had peeked into the areas for the first intersection. my thoughts:
Disappointing. The Snake was a just a big cavern made with obvious MCedit brush strokes. Not only that, but there wasn't really any way the player could get down to the actual area. The Holy Maze seemed alright, but I didn't really explore. The room with the trees was FILLED with mobs, it was probably because of max spawn. Again, really obvious MCedit brush strokes.
The thing is, with so many CTM maps out now, this one just really doesn't stand out. I can think of quite a few that I would rather play.
I think so too. Maybe it doesn't the best, it's fun to play. I completed the first intersection so far, and it was definitely fun.
e.g. Vechs doesn't hide his brushes most of the time... All this map needs is a bit more balancing with the mobs and the loot.
I'm probably not going to play the rest of the map, real life just caught up with me.
That being said, I had peeked into the areas for the first intersection. my thoughts:
Disappointing. The Snake was a just a big cavern made with obvious MCedit brush strokes. Not only that, but there wasn't really any way the player could get down to the actual area. The Holy Maze seemed alright, but I didn't really explore. The room with the trees was FILLED with mobs, it was probably because of max spawn. Again, really obvious MCedit brush strokes.
The thing is, with so many CTM maps out now, this one just really doesn't stand out. I can think of quite a few that I would rather play.
Ok, thx for playing anyway. I know the brushes are really obvious that's also why i will remake it. My 2nd map is definetely lookin better so far. I would love, if you have a go, when it's done! First screenshots can be found at the top.
The pictures look pretty good. In the first one, I'd like to see a couple supports underneath the branches that come off the side. Otherwise they just look floaty and weird. Also, is it supposed to be in ruins or fully functional? The bridge has a slight incongruence with the fortress, as one is falling to bits and the other is in pristine condition. Not a big deal, but just a small detail that could get changed.
For the second one, I'm assuming you want people to be drawn to the arch on the top left corner. Overall, I think it's pretty good. The trees look pretty nice, the variation in branches is excellent. The transition from dirt to stone near the water is a bit rough in places. Other than that, it looks pretty good to me.
The pictures look pretty good. In the first one, I'd like to see a couple supports underneath the branches that come off the side. Otherwise they just look floaty and weird. Also, is it supposed to be in ruins or fully functional? The bridge has a slight incongruence with the fortress, as one is falling to bits and the other is in pristine condition. Not a big deal, but just a small detail that could get changed.
For the second one, I'm assuming you want people to be drawn to the arch on the top left corner. Overall, I think it's pretty good. The trees look pretty nice, the variation in branches is excellent. The transition from dirt to stone near the water is a bit rough in places. Other than that, it looks pretty good to me.
Thx. I actually want the castle to be floating. I only wanted the middle one to get to the bottom. It may look kinda strange btw. Do you have any name suggestions? I'm not very creative, when it comes to names
WOW I gonna try your map right now!Also awesome work on your second map cant wait to try it!:D
mmmh, thx. But honestly it's not very good. Some areas look horrible and the map is totaly unbalancd. I suggest to play the second one though, when it's out!
Thanks, man. But your maps,don't look bad either maybe u should use the erode brush a bit more and try to use different blocks and make everything look filled, definetely not plain! But especially the first screenshot of yours looks pretty good, just some more erosion needed but really not bad!
Hey Guys! Here's a Little screenshot for Paradise of the Dead: (I will Keep making updates, so if you wanna Play the map please don't look all the screenshots!!!)
PS: I might add a few of the new sandstone blocks to the endstone Please give Feedback! I really appreciate it
EDIT: Does anybody now the ID of those sandstone blocks, which got realesed in 1.5?
After playing many CTM Maps by various map makers I got inspired to make my own......
SERIES ON HOLD
News, 13.01.2014:
Adversarial Caverns II has been on hold for a while. I basically got bored of mapping. But now, as I have new tools and a server, i thought I'd give it a go in multiplayer. Big thanks to soupbob and DanikasTheMan for helping me so far.
Rules
1) Find and complete the Hazard Monument.
2) Find wool in chests (Fleecy Boxes), do NOT use dyes or spider string for wools!
3) You may craft the Iron, Gold, and Diamond blocks.
4) Use at least Easy difficulty, and never Peaceful.
5) Do not leave the boundaries.
6) Survive in any way you can think of.
7) You may use spider string wool and sheep wool to craft beds and other items, but not for the Hazard Monument.
8) You may not pick up, craft, or move Ender Chests.
Maps:
Hazard #1 - Adversarial Caverns
Type: Linear Branching
Difficulty: 9/10
Minecraft Version: 1.5.1
Download: removed, as i was unhappy with the map gameplay and aesthetics -> remake below
Hazard #1 - Adversarial Caverns II
Type: Linear Branching
Difficulty: 7/10
Minecraft Version: -
Download: WIP
Screenshots
Lets Plays of AC1:
Bzheng
Portalguy1000
Mini CTM Maps: OUTDATED

1.6
Difficulty: Perfect for Beginners!
Type: Linear
Monument Block: White Wool
Download: .zip
Download: .rar
Screenshot:
1.5.2
Difficulty: Easy
Type: Linear
Monument Block: Orange Wool
Download: .zip
Download: .rar
Screenshot:
Changelog v1.1
+weakness I to pigzombies
+corrected spelling mistake
+hardcore mode
1.6
Difficulty: Easy/Medium
Type: Linear Branching (1 Intersection)
Monument Blocks: Light Blue, Magenta and Yellow Wool
Download: .zip
Download: .rar
Screenshots:
Changelog:
Other Maps:
Jollees CTM Jam Entry
Difficulty: Easy/Medium
Type: Open Cave Style
Objectives: 9 Lapis Blocks
Download: .zip
Download: .rar
Screenshot:
Milestones
100 Downloads
250 Downloads
500 Downloads
1000 Downloads
2000 Downloads
3000 Downloads
Mini Hazard #1 - Shiver Cave
by theawesomeonehhh
The Others:by cyrosync
by Snowchill
by GiftedxGames by IamLeftyG
by IamLeftyG
by ii ATA
Mini Hazard #2 - Newcliff Caves
by Karrot96
The Others:
by skeeto
by zengzangzong
by theawesomeonehhh
by Snowchill
2nd Try by Snowchill
by Mrgoten
by GiftedxGames
Mini Hazard #3 - Shroom Madness
by Ogawa
The Others:
by GiftedxGames
by ragirk
by theawesomeonehhh
The slowsand caverns were a bit better, not really easy (but from the book in the first wool box I'm thinking that's intentional). Honestly, I'm a bit sad that the wool didn't have any fancy fleecy box or anything :/. The signs leading me out were kinda redundant too, as I never really got lost. There were a fer grammatical errors in the loot chests as well. The next sections of the map look promising though!
That being said, I had peeked into the areas for the first intersection. my thoughts:
I think so too. Maybe it doesn't the best, it's fun to play. I completed the first intersection so far, and it was definitely fun.
e.g. Vechs doesn't hide his brushes most of the time... All this map needs is a bit more balancing with the mobs and the loot.
For the second one, I'm assuming you want people to be drawn to the arch on the top left corner. Overall, I think it's pretty good. The trees look pretty nice, the variation in branches is excellent. The transition from dirt to stone near the water is a bit rough in places. Other than that, it looks pretty good to me.
http://www.minecraftforum.net/topic/1747526-ctmcollection-dissolved-hatred-series/#entry21672341
EDIT: Does anybody now the ID of those sandstone blocks, which got realesed in 1.5?