Ah, I see. No rush then, I was just wondering. Out of curiosity, is SP03 going to be made in 1.8 or 1.7?
Both, actually. I'm using 1.7.2 for the time being, bot the only reason for this is that I'm waiting for an update of In-game NBTedit. After that updates, I'll hop to 1.8 with all of it's kewl features. The map will be released for 1.8, obviously (or even 1.9, if that comes out in dev. time).
Hmm, let's not get to the screenshots just yet, but how about this little piece of lore? I've tried to choose the least spoiler-filled one, since most of these fragments of lore I already have written are tied in with the story much stronger.
...each world has its own legends, and this one is no exception. "The legend of Ghevan" is probably the most known out of all of them. The story tells about the asylum, "Ghevan" - the place where the first men of Ria were born. When they were ready, They guided them to Ria – the world that, even with all of its hazards, could have been considered a paradise. When the last person left Ghevan, the path to it vanished, leaving the ancestors of Humanity alone in this new world, but with their memories reminding them that They are silently watching...
Aaaand it's time for another dev. update!
I'll probably do these every weekend, (if I'll have something to talk about).
As I did last time, I'll start with SP #02. I took a little break at the start of the week, and started working again. Now I'm finishing 3rd wool and starting the 4th - last for Intersection I. After that, I'll slow down a bit, but there is a good reason for me to do so.
Remember me saying that I might do a mini-ctm to "crash test" some new ideas? Yup, that's the reason. I think I'm doing it. As with SP #02, I will not reveal too much information. It's going to be a hybrid between "open world" and "linear" styles - the player will be able to explore the things he wants to explore right from the start, but as he explores more and more, he will progress through the map one way or the other. As it'll be a mini-ctm, there will be only 3 wools, but you know how I'm going to make it more interesting? Hardcore. ;D
And now a few words about planned updates on Animosity.I'm thinking there will be one more update on it, where I'll fix some minor stuff and get some aesthetic changes going. After that I will no longer update it. In a distant future, I may remake Animosity completely, (as Vechs did with "Sea of Flames II", "Black Desert II" etc). But now I'll focus on developing my skills with new maps.
Lastly, I want to talk about OP. I have updated it just a tiny bit, and will update it more globally tomorrow. Mainly add some information about the two WIP maps.
And as I will do each Dev. Update - a closing screenshot:
I decided to do a solo run of Animosity and write up a review similar to how I did with Overload. Won't be quite the same since it isn't a blind run, but figured it would be helpful anyway. I might do the same for Blizzard and Sandstorm in the future if you'd like.
==RED ROCK CANYON==
Starts off open and tame, which I think is good. Gives the player time to scout the area and plan a strategy, as well as gather some wood for some basic tools. It is a little scary to have a high drop, but at least there's tons of water below and not just total land, though it is annoying to climb back up if you do fall. The wool area is pretty dangerous though, if you get knocked off by a mob you're pretty much dead unless you get lucky. Plenty of good loot however.
Not too much to say about this Intersection really, except that it has a lot of water and one of the areas has plenty of dirt right at the beginning to easily start a farm. You even give the player carrots to start, how nice of you. Definitely my favorite intersection in the map.
==SACRED FISH TEMPLE==
Deaths: 1
You know that golden shovel you gave me in Red Rock Canyon? I used it to collect a bunch of dirt here. R.I.P. golden shovel. Also, I dislike this area, especially the parts when you have to go down the ladder. I fought off a few things and jumped down to light things up and I got swarmed by zombies. I blocked myself in, but one of them glitched through a block and killed me. One of the chests in the final room got blown up and that made me sad, but I didn't have that much trouble in the room itself. Saved the Ender Pearl, planning to use it in a specific area later. Speaking of the final room, that was the one part of the area I really liked, minus the lava moat around the wool box of course. There was so much loot I had to make two trips to carry back everything I wanted.
==VOLCANIC CORE==
The jump boost thing at the entrance is cool, though the cobwebs aren't exactly reliable. I noticed you didn't use them in Overload, so that's probably why. Thankfully you made an alternate route down. The caged pigmen were pretty interesting, though a bit scarier to me because they brought back memories of the Redeemed Sinners. I had a close call with cheaty gravel, I didn't know there was some in this area until now. The speed boost from the wool box is really neat, though I almost fell to my death a couple times. Nice to have a good reserve of coal blocks here, made it easy to gather coal whenever I needed it.
==WITHERED AQUADUCT==
Deaths: 2
I put this as my favorite Intersection I area, but to be honest I don't really have a favorite area. I only put it as my favorite because I like it better than the other areas, even though most of the area is high off the ground and you have a good chance of getting knocked off. The Leafheads are pretty interesting, though can be easily hated if they knock you off and doom you to a fall. It's cool that they drop armor though, if I ever run out of armor I can come back here and grind to get more. It's unlikely I'll run out, but you never know. A funny thing happened to me here, a baby zombie spawned but then fell through the bars and into the water flow. Unfortunately during my Let's Play I tried to toss my friend something and it fell through the bars, so it's a bit of a double-edged sword. Also, if you're wondering about deaths, the first was pure stupidity. I was building a bridge up from the Intersection exit, ran out of blocks, and decided to jump for the aquaduct. Needless to say, I didn't make it. Salt in the wound, I forgot to set my spawn at the intersection, so I'm all the way back at Red Rock Canyon. GG me. Second death was from a creeper up by the wool box, but I could swear he wasn't that close to me to deal as much damage as he did. He was like 3 blocks away and he still got me for 3.5 hearts of damage. Also I had Ender Pearled over to the ledge in the area, so I'm either going to have to build a bridge or use my reserve Ender Pearl. Decided on the former to save my reserve. After getting the wool I explored the forest area and looted. I'm pretty sure I didn't get everything, but the place is so massive it would take a long time to get all of it.
**INTERSECTION II**
Favorite Area: Short Circuit
Even though I do like sandstone, I think it's used a bit much here in this intersection. The lava at the bottom with the whole minecart setup doesn't help with the mood, I prefer tranquil intersections like those in Overload to dangerous ones like these. To deal with the cobweb catch at the jump boost pad, I backtracked to Sacred Fish Temple and grabbed a few cobwebs (there were some in a chest I found) and placed new cobwebs above the old ones and removed the old ones. Having cobwebs one tile above the ground makes them much more reliable. I also did a little bit of out-of-bounds trickery at the entrance of Hellfire Citadel to turn it night. I walked into the area, which turned it night, then I dug into the wall and pillared up. Consequently I discovered the Giga Pick which I never knew existed in the map, so there's one good thing. Anyway, I triggered the nighttime by walking into the area, towered up out-of-bounds, and then dropped back into Intersection II so I could sleep. I could've just waited but that's boring. Besides, getting out-of-bounds and seeing what it looks like is pretty cool, I love doing that in some games.
==RUSHING WATER==
Originally I had planned to do the areas in wool order, but I already messed it up in the first Intersection so I decided to just break from it and go wherever I wanted. Dang it Tikaro, why did you not put the areas in wool order like you did in this Intersection? Anyway, I went a bit into the area and looted some things, then I realized I didn't bring that much food with me, so I went back to my storage and grabbed some more. You did give me melons in the area, but those aren't that good for food. One of my complaints about the area is the cave spiders. There are spawners for them everywhere. I also had three witches come at me at once, not sure if that was from a spawner or just ridiculous natural spawns, though I'm more inclined to believe the the former because you would totally do that. This would be my favorite Int II area if there wasn't so many cave spiders. It feels like you just threw them in to add to the difficulty and didn't think about it too much.
**NOSTALGIC CAVERN**
Deaths: 1
Before you ask, no that's not a typo. I actually did die here once, as sad as that is. It was late in the map and I was building a bridge up to the higher level where the chest with the chicken farm supplies are. I fell once and thought to myself "if I fall off again I'm probably gonna die". And what happens when I get back up to the bridge? I freaking fall again. Splat. Good grief, why am I so dumb. Anyway, nice monument area, very open and peaceful. Also it's MushroomIsland so Mooshrooms spawn, giving the player a good food source. The teleport system is pretty neat, though the second teleport is fairly easily found (Team Canada found it by accident in their Let's Play). Personally though I think the potion spawner and the Storage Room are too close together. That constant potion sound is annoying. :/
==SHORT CIRCUIT==
Out of all the IntII areas, I think I like Short Circuit the best. I like the facility area (for the most part) and while the area uses a lot of gravel and cobblestone, it just seems well thought-out and balanced difficulty-wise. Anyway, this place gives off a quarry-like feel to me, what with all the gravel around. I like how you hid the gold in plain sight at the top of the pillars, that's pretty cool, though I ended up not needing to get any because I grabbed plenty from Floor 1 of the facility. For the sake of convenience, I'll refer to the charged creepers in this area as Boomers, as a nod to Vechs. The Boomers are kinda annoying, but not terribly bad if you have rubber boots, provided you don't get launched like 50 feet into the air. Onto the facility, I think you did a pretty good job with this area in all honesty. The TNT trap under one of the lights would be kinda mean, but you did basically warn the player at the entrance so I can't really complain about that. I had a pretty interesting experience with this area this run, actually. First off all, there was actually a creeper that came at me from inside the entrance and triggered the tripwire there (subsequently, he went boom), so I didn't have to worry about that one. Next, the aforementioned TNT trap apparently got set off by a naturally spawned mob before I even got close to the facility, as it had already exploded and left a hole in the floor when I arrived. The cave spider labs were kinda annoying to deal with honestly, but I'm sure everyone has issues with that. After looting basically all the rooms on Floor 2 my inventory was full, so I backtracked to the monument and offloaded some things, repairing the ladder on my way back. Back to the facility, I like the elevator shaft area. It's a nice way of connecting the different floors yet still has danger to it. Speaking of danger, when I got up to Floor 1 a skeleton spawned out of nowhere and scared the hell out of me. He didn't hurt me, fortunately. On the subject of Floor 1, one thing that bugs me about it is that the iron bars here always give me the false impression I can't jump over them. I'm not quite sure why, but they do. Nothing you can do to fix that really, just a personal thing that I always have to remind myself about. After another backtrack to the monument to dump inventory and restock on supplies, down I went to Floor 3. Now comes the part of this area that I somewhat dislike: the wool box area. "You probably shouldn't jump down there" pretty much sums up the whole thing; jumping down there is basically suicide unless you have good blast protection or get really lucky. I feel like this part could've been tweaked a little to be less like bridging over a pit of death and more like a final charge down a hallway with a couple Boomers in the way, somewhat like the wool box area of Cathedral Blaze in Overload but not quite as elaborate and much less spawners. Case in point, a stupid skeleton knocked me down into the pit of death, but I miraculously survived because one of the Boomers launched me into one of the recesses in the wall, from which I just tunneled through the wall and back to the entrance. Fortunately it only took a few blocks worth of a bridge before I could reach the edge of the box and quickly build the rest, after which I grabbed the wool and GTFO'd.
==HELLFIRE CITADEL==
Deaths: 1
Hoo boy, this area. Lime is my favorite color of wool, but unfortunately this isn't my favorite area of the map. Stains of Time was my favorite in Overload though and it was the Lime wool, so I liked that. Anyway, back to the area. I like how you have a short outdoor area so you can take in the size of the citadel and get a sense for what the area is going to be like. The spiral staircases are pretty annoying though, they seem to go on forever. At least there's only four of them. It's also kinda annoying that you can't place torches on the small paths, but at least you can place them on the fences so it's really just an inconvenience. The blaze staircase place is interesting, albeit a little mean because skeletons. Though it's not that difficult if you have fire resist and you take care of the skeletons before rushing up. I enjoyed the rooftop loot area, it had a sense of danger with all the ghasts and stuff without being overly difficult. After a run back to the monument to dump inventory, I tackled the wool box area. Remember earlier in the map when I was saving Ender Pearls? This is the main place I was saving them for. Pearl to the wool box, grab the wool, and run through to the next area. At least, that was the idea... I completely forgot to use a fire resist potion in case of failure and I threw the pearl too high. RIP my things. Oh well, I have plenty of other things I can use at the monument. Most of that loot would probably just get thrown into a chest and forgotten about eventually anyway. Let's try this again. Use Fire Resist and... made it! Grabbed the wool and was bridging over to the next area when a ghast shot me down into the lava. Thanks ghast. I was able to pillar back up though, so that's good.
==BURN AND CRAWL==
The minecart trap at the start almost got me even though I knew it was there. I knew it was a TNT trap but I forgot that it stopped the cart on the tracks. I probably should've gone back to the monument to place the wool, but I have to go through the Citadel to get to Burn and Crawl anyway, so if I die I'll just grab another wool piece. That is, unless I die twice. Then I'll take the wool back, for obvious reasons. Anyway, onto this area. I wasn't too worried about dying with the wool as I stated before, but I still went a little carefully. At one point I ran out of torches and was deciding what I should do when I found a chest with three stacks of torches. It's like you knew I would run out right there and would need more. Same thing with arrows later, ran out and then I come upon a chest with arrows. I'm liking this area already. The cave spiders were annoying of course, but they were a lot more strategically placed compared to Rushing Water.
I like this Intersection a bit more than II, but I'm not a fan of void. I'm fine with the skeletons and the icy bridge, but not the void below it. Heck, just a deep pit as the danger would be fine, that way I have a chance to recover my things if I fell. I wish you would've given more quartz than you did so there would be enough to completely replace the ice of the bridge and make a safety rail around the whole thing, but oh well. Stone brick rails work just as well.
==JELLYFISHES ARE MAD==
I'll be honest, I knew this area is the shortest and easiest of the IntIII areas, so I tackled it first. Personally I think the area is kinda annoying, with all the ghasts and the fact that you're underwater, which makes mining things that much slower. Case in point, it's annoying taking out spawners, so it's easiest just to rush for the wool and leave, which is pretty boring for me. I like exploring the areas and finding loot, but this one is basically just rush and leave. Rush areas aren't necessarily a bad thing, I enjoyed Cavern of Adrenaline in Overload. I just think this area could use a bit of tweaking to make it less annoying. Maybe take out a few of the spawners so there's not so many ghasts. If you do one day remake this map, perhaps you could have some boots with the Depth Strider enchantment, that might help.
==FLAMING NECROPOLIS==
I put this area as my favorite IntIII area for somewhat of an interesting reason. I honestly dread going through this area, mostly due to bad memories from my Let's Play. Despite that however, I do think it is well constructed and it definitely seems like you put a lot of time and effort into it. JaM is just kinda annoying, and AO I don't have any particular feelings about. My two main dislikes of this area are: One, it hides Humid Woods. As far as I can tell, there is no indication of Humid Woods anywhere in the map, you just have to stumble upon it almost at pure random. I remember how me and my partner spent over an hour trying to find the dang place and eventually had to ask you for directions because we simply could not find it. Two, it is fairly easily to get lost in and recovering your inventory after a death is not easy. Other than that, I enjoy the labyrinth-esque place where the wool is, it is difficult but it's a good ending segment for the wool. Much better than Hellfire Citadel's, at any rate. It is easy to cheese though, just climb the mountain and boom, you got the wool. That's lame though, I'm going to do it the "intended" way. I think I might've gone the cheesy way in my Let's Play, but regardless. The Pumpkinheads definitely fit the mood of the area, though they are a pretty big nuisance. If you know the general layout of the area and don't get doomed to fall by a mob the area is very fun, and that's why it's my favorite IntIII area. Plus it has some good loot like Glamdring and Solar Prominence.
==HUMID WOODS==
Personally I think this area is way too dark. The difficulty of this area is really up to luck and the natural spawns that you get. These kind of areas are what I like to call hit-and-run areas. Hit 'em up with some torches and then run away for a bit to let the enemies despawn. Rinse and repeat until wool is collected. The woolbox area is pretty crazy, especially since there's a bunch of cave spider spawners. Hate those things. To offer some tweak ideas for a possible future remake, I would suggest maybe putting some redstone torches around since they don't limit spawns very much but still give light. Particularly put them at the staircases to the higher levels so they are easier to spot. That's just my two cents though.
==ARCTIC OVERLAP==
Deaths: 1
I will be the first to admit that the rail segment at the entran makes me nervous. I mean it looks cool and all, but it's nerve-wracking. The area itself I don't have any particular like or dislike about except that there is some nice loot. I like how you give the player wood and coal so they can make torches as they go along in case they didn't make enough. I will say that I enjoyed this area more than Jellyfishes are Mad. Okay, scratch that. Apparently I can't give this area praise or I fall into a tiny little hole in the middle of nowhere and go down into the void. So I'm going to redact my statement of having no particular dislike, I hate the void. Someone in the topic summed up my hate of the void pretty well: you can't fight it. You lose all of your stuff and there's no way to get it back.
==CHILLING CHASM==
Deaths: 2
This is the area I dislike the most, even more than Monochrome Termination. There's cave spiders, skeletons, and ghasts and the pathways are narrow and suspended over void. Plus you have to go all the way through Arctic Overlap to get to the area. I know it's right before Intersection IV, but that's only if you can survive the area. Trying to just rush the area is basically suicide, so you're pretty much forced to take the area slow. Probably one main reason why a speedrun I saw once didn't go through the area and instead went through IntIV and grabbed the wool from there, avoiding almost the entire area. I did this area proper in my Let's Play, except we had to turn KeepInventory on because of the void. I don't hate your map Tikaro, but this area is one that I dread, even more than Flaming Necropolis and Monochrome Termination. If you tweak/remake this map in the future, I definitely think you should consider working on this area a bit.
This is probably my favorite intersection in the map next to Intersection I. The Endermen are a danger, but they are easily avoided and it's much less likely you will lose your stuff if one kills you. Kinda annoyed there's no potion spawner, but it is the final intersection so I guess I can't complain too much. I decided to put your head on top of where the potion spawner would've been, seemed like the best place to me.
==FATAL GRAVEYARD==
Any particular reason for the long walk instead of a teleport? Don't get me wrong, I like the change of pace (though it is annoying when going back to recover lost things), I'm just curious. Anyway, the reason I put this area as my favorite is for basically one reason: no fatal (heh) traps that eat your inventory, aka lava/void. This is the area I felt most comfortable bringing powerful items (like Glamdring) in since there is much less risk of losing them even if I die. I also like how even though it's a big area, you have redstone torches that lead the way to the wool. That's the kind of thing I would've liked to see in Humid Woods. I will admit that the witches are a nuisance, but as long as you take the area a little slow and don't charge in recklessly, they aren't too much of a problem. Typically what I do if I see a witch is run away and shoot them from afar, that seems to work pretty well. Two shots from a Power II bow takes them down, so that's nice. Ran out of torches near the end, but I charged through it since I could see the wool box and I kinda already knew what to expect from previous runs.
==SOMBER DEPTHS==
Deaths: 2
In all honesty this area isn't too bad as long as you're careful around edges and don't get ridiculously unlucky with enemy spawns. In other words, if you're not me. I was getting cocky since I basically breezed through the area up to the wool box and then a creeper blew me off the edge and I died of falling. RIP Glamdring and my set of Prot II armor. Next attempt was going smoothly until a witch spawned behind me and as I was running to kill her a blaze shot me off the same cliff. Luckily third time is the charm, as they say. I didn't have much trouble in the diamond area either, not near as much as I did in my Let's Play. Perhaps rushing and doing things fast is easier sometimes? I guess it's probably somewhat to do with how you don't give the mobs as much time to spawn if you rush in and light up fast. Either way, green wool and diamonds get. Yay. Ugh, now onto the final area. Not looking forward to it.
==MONOCHROME TERMINATION==
Deaths: 3
The railtrack section at the beginning is definitely interesting and foreboding. It doesn't unnerve me quite as much as Arctic Overlap since there's not void below, but it's still pretty nerve-wracking. Anyway, I had a strange thing happen to me at the start: I put the minecart down and hit the button, but for some reason it threw me into the wall the button was on and I almost suffocated to death. What the heck game. Anyway, first death was stupid. I charged forward into the fray and tried to loot the chest without taking out all the monsters. Big mistake. I need to stop being so stupid, why am I being so stupid. My stuff should still be there though, so theoretically I can just charge back in and get it. Not going in with nothing of course, just a suit of armor and a sword. This is probably a bad idea, but hey it's the final area, yolo. Surprisingly it worked, I got pretty much all my stuff back. Things went pretty smoothly for a while, until a short lagspike made a charged creeper explode faster than normal and kill me. Bit more smooth progress, but then my pick broke. Great, now I have to backtrack to the monument and get a new one. I know there's one in a chest near the top but I'm at the bottom and I don't want to be without a pick for that long. I need to offload some junk anyways. Okay now, back in the area. Instead of crossing the void bridges, I'm going to dig up that little stone brick tower I see there. Much safer. There's a bunch of mobs up here, but I clear them out no biggie. I'm pulling out some blocks to make a stairway when charged creeper out of nowhere kills me in one shot when I'm at full health. These creepers must be on steroids, the Boomers in Short Circuit didn't hurt like this. That's it, I'm loading up on Blast Protection. Haven't really used anywhere else in the map, might as well use it here. Boy I'm glad I did. Had I not, I surely would've died again. The final stretch was pretty nerve-wracking, especially when I was getting the wool and hearing charged creepers spawn outside, but fortunately they didn't pay any attention to me. Then finally made a rush back to the monument, sniping skeletons and charged creepers so they wouldn't be an issue. Whew, glad that's over. I liked the area more than Chilling Chasm, but it still was pretty annoying. For a final area though, I think it was alright. Much more balanced than Celestial Garden in my honest opinion.
TOTAL DEATHS: 13 (versus 65 in my Let's Play, good grief)
Rollback Post to RevisionRollBack
Speedrunner and Let's Player. You can see my speedruns here.
I decided to do a solo run of Animosity and write up a review similar to how I did with Overload. Won't be quite the same since it isn't a blind run, but figured it would be helpful anyway. I might do the same for Blizzard and Sandstorm in the future if you'd like.
==RED ROCK CANYON==
Starts off open and tame, which I think is good. Gives the player time to scout the area and plan a strategy, as well as gather some wood for some basic tools. It is a little scary to have a high drop, but at least there's tons of water below and not just total land, though it is annoying to climb back up if you do fall. The wool area is pretty dangerous though, if you get knocked off by a mob you're pretty much dead unless you get lucky. Plenty of good loot however.
Not too much to say about this Intersection really, except that it has a lot of water and one of the areas has plenty of dirt right at the beginning to easily start a farm. You even give the player carrots to start, how nice of you. Definitely my favorite intersection in the map.
==SACRED FISH TEMPLE==
Deaths: 1
You know that golden shovel you gave me in Red Rock Canyon? I used it to collect a bunch of dirt here. R.I.P. golden shovel. Also, I dislike this area, especially the parts when you have to go down the ladder. I fought off a few things and jumped down to light things up and I got swarmed by zombies. I blocked myself in, but one of them glitched through a block and killed me. One of the chests in the final room got blown up and that made me sad, but I didn't have that much trouble in the room itself. Saved the Ender Pearl, planning to use it in a specific area later. Speaking of the final room, that was the one part of the area I really liked, minus the lava moat around the wool box of course. There was so much loot I had to make two trips to carry back everything I wanted.
==VOLCANIC CORE==
The jump boost thing at the entrance is cool, though the cobwebs aren't exactly reliable. I noticed you didn't use them in Overload, so that's probably why. Thankfully you made an alternate route down. The caged pigmen were pretty interesting, though a bit scarier to me because they brought back memories of the Redeemed Sinners. I had a close call with cheaty gravel, I didn't know there was some in this area until now. The speed boost from the wool box is really neat, though I almost fell to my death a couple times. Nice to have a good reserve of coal blocks here, made it easy to gather coal whenever I needed it.
==WITHERED AQUADUCT==
Deaths: 2
I put this as my favorite Intersection I area, but to be honest I don't really have a favorite area. I only put it as my favorite because I like it better than the other areas, even though most of the area is high off the ground and you have a good chance of getting knocked off. The Leafheads are pretty interesting, though can be easily hated if they knock you off and doom you to a fall. It's cool that they drop armor though, if I ever run out of armor I can come back here and grind to get more. It's unlikely I'll run out, but you never know. A funny thing happened to me here, a baby zombie spawned but then fell through the bars and into the water flow. Unfortunately during my Let's Play I tried to toss my friend something and it fell through the bars, so it's a bit of a double-edged sword. Also, if you're wondering about deaths, the first was pure stupidity. I was building a bridge up from the Intersection exit, ran out of blocks, and decided to jump for the aquaduct. Needless to say, I didn't make it. Salt in the wound, I forgot to set my spawn at the intersection, so I'm all the way back at Red Rock Canyon. GG me. Second death was from a creeper up by the wool box, but I could swear he wasn't that close to me to deal as much damage as he did. He was like 3 blocks away and he still got me for 3.5 hearts of damage. Also I had Ender Pearled over to the ledge in the area, so I'm either going to have to build a bridge or use my reserve Ender Pearl. Decided on the former to save my reserve. After getting the wool I explored the forest area and looted. I'm pretty sure I didn't get everything, but the place is so massive it would take a long time to get all of it.
**INTERSECTION II**
Favorite Area: Short Circuit
Even though I do like sandstone, I think it's used a bit much here in this intersection. The lava at the bottom with the whole minecart setup doesn't help with the mood, I prefer tranquil intersections like those in Overload to dangerous ones like these. To deal with the cobweb catch at the jump boost pad, I backtracked to Sacred Fish Temple and grabbed a few cobwebs (there were some in a chest I found) and placed new cobwebs above the old ones and removed the old ones. Having cobwebs one tile above the ground makes them much more reliable. I also did a little bit of out-of-bounds trickery at the entrance of Hellfire Citadel to turn it night. I walked into the area, which turned it night, then I dug into the wall and pillared up. Consequently I discovered the Giga Pick which I never knew existed in the map, so there's one good thing. Anyway, I triggered the nighttime by walking into the area, towered up out-of-bounds, and then dropped back into Intersection II so I could sleep. I could've just waited but that's boring. Besides, getting out-of-bounds and seeing what it looks like is pretty cool, I love doing that in some games.
==RUSHING WATER==
Originally I had planned to do the areas in wool order, but I already messed it up in the first Intersection so I decided to just break from it and go wherever I wanted. Dang it Tikaro, why did you not put the areas in wool order like you did in this Intersection? Anyway, I went a bit into the area and looted some things, then I realized I didn't bring that much food with me, so I went back to my storage and grabbed some more. You did give me melons in the area, but those aren't that good for food. One of my complaints about the area is the cave spiders. There are spawners for them everywhere. I also had three witches come at me at once, not sure if that was from a spawner or just ridiculous natural spawns, though I'm more inclined to believe the the former because you would totally do that. This would be my favorite Int II area if there wasn't so many cave spiders. It feels like you just threw them in to add to the difficulty and didn't think about it too much.
**NOSTALGIC CAVERN**
Deaths: 1
Before you ask, no that's not a typo. I actually did die here once, as sad as that is. It was late in the map and I was building a bridge up to the higher level where the chest with the chicken farm supplies are. I fell once and thought to myself "if I fall off again I'm probably gonna die". And what happens when I get back up to the bridge? I freaking fall again. Splat. Good grief, why am I so dumb. Anyway, nice monument area, very open and peaceful. Also it's MushroomIsland so Mooshrooms spawn, giving the player a good food source. The teleport system is pretty neat, though the second teleport is fairly easily found (Team Canada found it by accident in their Let's Play). Personally though I think the potion spawner and the Storage Room are too close together. That constant potion sound is annoying. :/
==SHORT CIRCUIT==
Out of all the IntII areas, I think I like Short Circuit the best. I like the facility area (for the most part) and while the area uses a lot of gravel and cobblestone, it just seems well thought-out and balanced difficulty-wise. Anyway, this place gives off a quarry-like feel to me, what with all the gravel around. I like how you hid the gold in plain sight at the top of the pillars, that's pretty cool, though I ended up not needing to get any because I grabbed plenty from Floor 1 of the facility. For the sake of convenience, I'll refer to the charged creepers in this area as Boomers, as a nod to Vechs. The Boomers are kinda annoying, but not terribly bad if you have rubber boots, provided you don't get launched like 50 feet into the air. Onto the facility, I think you did a pretty good job with this area in all honesty. The TNT trap under one of the lights would be kinda mean, but you did basically warn the player at the entrance so I can't really complain about that. I had a pretty interesting experience with this area this run, actually. First off all, there was actually a creeper that came at me from inside the entrance and triggered the tripwire there (subsequently, he went boom), so I didn't have to worry about that one. Next, the aforementioned TNT trap apparently got set off by a naturally spawned mob before I even got close to the facility, as it had already exploded and left a hole in the floor when I arrived. The cave spider labs were kinda annoying to deal with honestly, but I'm sure everyone has issues with that. After looting basically all the rooms on Floor 2 my inventory was full, so I backtracked to the monument and offloaded some things, repairing the ladder on my way back. Back to the facility, I like the elevator shaft area. It's a nice way of connecting the different floors yet still has danger to it. Speaking of danger, when I got up to Floor 1 a skeleton spawned out of nowhere and scared the hell out of me. He didn't hurt me, fortunately. On the subject of Floor 1, one thing that bugs me about it is that the iron bars here always give me the false impression I can't jump over them. I'm not quite sure why, but they do. Nothing you can do to fix that really, just a personal thing that I always have to remind myself about. After another backtrack to the monument to dump inventory and restock on supplies, down I went to Floor 3. Now comes the part of this area that I somewhat dislike: the wool box area. "You probably shouldn't jump down there" pretty much sums up the whole thing; jumping down there is basically suicide unless you have good blast protection or get really lucky. I feel like this part could've been tweaked a little to be less like bridging over a pit of death and more like a final charge down a hallway with a couple Boomers in the way, somewhat like the wool box area of Cathedral Blaze in Overload but not quite as elaborate and much less spawners. Case in point, a stupid skeleton knocked me down into the pit of death, but I miraculously survived because one of the Boomers launched me into one of the recesses in the wall, from which I just tunneled through the wall and back to the entrance. Fortunately it only took a few blocks worth of a bridge before I could reach the edge of the box and quickly build the rest, after which I grabbed the wool and GTFO'd.
==HELLFIRE CITADEL==
Deaths: 1
Hoo boy, this area. Lime is my favorite color of wool, but unfortunately this isn't my favorite area of the map. Stains of Time was my favorite in Overload though and it was the Lime wool, so I liked that. Anyway, back to the area. I like how you have a short outdoor area so you can take in the size of the citadel and get a sense for what the area is going to be like. The spiral staircases are pretty annoying though, they seem to go on forever. At least there's only four of them. It's also kinda annoying that you can't place torches on the small paths, but at least you can place them on the fences so it's really just an inconvenience. The blaze staircase place is interesting, albeit a little mean because skeletons. Though it's not that difficult if you have fire resist and you take care of the skeletons before rushing up. I enjoyed the rooftop loot area, it had a sense of danger with all the ghasts and stuff without being overly difficult. After a run back to the monument to dump inventory, I tackled the wool box area. Remember earlier in the map when I was saving Ender Pearls? This is the main place I was saving them for. Pearl to the wool box, grab the wool, and run through to the next area. At least, that was the idea... I completely forgot to use a fire resist potion in case of failure and I threw the pearl too high. RIP my things. Oh well, I have plenty of other things I can use at the monument. Most of that loot would probably just get thrown into a chest and forgotten about eventually anyway. Let's try this again. Use Fire Resist and... made it! Grabbed the wool and was bridging over to the next area when a ghast shot me down into the lava. Thanks ghast. I was able to pillar back up though, so that's good.
==BURN AND CRAWL==
The minecart trap at the start almost got me even though I knew it was there. I knew it was a TNT trap but I forgot that it stopped the cart on the tracks. I probably should've gone back to the monument to place the wool, but I have to go through the Citadel to get to Burn and Crawl anyway, so if I die I'll just grab another wool piece. That is, unless I die twice. Then I'll take the wool back, for obvious reasons. Anyway, onto this area. I wasn't too worried about dying with the wool as I stated before, but I still went a little carefully. At one point I ran out of torches and was deciding what I should do when I found a chest with three stacks of torches. It's like you knew I would run out right there and would need more. Same thing with arrows later, ran out and then I come upon a chest with arrows. I'm liking this area already. The cave spiders were annoying of course, but they were a lot more strategically placed compared to Rushing Water.
I like this Intersection a bit more than II, but I'm not a fan of void. I'm fine with the skeletons and the icy bridge, but not the void below it. Heck, just a deep pit as the danger would be fine, that way I have a chance to recover my things if I fell. I wish you would've given more quartz than you did so there would be enough to completely replace the ice of the bridge and make a safety rail around the whole thing, but oh well. Stone brick rails work just as well.
==JELLYFISHES ARE MAD==
I'll be honest, I knew this area is the shortest and easiest of the IntIII areas, so I tackled it first. Personally I think the area is kinda annoying, with all the ghasts and the fact that you're underwater, which makes mining things that much slower. Case in point, it's annoying taking out spawners, so it's easiest just to rush for the wool and leave, which is pretty boring for me. I like exploring the areas and finding loot, but this one is basically just rush and leave. Rush areas aren't necessarily a bad thing, I enjoyed Cavern of Adrenaline in Overload. I just think this area could use a bit of tweaking to make it less annoying. Maybe take out a few of the spawners so there's not so many ghasts. If you do one day remake this map, perhaps you could have some boots with the Depth Strider enchantment, that might help.
==FLAMING NECROPOLIS==
I put this area as my favorite IntIII area for somewhat of an interesting reason. I honestly dread going through this area, mostly due to bad memories from my Let's Play. Despite that however, I do think it is well constructed and it definitely seems like you put a lot of time and effort into it. JaM is just kinda annoying, and AO I don't have any particular feelings about. My two main dislikes of this area are: One, it hides Humid Woods. As far as I can tell, there is no indication of Humid Woods anywhere in the map, you just have to stumble upon it almost at pure random. I remember how me and my partner spent over an hour trying to find the dang place and eventually had to ask you for directions because we simply could not find it. Two, it is fairly easily to get lost in and recovering your inventory after a death is not easy. Other than that, I enjoy the labyrinth-esque place where the wool is, it is difficult but it's a good ending segment for the wool. Much better than Hellfire Citadel's, at any rate. It is easy to cheese though, just climb the mountain and boom, you got the wool. That's lame though, I'm going to do it the "intended" way. I think I might've gone the cheesy way in my Let's Play, but regardless. The Pumpkinheads definitely fit the mood of the area, though they are a pretty big nuisance. If you know the general layout of the area and don't get doomed to fall by a mob the area is very fun, and that's why it's my favorite IntIII area. Plus it has some good loot like Glamdring and Solar Prominence.
==HUMID WOODS==
Personally I think this area is way too dark. The difficulty of this area is really up to luck and the natural spawns that you get. These kind of areas are what I like to call hit-and-run areas. Hit 'em up with some torches and then run away for a bit to let the enemies despawn. Rinse and repeat until wool is collected. The woolbox area is pretty crazy, especially since there's a bunch of cave spider spawners. Hate those things. To offer some tweak ideas for a possible future remake, I would suggest maybe putting some redstone torches around since they don't limit spawns very much but still give light. Particularly put them at the staircases to the higher levels so they are easier to spot. That's just my two cents though.
==ARCTIC OVERLAP==
Deaths: 1
I will be the first to admit that the rail segment at the entran makes me nervous. I mean it looks cool and all, but it's nerve-wracking. The area itself I don't have any particular like or dislike about except that there is some nice loot. I like how you give the player wood and coal so they can make torches as they go along in case they didn't make enough. I will say that I enjoyed this area more than Jellyfishes are Mad. Okay, scratch that. Apparently I can't give this area praise or I fall into a tiny little hole in the middle of nowhere and go down into the void. So I'm going to redact my statement of having no particular dislike, I hate the void. Someone in the topic summed up my hate of the void pretty well: you can't fight it. You lose all of your stuff and there's no way to get it back.
==CHILLING CHASM==
Deaths: 2
This is the area I dislike the most, even more than Monochrome Termination. There's cave spiders, skeletons, and ghasts and the pathways are narrow and suspended over void. Plus you have to go all the way through Arctic Overlap to get to the area. I know it's right before Intersection IV, but that's only if you can survive the area. Trying to just rush the area is basically suicide, so you're pretty much forced to take the area slow. Probably one main reason why a speedrun I saw once didn't go through the area and instead went through IntIV and grabbed the wool from there, avoiding almost the entire area. I did this area proper in my Let's Play, except we had to turn KeepInventory on because of the void. I don't hate your map Tikaro, but this area is one that I dread, even more than Flaming Necropolis and Monochrome Termination. If you tweak/remake this map in the future, I definitely think you should consider working on this area a bit.
This is probably my favorite intersection in the map next to Intersection I. The Endermen are a danger, but they are easily avoided and it's much less likely you will lose your stuff if one kills you. Kinda annoyed there's no potion spawner, but it is the final intersection so I guess I can't complain too much. I decided to put your head on top of where the potion spawner would've been, seemed like the best place to me.
==FATAL GRAVEYARD==
Any particular reason for the long walk instead of a teleport? Don't get me wrong, I like the change of pace (though it is annoying when going back to recover lost things), I'm just curious. Anyway, the reason I put this area as my favorite is for basically one reason: no fatal (heh) traps that eat your inventory, aka lava/void. This is the area I felt most comfortable bringing powerful items (like Glamdring) in since there is much less risk of losing them even if I die. I also like how even though it's a big area, you have redstone torches that lead the way to the wool. That's the kind of thing I would've liked to see in Humid Woods. I will admit that the witches are a nuisance, but as long as you take the area a little slow and don't charge in recklessly, they aren't too much of a problem. Typically what I do if I see a witch is run away and shoot them from afar, that seems to work pretty well. Two shots from a Power II bow takes them down, so that's nice. Ran out of torches near the end, but I charged through it since I could see the wool box and I kinda already knew what to expect from previous runs.
==SOMBER DEPTHS==
Deaths: 2
In all honesty this area isn't too bad as long as you're careful around edges and don't get ridiculously unlucky with enemy spawns. In other words, if you're not me. I was getting cocky since I basically breezed through the area up to the wool box and then a creeper blew me off the edge and I died of falling. RIP Glamdring and my set of Prot II armor. Next attempt was going smoothly until a witch spawned behind me and as I was running to kill her a blaze shot me off the same cliff. Luckily third time is the charm, as they say. I didn't have much trouble in the diamond area either, not near as much as I did in my Let's Play. Perhaps rushing and doing things fast is easier sometimes? I guess it's probably somewhat to do with how you don't give the mobs as much time to spawn if you rush in and light up fast. Either way, green wool and diamonds get. Yay. Ugh, now onto the final area. Not looking forward to it.
==MONOCHROME TERMINATION==
Deaths: 3
The railtrack section at the beginning is definitely interesting and foreboding. It doesn't unnerve me quite as much as Arctic Overlap since there's not void below, but it's still pretty nerve-wracking. Anyway, I had a strange thing happen to me at the start: I put the minecart down and hit the button, but for some reason it threw me into the wall the button was on and I almost suffocated to death. What the heck game. Anyway, first death was stupid. I charged forward into the fray and tried to loot the chest without taking out all the monsters. Big mistake. I need to stop being so stupid, why am I being so stupid. My stuff should still be there though, so theoretically I can just charge back in and get it. Not going in with nothing of course, just a suit of armor and a sword. This is probably a bad idea, but hey it's the final area, yolo. Surprisingly it worked, I got pretty much all my stuff back. Things went pretty smoothly for a while, until a short lagspike made a charged creeper explode faster than normal and kill me. Bit more smooth progress, but then my pick broke. Great, now I have to backtrack to the monument and get a new one. I know there's one in a chest near the top but I'm at the bottom and I don't want to be without a pick for that long. I need to offload some junk anyways. Okay now, back in the area. Instead of crossing the void bridges, I'm going to dig up that little stone brick tower I see there. Much safer. There's a bunch of mobs up here, but I clear them out no biggie. I'm pulling out some blocks to make a stairway when charged creeper out of nowhere kills me in one shot when I'm at full health. These creepers must be on steroids, the Boomers in Short Circuit didn't hurt like this. That's it, I'm loading up on Blast Protection. Haven't really used anywhere else in the map, might as well use it here. Boy I'm glad I did. Had I not, I surely would've died again. The final stretch was pretty nerve-wracking, especially when I was getting the wool and hearing charged creepers spawn outside, but fortunately they didn't pay any attention to me. Then finally made a rush back to the monument, sniping skeletons and charged creepers so they wouldn't be an issue. Whew, glad that's over. I liked the area more than Chilling Chasm, but it still was pretty annoying. For a final area though, I think it was alright. Much more balanced than Celestial Garden in my honest opinion.
TOTAL DEATHS: 13 (versus 65 in my Let's Play, good grief)
Very interesting, nice strategies. I trusted him a lot more than I should have and died a couple times to what should have been obvious traps
I beat Monochrome Termination by using a map to figure out where the spiral staircase down was compared to the final area with wool, then tunneling through to a higher height so I didn't have to fight through the endless platforms up above void, followed by building a tunnel over to the wool area.
Very interesting, nice strategies. I trusted him a lot more than I should have and died a couple times to what should have been obvious traps
I beat Monochrome Termination by using a map to figure out where the spiral staircase down was compared to the final area with wool, then tunneling through to a higher height so I didn't have to fight through the endless platforms up above void, followed by building a tunnel over to the wool area.
I did do a bit of a shortcut. You know how the area is basically two huge spiral staircases, the first goes down and the second back up? I skipped the void bridge at the bottom of the first staircase by going down the little ledge there. Much faster and easier. Then I used the stone brick tower to climb up as I mentioned, but other than that I crossed all the other bridges and stuff.
Rollback Post to RevisionRollBack
Speedrunner and Let's Player. You can see my speedruns here.
When I try to load up the world, my game crashes. Anybody have any potential fixes? Here's the crash log:
---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 2/7/15 11:57 AM
Description: Unexpected error
java.lang.IndexOutOfBoundsException
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at bls.a(SourceFile:270)
at bls.a(SourceFile:220)
at azd.a(SourceFile:1675)
at azd.a(SourceFile:1633)
at biv.a(SourceFile:113)
at gu.a(SourceFile:70)
at gu.a(SourceFile:13)
at ef.a(SourceFile:164)
at azd.o(SourceFile:1566)
at azd.ad(SourceFile:753)
at azd.e(SourceFile:704)
at net.minecraft.client.main.Main.main(SourceFile:103)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at bls.a(SourceFile:270)
at bls.a(SourceFile:220)
at azd.a(SourceFile:1675)
at azd.a(SourceFile:1633)
at biv.a(SourceFile:113)
at gu.a(SourceFile:70)
at gu.a(SourceFile:13)
at ef.a(SourceFile:164)
-- Affected level --
Details:
Level name: MpServer
All players: 0 total; []
Chunk stats: MultiplayerChunkCache: 0, 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 0 total; []
Retry entities: 0 total; []
Server brand: ~~ERROR~~ NullPointerException: null
Server type: Integrated singleplayer server
Stacktrace:
at biz.a(SourceFile:284)
at azd.b(SourceFile:1951)
at azd.e(SourceFile:718)
at net.minecraft.client.main.Main.main(SourceFile:103)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 137396440 bytes (131 MB) / 298070016 bytes (284 MB) up to 2134114304 bytes (2035 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 18497 (1035832 bytes; 0 MB) allocated, 18497 (1035832 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 1.7.2
LWJGL: 2.9.0
OpenGL: GeForce GTX 750 Ti/PCIe/SSE2 GL version 4.5.0 NVIDIA 347.25, NVIDIA Corporation
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
EDIT: Tikaro, I just noticed that the Let's Play tab in the maps is kinda broken. Might want to look into that and fix it, it looks ugly.
Ah, thank you for letting me know. I haven't checked that in a while, will fix that.
Also, thank you for writing that sick feedback for Animosity. As I've said probably several times, I like the area-to-area type more than any other composition, for the lack of a better word. You were right about a lot of things in terms of design flaws, the future-remake advises are also helpful, though I doubt I will ever get to remaking Animosity, because if SP03 will make my map-making interest burn out, I would rather continue doing new maps instead of rethinking old ideas.
Ah, that long walk to Fatal Graveyard? I believe it was me simply not wanting to use teleports, since at that point I already kind of didn't like using them for the Intersection>Area travelling if I could avoid it.
No problem, it was fun writing the feedback. My friend and I actually beat Blizzard a couple hours ago, I might do a solo run and write up review for that. Might do Sandstorm too, that would be blind run review too which may be more interesting. Would you like me to write up reviews for those?
I understand about getting burned out, I was just mentioning the Animosity remake since you said there was a possibility of it in the future in one of the dev logs. Perhaps you can take the advice into consideration for SP03. This probably goes without saying, but I'm super excited for SP03.
No problem, it was fun writing the feedback. My friend and I actually beat Blizzard a couple hours ago, I might do a solo run and write up review for that. Might do Sandstorm too, that would be blind run review too which may be more interesting. Would you like me to write up reviews for those?
I understand about getting burned out, I was just mentioning the Animosity remake since you said there was a possibility of it in the future in one of the dev logs. Perhaps you can take the advice into consideration for SP03. This probably goes without saying, but I'm super excited for SP03.
Yeah, I'm totally up for some more of these reviews, so go ahead.
I will indeed use all of the advices I can get in SP03, which, hopefully, will turn out even better than Overload with what I have in mind for it.
Both, actually. I'm using 1.7.2 for the time being, bot the only reason for this is that I'm waiting for an update of In-game NBTedit. After that updates, I'll hop to 1.8 with all of it's kewl features. The map will be released for 1.8, obviously (or even 1.9, if that comes out in dev. time).
Blizzard is pretty short, it takes 2 hours or so to complete.
Hmm, let's not get to the screenshots just yet, but how about this little piece of lore? I've tried to choose the least spoiler-filled one, since most of these fragments of lore I already have written are tied in with the story much stronger.
Don't pay attention on this.
OMG OMG OMG! Amazing!
==RED ROCK CANYON==
Starts off open and tame, which I think is good. Gives the player time to scout the area and plan a strategy, as well as gather some wood for some basic tools. It is a little scary to have a high drop, but at least there's tons of water below and not just total land, though it is annoying to climb back up if you do fall. The wool area is pretty dangerous though, if you get knocked off by a mob you're pretty much dead unless you get lucky. Plenty of good loot however.
**INTERSECTION I**
Favorite Area: Withered Aquaduct
Not too much to say about this Intersection really, except that it has a lot of water and one of the areas has plenty of dirt right at the beginning to easily start a farm. You even give the player carrots to start, how nice of you. Definitely my favorite intersection in the map.
==SACRED FISH TEMPLE==
Deaths: 1
You know that golden shovel you gave me in Red Rock Canyon? I used it to collect a bunch of dirt here. R.I.P. golden shovel. Also, I dislike this area, especially the parts when you have to go down the ladder. I fought off a few things and jumped down to light things up and I got swarmed by zombies. I blocked myself in, but one of them glitched through a block and killed me. One of the chests in the final room got blown up and that made me sad, but I didn't have that much trouble in the room itself. Saved the Ender Pearl, planning to use it in a specific area later. Speaking of the final room, that was the one part of the area I really liked, minus the lava moat around the wool box of course. There was so much loot I had to make two trips to carry back everything I wanted.
==VOLCANIC CORE==
The jump boost thing at the entrance is cool, though the cobwebs aren't exactly reliable. I noticed you didn't use them in Overload, so that's probably why. Thankfully you made an alternate route down. The caged pigmen were pretty interesting, though a bit scarier to me because they brought back memories of the Redeemed Sinners. I had a close call with cheaty gravel, I didn't know there was some in this area until now. The speed boost from the wool box is really neat, though I almost fell to my death a couple times. Nice to have a good reserve of coal blocks here, made it easy to gather coal whenever I needed it.
==WITHERED AQUADUCT==
Deaths: 2
I put this as my favorite Intersection I area, but to be honest I don't really have a favorite area. I only put it as my favorite because I like it better than the other areas, even though most of the area is high off the ground and you have a good chance of getting knocked off. The Leafheads are pretty interesting, though can be easily hated if they knock you off and doom you to a fall. It's cool that they drop armor though, if I ever run out of armor I can come back here and grind to get more. It's unlikely I'll run out, but you never know. A funny thing happened to me here, a baby zombie spawned but then fell through the bars and into the water flow. Unfortunately during my Let's Play I tried to toss my friend something and it fell through the bars, so it's a bit of a double-edged sword. Also, if you're wondering about deaths, the first was pure stupidity. I was building a bridge up from the Intersection exit, ran out of blocks, and decided to jump for the aquaduct. Needless to say, I didn't make it. Salt in the wound, I forgot to set my spawn at the intersection, so I'm all the way back at Red Rock Canyon. GG me. Second death was from a creeper up by the wool box, but I could swear he wasn't that close to me to deal as much damage as he did. He was like 3 blocks away and he still got me for 3.5 hearts of damage. Also I had Ender Pearled over to the ledge in the area, so I'm either going to have to build a bridge or use my reserve Ender Pearl. Decided on the former to save my reserve. After getting the wool I explored the forest area and looted. I'm pretty sure I didn't get everything, but the place is so massive it would take a long time to get all of it.
**INTERSECTION II**
Favorite Area: Short Circuit
Even though I do like sandstone, I think it's used a bit much here in this intersection. The lava at the bottom with the whole minecart setup doesn't help with the mood, I prefer tranquil intersections like those in Overload to dangerous ones like these. To deal with the cobweb catch at the jump boost pad, I backtracked to Sacred Fish Temple and grabbed a few cobwebs (there were some in a chest I found) and placed new cobwebs above the old ones and removed the old ones. Having cobwebs one tile above the ground makes them much more reliable. I also did a little bit of out-of-bounds trickery at the entrance of Hellfire Citadel to turn it night. I walked into the area, which turned it night, then I dug into the wall and pillared up. Consequently I discovered the Giga Pick which I never knew existed in the map, so there's one good thing. Anyway, I triggered the nighttime by walking into the area, towered up out-of-bounds, and then dropped back into Intersection II so I could sleep. I could've just waited but that's boring. Besides, getting out-of-bounds and seeing what it looks like is pretty cool, I love doing that in some games.
==RUSHING WATER==
Originally I had planned to do the areas in wool order, but I already messed it up in the first Intersection so I decided to just break from it and go wherever I wanted. Dang it Tikaro, why did you not put the areas in wool order like you did in this Intersection? Anyway, I went a bit into the area and looted some things, then I realized I didn't bring that much food with me, so I went back to my storage and grabbed some more. You did give me melons in the area, but those aren't that good for food. One of my complaints about the area is the cave spiders. There are spawners for them everywhere. I also had three witches come at me at once, not sure if that was from a spawner or just ridiculous natural spawns, though I'm more inclined to believe the the former because you would totally do that. This would be my favorite Int II area if there wasn't so many cave spiders. It feels like you just threw them in to add to the difficulty and didn't think about it too much.
**NOSTALGIC CAVERN**
Deaths: 1
Before you ask, no that's not a typo. I actually did die here once, as sad as that is. It was late in the map and I was building a bridge up to the higher level where the chest with the chicken farm supplies are. I fell once and thought to myself "if I fall off again I'm probably gonna die". And what happens when I get back up to the bridge? I freaking fall again. Splat. Good grief, why am I so dumb. Anyway, nice monument area, very open and peaceful. Also it's MushroomIsland so Mooshrooms spawn, giving the player a good food source. The teleport system is pretty neat, though the second teleport is fairly easily found (Team Canada found it by accident in their Let's Play). Personally though I think the potion spawner and the Storage Room are too close together. That constant potion sound is annoying. :/
==SHORT CIRCUIT==
Out of all the IntII areas, I think I like Short Circuit the best. I like the facility area (for the most part) and while the area uses a lot of gravel and cobblestone, it just seems well thought-out and balanced difficulty-wise. Anyway, this place gives off a quarry-like feel to me, what with all the gravel around. I like how you hid the gold in plain sight at the top of the pillars, that's pretty cool, though I ended up not needing to get any because I grabbed plenty from Floor 1 of the facility. For the sake of convenience, I'll refer to the charged creepers in this area as Boomers, as a nod to Vechs. The Boomers are kinda annoying, but not terribly bad if you have rubber boots, provided you don't get launched like 50 feet into the air. Onto the facility, I think you did a pretty good job with this area in all honesty. The TNT trap under one of the lights would be kinda mean, but you did basically warn the player at the entrance so I can't really complain about that. I had a pretty interesting experience with this area this run, actually. First off all, there was actually a creeper that came at me from inside the entrance and triggered the tripwire there (subsequently, he went boom), so I didn't have to worry about that one. Next, the aforementioned TNT trap apparently got set off by a naturally spawned mob before I even got close to the facility, as it had already exploded and left a hole in the floor when I arrived. The cave spider labs were kinda annoying to deal with honestly, but I'm sure everyone has issues with that. After looting basically all the rooms on Floor 2 my inventory was full, so I backtracked to the monument and offloaded some things, repairing the ladder on my way back. Back to the facility, I like the elevator shaft area. It's a nice way of connecting the different floors yet still has danger to it. Speaking of danger, when I got up to Floor 1 a skeleton spawned out of nowhere and scared the hell out of me. He didn't hurt me, fortunately. On the subject of Floor 1, one thing that bugs me about it is that the iron bars here always give me the false impression I can't jump over them. I'm not quite sure why, but they do. Nothing you can do to fix that really, just a personal thing that I always have to remind myself about. After another backtrack to the monument to dump inventory and restock on supplies, down I went to Floor 3. Now comes the part of this area that I somewhat dislike: the wool box area. "You probably shouldn't jump down there" pretty much sums up the whole thing; jumping down there is basically suicide unless you have good blast protection or get really lucky. I feel like this part could've been tweaked a little to be less like bridging over a pit of death and more like a final charge down a hallway with a couple Boomers in the way, somewhat like the wool box area of Cathedral Blaze in Overload but not quite as elaborate and much less spawners. Case in point, a stupid skeleton knocked me down into the pit of death, but I miraculously survived because one of the Boomers launched me into one of the recesses in the wall, from which I just tunneled through the wall and back to the entrance. Fortunately it only took a few blocks worth of a bridge before I could reach the edge of the box and quickly build the rest, after which I grabbed the wool and GTFO'd.
==HELLFIRE CITADEL==
Deaths: 1
Hoo boy, this area. Lime is my favorite color of wool, but unfortunately this isn't my favorite area of the map. Stains of Time was my favorite in Overload though and it was the Lime wool, so I liked that. Anyway, back to the area. I like how you have a short outdoor area so you can take in the size of the citadel and get a sense for what the area is going to be like. The spiral staircases are pretty annoying though, they seem to go on forever. At least there's only four of them. It's also kinda annoying that you can't place torches on the small paths, but at least you can place them on the fences so it's really just an inconvenience. The blaze staircase place is interesting, albeit a little mean because skeletons. Though it's not that difficult if you have fire resist and you take care of the skeletons before rushing up. I enjoyed the rooftop loot area, it had a sense of danger with all the ghasts and stuff without being overly difficult. After a run back to the monument to dump inventory, I tackled the wool box area. Remember earlier in the map when I was saving Ender Pearls? This is the main place I was saving them for. Pearl to the wool box, grab the wool, and run through to the next area. At least, that was the idea... I completely forgot to use a fire resist potion in case of failure and I threw the pearl too high. RIP my things. Oh well, I have plenty of other things I can use at the monument. Most of that loot would probably just get thrown into a chest and forgotten about eventually anyway. Let's try this again. Use Fire Resist and... made it! Grabbed the wool and was bridging over to the next area when a ghast shot me down into the lava. Thanks ghast. I was able to pillar back up though, so that's good.
==BURN AND CRAWL==
The minecart trap at the start almost got me even though I knew it was there. I knew it was a TNT trap but I forgot that it stopped the cart on the tracks. I probably should've gone back to the monument to place the wool, but I have to go through the Citadel to get to Burn and Crawl anyway, so if I die I'll just grab another wool piece. That is, unless I die twice. Then I'll take the wool back, for obvious reasons. Anyway, onto this area. I wasn't too worried about dying with the wool as I stated before, but I still went a little carefully. At one point I ran out of torches and was deciding what I should do when I found a chest with three stacks of torches. It's like you knew I would run out right there and would need more. Same thing with arrows later, ran out and then I come upon a chest with arrows. I'm liking this area already. The cave spiders were annoying of course, but they were a lot more strategically placed compared to Rushing Water.
**INTERSECTION III**
Favorite Area: Flaming Necropolis
I like this Intersection a bit more than II, but I'm not a fan of void. I'm fine with the skeletons and the icy bridge, but not the void below it. Heck, just a deep pit as the danger would be fine, that way I have a chance to recover my things if I fell. I wish you would've given more quartz than you did so there would be enough to completely replace the ice of the bridge and make a safety rail around the whole thing, but oh well. Stone brick rails work just as well.
==JELLYFISHES ARE MAD==
I'll be honest, I knew this area is the shortest and easiest of the IntIII areas, so I tackled it first. Personally I think the area is kinda annoying, with all the ghasts and the fact that you're underwater, which makes mining things that much slower. Case in point, it's annoying taking out spawners, so it's easiest just to rush for the wool and leave, which is pretty boring for me. I like exploring the areas and finding loot, but this one is basically just rush and leave. Rush areas aren't necessarily a bad thing, I enjoyed Cavern of Adrenaline in Overload. I just think this area could use a bit of tweaking to make it less annoying. Maybe take out a few of the spawners so there's not so many ghasts. If you do one day remake this map, perhaps you could have some boots with the Depth Strider enchantment, that might help.
==FLAMING NECROPOLIS==
I put this area as my favorite IntIII area for somewhat of an interesting reason. I honestly dread going through this area, mostly due to bad memories from my Let's Play. Despite that however, I do think it is well constructed and it definitely seems like you put a lot of time and effort into it. JaM is just kinda annoying, and AO I don't have any particular feelings about. My two main dislikes of this area are: One, it hides Humid Woods. As far as I can tell, there is no indication of Humid Woods anywhere in the map, you just have to stumble upon it almost at pure random. I remember how me and my partner spent over an hour trying to find the dang place and eventually had to ask you for directions because we simply could not find it. Two, it is fairly easily to get lost in and recovering your inventory after a death is not easy. Other than that, I enjoy the labyrinth-esque place where the wool is, it is difficult but it's a good ending segment for the wool. Much better than Hellfire Citadel's, at any rate. It is easy to cheese though, just climb the mountain and boom, you got the wool. That's lame though, I'm going to do it the "intended" way. I think I might've gone the cheesy way in my Let's Play, but regardless. The Pumpkinheads definitely fit the mood of the area, though they are a pretty big nuisance. If you know the general layout of the area and don't get doomed to fall by a mob the area is very fun, and that's why it's my favorite IntIII area. Plus it has some good loot like Glamdring and Solar Prominence.
==HUMID WOODS==
Personally I think this area is way too dark. The difficulty of this area is really up to luck and the natural spawns that you get. These kind of areas are what I like to call hit-and-run areas. Hit 'em up with some torches and then run away for a bit to let the enemies despawn. Rinse and repeat until wool is collected. The woolbox area is pretty crazy, especially since there's a bunch of cave spider spawners. Hate those things. To offer some tweak ideas for a possible future remake, I would suggest maybe putting some redstone torches around since they don't limit spawns very much but still give light. Particularly put them at the staircases to the higher levels so they are easier to spot. That's just my two cents though.
==ARCTIC OVERLAP==
Deaths: 1
I will be the first to admit that the rail segment at the entran makes me nervous. I mean it looks cool and all, but it's nerve-wracking. The area itself I don't have any particular like or dislike about except that there is some nice loot. I like how you give the player wood and coal so they can make torches as they go along in case they didn't make enough. I will say that I enjoyed this area more than Jellyfishes are Mad. Okay, scratch that. Apparently I can't give this area praise or I fall into a tiny little hole in the middle of nowhere and go down into the void. So I'm going to redact my statement of having no particular dislike, I hate the void. Someone in the topic summed up my hate of the void pretty well: you can't fight it. You lose all of your stuff and there's no way to get it back.
==CHILLING CHASM==
Deaths: 2
This is the area I dislike the most, even more than Monochrome Termination. There's cave spiders, skeletons, and ghasts and the pathways are narrow and suspended over void. Plus you have to go all the way through Arctic Overlap to get to the area. I know it's right before Intersection IV, but that's only if you can survive the area. Trying to just rush the area is basically suicide, so you're pretty much forced to take the area slow. Probably one main reason why a speedrun I saw once didn't go through the area and instead went through IntIV and grabbed the wool from there, avoiding almost the entire area. I did this area proper in my Let's Play, except we had to turn KeepInventory on because of the void. I don't hate your map Tikaro, but this area is one that I dread, even more than Flaming Necropolis and Monochrome Termination. If you tweak/remake this map in the future, I definitely think you should consider working on this area a bit.
**INTERSECTION IV***
Favorite Area: Fatal Graveyard
This is probably my favorite intersection in the map next to Intersection I. The Endermen are a danger, but they are easily avoided and it's much less likely you will lose your stuff if one kills you. Kinda annoyed there's no potion spawner, but it is the final intersection so I guess I can't complain too much. I decided to put your head on top of where the potion spawner would've been, seemed like the best place to me.
==FATAL GRAVEYARD==
Any particular reason for the long walk instead of a teleport? Don't get me wrong, I like the change of pace (though it is annoying when going back to recover lost things), I'm just curious. Anyway, the reason I put this area as my favorite is for basically one reason: no fatal (heh) traps that eat your inventory, aka lava/void. This is the area I felt most comfortable bringing powerful items (like Glamdring) in since there is much less risk of losing them even if I die. I also like how even though it's a big area, you have redstone torches that lead the way to the wool. That's the kind of thing I would've liked to see in Humid Woods. I will admit that the witches are a nuisance, but as long as you take the area a little slow and don't charge in recklessly, they aren't too much of a problem. Typically what I do if I see a witch is run away and shoot them from afar, that seems to work pretty well. Two shots from a Power II bow takes them down, so that's nice. Ran out of torches near the end, but I charged through it since I could see the wool box and I kinda already knew what to expect from previous runs.
==SOMBER DEPTHS==
Deaths: 2
In all honesty this area isn't too bad as long as you're careful around edges and don't get ridiculously unlucky with enemy spawns. In other words, if you're not me. I was getting cocky since I basically breezed through the area up to the wool box and then a creeper blew me off the edge and I died of falling. RIP Glamdring and my set of Prot II armor. Next attempt was going smoothly until a witch spawned behind me and as I was running to kill her a blaze shot me off the same cliff. Luckily third time is the charm, as they say. I didn't have much trouble in the diamond area either, not near as much as I did in my Let's Play. Perhaps rushing and doing things fast is easier sometimes? I guess it's probably somewhat to do with how you don't give the mobs as much time to spawn if you rush in and light up fast. Either way, green wool and diamonds get. Yay. Ugh, now onto the final area. Not looking forward to it.
==MONOCHROME TERMINATION==
Deaths: 3
The railtrack section at the beginning is definitely interesting and foreboding. It doesn't unnerve me quite as much as Arctic Overlap since there's not void below, but it's still pretty nerve-wracking. Anyway, I had a strange thing happen to me at the start: I put the minecart down and hit the button, but for some reason it threw me into the wall the button was on and I almost suffocated to death. What the heck game. Anyway, first death was stupid. I charged forward into the fray and tried to loot the chest without taking out all the monsters. Big mistake. I need to stop being so stupid, why am I being so stupid. My stuff should still be there though, so theoretically I can just charge back in and get it. Not going in with nothing of course, just a suit of armor and a sword. This is probably a bad idea, but hey it's the final area, yolo. Surprisingly it worked, I got pretty much all my stuff back. Things went pretty smoothly for a while, until a short lagspike made a charged creeper explode faster than normal and kill me. Bit more smooth progress, but then my pick broke. Great, now I have to backtrack to the monument and get a new one. I know there's one in a chest near the top but I'm at the bottom and I don't want to be without a pick for that long. I need to offload some junk anyways. Okay now, back in the area. Instead of crossing the void bridges, I'm going to dig up that little stone brick tower I see there. Much safer. There's a bunch of mobs up here, but I clear them out no biggie. I'm pulling out some blocks to make a stairway when charged creeper out of nowhere kills me in one shot when I'm at full health. These creepers must be on steroids, the Boomers in Short Circuit didn't hurt like this. That's it, I'm loading up on Blast Protection. Haven't really used anywhere else in the map, might as well use it here. Boy I'm glad I did. Had I not, I surely would've died again. The final stretch was pretty nerve-wracking, especially when I was getting the wool and hearing charged creepers spawn outside, but fortunately they didn't pay any attention to me. Then finally made a rush back to the monument, sniping skeletons and charged creepers so they wouldn't be an issue. Whew, glad that's over. I liked the area more than Chilling Chasm, but it still was pretty annoying. For a final area though, I think it was alright. Much more balanced than Celestial Garden in my honest opinion.
TOTAL DEATHS: 13 (versus 65 in my Let's Play, good grief)
Very interesting, nice strategies. I trusted him a lot more than I should have and died a couple times to what should have been obvious traps
I beat Monochrome Termination by using a map to figure out where the spiral staircase down was compared to the final area with wool, then tunneling through to a higher height so I didn't have to fight through the endless platforms up above void, followed by building a tunnel over to the wool area.
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I did do a bit of a shortcut. You know how the area is basically two huge spiral staircases, the first goes down and the second back up? I skipped the void bridge at the bottom of the first staircase by going down the little ledge there. Much faster and easier. Then I used the stone brick tower to climb up as I mentioned, but other than that I crossed all the other bridges and stuff.
---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 2/7/15 11:57 AM
Description: Unexpected error
java.lang.IndexOutOfBoundsException
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at bls.a(SourceFile:270)
at bls.a(SourceFile:220)
at azd.a(SourceFile:1675)
at azd.a(SourceFile:1633)
at biv.a(SourceFile:113)
at gu.a(SourceFile:70)
at gu.a(SourceFile:13)
at ef.a(SourceFile:164)
at azd.o(SourceFile:1566)
at azd.ad(SourceFile:753)
at azd.e(SourceFile:704)
at net.minecraft.client.main.Main.main(SourceFile:103)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at bls.a(SourceFile:270)
at bls.a(SourceFile:220)
at azd.a(SourceFile:1675)
at azd.a(SourceFile:1633)
at biv.a(SourceFile:113)
at gu.a(SourceFile:70)
at gu.a(SourceFile:13)
at ef.a(SourceFile:164)
-- Affected level --
Details:
Level name: MpServer
All players: 0 total; []
Chunk stats: MultiplayerChunkCache: 0, 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 0 total; []
Retry entities: 0 total; []
Server brand: ~~ERROR~~ NullPointerException: null
Server type: Integrated singleplayer server
Stacktrace:
at biz.a(SourceFile:284)
at azd.b(SourceFile:1951)
at azd.e(SourceFile:718)
at net.minecraft.client.main.Main.main(SourceFile:103)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 137396440 bytes (131 MB) / 298070016 bytes (284 MB) up to 2134114304 bytes (2035 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 18497 (1035832 bytes; 0 MB) allocated, 18497 (1035832 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 1.7.2
LWJGL: 2.9.0
OpenGL: GeForce GTX 750 Ti/PCIe/SSE2 GL version 4.5.0 NVIDIA 347.25, NVIDIA Corporation
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
EDIT- Playing Savage Realm.
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
EDIT: Tikaro, I just noticed that the Let's Play tab in the maps is kinda broken. Might want to look into that and fix it, it looks ugly.
I'm playing Overload, just so you know.
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Ah, thank you for letting me know. I haven't checked that in a while, will fix that.
Also, thank you for writing that sick feedback for Animosity. As I've said probably several times, I like the area-to-area type more than any other composition, for the lack of a better word. You were right about a lot of things in terms of design flaws, the future-remake advises are also helpful, though I doubt I will ever get to remaking Animosity, because if SP03 will make my map-making interest burn out, I would rather continue doing new maps instead of rethinking old ideas.
Ah, that long walk to Fatal Graveyard? I believe it was me simply not wanting to use teleports, since at that point I already kind of didn't like using them for the Intersection>Area travelling if I could avoid it.
Well, I actually haven't played Savage Realms, so I can't help you. But really, you are going to be better off asking for help on that map's thread.
I understand about getting burned out, I was just mentioning the Animosity remake since you said there was a possibility of it in the future in one of the dev logs. Perhaps you can take the advice into consideration for SP03. This probably goes without saying, but I'm super excited for SP03.
Yeah, I'm totally up for some more of these reviews, so go ahead.
I will indeed use all of the advices I can get in SP03, which, hopefully, will turn out even better than Overload with what I have in mind for it.