Hiya! My name's Sylf_ and this is my map Kipuka Fields! (Note the title!). I also have posted some other smaller maps for community events and suchlike in the first post down there too!!
Introduction:The basic premise behind my map is that you are given infinite fire resistance throughout the map, this therefore means that you are able to trap mobs in lava, swim up lavafalls and generally derp around with that orange goo. This adds a sense of depth to the map not seen in any other (that I know of!).
More pics because derpy forums:
Put your spoiler here.
Note: I am not doing a progress meter due to the fact that this could take some time and I don't want the pressure of people waiting!
TERMS AND CONDITIONS MAP (MAPS, plural) - Data that interfaces with the Minecraft client to extend, add, change or remove game content.MOJANG - Mojang AB OWNER - , Original author(s) of the MAP. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MAP despite use of MOJANG code.USER - End user of the map, person installing the map.THESE MAPS ARE PROVIDED AS IS; WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THESE MAPS TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THESE MAPS. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THESE MAPS FALL ON THE USER.Use of these MAPS to be installed, manually or automatically, is given to the USER without restriction.These MAPS may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of these MAPS must have advance written permission from the OWNER. ANY attempts to make money off of these MAPS (selling, selling modified versions, adfly, share cash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
So this might turn into a review, it might not. I'm gonna use the rubric from the CTM thread though.
Sylf's Xmas Map: 22/30 Overall Enjoyment: 8/10 Difficulty (I'm bad, so this might be a bit overstated): 6.5
This is a really fun map. Its main pitfalls are its reuse of visual and gameplay aesthetics, but overall is a fun experience, with Sylf's attention to detail really showing through.
Gameplay: 7/10 Mobs: 3/5
Initially, the custom mobs are really neat. They're tougher than your vanilla mobs, but still beatable, and still interesting enough to fight. As I continue to the red wool, (before the white wool) those blazes add a nasty, and interesting surprise. I like it. The problem arises in the green wool, where the challenge feels quite similar to that of the red wool: I run to some kind of blaze-rigged tower, grab a wool, then run away. For only 3 wools, some change in strategy would have been nice, but for just 2 wools, it's still fairly entertaining.
At the white wool (ending, because we all hate following CTM order) we encounter some little thorn-armored zombie-jerks. This wool feels a bit short, as it's literally a hallway with fleecey mob spawners. Because I didn't notice the mob was the fleecey mob, I went to the end of the pathway, then saw that the zombies had wool for heads, so that was OK. However, an observant player would notice it, and do what I eventually did: use the water to lock up the fleecey mob, then just attack it with an axe.
I needed a subcategory for Gameplay that fits this. This isn't aesthetics, it's more of a progression of blocks used in them. Hopefully that made sense.
So the first area (not spawn, but battlezone) was amazingly well designed. Although on the surface it looks like a generic CTM cave, the attention to detail in the secret passageway that loops and nicely hidden chests, along with a basement, create a really amazing first impression.
Next place was just aesthetic, so I won't talk about it...yet.
The red wool was another really nicely set out area. The detail with the blazes and the wool area made the area really original, and helped add a sense of urgency to, at least, my gameplay that I really wish was included in my LP.
The green wool has the same kind of environmental aspects as the red one, but as I've already explained my problem with that area, I'm going to leave it at an exciting climb.
Aesthetics: 7/10 Background: 4/5
While the specific decoration of every area was quite well done, the block variation itself felt very repetitive. Even though this is a small map, it plays like a 1-intersection CTM, so every area needs its own background, even though the grand intersection, green wool, and the first area all had very similar styles of block variation.
The green wool is really a masterpiece-it stands out from the map with its dark wool that forces the player to focus on the map itself without becoming being a boring background-exactly what I want out of a background.
Because the white wool was a hallway, the entire thing is a kind of build, so that is not included in my 'background' subcategory
The spawn was essentially made of background, not included in this subcategory.
The first area was a very nicely set up area, the fishing hut place thing being the only detail. A quaint little thing like that is a good detail, and really all I feel like that area needed.
The monument area was kind of the same as the spawn. The presents were cool though, but they felt like part of the background.
The red wool is my favorite, if you haven't figured that up yet. The presents cut out right when their style of gameplay starts getting boring, and the...I guess it's a Santa UFO? Whatever it is, it felt strangely appropriate, and I actually liked it.
The green wool had another nice design idea, but that structure lacked the details needed for an elegant build. I saw quartz with glass, and while the milk glass was a cool idea, it looked kind of dull. Maybe mixing the quartz with some snow, or making the glass a bit fuller with some webs on the top as a kind of froth would have been a good detail. Really cool idea, decent execution.
The white wool was an interesting setup, which looked like a clean design with a set of blues, and looked nice but not amazing. Nothing was bad about it, I just feel like it needed some kind of crowning gem or focal point to really become an incredible build.
So this doesn't have any subcategories, because frankly, I think this is a dumb thing to rate. But this review is the wrong place to put that.
So a christmas map isn't exactly original, but the execution feels really genuine, and the small added details made the map into a really nice piece of work. Also, flying presents feel original. But overall, the ideas behind the gameplay aesthetics (like a burining room) feel original, so you get some points there, same with the milk-shaped area. In fact, now I'm kind of sad the white wool wasn't some kind of other food or christmas-related thing.