I am still really enjoying the map, but encountered the first section I have critical feedback on, so I wanted to share it.
The area transition from Drizzling Grotto to Crystallized and the shortcut back to the Victory Cavern is poorly designed, in my opinion. I already suspected that the long swims through 3D space were going to be for an area transition, but it is very tedious to swim through that area, and the guardians just made it moreso (though I did like the trap with the skeleton spawner). By the time I reached Crystallized, I just wanted a shortcut back home. And the one I got sucked for multiple reasons. First, it forced me to choose whether to trust you and ride a minecart, or not trust you and walk it, or just jump down into the water. But all three choices can kill you. I chose to walk it, and got fired upon by skeletons hiding in the dark walls of the minecart track area; the same might happen to someone riding a cart. And the glassed-over water at the bottom is a very mean trap for the unsuspecting, as I expect that's effectively an inventory-wipe for those who jump, since the chunks are likely to be loaded and it takes a long time to travel back. Finally, at the end of the minecart track, I pressed the button, and the TNT did not all explode. I had to manually detonate some, and during that detonation, as well as when I first hit the button, I almost got killed by TNT. When all was said and done, it still had not exposed the shortcut, but after some more digging, I found it. Now I have to spend some tedious time repairing the bombed out tunnel and adding a minecart track just to gain access to a long rail ride that still may kill me before I reach the next area. It's just a disaster.
I expect you're trying to avoid teleporters. Whether that's for the 'retro' feel or if it's to avoid various Minecraft bugs with teleporters, I think that's a fine design choice. However it does create a travel-time challenge, and so I think you need to be really accommodating. Rather than TNT which may kill the player, may not explode correctly, and leaves a ton of remaining work, I suggest that the button just build the full tunnel along with the railway. Rather than have the minecart track wind through an area with dark ledges where monsters fire at you and jump at you, I suggest having the minecart area be lit, or have smooth walls, or be in a mushroom biome, or something so you're not under attack in a 'shortcut' you must repeatedly traverse. Rather than trap the water pool, leave it untrapped or just remove it altogether. And rather than have so much of the area transition be a tedious swim between Drizzling and Crystallized, have some of it be a safe tunnel walk or another minecart or something (but keep some of the swim/traps; that portion was ok, just too long/slow).
As it stands now, having been very lucky to not die multiple ways after reaching Crystallized, I'm considering just cheating in a teleporter command block, because I loathe everything about this area transition and its unsafe, not-at-all-short "shortcut" to this portion of the map.
Apart from that, I've enjoyed almost everything about the 5 areas of the map I've played so far, except that I found the Cliffs (which I've not yet fully completed) to be getting tedious.
In Crystallized, there's a room at the bottom with dark prismarine that is too dark to see. I tunneled all around the outside placing torches on the walls just to see if/what was in the room. A few redstone torches on walls/spawners would make it possible to see that there's anything in the room, without affecting mob spawning much.
I will get on it. thanks for the feedback. I'm kinda wondering why I forgot to make the shortcut(s) mushroom island.
The Meaning of Life, the Universe, and Everything.
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I just died for the first time in Goliath (I wasn't even recording) - basically I died as I was building my Intersection 1 house, and one of the wood blocks I was standing on burnt beneath me (don't judge me for making most of my house out of wood), and I feel into the lava.
One minor bug: each time I die and respawn at the monument, the pink wool firework goes off again.
So far I have 5 wools, know the names of 9 areas, and have recorded 25 videos. Yikes! The over/under for length of the video series will be near 100!
That's one of my biggest complaints about this map sop far looking at it. I normally don't mind big maps, but this map feels like the areas are sometimes just too big and seem to drag on way too much. I have asked around and people don't seem to be minding the size, so that isn't really something I want to worry about. I am not going to cut out massive portions of the map because I feel that I'm basically just throwing away content and my own time for making it. and people seem to enjoy it so I feel there is little reason.
I do take this in consideration for the next map. I want to keep most areas shorter and bigger areas will get more variation to make them feel like they don't drag on.
The Meaning of Life, the Universe, and Everything.
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Another small bit of feedback
At the shortcut to forlorn legacy, once again the TNT explosion (that opens the path back to Lumenspire) very nearly killed me (and I'm in excellent armor, but went to 1.5 hearts after running my butt off after pressing the button). Using a command to replace-open the shortcut rather than TNT is preferable IMO.
Still loving the map overall.
Oh and
in Forlorn Legacy, the speed boots seem underwhelming. I've hardly had a chance to use them yet, and I do appreciate the idea, but 20% is not a huge speed boost, I wish it were higher, or that there were different boots with like 20/30/40% and you could choose a speed your comfortable with. (That said, the speed might be OP in combat/lighting in some areas, dunno... if you intended them to be 'travel' boots rather than 'combat' boots, you could maybe give them negative health boost or something as a penalty... I guess I am not sure what the design intention is yet.)
The Meaning of Life, the Universe, and Everything.
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One more bit of feedback today:
In Bandon Mines, where you get emerald 13 and the lapis, I got there with a full inventory, and there was no shortcut back or enderchest. So I needed to make a second trip, which cost me about 20 mins of tedious backtracking (and that's without getting too lost). Either an enderchest there, or a shortcut back to the 'big room' (the one with the lime glass door) would be nice. It was a long gauntlet to get to that loot, but the emerald and other good stuff made it worth it.
Bandon Mines is now the first (and probably only) area that I am confident I explored 100% It took me about 7 episodes
Today I started playing Myriad Caves. So far I've gotten through the first area with one death, established myself at the monument, and found all of the emeralds in both of those places.
I really like it so far! The first area plays very nicely, and the monument is well done. I can't wait to see what the rest of the map has to offer. I was a bit skeptical at first since I'm not personally a fan of the 1.9 combat (In one sentence, the reason why I don't like it is the fact that they slowed down the player without also slowing down the mobs), but it's not making as much of a difference as I was expecting it to.
I'm not normally a CTM player, so I cannot give much feedback, but after completing the first area, I am thoroughly enjoying this map.
In a side area, I encountered a glorious lava gravel trap, and with some quick block placing, managed to survive. It gave me a fair amount of time while my friend attempted to dig me out. Here's my Temple of Inevitable Immolation.
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Used what?
I just put down a lot of mycelium and they spawned in the MushroomIsland of the monument. You may want to use "The Void" biome for shortcuts and other non-spawn areas, but I think MushroomIsland is a nice biome choice for the monument and folks who spend enough time to earn this.
I just put down a lot of mycelium and they spawned in the MushroomIsland of the monument. You may want to use "The Void" biome for shortcuts and other non-spawn areas, but I think MushroomIsland is a nice biome choice for the monument and folks who spend enough time to earn this.
oh lol I never really thought about doing that. I will leave that in for people to feel smart. I thougth you found spawn eggs or naturally spawned mooshrooms... xD
When you come in I5 (the snowy intersection) for the first time. Head right to the big spruce forest. somewhere along the left of the path to that forest is a small dead garden with some dead trees and a few massive spruce trees. The loot chest there had a pair of every animal spawn egg.
When you come in I5 (the snowy intersection) for the first time. Head right to the big spruce forest. somewhere along the left of the path to that forest is a small dead garden with some dead trees and a few massive spruce trees. The loot chest there had a pair of every animal spawn egg.
The Meaning of Life, the Universe, and Everything.
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I happened to notice my console log filled with stuff like "found the block at XXX,YY,ZZZ" and "played effect dropWater 5 times" and stuff. You might want to "gamerule logAdminCommands false" in the release, so the logs don't fill up.
I happened to notice my console log filled with stuff like "found the block at XXX,YY,ZZZ" and "played effect dropWater 5 times" and stuff. You might want to "gamerule logAdminCommands false" in the release, so the logs don't fill up.
I'm pretty novice at command blocks. (this is the first time I'm using them on a big scale) Thanks for letting me know! I didn't know how to remove all the command clutter/spam from one's log.
The Meaning of Life, the Universe, and Everything.
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More feedback on 'transitional areas'...
The end of Forsaken Cliffs to the start of the Dream (and also the shortcut back to Lumenspire) is another disaster. Forsaken Cliffs is already too long, and then the area transition to the Dream was way too long (I ended up tunneling past it), and you're giving loot but I don't have inventory space, and just had to leave some behind, because I haven't reached the enderchest, and there's lots of mobs, and I just want to see the next area name and store some stuff and get home, and then I finally get there, and there's a shortcut, and once again the rail is in an area that spawns mobs, and is filled with more vines (if I never see another vine again it will be too soon), and has some side shortcut to another area or something, I dunno, and the rail line is trapped, and it's just an awful mess. None of that is "the map", I'm here to get wool and emeralds and conquer interesting areas, not cave through annoyingly long stretches of 3D space just so that you can make everything connect without teleporters. I really hated it.
My advice would be to cut the entire section after the falling trap at the very end of the final bridge of Cliffs, up to the area marker for Dream, and just make a safe rail line that connects that. And as before, get rid of the TNT that blow open a hole to Lumenspire and just have a command complete a railway section out to the edge of the cavern. And make the rail portion not spawn mobs, either by changing the biome or by lighting it adequately. And remove all the vines from the transition. (I would not mind if you removed them all from the entire map, but definitely from the transition. I hate vines now more than War hates skeletons and witches and silverfish.)
The map overall is really great, though too long, but then these transition areas and shortcuts are just disasters, because I know there are no objectives in them so they're just there to waste my time in a map that's already too long.
That said, to be very clear, I am very happy that it does seem like in the end it will be just a short hop from the monument to the Dream using a rail line I build. I'm just unhappy about how much useless effort goes into getting the point of "congratulations, here's Lumenspire! (now go spend another half hour finishing your rail line)".
I will get on it. thanks for the feedback. I'm kinda wondering why I forgot to make the shortcut(s) mushroom island.
I am really enjoying the loot in
Crystallized. Found a duragold chest that had mending tools! The mending pickaxe is my new favorite item in the game
One minor bug: each time I die and respawn at the monument, the pink wool firework goes off again.
So far I have 5 wools, know the names of 9 areas, and have recorded 25 videos. Yikes! The over/under for length of the video series will be near 100!
I just died for the first time in Goliath (I wasn't even recording) - basically I died as I was building my Intersection 1 house, and one of the wood blocks I was standing on burnt beneath me (don't judge me for making most of my house out of wood), and I feel into the lava.
#BestDeathEver (not)
My YouTube channel | https://www.youtube.com/channel/UCIbBMI3OQACmHF5c32awcpA
That's one of my biggest complaints about this map sop far looking at it. I normally don't mind big maps, but this map feels like the areas are sometimes just too big and seem to drag on way too much. I have asked around and people don't seem to be minding the size, so that isn't really something I want to worry about. I am not going to cut out massive portions of the map because I feel that I'm basically just throwing away content and my own time for making it. and people seem to enjoy it so I feel there is little reason.
I do take this in consideration for the next map. I want to keep most areas shorter and bigger areas will get more variation to make them feel like they don't drag on.
Another small bit of feedback
At the shortcut to forlorn legacy, once again the TNT explosion (that opens the path back to Lumenspire) very nearly killed me (and I'm in excellent armor, but went to 1.5 hearts after running my butt off after pressing the button). Using a command to replace-open the shortcut rather than TNT is preferable IMO.
Still loving the map overall.
Oh and
in Forlorn Legacy, the speed boots seem underwhelming. I've hardly had a chance to use them yet, and I do appreciate the idea, but 20% is not a huge speed boost, I wish it were higher, or that there were different boots with like 20/30/40% and you could choose a speed your comfortable with. (That said, the speed might be OP in combat/lighting in some areas, dunno... if you intended them to be 'travel' boots rather than 'combat' boots, you could maybe give them negative health boost or something as a penalty... I guess I am not sure what the design intention is yet.)
One more bit of feedback today:
In Bandon Mines, where you get emerald 13 and the lapis, I got there with a full inventory, and there was no shortcut back or enderchest. So I needed to make a second trip, which cost me about 20 mins of tedious backtracking (and that's without getting too lost). Either an enderchest there, or a shortcut back to the 'big room' (the one with the lime glass door) would be nice. It was a long gauntlet to get to that loot, but the emerald and other good stuff made it worth it.
Bandon Mines is now the first (and probably only) area that I am confident I explored 100% It took me about 7 episodes
Today I started playing Myriad Caves. So far I've gotten through the first area with one death, established myself at the monument, and found all of the emeralds in both of those places.
I really like it so far! The first area plays very nicely, and the monument is well done. I can't wait to see what the rest of the map has to offer. I was a bit skeptical at first since I'm not personally a fan of the 1.9 combat (In one sentence, the reason why I don't like it is the fact that they slowed down the player without also slowing down the mobs), but it's not making as much of a difference as I was expecting it to.
I'm not normally a CTM player, so I cannot give much feedback, but after completing the first area, I am thoroughly enjoying this map.
In a side area, I encountered a glorious lava gravel trap, and with some quick block placing, managed to survive. It gave me a fair amount of time while my friend attempted to dig me out. Here's my Temple of Inevitable Immolation.
Haha, I finally have my food situation permanently sorted
https://i.sli.mg/1H2qMM.png
haha nice. Those were actually also in goliath. I finally see somebody use them.
Used what?
I just put down a lot of mycelium and they spawned in the MushroomIsland of the monument. You may want to use "The Void" biome for shortcuts and other non-spawn areas, but I think MushroomIsland is a nice biome choice for the monument and folks who spend enough time to earn this.
oh lol I never really thought about doing that. I will leave that in for people to feel smart. I thougth you found spawn eggs or naturally spawned mooshrooms... xD
WHAT
WHERE?
twitch.tv/warnev3rchanges
When you come in I5 (the snowy intersection) for the first time. Head right to the big spruce forest. somewhere along the left of the path to that forest is a small dead garden with some dead trees and a few massive spruce trees. The loot chest there had a pair of every animal spawn egg.
I KNEW I should have burned that place down.
twitch.tv/warnev3rchanges
I happened to notice my console log filled with stuff like "found the block at XXX,YY,ZZZ" and "played effect dropWater 5 times" and stuff. You might want to "gamerule logAdminCommands false" in the release, so the logs don't fill up.
I'm pretty novice at command blocks. (this is the first time I'm using them on a big scale) Thanks for letting me know! I didn't know how to remove all the command clutter/spam from one's log.
More feedback on 'transitional areas'...
The end of Forsaken Cliffs to the start of the Dream (and also the shortcut back to Lumenspire) is another disaster. Forsaken Cliffs is already too long, and then the area transition to the Dream was way too long (I ended up tunneling past it), and you're giving loot but I don't have inventory space, and just had to leave some behind, because I haven't reached the enderchest, and there's lots of mobs, and I just want to see the next area name and store some stuff and get home, and then I finally get there, and there's a shortcut, and once again the rail is in an area that spawns mobs, and is filled with more vines (if I never see another vine again it will be too soon), and has some side shortcut to another area or something, I dunno, and the rail line is trapped, and it's just an awful mess. None of that is "the map", I'm here to get wool and emeralds and conquer interesting areas, not cave through annoyingly long stretches of 3D space just so that you can make everything connect without teleporters. I really hated it.
My advice would be to cut the entire section after the falling trap at the very end of the final bridge of Cliffs, up to the area marker for Dream, and just make a safe rail line that connects that. And as before, get rid of the TNT that blow open a hole to Lumenspire and just have a command complete a railway section out to the edge of the cavern. And make the rail portion not spawn mobs, either by changing the biome or by lighting it adequately. And remove all the vines from the transition. (I would not mind if you removed them all from the entire map, but definitely from the transition. I hate vines now more than War hates skeletons and witches and silverfish.)
The map overall is really great, though too long, but then these transition areas and shortcuts are just disasters, because I know there are no objectives in them so they're just there to waste my time in a map that's already too long.
That said, to be very clear, I am very happy that it does seem like in the end it will be just a short hop from the monument to the Dream using a rail line I build. I'm just unhappy about how much useless effort goes into getting the point of "congratulations, here's Lumenspire! (now go spend another half hour finishing your rail line)".
Finally found the last emerald in the Cliffs! Now I never need to go back there again