Yes the map is available on many website. In addition, it can be downloaded in several languages, including Chinese soon. 150,000 download is the result of all versions and languages.
cool! I figured that might be the reason! How are you doing the translating btw?
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Download and play my new Survival Map!
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Partway through the game, a little feedback so far:
Thorns on all the mobs is highly annoying, not challenging. Annoying. Thorns as a player buff for crowd control and the occasional mob is fine. Putting it on trash mobs just means we have to grind a whole lot more to repair/buy armor and food. It also makes the player never want to chance going in with lower health. Not only is it really easy to kill yourself, but if you have to kite to heal, it also means the auto spawners can much more easily create large groups of mobs to quickly overwhelm players even on easy.
Boss farming is balanced poorly. Not only have am I yet to see a rare drop from one, but the xp and chronoton they drop seems about the same as a mob you can kill in one or two hits. On this kind of map/game a guaranteed but random drop would be far preferred. What I mean is, you can get lucky and get a drop on the first kill, but after every 10 kills you are guaranteed at least one drop. More stat tracking is needed, and may be impossible in minecraft, I don't know, but it would relieve much tedium if doable.
It would be nice if most key items were translated as well. Maybe too much work and not worth it, but I find it highly distracting and feel like I am missing lore with books and signs.
The "bridge" part in the intro is still pretty confusing. I ran around quite a while before I figured it out (and it seems quite a few others have also). Some other wording or indication where to go would be very useful. Something like "follow the road past the train station and library" possibly, and remove the mention of a bridge all together.
And as someone else mentioned, it is frustrating to lose all your items from the intro when you take the time to really explore and collect what you can. Either make it clear that you lose everything, compensate the player in some way like running everything through a black market type thing and offering an exchange rate for money>chronoton, or make the items available again somewhere shortly into the new world (minus any items that would effect balance like armor or weapons maybe). I farmed zombies for money for like a half hour, then all my money just went *poof*. Things like that make you want to stop playing a game because you feel cheated rather than challenged.
The map is really impressive, but can be aggravating.
Edit: Oh, and fireball doesn't work for me. It spawn in midair and then just sits there until eventually timing out (I assume) and exploding.
LucidCrux thanks a lot for your feedback. Indeed, we are aware of some systems is frustrating. We pay attention to your comments because all you mentioned bother us too. Thank you again for telling us your impressions on the map, it means a lot for us.
I got stuck in a wall (rare, but it happens), so I tried to change modes to get out. Instead I get a "you cheated" message, lose levels and money and have to wait to die so I can respawn. Sometimes "cheating" is needed. I do understand the want to prevent cheating, but it is sometimes a necessary evil. Someone may want to check out the map in creative like I do after I complete a map (or not), so the instant switch back could kind of suck there too.
Minecraft is a sandbox, let us sandbox man. Besides, if someone did want to genuinely cheat, it wouldn't ruin your fun, just theirs.
Yes we are aware that the anti-cheat system can be frustrating, but we do not want to make simple adventure map but we approaching RPG game. Also we did not remove the possibility for players to use commands, if you get stuck you can always do a "/kill" and a "/xp 1L @a". Or "/tp x y z", "/setblock x y z blockname" etc...
In short we want to protect part of our redstone system, that's why the creative is not possible. But the next time we make a map the player will be able to get the spectator mode "/gamemode 3".
I've found and searched the underwater temple. I've defeated the boss that gives the water affinity and water strider gear. Where do I find the "clef du repose cassee"? And, where is the second "grand clef"?
Ok now. I'm at the part of the water dungeon that says "press the 3 buttons to reveal you path." I can't press the buttons because the wire is in the way, and that i stopping me from getting to the chest. What do I do?
Update: redstone error delay. The button was active, just couldn't press it.