I did too.
My only complaint with it is that it is clearly version 1.0 of this concept. The aesthetics could be improved, some concepts could be adjusted. But I don't think that's any reason to give up on putting so much work into it.
This is by no means a bad map. Add in that it's only your second, and that around 4/5 of it was new to you, it is great.
On top of all this, despite being your second map, there is only one section of it that you've already worked with. Most of the map is still essentially your first.
My recommendation would be to take the feedback as just that: feedback. I am personally quite impressed with it and I look forward to any future work you may create.
Well a lot of the specific ideas I has, aren't received well.
- I wanted a survival island. I didn't want scenery.
- The dropper branch is a replica of the Code. I thought the idea of biuome specific levels could be fun. I NEVER wanted nor could I make giant levels like The Dropper.
- Escape, why can't I post a sort of sequel to my own map?
- Parkour is staged like a training level. I hate parkour. The thing I hate most about parkour is dying and having to fall from high places.
All in all, 35% is a terrible rating. I don't know how to improve it. Because it plays to my taste. Perhaps if I ever do make another map, I will solely go with puzzle. But it's extremely difficult to produce ideas. Jumping is NOT EVER a puzzle.
My biggest disappointment is that this project is massively better designed than Complex, but it's not received that way. I don't get it.
Right, to follow up on CFG's comments, I just finished as well and I'll be totally honest - I deeply disliked the majority of the map. I really only finished so I could offer feedback.
Arena Branch: As CFG said, this branch was just... dreadfully balanced. Nothing about it was fun, the whole system felt tedious, and half the battles were ridiculously unbalanced, while the other half were a joke. Offering no health potions of any sort during the battles just made everything incredibly stale, the continuous spawns promoted unbalance, and the lack of spawn-stopping after you reached the limit made everything incredibly annoying. I really honestly hated this branch. It did not feel balanced, it did not feel fun, and the visuals were sub-par and repetitive.
Parkour Branch: Started off fine, and turned into some poorly designed parkour. The end of it is in dire need of rebalance, as it just causes a waste of time for failing around course 10 onward. It was okay and enjoyable enough at the start, but really turned into a lack of interesting ideas incredibly quickly.
Labrynthian Branch: Just... no. This was unimaginative, unfun, and just unbalanced. There was nothing about this I enjoyed, and the entire thing was sheer boredom and tedium. I hated it so much, but toughed it out in the hopes the maze design would get even remotely more interesting. I was sad to discover I was very much wrong. Bad bad bad, really has no place in this map, as it just creates even more stale gameplay.
Survival Branch: Finally something interesting and relatively enjoyable. As CFG said, it could use some more love and care to it, as it ends up feeling like something cut out of a default world, by and large, but this was definitely one of the more interesting branches. Not excellent, as it's just default survival with some additions, but a lot less tedious and fairly more interesting than the previous branches thus far.
Boss Battle Branch Honestly, with all of the cool and interesting mob mechanics we can make use of now, the Wither was the last thing I wanted to see going in. I walked in all excited to see what interesting boss you'd cooked up, only to groan when the wither tag showed up. Massive lack of any imagination here, and I was incredibly disappointed by the fight. As someone experienced in Minecraft combat, it was really just a boring fight, and there's so much more you can do, that I'm incredibly disappointed that you didn't.
Adventure Branch: Honestly, this was adorable. I thought it was cute for what it was trying to be, but it wasn't anything particularly special. The story was cute, I chose the zombie king ending too, though I was hoping for a conclusion to the story, which I didn't get. Regardless, this one is definitely the best branch of the bunch.
Trivia Branch: Groan... Not fun. Tedious. Annoying. The questions often ended up being something the average player would have no idea how to answer, further made tedious by the obnoxious mechanic of returning you to the start every time you failed. Just no, never again. Checkpoints are key in something this already fairly dull. Not helped by further use of trivia-esque questions later on.
Escape Branch: Just like the boss battle branch, I went into this excited, and left absolutely annoyed and bored out of my mind. There was absolutely no reason to rehash the Complex here, and after Jesper's tease at it in Code II, I was burned out of Complex-esque gameplay. There was SO many options you had here for interesting gameplay, and instead you gave me the most tedious and boring option. I hated this area, and really wish this entire bit was scrapped, and redone with something far more original and imaginative.
Dropper Branch: Two words: Creative Environments. Your dropper levels had none. Every single one was a square chute with minimal wall decoration and simple block lines. Take a leaf out of Dropper 1&2 and The Library. You need to really expend more effort on these drops, as nothing about them was really worth doing in the slightest, especially scenery wise. There's no cool visual tricks, no eye candy, but just faintly decorated and themed square tubes.
And finally...
Puzzle Branch: Definitely the second best one out of the bunch. The ending got incredibly annoying and tedious, but the first chunk of puzzles was incredibly well designed and a ton of fun to investigate, work out, and solve. I enjoyed about my first half-hour in it, but got annoyed with the lack of easy-walking through it, when going back to the hub, and the 'rinse and repeat' gameplay of the last few puzzles. They could really use some work, but the first chunk were stellar. Once it hit the large 'maze-y' room, where you had to work out the correct doorway, I started getting bored.
On an arbitrary scale of 1-100, I award this map a 35/100. Overall it was an exercise in the most tedious side of the majority of the styles you selected, with some pretty horrible unbalancing, and a lot of incredibly boring gameplay. With a few shining moments, the idea has potential, but you failed to execute the majority of styles you were aiming for, making the map feel like a chore rather than a game.
Needs a lot of balance, aesthetic, and attention-capturing work, as detailed above.
Hmm its really interesting reading this. I think you're off on a lot of stuff. The arena to me was pretty balanced and you say everything is unbalanced but you don't provide examples at all. The mobs don't spawn is a good thing there is a reason you get sent back what's the point of making you restart if you're just going to walk through it. These extra mob spawning act as "penalty" for dying.
Parkour time... the last part wasn't bad at all and I HATE parkour and you have no idea how badly i am at it and that branch took me 30 mins or so. Again not as bad as you're putting it. I have video proof of me playing through all these branches yeah at times I got frustrated with it but the only reason I did that is because its parkour.
The maze branch was a bit bland I cannot lie now I do think It had a place in this map I don't see why it doesn't. My big thing with maze / labyrinths like this are they are usually all repetitive in the same way. Please give me some examples of how the maze could of gotten "Even remotely interesting" it's really the only branch i'm completely blank on for suggestions.
For survival i don't have anything to say maybe he could spice it up a bit that would help.
- Haven't played boss battle yet so I cannot comment on that.
The trivia questions were quite clever to me. It really made you really think on some of them. I recommend speeding up some of the deaths somehow and putting it checkpoints isn't a must but I would put it there. Each branch is supposed to be a challenge keep that in mind before you say everything is not fun and frustrating. No branch is supposed to be a cakewalk... maybe the adventure branch but thats more of a role playing area but you seemed to enjoy that one.
I enjoyed the escape branch I don't see why you're so tired of the whole "complex" idea. If i never played the map and read this review I would think qmagnet used the idea of complex twenty times by now. I didn't find a problem with it but thats just me.
The dropper branch I agree with you he could take a note or two from these maps. The last part was pretty cool to me but different opinions I guess.
I have only played half way threw the puzzle portion and so far its good so I don't have a full opinion on this yet.
On my scale you're giving this what a 7/20 It shouldn't be that low period.
Hmm its really interesting reading this. I think you're off on a lot of stuff. The arena to me was pretty balanced and you say everything is unbalanced but you don't provide examples at all. The mobs don't spawn is a good thing there is a reason you get sent back what's the point of making you restart if you're just going to walk through it. These extra mob spawning act as "penalty" for dying. Plus its a arean branch and when I played it
Parkour time... the last part wasn't bad at all and I HATE parkour and you have no idea how badly i am at it and that branch took me 30 mins or so. Again not as bad as you're putting it. I have video proof of me playing through all these branches yeah at times I got frustrated with it but the only reason I did that is because its parkour.
The maze branch was a bit bland I cannot lie now I do think It had a place in this map I don't see why it doesn't. My big thing with maze / labyrinths like this are they are usually all repetitive in the same way. Please give me some examples of how the maze could of gotten "Even remotely interesting" it's really the only branch i'm completely blank on for suggestions.
For survival i don't have anything to say maybe he could spice it up a bit that would help.
- Haven't played boss battle yet so I cannot comment on that.
The trivia questions were quite clever to me. It really made you really think on some of them. I recommend speeding up some of the deaths somehow and putting it checkpoints isn't a must but I would put it there. Each branch is supposed to be a challenge keep that in mind before you say everything is not fun and frustrating. No branch is supposed to be a cakewalk... maybe the adventure branch but thats more of a role playing area but you seemed to enjoy that one.
I enjoyed the escape branch I don't see why you're so tired of the whole "complex" idea. If i never played the map and read this review I would think qmagnet used the idea of complex twenty times by now. I didn't find a problem with it but thats just me.
The dropper branch I agree with you he could take a note or two from these maps. The last part was pretty cool to me but different opinions I guess.
I have only played half way threw the puzzle portion and so far its good so I don't have a full opinion on this yet.
On my scale you're giving this what a 7/20 It shouldn't be that low period.
-Arena had issues. Lots. The key issue being the progression design. You have a never ending swarm of mobs and a quota to fill of kills. However, specific mobs get incredibly overpower in packs, like Sksletons, Blazes, Witches, and Cave Spiders. Due to incredibly fast spawn rates on some of them, it made playing through those sections incredibly tedious and frustrating, only to be confronted with a laughably easy mob afterwards. Secondly, the need to push a button after beating a wave was may overly obnoxious by the swarms of mobs still in the room. The silverfish alone were incredibly annoying after beating the wave due to their high knockback and ability to stop you from hitting that button at all, which many other mobs did as well. Streamlining that process by simply granting the ladder after completion would make the arena feel nice, progression-wise. Furthermore, as mentioned above, mob balance and progression by difficulty was horribly skewed. Witches were an early enemy, but toss out 30 seconds of poison 2, and damage 2s among other things, and no form of healing was provided in the arena. In the fact, the lack of any auxiliary items aside from armor and swords made the combat far less fun than it could have been, with potions and bows. Check out Xekaj's Overdose 2 map, and look at all the stuff potions can do!
-I was definitely a tad harsh on the parkour, but I too am not a big fan of MC Parkour anyway. My biggest issue was the common tropes that were fallen into, such as ice parkour, fence parkour, and overhead-blocking parkour, all of which is really unfun, and the last level was just frustrating on a 'I fell, so lets wait awhile while I die' instead of the great teleports back up.
-The Code is the really the only place with a proper maze I've ever liked, even mildly. I like a lot of clever multi-stage design, with mini-puzzles scattered within if I must do mazes, but the lava maze was really my final straw, since those things never actually feel fun at all.
-Lack of checkpoints was the only reason the trivia got hate from me. I failed a few late questions and had to rehash all previous 25+ questions just to get back, which caused heavily increased tedium and far more frustration than necessary - at all. Checkpoints really feel like a must there.
-My issue with the "Escape" branch was just the fact it was a giant treasure hunt and nothing more. My experience with "Escape" maps are usually more on the making use of cleverly placed items to escape from rooms, such as a Doors puzzle game. You're given a few key items here and there, which you craft and use to unlock new sections and progress outward until you escape. It always requires sharp eyes and clever use of items from the mapper. However, it was just a large Scavenger hunt in a somewhat tediously large location that was overly difficult to navigate at times. I certainly enjoyed the original Complex, but this version felt a lot less streamlined to me. I supposed I just went in expecting a brain-bender of an escape and craft puzzle segment, and didn't get that type, spending more time picking through taunts instead.
-I just wanted nice aesthetics on Droppers The reason it worked for the Code was because of the common aesthetic woven in the map. Giving set pieces outside the drop, but then turning into a more compact an less interesting drop just really raised, then bombed my expectations for what was within.
My issue was: I enjoyed 3/11 areas particularly. That's about a 2.9/10, just directly, but I liked some a bit, but hated others, so I loosely sat it at 35, though as I said, very arbitrarily.
I would be more than happy to go into further detail, but I'm sitting on a mobile right now! Q, you're more than free to Skype or PM me about anything and everything I've said, as I'd be more than happy to guide you through my thought process, and help in any way I can!
Love the map! But heads up, in the back of the shack in the Adventure branch, a log is missing and exposing some redstone wiring. might want to fix that.
I haven't finished yet, but I will weigh in a bit on the areas I have done.
Going to have to back up the critics on the arena area. The order of mobs doesn't feel like a difficulty curve so much as a zig-zag. I think reordering a few mobs, and a bit of tweaking for spawn speed and detection range could go a long way toward making it not overwhelm the player. (Larger detection range will stop extra mobs from spawning even if players are kiting them around the edge of the ring, etc.) Maybe substitute a pressure plate instead of the button to go to the next area? It is extremely difficult, if not impossible, to hit the button with some mobs, like skeletons. Some cover, especially in skeleton/blaze/witch areas would be deeply appreciated. Maybe setup a low-level enchant table at the start and/or checkpoint? It will encourage players to backtrack early on, or not resent so much if they get killed, and one at the checkpoint would be a nice halfway reward.
Parkour brach: I do like Minecraft parkour, and it was apparent from the get-go that you weren't quite as much of a fan. The linear forward path was a little frustrating given that I've played some larger-scale maps -- I love finding paths, and upward/downward shift a lot. That said, most of the parkour is solid and some of it (noteblocks!) had me grinning even while I was starting to rage. As an aesthetic addition, some blocky/pixel art scenery to either side would make it feel a bit like the player had stepped into a 2d platformer, and I think it would be a lot of fun.
Boss fight: Couldn't beat it in SP, because I lost patience trying to get enchants. Maybe just one bucket of milk or healing potion? Or a bit more room to run/some cover? It wasn't bad at all, just not particularly engaging either.
Dropper branch: Raged and raged and raged and cheated through. Much like the maps that kicked off the genre. XD No legitimate complaints for this; it's meant to be small-scale rather than epic scenery, and that's fine by me.
Trivia branch: The trivia was good, though even I had to resort to guess and check for a few rooms, and I went through a long period of eat/sleep/breathe Minecraft Map-making. I think for an ordinary player, some of the questions are a bit too esoteric. And some things, like stone brick versus stone bricks is just plain cruel. The deaths, though. Jesus. I walked away to get a snack at one point, because drowning in peaceful mode takes minutes. Maybe a quick instant damage effect before you tp the player to the death room? The variety and setups were really clever, but it was way too slow. The last room also killed me because I thought it was a trick -- one of the questions (19) has a period instead of a question mark.
As for the rest, I only tried part of the Labyrinth before getting a bit bored. They're great mazes, but... I'd be thrilled to never see a maze in a map again. XD In any game, not just MC! No fault of yours, and the aesthetics for this level are quite high. I also stepped into the Escape Branch and thought you'd just put the whole Complex in, so I went right back out again. I may give it another try later.
I'm not sure who all you had beta this, but I think a slightly wider or (dare I say it) more diverse group might have been good. I played the map solo, and then with a friend, and we both had very similar complaints.
All else aside, I think the biggest problem this map suffers from is being the follow-up to a brain-bendingly good puzzle map. It's not bad, and it's clear you put a ton of effort into it, but... it's no Complex. I miss the humor, tone, and little bits of plot for me to put together. Complex had so much character to it that Diversity pales a bit in comparison.
P.S.
Not every map you make will be well-received. I loved mine dearly, but it hardly broke 1k downloads. Pick yourself up, and build something even more awesome next time. Your skills as a map-maker aren't even remotely in question, Q. <3
No! Don't!
Don't let hate critics got into you. I love the idea of this map, 10 map genres on 1 map. I haven't seen this map before.
But I cannot lie, some of the branches is a bit bland, and boring, and super duper frustrating.
But I really love some of the branches in this map, like I honestly love the arena branch. It honestly got my heart pumping.
And the small little detail with the sheep sound at the end of the "Mary had a little lamb" parkour stage. I honestly chuckle at the time.
My advice is to make EVERY feedback you got and implement it on your next map, like, I wouldn't mind playing Diversity 2, if it ever comes out. I know that I have very, very minimum experience of map making, like I haven't published a map of my own, but I hope you can find this useful.
So I think the point you guys missed is that I never set out to make 10 amazing maps in one. Do I get any bonus point for it being my 2nd map? I'm not sure how to respond.
Don't let negative feedback take you down. Embrace it. Love it. Use it. This map could be stellar, it just needs a lot more work.You now know which aspects of the maps are well received, and which are definitely not. Feedback, whether positive or absolutely negative, is what you need to improve.
And don't tell me that I don't know how you feel - there's still part of me that is depressed because of the absolute failure and horrible reception of Gloria 2 (thanks Fellonius...)
You'd better get on it before that Wizard comes and ruins your day even more! (Joking Fellonius, in case you're reading this... <3)
A very large project I spent months on gets ripped apart in one or two posts. It's odd when you think you've made something really fun, and it turns out to be a complete waste of time. I don't think I'll put so much time into a project again.
Nonsense! It was time well spent. Even though there are some major gameplay flaws, the general concept and design of the map are very unique. I definitely like the direction you're going.
Love the map! But heads up, in the back of the shack in the Adventure branch, a log is missing and exposing some redstone wiring. might want to fix that.
No idea how that happened but thanks for letting me know.
I'm going to try and implement some changes based on the negative feedback when I get some time...
But some of the items IMO will ruin the challenge.
In my opinion, it's best not to think as if changes ruin the challenge - instead think of some of them as giving the player a Quality of Life boost so they find things more enjoyable. It's always hardest to test your own maps as the creator
I'm going to try and implement some changes based on the negative feedback when I get some time...
But some of the items IMO will ruin the challenge.
Can't wait to watch...
Gah stupid job...
I have to go to work
Works always fun :), let me know what you think. Im about 2 and a half hours into the map and ive only finished 2 sections; The trivia and escape parts are killing me.Also heres part 2
Works always fun , let me know what you think. Im about 2 and a half hours into the map and ive only finished 2 sections; The trivia and escape parts are killing me.
Also heres part 2
Sorry. I'm going to tweak the trivia segment to make it less annoying. Escape isn't actually that bad. But maybe you didn't play Complex.
I did too.
My only complaint with it is that it is clearly version 1.0 of this concept. The aesthetics could be improved, some concepts could be adjusted. But I don't think that's any reason to give up on putting so much work into it.
This is by no means a bad map. Add in that it's only your second, and that around 4/5 of it was new to you, it is great.
On top of all this, despite being your second map, there is only one section of it that you've already worked with. Most of the map is still essentially your first.
My recommendation would be to take the feedback as just that: feedback. I am personally quite impressed with it and I look forward to any future work you may create.
- I wanted a survival island. I didn't want scenery.
- The dropper branch is a replica of the Code. I thought the idea of biuome specific levels could be fun. I NEVER wanted nor could I make giant levels like The Dropper.
- Escape, why can't I post a sort of sequel to my own map?
- Parkour is staged like a training level. I hate parkour. The thing I hate most about parkour is dying and having to fall from high places.
All in all, 35% is a terrible rating. I don't know how to improve it. Because it plays to my taste. Perhaps if I ever do make another map, I will solely go with puzzle. But it's extremely difficult to produce ideas. Jumping is NOT EVER a puzzle.
My biggest disappointment is that this project is massively better designed than Complex, but it's not received that way. I don't get it.
Hmm its really interesting reading this. I think you're off on a lot of stuff. The arena to me was pretty balanced and you say everything is unbalanced but you don't provide examples at all. The mobs don't spawn is a good thing there is a reason you get sent back what's the point of making you restart if you're just going to walk through it. These extra mob spawning act as "penalty" for dying.
Parkour time... the last part wasn't bad at all and I HATE parkour and you have no idea how badly i am at it and that branch took me 30 mins or so. Again not as bad as you're putting it. I have video proof of me playing through all these branches yeah at times I got frustrated with it but the only reason I did that is because its parkour.
The maze branch was a bit bland I cannot lie now I do think It had a place in this map I don't see why it doesn't. My big thing with maze / labyrinths like this are they are usually all repetitive in the same way. Please give me some examples of how the maze could of gotten "Even remotely interesting" it's really the only branch i'm completely blank on for suggestions.
For survival i don't have anything to say maybe he could spice it up a bit that would help.
- Haven't played boss battle yet so I cannot comment on that.
The trivia questions were quite clever to me. It really made you really think on some of them. I recommend speeding up some of the deaths somehow and putting it checkpoints isn't a must but I would put it there. Each branch is supposed to be a challenge keep that in mind before you say everything is not fun and frustrating. No branch is supposed to be a cakewalk... maybe the adventure branch but thats more of a role playing area but you seemed to enjoy that one.
I enjoyed the escape branch I don't see why you're so tired of the whole "complex" idea. If i never played the map and read this review I would think qmagnet used the idea of complex twenty times by now. I didn't find a problem with it but thats just me.
The dropper branch I agree with you he could take a note or two from these maps. The last part was pretty cool to me but different opinions I guess.
I have only played half way threw the puzzle portion and so far its good so I don't have a full opinion on this yet.
On my scale you're giving this what a 7/20 It shouldn't be that low period.
-Arena had issues. Lots. The key issue being the progression design. You have a never ending swarm of mobs and a quota to fill of kills. However, specific mobs get incredibly overpower in packs, like Sksletons, Blazes, Witches, and Cave Spiders. Due to incredibly fast spawn rates on some of them, it made playing through those sections incredibly tedious and frustrating, only to be confronted with a laughably easy mob afterwards. Secondly, the need to push a button after beating a wave was may overly obnoxious by the swarms of mobs still in the room. The silverfish alone were incredibly annoying after beating the wave due to their high knockback and ability to stop you from hitting that button at all, which many other mobs did as well. Streamlining that process by simply granting the ladder after completion would make the arena feel nice, progression-wise. Furthermore, as mentioned above, mob balance and progression by difficulty was horribly skewed. Witches were an early enemy, but toss out 30 seconds of poison 2, and damage 2s among other things, and no form of healing was provided in the arena. In the fact, the lack of any auxiliary items aside from armor and swords made the combat far less fun than it could have been, with potions and bows. Check out Xekaj's Overdose 2 map, and look at all the stuff potions can do!
-I was definitely a tad harsh on the parkour, but I too am not a big fan of MC Parkour anyway. My biggest issue was the common tropes that were fallen into, such as ice parkour, fence parkour, and overhead-blocking parkour, all of which is really unfun, and the last level was just frustrating on a 'I fell, so lets wait awhile while I die' instead of the great teleports back up.
-The Code is the really the only place with a proper maze I've ever liked, even mildly. I like a lot of clever multi-stage design, with mini-puzzles scattered within if I must do mazes, but the lava maze was really my final straw, since those things never actually feel fun at all.
-Lack of checkpoints was the only reason the trivia got hate from me. I failed a few late questions and had to rehash all previous 25+ questions just to get back, which caused heavily increased tedium and far more frustration than necessary - at all. Checkpoints really feel like a must there.
-My issue with the "Escape" branch was just the fact it was a giant treasure hunt and nothing more. My experience with "Escape" maps are usually more on the making use of cleverly placed items to escape from rooms, such as a Doors puzzle game. You're given a few key items here and there, which you craft and use to unlock new sections and progress outward until you escape. It always requires sharp eyes and clever use of items from the mapper. However, it was just a large Scavenger hunt in a somewhat tediously large location that was overly difficult to navigate at times. I certainly enjoyed the original Complex, but this version felt a lot less streamlined to me. I supposed I just went in expecting a brain-bender of an escape and craft puzzle segment, and didn't get that type, spending more time picking through taunts instead.
-I just wanted nice aesthetics on Droppers
My issue was: I enjoyed 3/11 areas particularly. That's about a 2.9/10, just directly, but I liked some a bit, but hated others, so I loosely sat it at 35, though as I said, very arbitrarily.
I would be more than happy to go into further detail, but I'm sitting on a mobile right now! Q, you're more than free to Skype or PM me about anything and everything I've said, as I'd be more than happy to guide you through my thought process, and help in any way I can!
Parkour brach: I do like Minecraft parkour, and it was apparent from the get-go that you weren't quite as much of a fan. The linear forward path was a little frustrating given that I've played some larger-scale maps -- I love finding paths, and upward/downward shift a lot. That said, most of the parkour is solid and some of it (noteblocks!) had me grinning even while I was starting to rage. As an aesthetic addition, some blocky/pixel art scenery to either side would make it feel a bit like the player had stepped into a 2d platformer, and I think it would be a lot of fun.
Boss fight: Couldn't beat it in SP, because I lost patience trying to get enchants. Maybe just one bucket of milk or healing potion? Or a bit more room to run/some cover? It wasn't bad at all, just not particularly engaging either.
Dropper branch: Raged and raged and raged and cheated through. Much like the maps that kicked off the genre. XD No legitimate complaints for this; it's meant to be small-scale rather than epic scenery, and that's fine by me.
Trivia branch: The trivia was good, though even I had to resort to guess and check for a few rooms, and I went through a long period of eat/sleep/breathe Minecraft Map-making. I think for an ordinary player, some of the questions are a bit too esoteric. And some things, like stone brick versus stone bricks is just plain cruel. The deaths, though. Jesus. I walked away to get a snack at one point, because drowning in peaceful mode takes minutes. Maybe a quick instant damage effect before you tp the player to the death room? The variety and setups were really clever, but it was way too slow. The last room also killed me because I thought it was a trick -- one of the questions (19) has a period instead of a question mark.
As for the rest, I only tried part of the Labyrinth before getting a bit bored. They're great mazes, but... I'd be thrilled to never see a maze in a map again. XD In any game, not just MC! No fault of yours, and the aesthetics for this level are quite high. I also stepped into the Escape Branch and thought you'd just put the whole Complex in, so I went right back out again.
I'm not sure who all you had beta this, but I think a slightly wider or (dare I say it) more diverse group might have been good. I played the map solo, and then with a friend, and we both had very similar complaints.
P.S.
mangled zombie corpsesunusual resources.No! Don't!
Don't let hate critics got into you. I love the idea of this map, 10 map genres on 1 map. I haven't seen this map before.
But I cannot lie, some of the branches is a bit bland, and boring, and super duper frustrating.
But I really love some of the branches in this map, like I honestly love the arena branch. It honestly got my heart pumping.
And the small little detail with the sheep sound at the end of the "Mary had a little lamb" parkour stage. I honestly chuckle at the time.
My advice is to make EVERY feedback you got and implement it on your next map, like, I wouldn't mind playing Diversity 2, if it ever comes out. I know that I have very, very minimum experience of map making, like I haven't published a map of my own, but I hope you can find this useful.
Heres my part 1
And don't tell me that I don't know how you feel - there's still part of me that is depressed because of the absolute failure and horrible reception of Gloria 2 (thanks Fellonius...)
You'd better get on it before that Wizard comes and ruins your day even more! (Joking Fellonius, in case you're reading this... <3)
My Minecraft Maps: coldfusionmaps.com
My Minecraft Maps: coldfusionmaps.com
No idea how that happened but thanks for letting me know.
But some of the items IMO will ruin the challenge.
Can't wait to watch...
Gah stupid job...
I have to go to work
In my opinion, it's best not to think as if changes ruin the challenge - instead think of some of them as giving the player a Quality of Life boost so they find things more enjoyable. It's always hardest to test your own maps as the creator
Works always fun :), let me know what you think. Im about 2 and a half hours into the map and ive only finished 2 sections; The trivia and escape parts are killing me.Also heres part 2
Secret access should have opened up
Sorry. I'm going to tweak the trivia segment to make it less annoying. Escape isn't actually that bad. But maybe you didn't play Complex.
You were wrong.
Here's my lp episode 1. Thoroughly enjoyed it