Im at Intersection 3 and the fire resistance has disappeared...
Hmmmm...... I may need to copy the command blocks over there. I have no idea why because they are in the spawn chunk but thanks for reporting it!! You can cheat yourself in the fire resist for now
I guarantee that the first two intersections are swuggy, and I'm planning on playing through it in a whole non-beta thingy now that I have a computer again.
I guarantee that the first two intersections are swuggy, and I'm planning on playing through it in a whole non-beta thingy now that I have a computer again.
Infaderp yay!! We have to talk on skype later! And shame on you for the beta!!
Just finished playing through the map - here are my thoughts, divided into three arbitrary categories!
[Possible] Bugs:
The spawners in The Final Hour did not seem to work, unless they were simply there to scare the player. At first I thought I was lighting them up too fast for anything to spawn, but after I had finished the area I took out the torches around one of them just to see what the mob was ... but after several minutes nothing appeared. Perhaps the delay is set to some incredibly high amount.
Negatives:
I thought some things in the map were too difficult to find; namely, intersection 2, intersection 4, and the black dye.
For I2, I don't think the way forward should ever require digging through the wall, unless it is indicated in some way (make the area to dig through out of a different block, provide a sign with a hint). I think the leaf pathway going in one extra block there was too subtle.
By I4, you had established with the previous intersections that the path to the next one would be in the last area of the previous, so I was looking much more closely in Burple Murple than Slice 'N Dice. And a lot of the walls in that area were lit up with glowstone, so the hole behind the vines didn't really stand out. Actually the only way I found the intersection was digging through the wall behind the other "tendril" at the Colour Monument guessing that there would be another teleporter. It worked!
As for the Black Dye...yeah. I'm not against the fake fleecy boxes, but I think for all the trouble some of them were to get too they should at least have had some reward. After I spent a long time lighting up every inch of the area, swimming up the lava streams, squinting around the top trying to look for a tunnel in one of the walls, and trying to dig into the the top of the pillar, I finally flew around the area in MCEdit, and even then it took me a while to locate the box with a single glass pane visible at the base of the pillar. If something is going to be hidden that well, I think the area should be much smaller to account for it.
Finally, I felt like the Purple Dye was really imbalanced compared to the rest of the map (well, the beginning of Funbox Gardens was probably more difficult, but I bypassed that ladder area with a well-placed lava stream). The main problem wasn't the layout of the area or the spawners, but the fact that being constructed of black stained clay rendered it practically impossible to see the geometry of the building or how well lit anything was. I guess the main problem is that corners are invisible when it's all black. Adding even a small bit of contrast between the ceiling/floor and walls would make that area much more enjoyable.
Positives:
I LOVED the block combinations you used throughout the map, especially in the Super Meat Boy area <3. Everything seemed to be so much more vibrant and colorful than any other maps I have played.
Overall the balance was very well done. There were a few areas that were oddly easy - the spider area and Topsy Turvy come to mind, but the level design was still great so they didn't suffer too much for it. Crimson Garrison in particular was perfectly balanced in my opinion; I enjoy heavy combat areas so that one was awesome.
Speed items are the best.
I guess I should also comment on the main gameplay mechanic of the map. I didn't use lava as a weapon because it seems too overpowered, but being able to use lava as an escape and transportation made things very different. Also I learned the hard way that one block of lava doesn't prevent fall damage! And... I forgot that many times throughout the map...only to despair at the last second as I remembered in the moments before my death.
So...closing remarks...I suppose these feedback sections usually conclude with a magical number called a "rating". But considering that such a number would be spurious at best, I will leave the weighing of my thoughts in the map maker's reliable hands.
Anyway, thanks for putting out such an enjoyable map! Look forward to the next one.
Just finished playing through the map - here are my thoughts, divided into three arbitrary categories!
[Possible] Bugs:
The spawners in The Final Hour did not seem to work, unless they were simply there to scare the player. At first I thought I was lighting them up too fast for anything to spawn, but after I had finished the area I took out the torches around one of them just to see what the mob was ... but after several minutes nothing appeared. Perhaps the delay is set to some incredibly high amount.
Negatives:
I thought some things in the map were too difficult to find; namely, intersection 2, intersection 4, and the black dye.
For I2, I don't think the way forward should ever require digging through the wall, unless it is indicated in some way (make the area to dig through out of a different block, provide a sign with a hint). I think the leaf pathway going in one extra block there was too subtle.
By I4, you had established with the previous intersections that the path to the next one would be in the last area of the previous, so I was looking much more closely in Burple Murple than Slice 'N Dice. And a lot of the walls in that area were lit up with glowstone, so the hole behind the vines didn't really stand out. Actually the only way I found the intersection was digging through the wall behind the other "tendril" at the Colour Monument guessing that there would be another teleporter. It worked!
As for the Black Dye...yeah. I'm not against the fake fleecy boxes, but I think for all the trouble some of them were to get too they should at least have had some reward. After I spent a long time lighting up every inch of the area, swimming up the lava streams, squinting around the top trying to look for a tunnel in one of the walls, and trying to dig into the the top of the pillar, I finally flew around the area in MCEdit, and even then it took me a while to locate the box with a single glass pane visible at the base of the pillar. If something is going to be hidden that well, I think the area should be much smaller to account for it.
Finally, I felt like the Purple Dye was really imbalanced compared to the rest of the map (well, the beginning of Funbox Gardens was probably more difficult, but I bypassed that ladder area with a well-placed lava stream). The main problem wasn't the layout of the area or the spawners, but the fact that being constructed of black stained clay rendered it practically impossible to see the geometry of the building or how well lit anything was. I guess the main problem is that corners are invisible when it's all black. Adding even a small bit of contrast between the ceiling/floor and walls would make that area much more enjoyable.
Positives:
I LOVED the block combinations you used throughout the map, especially in the Super Meat Boy area <3. Everything seemed to be so much more vibrant and colorful than any other maps I have played.
Overall the balance was very well done. There were a few areas that were oddly easy - the spider area and Topsy Turvy come to mind, but the level design was still great so they didn't suffer too much for it. Crimson Garrison in particular was perfectly balanced in my opinion; I enjoy heavy combat areas so that one was awesome.
Speed items are the best.
I guess I should also comment on the main gameplay mechanic of the map. I didn't use lava as a weapon because it seems too overpowered, but being able to use lava as an escape and transportation made things very different. Also I learned the hard way that one block of lava doesn't prevent fall damage! And... I forgot that many times throughout the map...only to despair at the last second as I remembered in the moments before my death.
So...closing remarks...I suppose these feedback sections usually conclude with a magical number called a "rating". But considering that such a number would be spurious at best, I will leave the weighing of my thoughts in the map maker's reliable hands.
Anyway, thanks for putting out such an enjoyable map! Look forward to the next one.
Thanks so much for the feedback!! My second map is in the making!
Hey! Good work with kipuka fields! Looking forward for your next map!
As you know this isn't the best CTM map out there, but make a full length one... is hard, really hard... so...let's try to help you a little bit increasing the number of downloads and players enjoying your map!
EDIT: it worked for about 2 mins, but it started crashing again
Hmmmm...... I may need to copy the command blocks over there. I have no idea why because they are in the spawn chunk but thanks for reporting it!! You can cheat yourself in the fire resist for now
THAT SAVE!
Wow lol!!
Did you like the mooshroom area?
I guarantee that the first two intersections are swuggy, and I'm planning on playing through it in a whole non-beta thingy now that I have a computer again.
[YOUR AD HERE FOR JUST $69.69]
Infaderp yay!! We have to talk on skype later! And shame on you for the beta!!
The spawners in The Final Hour did not seem to work, unless they were simply there to scare the player. At first I thought I was lighting them up too fast for anything to spawn, but after I had finished the area I took out the torches around one of them just to see what the mob was ... but after several minutes nothing appeared. Perhaps the delay is set to some incredibly high amount.
Negatives:
I thought some things in the map were too difficult to find; namely, intersection 2, intersection 4, and the black dye.
For I2, I don't think the way forward should ever require digging through the wall, unless it is indicated in some way (make the area to dig through out of a different block, provide a sign with a hint). I think the leaf pathway going in one extra block there was too subtle.
By I4, you had established with the previous intersections that the path to the next one would be in the last area of the previous, so I was looking much more closely in Burple Murple than Slice 'N Dice. And a lot of the walls in that area were lit up with glowstone, so the hole behind the vines didn't really stand out. Actually the only way I found the intersection was digging through the wall behind the other "tendril" at the Colour Monument guessing that there would be another teleporter. It worked!
As for the Black Dye...yeah. I'm not against the fake fleecy boxes, but I think for all the trouble some of them were to get too they should at least have had some reward. After I spent a long time lighting up every inch of the area, swimming up the lava streams, squinting around the top trying to look for a tunnel in one of the walls, and trying to dig into the the top of the pillar, I finally flew around the area in MCEdit, and even then it took me a while to locate the box with a single glass pane visible at the base of the pillar. If something is going to be hidden that well, I think the area should be much smaller to account for it.
Finally, I felt like the Purple Dye was really imbalanced compared to the rest of the map (well, the beginning of Funbox Gardens was probably more difficult, but I bypassed that ladder area with a well-placed lava stream). The main problem wasn't the layout of the area or the spawners, but the fact that being constructed of black stained clay rendered it practically impossible to see the geometry of the building or how well lit anything was. I guess the main problem is that corners are invisible when it's all black. Adding even a small bit of contrast between the ceiling/floor and walls would make that area much more enjoyable.
Positives:
I LOVED the block combinations you used throughout the map, especially in the Super Meat Boy area <3. Everything seemed to be so much more vibrant and colorful than any other maps I have played.
Overall the balance was very well done. There were a few areas that were oddly easy - the spider area and Topsy Turvy come to mind, but the level design was still great so they didn't suffer too much for it. Crimson Garrison in particular was perfectly balanced in my opinion; I enjoy heavy combat areas so that one was awesome.
Speed items are the best.
I guess I should also comment on the main gameplay mechanic of the map. I didn't use lava as a weapon because it seems too overpowered, but being able to use lava as an escape and transportation made things very different. Also I learned the hard way that one block of lava doesn't prevent fall damage! And... I forgot that many times throughout the map...only to despair at the last second as I remembered in the moments before my death.
So...closing remarks...I suppose these feedback sections usually conclude with a magical number called a "rating". But considering that such a number would be spurious at best, I will leave the weighing of my thoughts in the map maker's reliable hands.
Anyway, thanks for putting out such an enjoyable map! Look forward to the next one.
Thanks so much for the feedback!! My second map is in the making!
It's in Intersection 2 it's the place with the carpets leading to it, and this map uses dyes not wool
As you know this isn't the best CTM map out there, but make a full length one... is hard, really hard... so...let's try to help you a little bit increasing the number of downloads and players enjoying your map!
See you around and have fun mapping!