It would be great if you guys reviewed my map. I'm sure you'll have a lot of fun in the process.
Name: Dr. Robert & the Mysterious Ruins
Creator: Jamspots
Style: Survival/RPG
Map should be played by 1 person only. Pictures, LP's and Rules/Introduction on the thread. Click on my signature.
Thanks guys,
Jamspots
You are not accepted because you did not use the proper format. Also, if your map has a large element of survival in it, then you will not be accepted.
Username(creator): Rekrab (Me)
Map Name: The Temple Of Jakawakamoo
Forum Link: Click Here
Genre: Adventure, with a little puzzle, and a little bit of parkour
Requirements(mods,texture packs,ect.): The only thing required is a certain texture pack, and it is included in the download.
Additional Info(optional): It contains notes.
The Cure was a map that attempted to be a map, but felt more like a jumble of several incomplete maps, yearning to be connected through a sloppy story. Yes, I had fun at points, but the map itself never really made any sense. It is called The Cure, yet never reveals why. Nobody seems to be sick, nobody seems to be diseased, and nothing really seems 'wrong'. So why the title? I never did find out. Now yes, the score on this is really low. Why, you might ask? In short, the map never manages to really make sense, the building seems generally sloppy, the rules never did work out well, and all in all, it let to a deeply frustrating and unsatisfactory map.
The map opens with a simple tutorial of the things you're going to find in the map, and I started with a feeling of excitement, as the forum thread indicates people really enjoy this map. I was pleased at finding a few secrets, and entered the first town. And my inventory is basically flooded with stuff within the first 15 minutes. This is never a good thing in a map, as it means that you have to abandon many items that would be useful later. When a map-maker generally hides items, these chests usually contain the item used for scoring. Not this map. Each hidden chest usually contained more arrows, a few random items, and occasionally some gold, which was the score. This constantly flooded your inventory, and meant that when you did need something later, you likely didn't have it. This caused some huge issues for me, as I enjoy carrying items about, but was constantly given too much.
The map also has absolutely no narrative, and the notes didn't manage to make much sense. The first note I found was note 5. The last note I found was note 2. They also had poor grammar and spelling, and really didn't advance any plot at all. The map contains a giant Nether "easter egg" that also failed to make much sense, and furthermore, at the end of it, fails to return you to the original portal, instead, dropping you inside a closed off cavern, forcing you to cheat your way back to the initial portal to continue on with the map. As the map continues after the "easter egg", the locations are random, the archetechture is sloppy, and there still is no story at all. When we finally near the end, it seems a story is being implemented, but it turns out I was wrong. We enter some labs, progress through an entirely broken underwater section, and eventually end up in a random village at the end that makes it seem like that map maker realized they'd screwed up, and decided to just end the map. This map really falls so flat because of a lack of story! There is no reasoning behind any of the map, and putting some story in would really make this map a fair bit better. The Nether area was actually the most coherant, and it was just an extra easter-egg!
The atmosphere in the map was deeply lacking as well. The houses are sloppy, the mob spawners are dreadfully placed out in the open, and there are far too many in the first place. The areas we progress through are never explained, minus a few random signs that entirely break the 4th Wall, and a few cultural references that I didn't always get. Now, there were a few areas that I liked, the Mob-maze castle being one of them, as it looked very nice, and was extremely creepy. However, an overabundance of Creepers really screwed the area up royally.
Now for puzzles... In short, they barely existed. Redstone was clearly exposed, puzzles were short and sloppy, and they generally were just lever pulling or simple parkour. Variety would be a key to begin to redeem this map.
Now to sum it all up, this map is, sadly, one of the worst maps I've played in awhile. Sloppy, lack of variety, and what feels like a lack of testing with the mob spawners really makes this map feel like it was made in a very tiny amount of time, with little thought put into it. I personally would recommend skipping this map.
Bugs/tips
-Make the rules far more clear. You contradicted yourself several times, so I basically seemed free to do anything.
-Fix the spawner clutter, to make things possible on most difficulties.
-Stop placing Creeper Spawners in destructable locations. You placed them in very bad locations several times, which messed up the areas very badly
-Add breathing areas in your Underwater Hallways. Currently, it's impossible to get through normally, without placing blocks.
-Hide your redstone, most of it is really exposed, which ruins atmosphere.
-Streamline the story a fair bit, and make it one narrative
-Reduce item clutter, and try and ensure that the player has reasonable inventory, rather then jam-packing us every few seconds.
-Your second Nether portal is horribly broken, and desperately needs to be fixed! Do so!
Username(creator): Lentebriesje
Map Name: [WIP] -still nameless at this point-
Forum Link: click
Genre: Adv/puz
Requirements(mods,texture packs,ect.): none
Additional Info(optional):
i just want to know if you think it has any potential. Read the last reply in the topic please.
Added. I have called you nameless for now. Try to think of a name before we need to review your map. Thanks.
Username(creator): Jcdesimp
Map Name: The Cave of Human Redemption
Forum Link: http://www.minecraft...edemption-v-11/
Genre: Adventure/Parkour
Requirements: NONE Just play on peaceful (You may use a mod to change from day to night, but its not required)
When I first looked at the forum thread for Ruins of Regolith, I noticed that the map wasn't all that popular. At first glance, it looked like I was about to give out another rating of a 5 or 6. A well organized thread, but only 1000 downloads in 2 months? The map couldn't be anything too special. I couldn't have been more wrong. Ruins of Regolith is an extremely underrated map; it manages to give a custom map experience that compares well to many of the best maps I have played. But Ruins of Regolith is not without problems. Time for the review.
Ruins of Regolith was one of the more aesthetically pleasing maps I have seen. The ruins were magnificently crafted, and created a dark and intriguing atmosphere that seemed as close to real as minecraft gets. In fact, this Ruins of Regolith would make a great creation map. I would almost suggest that the creator make a separate download for the sole purpose of exploring the ruins and discovering the town that lies within.
The brilliant architecture isn't the only thing Ruins of Regolith has to offer, the redstone in this map is almost comparable to Eronev Mansion's redstone. The map practically relies on intuitive redstone for many of the map's major events. The redstone left me thinking, "And how did that work...?" throughout many parts of the map. The redstone in Ruins of Regolith is certainly something to admire.
The story in Ruins of Regolith can be easily represented through a sandwich. If this map was a sandwich, it would have delicious ham, savory tomatoes and crisp lettuce. The bread on the other hand, would be moldy, old, and slightly moist. In other words, the story was great once you got into it, but the beginning was confusing, and the end left something to be desired. At the start, the player is given almost no information as to who you are, and what your relation to the story is. Ok, we need to explore and look around in The Ruins of Regolith, but why? Am I an archaeologist? Or did I just fall in a cave and find this lost society? These were the kind of questions I was asking myself at the beginning. As the story progressed, I began to get into it; The notes were well written, and I started to get to know the characters. This continued until the ending, which I found disappointingly anticlimactic. I did, however, find the score system at the end to be very rewarding. The story really was fantastic, I just wish that the map's start and finish had a little bit more.
Overall, I thoroughly enjoyed Ruins of Regolith. The architecture was breath taking, and I honestly could not have enjoyed the redstone more. What I thought would turn out to be an average map, ended up being a great adventure with an enjoyable storyline. I would recommend this map to anyone who enjoys a good adventure map. On the whole, Ruins of Regolith is a great map that deserves substantially more credit. Playing this map was very enjoyable, and certainly taught me a lesson about judging a book by its cover.
Bugs/tips
-HD texture packs are great, but many people will not take the time to patch their minecraft in order to use them. Next time, I suggest using a 16x texture pack
-Update your mods/texture pack to 1.0
-Your minecraft pin puzzles do not work properly. You can simply hit the last button in any combination and the door will open
I'm scared that you'll tear my map to pieces when you review it.. It's Boulefield by the way. Im gonna say now that the end is not finished. When you find yourself without objective or anything, I'm sorry but It's not done. Please dont mark poorly because of this. It has taken 8 months to make and im trying to make the ending as good as possible.
Thanks
PriestBob
Your rating will be given just like any other map. The rating gives you an idea of how good your map is at the point when it was reviewed. All problems WILL be taken account into the rating. However, the reviewer will be more understanding in the review for WIP maps. No reviewer will bash your map just because the ending isn't finished, although it may still effect the score. We have to give the viewers the rating of the map as it is. If we gave your map an 8 just because we "imagined" and ending, it wouldn't be fair to the people who are trying to decide if they want to play your map. Also note that you can always get your map taken off the list is you want. Another option is to bump your map to the back of the reviewing list to give you more time to finish it. Also, if you finish your map, and we have already reviewed your map as a WIP, then you can ask for a re-review and it will be considered. I hope this all makes sense. If you have any questions do not hesitate to ask. Thanks.
Meteor Mash left me pondering the utter posibilities of what this map could've amounted to. It had a solid base atmiospherically and story-wise, though some failing aspects and rediculous flaws left the map with a fair bit to be desired. I did not connect with the map and was further upset by the visible lack of effort in certain areas across the landscape in the form of poorly written signs and notes, along with simple architecture. Luckily some aspects of the map acted as the saviors, and completely reversed the rather negative parts of the adventure. Let's take a look, shall we?
The map, despite its plentiful flaws, had a lot going for it. An engaging plot mixed in with powerful and original subplots made for an enjoyable story with potent flavour. The builds were not astronomical, per se, but completely fit the growing atmosphere and post-apocolyptic theme of the map. As I stated previously, the atmosphere and generic theme of the plot (in the form of notes as well as signs) were very strong and were lots of fun to read. I especially loved the way the player was forced to gather info from multiple, diverse sources and put them together to form the overall story arch. So why was the rating so low? Read on.
One very noticeable and confusing flaw was the appearance of url website coding admist every single one of the notes (that did not work, I might add, as they were improperly implemented into Notepad). I ended up repeatedly (and tiredly) moving the scroll button on my malfunctioning mouse to find the actual text writing of the notes. Also dealing with story-related flaws, all of the signs were written entirely with lowercase letters. I mean, come on! Way to look unprofessional! A map instantly becomes far more appealing when it seems like it wasn't slapped together in a matter of minutes. Thirdly, the builds were very simple. I know this may sound biased, as I am currently helping Kmilley, but I recommend his map Levi's Nightmare to look up to. It had a completely different plot but the overall post-apocolyptic feel was recurring. His buildings were much larger in scale and helped the map feel a lot more engaging, no offense, to yours, map makers.
So how does the score add up? Unfortunately, the flaws related to story and builds, along with a messy set of in-character signs which degrade the progression aspect, outweigh the accomplishments of the map makers. Fix these flaws and I'm sure that everyone will have a great and professional map to play through. If you, readers, are looking for a short and fairly fun map to waste your time with, then this could be what you are looking for. If not, then it is ultimately up to you, but I say that if you skip the map, you probably aren't missing anything you haven't seen before.
Bugs/tips
-The builds will feel much more effective if they are larger and more prominent among the landscape
-What is up with that coding in the notes? Try and fix that up...
-A couple of words were misspelled in the notes, so you may want to look them over
I'd like to push my map to the end of the line please. If you can, can you reserve it so when it is done it will be reviewed first? The Map will be done by january. Thanks.
I can push it to the back, but I can't just review it when you are ready. If it gets pushed to the back then it will have to wait in turn again. I suggest waiting, because we might not even get to your map until January. If it starts to look like there is no chance it will get reviewed in time, I would bump it to the back. It is your choice though, I haven't bumped it to the back yet.
*I haven't played a single Assassin's Creed game ever, and probably wouldn't to save my life. Nonetheless...*
Assassin's Creep can only be defined thusly:
The map is like a hand-woven, intricate blanket. The spool is the utter creativity of selib, endlessly uncoiling thread for the master of parkour to weave beautifully into the map. The thread itself is the sheer number of possibilities; formed into patterns we call astounding architecture. And of course, the needle materializing from the sewing kit would be selib himself, building block after block of beige sand-covered rocks in order to form a recreation of a place Assassin's Creed fans the world over know to be a very, very solid parkour adventure.
Despite the known fact that I have never once played a single Assassin's Creed game, I must say the crisp, detailed, thoroughly layered architecture inside and out of all of the Roma buildings was enough to keep a fan, casual or completely die-hard, happy. Whether it be through game-accurate visuals, easter-eggs, or just well thought out replacements for the technology in the good old days when we played the role of assassin for fun *teehee*, the map never disappointed is the consistent use of exploration and recreation.
At times, the architecture in the map felt so realistically accurate - like the games (from the trailers I've seen, anyway) - I felt like upping the ante and playing the map on Hard, just to make use of Steelfeather's texturepack and see what it is actually like to play the game. And from what I observed, the recreation was nothing but spot on. I loved every minute, with the wind in my hair and the arrow of a skeleton piercing me through the heart over and over again - just 'cuz I'm not exactly professional at the higher difficulties yet.
So where did this map disappoint? Despite the seamless recreation, exploration, and open-world feel featured within the magical download, the collecting of the wool eventually becomes tedious. This may just disappoint me, as I am not a hardcore fan of parkour-oriented adventures, but even though it is executed efficiently, the challenges don't really challenge me the way I felt they needed to. There is only so much you can do with ladders, after all. It is fun to climb from building to building, and rooftop to rooftop, which is virtually exhilarating (*ha-ha*), it becomes repetitive and outright boring after an hour or so. It need some more adventure-like apsects to bring it to full fruition. What really could be added is a sort of system where the player is rewarded after collecting each medal - considered "completing a dungeon" - and the reward is some sort of way to unlock a bonus challenge (perhaps a lever that unlocks a door elsewhere). This could keep the players immersed and always looking forward to solving new puzzles rather than finding the current ones tedious and boring after a while.
In its entirety, Assassin's Creep is a parkour map that is beyond solid. It is creatively-executed, well thought out, beatifully crafted, and immersive. It wasn't missing so much; it just felt as though it needed to have something added on that would bring it to even higher standards. I thoroughly enjoyed this map, and would surely recommend it to any parkour fan, Assassin's Creed fan, and even perhaps the casual adventure map player. Job well done, selib. Job well done.
Bugs/tips
-Refer back to the bonus challenge idea as a way to keep players non-farmiliar with Assassin's Creed immersed and still excited
-Include a destination area, please! I didn't know where the hell I was until I rewatched the trailers for the games and said aloud, "Oh." I know I'm a Creed newb, but still...
Since i posted my map, ive realized there were some issues in it, and had to make some edits. Im just telling you in case you've downloaded the map, and have it waiting, in which case you'll have to download it again. If not, ignore this post
Rollback Post to RevisionRollBack
If I helped you or you are pleased with my work, push that big green + over there!
Name: Dr. Robert & the Mysterious Ruins
Creator: Jamspots
Style: Survival/RPG
Map should be played by 1 person only. Pictures, LP's and Rules/Introduction on the thread. Click on my signature.
Thanks guys,
Jamspots
You are not accepted because you did not use the proper format. Also, if your map has a large element of survival in it, then you will not be accepted.
Added to the list.
Its on the same place in the list since 2 or 3 weeks :/
Follow @selib1230
Your map has been reviewed and will be uploaded in aprox. 4 days.
Map Name: Infection
Forum Link: http://www.minecraftforum.net/topic/773239-100advpuz-☠-infection-☠-an-adventure-map-by-writr/
Genre: ADV/PUZ
Requirements(mods,texture packs,ect.): Custom texture pack (included in download)
Additional Info(optional): Contains notes, is a fairly short map.
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
Why uploaded?
Are you doing a video review :ohmy.gif:
Follow @selib1230
No, that was a poor choice of words. By uploaded I meant put up on the thread. Your map should be on the thread in 4-5 days.
Oh ok :biggrin.gif:
But can you tell me now:
Did you like it :biggrin.gif:
Follow @selib1230
I didn't review your map StreamofAdventure did. You will just have to wait and see what he says. :smile.gif:
The map opens with a simple tutorial of the things you're going to find in the map, and I started with a feeling of excitement, as the forum thread indicates people really enjoy this map. I was pleased at finding a few secrets, and entered the first town. And my inventory is basically flooded with stuff within the first 15 minutes. This is never a good thing in a map, as it means that you have to abandon many items that would be useful later. When a map-maker generally hides items, these chests usually contain the item used for scoring. Not this map. Each hidden chest usually contained more arrows, a few random items, and occasionally some gold, which was the score. This constantly flooded your inventory, and meant that when you did need something later, you likely didn't have it. This caused some huge issues for me, as I enjoy carrying items about, but was constantly given too much.
The map also has absolutely no narrative, and the notes didn't manage to make much sense. The first note I found was note 5. The last note I found was note 2. They also had poor grammar and spelling, and really didn't advance any plot at all. The map contains a giant Nether "easter egg" that also failed to make much sense, and furthermore, at the end of it, fails to return you to the original portal, instead, dropping you inside a closed off cavern, forcing you to cheat your way back to the initial portal to continue on with the map. As the map continues after the "easter egg", the locations are random, the archetechture is sloppy, and there still is no story at all. When we finally near the end, it seems a story is being implemented, but it turns out I was wrong. We enter some labs, progress through an entirely broken underwater section, and eventually end up in a random village at the end that makes it seem like that map maker realized they'd screwed up, and decided to just end the map. This map really falls so flat because of a lack of story! There is no reasoning behind any of the map, and putting some story in would really make this map a fair bit better. The Nether area was actually the most coherant, and it was just an extra easter-egg!
The atmosphere in the map was deeply lacking as well. The houses are sloppy, the mob spawners are dreadfully placed out in the open, and there are far too many in the first place. The areas we progress through are never explained, minus a few random signs that entirely break the 4th Wall, and a few cultural references that I didn't always get. Now, there were a few areas that I liked, the Mob-maze castle being one of them, as it looked very nice, and was extremely creepy. However, an overabundance of Creepers really screwed the area up royally.
Now for puzzles... In short, they barely existed. Redstone was clearly exposed, puzzles were short and sloppy, and they generally were just lever pulling or simple parkour. Variety would be a key to begin to redeem this map.
Now to sum it all up, this map is, sadly, one of the worst maps I've played in awhile. Sloppy, lack of variety, and what feels like a lack of testing with the mob spawners really makes this map feel like it was made in a very tiny amount of time, with little thought put into it. I personally would recommend skipping this map.
Bugs/tips
-Make the rules far more clear. You contradicted yourself several times, so I basically seemed free to do anything.
-Fix the spawner clutter, to make things possible on most difficulties.
-Stop placing Creeper Spawners in destructable locations. You placed them in very bad locations several times, which messed up the areas very badly
-Add breathing areas in your Underwater Hallways. Currently, it's impossible to get through normally, without placing blocks.
-Hide your redstone, most of it is really exposed, which ruins atmosphere.
-Streamline the story a fair bit, and make it one narrative
-Reduce item clutter, and try and ensure that the player has reasonable inventory, rather then jam-packing us every few seconds.
-Your second Nether portal is horribly broken, and desperately needs to be fixed! Do so!
Map Name: Crybral Labs
Forum Link: Link
Genre: Puzzle/Adventure
Requirements(mods,texture packs,ect.): No requirements
Added.
Map Name: The Cave of Human Redemption
Forum Link: http://www.minecraftforum.net/topic/821641-adv-park-the-cave-of-human-redemption-v-11/
Genre: Adventure/Parkour
Requirements: NONE Just play on peaceful (You may use a mod to change from day to night, but its not required)
Added. I have called you nameless for now. Try to think of a name before we need to review your map. Thanks.
Added.
New review by me-
Ruins of Regolith was one of the more aesthetically pleasing maps I have seen. The ruins were magnificently crafted, and created a dark and intriguing atmosphere that seemed as close to real as minecraft gets. In fact, this Ruins of Regolith would make a great creation map. I would almost suggest that the creator make a separate download for the sole purpose of exploring the ruins and discovering the town that lies within.
The brilliant architecture isn't the only thing Ruins of Regolith has to offer, the redstone in this map is almost comparable to Eronev Mansion's redstone. The map practically relies on intuitive redstone for many of the map's major events. The redstone left me thinking, "And how did that work...?" throughout many parts of the map. The redstone in Ruins of Regolith is certainly something to admire.
The story in Ruins of Regolith can be easily represented through a sandwich. If this map was a sandwich, it would have delicious ham, savory tomatoes and crisp lettuce. The bread on the other hand, would be moldy, old, and slightly moist. In other words, the story was great once you got into it, but the beginning was confusing, and the end left something to be desired. At the start, the player is given almost no information as to who you are, and what your relation to the story is. Ok, we need to explore and look around in The Ruins of Regolith, but why? Am I an archaeologist? Or did I just fall in a cave and find this lost society? These were the kind of questions I was asking myself at the beginning. As the story progressed, I began to get into it; The notes were well written, and I started to get to know the characters. This continued until the ending, which I found disappointingly anticlimactic. I did, however, find the score system at the end to be very rewarding. The story really was fantastic, I just wish that the map's start and finish had a little bit more.
Overall, I thoroughly enjoyed Ruins of Regolith. The architecture was breath taking, and I honestly could not have enjoyed the redstone more. What I thought would turn out to be an average map, ended up being a great adventure with an enjoyable storyline. I would recommend this map to anyone who enjoys a good adventure map. On the whole, Ruins of Regolith is a great map that deserves substantially more credit. Playing this map was very enjoyable, and certainly taught me a lesson about judging a book by its cover.
Bugs/tips
-HD texture packs are great, but many people will not take the time to patch their minecraft in order to use them. Next time, I suggest using a 16x texture pack
-Update your mods/texture pack to 1.0
-Your minecraft pin puzzles do not work properly. You can simply hit the last button in any combination and the door will open
-You misspelled "kitchen"
Your rating will be given just like any other map. The rating gives you an idea of how good your map is at the point when it was reviewed. All problems WILL be taken account into the rating. However, the reviewer will be more understanding in the review for WIP maps. No reviewer will bash your map just because the ending isn't finished, although it may still effect the score. We have to give the viewers the rating of the map as it is. If we gave your map an 8 just because we "imagined" and ending, it wouldn't be fair to the people who are trying to decide if they want to play your map. Also note that you can always get your map taken off the list is you want. Another option is to bump your map to the back of the reviewing list to give you more time to finish it. Also, if you finish your map, and we have already reviewed your map as a WIP, then you can ask for a re-review and it will be considered. I hope this all makes sense. If you have any questions do not hesitate to ask. Thanks.
The map, despite its plentiful flaws, had a lot going for it. An engaging plot mixed in with powerful and original subplots made for an enjoyable story with potent flavour. The builds were not astronomical, per se, but completely fit the growing atmosphere and post-apocolyptic theme of the map. As I stated previously, the atmosphere and generic theme of the plot (in the form of notes as well as signs) were very strong and were lots of fun to read. I especially loved the way the player was forced to gather info from multiple, diverse sources and put them together to form the overall story arch. So why was the rating so low? Read on.
One very noticeable and confusing flaw was the appearance of url website coding admist every single one of the notes (that did not work, I might add, as they were improperly implemented into Notepad). I ended up repeatedly (and tiredly) moving the scroll button on my malfunctioning mouse to find the actual text writing of the notes. Also dealing with story-related flaws, all of the signs were written entirely with lowercase letters. I mean, come on! Way to look unprofessional! A map instantly becomes far more appealing when it seems like it wasn't slapped together in a matter of minutes. Thirdly, the builds were very simple. I know this may sound biased, as I am currently helping Kmilley, but I recommend his map Levi's Nightmare to look up to. It had a completely different plot but the overall post-apocolyptic feel was recurring. His buildings were much larger in scale and helped the map feel a lot more engaging, no offense, to yours, map makers.
So how does the score add up? Unfortunately, the flaws related to story and builds, along with a messy set of in-character signs which degrade the progression aspect, outweigh the accomplishments of the map makers. Fix these flaws and I'm sure that everyone will have a great and professional map to play through. If you, readers, are looking for a short and fairly fun map to waste your time with, then this could be what you are looking for. If not, then it is ultimately up to you, but I say that if you skip the map, you probably aren't missing anything you haven't seen before.
Bugs/tips
-The builds will feel much more effective if they are larger and more prominent among the landscape
-What is up with that coding in the notes? Try and fix that up...
-A couple of words were misspelled in the notes, so you may want to look them over
-Capital letters, for crying out loud!
I can push it to the back, but I can't just review it when you are ready. If it gets pushed to the back then it will have to wait in turn again. I suggest waiting, because we might not even get to your map until January. If it starts to look like there is no chance it will get reviewed in time, I would bump it to the back. It is your choice though, I haven't bumped it to the back yet.
New review by Stream!-
Assassin's Creep can only be defined thusly:
The map is like a hand-woven, intricate blanket. The spool is the utter creativity of selib, endlessly uncoiling thread for the master of parkour to weave beautifully into the map. The thread itself is the sheer number of possibilities; formed into patterns we call astounding architecture. And of course, the needle materializing from the sewing kit would be selib himself, building block after block of beige sand-covered rocks in order to form a recreation of a place Assassin's Creed fans the world over know to be a very, very solid parkour adventure.
Despite the known fact that I have never once played a single Assassin's Creed game, I must say the crisp, detailed, thoroughly layered architecture inside and out of all of the Roma buildings was enough to keep a fan, casual or completely die-hard, happy. Whether it be through game-accurate visuals, easter-eggs, or just well thought out replacements for the technology in the good old days when we played the role of assassin for fun *teehee*, the map never disappointed is the consistent use of exploration and recreation.
At times, the architecture in the map felt so realistically accurate - like the games (from the trailers I've seen, anyway) - I felt like upping the ante and playing the map on Hard, just to make use of Steelfeather's texturepack and see what it is actually like to play the game. And from what I observed, the recreation was nothing but spot on. I loved every minute, with the wind in my hair and the arrow of a skeleton piercing me through the heart over and over again - just 'cuz I'm not exactly professional at the higher difficulties yet.
So where did this map disappoint? Despite the seamless recreation, exploration, and open-world feel featured within the magical download, the collecting of the wool eventually becomes tedious. This may just disappoint me, as I am not a hardcore fan of parkour-oriented adventures, but even though it is executed efficiently, the challenges don't really challenge me the way I felt they needed to. There is only so much you can do with ladders, after all. It is fun to climb from building to building, and rooftop to rooftop, which is virtually exhilarating (*ha-ha*), it becomes repetitive and outright boring after an hour or so. It need some more adventure-like apsects to bring it to full fruition. What really could be added is a sort of system where the player is rewarded after collecting each medal - considered "completing a dungeon" - and the reward is some sort of way to unlock a bonus challenge (perhaps a lever that unlocks a door elsewhere). This could keep the players immersed and always looking forward to solving new puzzles rather than finding the current ones tedious and boring after a while.
In its entirety, Assassin's Creep is a parkour map that is beyond solid. It is creatively-executed, well thought out, beatifully crafted, and immersive. It wasn't missing so much; it just felt as though it needed to have something added on that would bring it to even higher standards. I thoroughly enjoyed this map, and would surely recommend it to any parkour fan, Assassin's Creed fan, and even perhaps the casual adventure map player. Job well done, selib. Job well done.
Bugs/tips
-Refer back to the bonus challenge idea as a way to keep players non-farmiliar with Assassin's Creed immersed and still excited
-Include a destination area, please! I didn't know where the hell I was until I rewatched the trailers for the games and said aloud, "Oh." I know I'm a Creed newb, but still...
Too bad that you didn't had a reviewer who played Assassin's Creed^^
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