Hi, I'm DrumMaster4. I have been playing Minecraft since the Beta stages, and I've seen all the changes. And I've also seen a lot of custom maps and map reviews. So let's get down to business. I have hit a "block" (no pun intended). This means that recently, I have not had any new ideas for maps, or I have made absolutely terrible blocks. Essentially, I plan to create an ever expanding thread for map reviews.
Another Reviewing Thread?
I certainly hope not. I plan to give complete, in-depth reviews of a map you post. Along with my review, I will give you constructive criticism to help tweak minor things in your map.
*Note: All score reviews will be broken down as follows** Gameplay: Is it fun? Is it realistic? Do all contraptions work right? Was it easy to understand? and so on. These are questions I will base this section of the review on. If I am expected to break something and I can't or it doesn't work, a point will be deducted. If I am supposed to enter a room and it is surrounded by bedrock and inaccessible, a point will also be deducted. I hope you understand what I mean and what I will base this section on (5 points) Aesthetic: This is a big section for me. Are the windows placed? Are the trees well spaced? Is it pleasing to the eye? Would I want to be here in real life (sometimes)? and so on. These aren't really asked, I just kind of answer them. If you are making a modern skyscraper, for example, making it out of all cobblestone is probably not a good idea. Or another good example: a house. I don't like looking at cubic/square houses, especially not when they are made of all one material. There are plenty of threads around here to help you make your houses and maps eye-pleasing. Please try to check them out before you post your map. (5 points) Mechanics: Simply put, does your map have bugs? If I'm expected to dive into a pool from a bridge, but the water is one block off, that is a major bug. Most likely, I'd die. Generally, I'm lenient with mechanics. If I walk instead of sprint, you'll still be fine as far as point value. (5 points)
Uploading Your Map
Step 1: Make your map. Make sure to check it over and do one last test before you submit. When you submit, that is the final version. You are basically giving me the best version of the map. I will not usually accept a map after this.
Step 2: Upload your map to a site. It can be a dropbox, adfly link, or mediafire. Honestly, I don't care, as long as it is downloadable. I would like a .zip file, but .rar is also okay.
Step 3: Wait. I will send you a message when I download your map. Please don't rapidly PM asking about your map. I will get to it when I can. If it is going to take longer than a week, I will let you know by PM.
Step 4: I will post a review to the original thread. I will post saying that your map review is up, but it is up to you to check it out on page 1.
Step 5: Well, nothing really. You can comment/PM for specific details if they aren't covered
**Please make a SURVIVAL map. It seems obvious, but seriously do it. Or I will not review it.**
**Give your map a creative title**
**Don't complain about the score you got.**
**Make an obvious finish to your custom map. Please don't let it end in the middle of an ocean**
**If you must split your map into two separate maps, let me know WHEN YOU POST A LINK**
**Links should be posted to this thread**
**When posting, try to include a short description of your map. 1 paragraph or more please**
Thank you guys for reading. I cannot wait to see the custom maps you guys send me ~ DrumMaster4
Map Reviews Clueless by anincompoop25.
Gameplay - Overall, this is a well designed map. The guessing, challenging, and remembering aspect was something that took me a while to get used to. Almost every time, it was pick the left or right path. There is a pattern to it, but it took a while to figure out. The parkour is pretty good as well. I'm not exactly the greatest Minecraft parkour-er, but this was fun for me. It's hard to find a good, challenging puzzle map like this one, but apparently it has been done. Anin, thank you for making a playable, well-designed puzzle map. 5 points Aesthetics - As I mentioned above, aesthetics is a big topic for me. In my opinion, that's the driving force behind keeping my interest in a map. And this was done very well. When you walk into the main hallway after spawn, it wasn't just a giant box with hallways branching off. Instead, there was an arched glass roof that let light it and made it look better. And it took me a while to get used to the 2x2 hallways, but I think it's good that you did that. If you're "trapped" in an iron complex with puzzles, cramped is very realistic. I also liked the fake hallways/entrances. I won't ruin what they are, in case people reading haven't played the map, but you'll know when you see them. 5 points Mechanics - As far as I could tell, there were no bugs in the map. 5 points Final Notes - Clueless is a well designed puzzle map. It's hard to come across one that is so simple yet so challenging at the same time. It is a realistic puzzle map, and doesn't expect insane run-and-jumps. If you aren't a parkour fan, the map can be done without the parkour. Final Score - 15 points. A+
Castlevania Collection by SlySlasher
Gameplay - "Adrenaline pumping combat" is definitely a great way to describe the map. You wake up in a small room. After you grab the armor set, you're off to fight fight fight. There is no break. It's mob after mob after mob, which is awesome. You're staying true to Castlevania, Sly. There is also a small parkour section in Level 1. It's a little challenging, because if you miss...Anyway, it's very well designed. It's a great map to play, pass time, and maybe even rank up your fighting skills. Wonderful map to play. 5 points Aesthetics - WOW. I don't generally like bedrock in the default texture pack, so I was using Basico to review this map (not on purpose, I just forgot to change the pack). Let me tell you, Basico is a great texture to explore Castlevania in. The vine pieces here and there, the floored-spawners, the stairs, the torches, buttons, signs, chests, everything was well placed. It was not cramped in any way. The spider webs definitely added the extra "woah, gotta watch out" factor. There was no need to destroy anything on the map to complete it. It was a well thought-out map and the aesthetics added to the "Wow" factor. 5 points Mechanics - As far as I could tell, there were no bugs in the map. 5 points Final Notes - Castlevania..is a well designed, well played, well thought-out map. I have never played the real Castlevania, but I've seen pictures. And the MC version stays pretty close to the real version, in my opinion. The first parkour was almost deadly for me. But I made it through, thankfully. The amount of mobs was almost overwhelming at first, but turns out I was on hard...When I moved down to normal, it was okay for me. Final Score - 15 points. A+
Destiny by abababab
Gameplay - This map plays very well. Sort of like Castlevania...you wake up in a small room with signs as directions. The difference is that this map has a lot of challenges almost at every turn. The score system as blaze powder works very well as a secondary challenge (I think I got 70, by the way). At first, there seems to be only one enemy, but an interesting plot twist makes it seem like there are two. At points, the parkour-style sections were quite challenging. I managed to survive the Nether Parkour, but just barely. At some points, the map seems like it ended. But it doesn't; you get new challenges thrown at you. When it does end, however, it's pretty obvious. Some of the final experiment challenges are very interesting. They involve levers, but the questions themselves have an answer that doesn't seem obvious at first. 5 points (too bad I can't give more) Aesthetics - Let me start by saying thank you for the texture pack you included. I went back (as a fly-through) with the default and even Basico texture pack, and it didn't seem as nice. I especially liked the paintings for certain parts of the map. The texture pack definitely helped a lot with the aesthetics. The water, lava, torches, grass, glowstone, and some other items were brought to life by your texture pack. There is a waterfall in what seems like the end (but it's the beginning), and it's beautiful. It's not a one block wide, 20 block tall waterfall. It's actually a legitimate waterfall. 5 points Mechanics - As far as I could tell, there were no bugs. But there were some interesting explorations (like a toilet). Very clever ways of disguise, abababab. 5 points Final Notes - I was not expecting the underlying good-vs-evil theme with...actually, I won't ruin it. But overall, the map came together very well with everything. The pictures (at points) added to the emotion that the signs (dialogue) were trying to convey. I would definitely recommend this to people who like adventure/puzzle/"parkour" maps. Final Score -15 points. A+
KingLau3Levels by KingLau3
Gameplay - This map plays very well. I have seen a lot of puzzle/parkour maps that fail in the end. However, all the jumps, parkours, and puzzles worked very well. I don't usually like maps that are all puzzle/parkour, but you did very well on this (in my opinion). There's not much more to say, because this is your original map, with only puzzles and parkour. 5 points Aesthetics - So much fire . I like the minecraft fire/lava, especially in my texture pack. I mean, I also can't say much here because it is a puzzle map and not a story map, so there are no real required aesthetics. But thank you for the fire. I like it. 5 points Mechanics - As far as I could tell, there were no bugs. But, it is a puzzle map, so everyone thinks differenly. 5 points Final Notes - I really, really liked this map. This is the first all-puzzle/parkour map I have played in a while (Clueless was an all-puzzle map). As I said before, many puzzle/parkour maps don't turn out well, but yours was quite the opposite. Final Score -15 points. A+
Trapp3d by Deagle
Gameplay - It's a nice map. Starting in the plane was fun. I had no idea that it was rigged, so then I fell out. The giant pit under the plane was fun to fall into. Checkpoint after checkpoint, I kept going, even if I was about to die. Somehow, I managed to get through the map without dying. Ah, I felt so proud. And I accidentally sprinted once, but it didn't affect too much. The odd guys tests are creative. Generally, the tests all revolve around fire and water, but each one changed up the theme a little bit, and no two were exactly alike. 5 points Aesthetics - PLANE! Seriously, the plane caught my eye in the picture. Couple that with the boat, and you have two great builds. It's hard to pull off a boat or plane (I would know...I've tried). It's a good thing we don't see the entire map all at one, because some of the mazes from the outside aren't the most eye-catching. However, that wasn't the point. The point was that overall, it looked nice. 5 points Mechanics - As far as I could tell, there were no bugs in your map. I did die once, but that's not a bug . 5 points Final Notes - This was a clever and creative puzzle map. The antagonist has very clever tests, and they worked well. Sometimes, there seemed to be a shortcut, but it was just a dead end. Very nice job there. However, I would limit the lava puzzles, as there were a lot. They were each different, but if there are too many, it isn't always great. Very, very nice job. Final Score -15 points. A+
Glass' Obstacle Course by Glasscreeper
Gameplay - All puzzles, yay! I'm starting to really like puzzle maps because I have reviewed a lot of good ones. It was challenging as well. We jump from block to fencepost to ladder to block to opening. It took me a while to master, but I think I have it down now. There were certain parts that I played over and over and over because I didn't know how to do it and kept failing. Thank you, because it kept me interested and made me keep playing. 5 points (too bad I can't give more) Aesthetics - Interesting, to say the least. In stage one, there was a lot of wood. Then a lot of ice. Then a lot of snow. Then a ton of glowstone. Then a ton of blue. Then a ton of stonebricks and netherrack. Now, that's not bad, but it got a little annoying staring at all of one material over and over. 4 points Mechanics - Oh no, a bug! I did have to use creative to fly past stage 6 because of the broken parts. Redstone is challenging to master, but you tried. 4 points Final Notes - It was an interesting map. The puzzles were generally fun, but stage 6 was unplayable and the repetitive materials to build got a little annoying. But it's a good map otherwise. Final Score -13 points. B+
Temple Runner by El_Dabo
Gameplay - Challenges, yay! When I saw that this map was 3 hours of gameplay, I was somewhat skeptical that it would be good the whole time. However, it was. Thank you for giving me something to do for 3 hours. The best part is that it was challenging. I hate downloading adventure/puzzle maps that should take a while but get boring. This one didn't. The lava maze, the intense, lava-filled parkour, the hidden gold, the everything fit together well. 5 points Aesthetics - Holy bananas, as far as the parkour aesthetics go. I liked the amount of lava. It definitely stopped me from jumping down and swimming to the other side. The walls to stop a cheater were pretty and not obnoxious. I think my favorite aesthetic factor was Level 4 (The Temple). The vines, water, lava, and building materials just fit so well. I loved it, I loved it all. 5 points Mechanics - I do not believe there were any bugs. 5 points Final Notes - It was an entertaining map. 3 hours of pure awesomeness. I thank you, El_Dabo. It was a rainy day when I did this, so it made the day seem to go by a little faster. Final Score -15 points. A+
Escape Jungle Island by KotschiGames
Important Note: I don't know what to do. It starts, but then it just drops out. There is a church thing, a statue, ponds, and so on. But there are no signs whatsoever that lead me somewhere. It says there are challenges, but I don't know what they are .Please fix.
Quest For The BlockForce, Part I: Zombie by VaalDeth
Gameplay - Good job. I liked the somewhat lack of story and more of an open-world type map. The signs were helpful as well, and it did stop me from breaking down the iron doors and gravel. The only required thing in this map was to find a dungeon and enter. It did take me a while, but I did find it eventually. My favorite part was the battle. I had the iron golems and they fought off enemies with me. After that, I found the block and finished the map. By the way, I didn't get the top row of gold, but I got everything before that. 5 points Aesthetics - Nice job. The houses, town, hedge maze, dungeon, and everything in between was beautiful. I like how you took parts of an NPC village and expanded it into a giant, well-developed city. I especially liked the wool in the wood for the house (hm...inspiration for me?). 5 points Mechanics - I do not believe there were any bugs. 5 points Final Notes - This was a great map. I really liked everything about it, and especially how it wasn't story-focused. I really like maps like that. Final Score -15 points. A+
Awakening of Demons by Blackpin
Gameplay - ...Interesting to say the least. If Mineception existed, your map would be in it. It starts as a dream then goes to reality and becomes even weirder. The parkours were fun and challenging (and I made it without dying). I don't know if all the signs were important, but some were almost impossible to read because of the terrible light. But overall, the battles and parkour and story were great. It all came together in an interesting way. 4 points Aesthetics - Thank you for removing boring caves. I don't like adventure maps where the creator keeps the normal caves and edits them. You made them all stone brick (in variety) with lava, fire, water, switches, glowstone, and so on. The houses, the mine, the paths, all worked well together. Nice job 5 points Mechanics - I didn't find any bugs while playing 5 points Final Notes - This was an interesting map to say the least. Thank you for finding a decent use of EndStone. However, it was an interesting map that could be improved if needed. Final Score - 14 points. A
Prison Escape by Dragosh988
Gameplay - Wow, very original. The tunnels, infestation, zombies, parkour, chests, run-and-fight, and escape all came together in an amazing way. Generally when people make prison maps, the gameplay is sub-par and it is all focused on aesthetics, but you did very well on the gameplay. The parkour and archery wasn't as challenging as other maps, but it was a good thing to include. Not only did it seem logical in a rotting prison, but the parkour wasn't overdone (oh, all lava...). 5 points Aesthetics - Very nice aesthetics. The stone brick was a nice way to design a prison, and it was very realistic. The giant courtyard-thing in the middle was a little bare, but I'm not sure what you could have added, seeing as it doesn't seem too critical to the story. The variation of normal sb, cracked sb, and mossy sb was well thought out and brought out the concept of the map even more. 5 points Mechanics - When I was playing, I did manage to fix the nether portal, which brought me to the middle of nowhere. I thought it was a bug; until I went back. Nice job with the tunnel-twist. 5 points Final Notes - This was a creative and original map. The gameplay and aesthetics came together well, and one was not overpowering the other. I will definitely have to play this map again. Final Score - 15 points. A+
The Asylum by MyBoner
Gameplay - It was an okay map, in my opinion. The signs got somewhat annoying and sometimes were unnecessary. And sometimes it was just outright weird. Like the sign in the beginning: Maybe to the checks and crosses. In my opinion, I thought the crosses were there for the reason of "Oh hey! Rescue!" And sometimes i was dashing across the entire complex to get from pointA to pointB. Overall, the gameplay was decent. In itself, it was pretty good but the signs and obvious "Go here" notions kind of ruined it for me. 3.5 points Aesthetics - The aesthetics were pretty good. I liked the decaying steps and blocks, the hanging vines, and the other overgrown foliage. But it my opinion, there were too many holes in the walls and on the floor. Other than that, the aesthetics were what I would expect from a prison set in this scenario. 4.5 points Mechanics - I don't recall seeing any bugs on your map. 5 points Final Notes - Overall, this map was good. When I review these maps, I don't expect them to be mindblowing and epic maps that always get 15/15. Many need improvements, but they are generally small. That is also the case here. All you need is to fix some signs and aesthetics, and you'll get a cool map. Final Score - 13 points. B+
The Beginning of the End by Romin
Gameplay - Wow, this map was quite original. I really liked all the mazes, challenges, secret treasures, and checkpoints (they were helpful when I died). The concept that the map is based around was interesting...SHROUD, nice acronym. I'm sure lots of people will want to play the map, so I won't go into too much depth about the gameplay itself. Although I like fighting, let's just say that . 5 points Aesthetics - The aesthetics in the map were very good. The glowstone pieces that ensured no mobs would spawn were cool, the Maze of Death was well designed (along with the signs), and the lava and stone brick did a nice number on me as well. Overall, you have a nice touch with aesthetics and hints of puzzle involved. 5 points Mechanics - I don't remember seeing any bugs. 5 points Final Notes - This map was a very original and I highly recommend it for everyone. You will be amazed by it. Final Score - 15 points. A+
Beyond The Void by Fireskull98
Gameplay - Hm...The gameplay was okay, I'll give you that. In my opinion, there were wayyyy too many mazes. And there were times where I thought: "Okay, just one more maze..." But I had that thought quite a few times. Many of these maps were repetitive and I had seen them before. My favorite puzzle was the Snow Maze, so good job on that. But in the beginning when I go to the End, there isn't much direction on how to get out of the bedrock box. I do think this map could have potential, but a lot of it would have to be revamped. 3 points Aesthetics - The aesthetics were in general, okay. A lot of it was just walls that were too tall to jump over, and it lacked creativity. There was a lot of bedrock, obsidian, and glowstone. And again, the mazes got a little repetitive (because I had seen them before). Again, I think if you put a lot of work for attention-to-detail, you could make the aesthetics "pop". 3 points Mechanics - I did have to read some of the posts in your thread because of mentioned bugs, but there weren't too many. 4 points Final Notes - It was a decent map, but I do think it could be improved. I agree with what a lot of people said on your thread, so you should listen to it. Final Score - 10 points. D+
Pounce V1.2.1 by ProjectWardog
Gameplay - I really liked this Portal-tribute. I think you probably did the creators proud. Anyway, I liked the parkours. Some were challenging, some were easy, and some required a bit of thinking. The iron was a nice touch and the one block wide tunnels made it feel like I was being chased, which was pretty cool. The gameplay was stunning, and even though it wasn't an original concept, you did well with it. 5 points Aesthetics - Iron, Lava, Iron, Ladders, Iron Doors, Glass, Iron, Chests, Wood, Iron. Those were the only real things in this map. But in all honesty, I don't think you could have added anything without ruining the Portal feel. Again, you did a great job making a tribute to Portal. 5 points Mechanics - I don't believe there were any bugs. 5 points Final Notes - Was this map original? No. However, you did a nice job imitating a Portal feel, and I really liked it. Final Score - 15 points. A+
Captured by Xtreme654
Gameplay - It's definitely unique. I think all the challenges you put in there varied in difficulty, but I stil had fun playing them. The combination locks were my downfall, but I did get them eventually. The parkour sections were also well-constructed, and I just managed to get through them. And when I had to run through hallways with Dispensers shooting out at me, I almost died. But thankfully, I didn't. Great job with the gameplay, and the twists and turns were great. 5 points Aesthetics - Honestly, I have no idea how it looked from the outside. But for suspense, the Doku pack did well. I didn't test it with any other pack, but I don't think it would have mattered. Everything worked well, and when there were houses, it looked like a house...even after 20 years. 5 points Mechanics - I don't believe there were any bugs. 5 points Final Notes - The story was unique, and the map itself was unique. The ending, as well, was amazing. Generally, the ending is expected to be happy. But (SPOILER ALERT) it wasn't. Great job. Final Score - 15 points. A+
Castlevania NES by Dyz-69
Gameplay - Apart from another map I reviewed, I have never actually played Castlevania. However, I really did like your map. I think a highlight for me was the Bosses that required something extra to defeat. Running through the halls with spawners was also fun, because you had to use your torches carefully. I had a ton of fun playing this map. However, I would try to include the notes maybe as books next time, just so we could fully focus on the game and not have to navigate to something else. 4 points Aesthetics - The texture pack definitely helped. Although I never have played Castlevania, the texture pack brought out the usual NES graphics. It was nostalgic, in a sense, and I really liked it. It reminded me of my Nintendo Days. 5 points Mechanics - Were there bugs? I don't think so. 5 points Final Notes - Everything complemented something in the game. The texture pack complimented typical NES Graphics, and the gameplay complimented the Nintendo Game Style (minus, of course, the signs) Final Score - 14 points. A
Sky Conqueror by Ocomobock
Gameplay - By far one of my favorite survival maps in all of Minecraft. And yes, I have played Skyblock. But between the two, I liked yours more. With the passive mob spawners and aggressive mob spawns at night, I had a great time playing this map. I found some of the hidden rooms, and the chests were a nice addition. Everything about playing the map was great, and I haven't even finished the map itself yet. I just got to Island 5, and I'm having a ton of fun. 5 points Aesthetics - I don't really know if I can say anything about aesthetics, because how often would you be 95+ meters in the sky on rectangular islands? For the surfaceof each island, it looked realistic. Minus, of course, the floating chests. It all looks realistic. 5 points Mechanics - Bugs? In a survival map that has no real storyline / objective? I don't think so. 5 points Final Notes - Wonderful map. It had no storyline, and it was nice to review a map like that. And I love the map so far, and can't wait until I reach the end. Final Score - 15 points. A+
The Enderdream, Part 1 by Thafrayer and Taruza
Gameplay - This had to be one of the cleverest maps I have reviewed in a while. I can tell that everything was worked on, but the gameplay was stunning. The "Nether Parkour", the boats, everything was just well done and made me want to keep playing it. I've even downloaded it again just to play again because I had so much fun. 5 points Aesthetics - Realistic? Yes! Except for the boxes of light, it was realistic. Although the boxes of light were well done, and everything was made greatly. The pillars of wool, the nether brick / lava, the houses, the trees, the islands, everything was awesomely made. 5 points Mechanics - Bugs? I don't believe so. 5 points Final Notes - That was awesome! Thank you so much for letting me review it. I had so much fun, and it was made very well. Final Score - 15 points. A+
The Forgotten Island II by noobeCraft
Gameplay - Hm. To me, this map plays like a normally generated survival map, except the terrain is better. I did like scaling the mountains, getting in dungeons, navigating between cobwebs, and going from island to island, but there was no defining characteristic of gameplay. Had there been parkour or something along the lines of a challenge, I would want to continue playing. I will continue to play because I love everything in the map, but it had no real challenge that other Adventure Survival Maps have. 4 points Aesthetics - The island was pretty epic, as was the land formation the lighthouse was on. The terrain itself is easy enough to make in WorldPainter, but the houses and hills and cliffs and rock faces were all pretty well done. 4 points Mechanics - Bugs? In a freeplay? 5 points Final Notes - I liked how this map had no challenges and you were just on an island to survive. It really brings back what minecraft is about, and I did really like it, despite what I said about gameplay. Final Score - 13 points. B+
Escape The Lab by Wafflecakes
Gameplay - I thought it was going to be the typical "Mad Scientist" map. But it wasn't. The parkour, coupled with the levers, snow, and chests made for a very interesting game experience. The cells and the testing lab were fun as well. Overall, what a great map you made, and I might just play more of your maps. Oh yeah, and the dodge-run was fun as well. 5 points Aesthetics - I mean, I guess it was realistic. Ha, I'm kidding. It was great. The TNT, chests, secret cell openings, and the whole lot blended nicely. For an escape map, it was well designed, and when you have a good design and good gameplay, it's a great experience. Mechanics - Bugs? There were no bugs. 5 points Final Notes - This map was great. And the one time I thought it was over...it went a little bit more. I really liked the hidden prize, and the whole map was great (22 by the way). Final Score - 15 points. A+
The Tomato: Fall of Kritzvale by MyBoner
Gameplay - I mean, the majority of it was good. The parkour, fighting, climbing, twists and turns were all great. However, there was way to much time spent sitting in a cart and going from Point A to Point B. I think i might have actually spent an equal amount of time fighting as I did riding. That part should be improved. But otherwise, the parkour, exploration, fighting, etc, were all very good. 4 points Aesthetics - The tomato looked very realistic - or, as realistic as a blocky tomato can be. Either way, though, very good. The town looked like a town, and the bridge looked like a destroyed bridge. In my opinion, it all fell into place. 4.5 points Mechanics - Training parkour with the slabs by the portal can be passed without having to actually parkour. Final Notes - This was a fun map to play in a short amount of time. Almost everything looked/played well, and the story gave me a laugh or two. However, I don't think the part about not telling was necessary, and the amount of rails should be fixed. But the map was a lot of fun otherwise. Final Score - 13.5 points. A-
Cruentus Island - Prison Break by Nicomang070
Gameplay - No story?! Aah, what do I do?! I really liked the signs with the CTM requirements and jail cell. I think having only a small bit of background was a lot better than trying to have objectives and stories in themselves to go along. Really really loved playing the map: found all the heads, went home, tree farm, house, animals, etc. 5 points Aesthetics - I don't know how do classify on aesthetics for this. But, if I had to, I would say great job. The islands, ore placement, jail cell, bars, etc all fell into place and enhanced the story a little bit for each. 5 points Mechanics - No bugs...then again, it has no story, so it can't really have bugs Final Notes - Absolutely wonderful. I love this map, mainly because there aren't many goals, and there's just a small amount of CTM involved in it. I might have to play the map again (just re-unzip and play) in a different way because it was so much fun. Final Score - 15 points. A+
CLUELESS is a short, redstone-based puzzle map. It challenges focus around thinking and logic, rather than the typical "find lever open door" puzzle map. There is one parkour puzzle, but is completely optional, and the map can be completed without it. It is intended as a single player map, but can be played coop
Anin - Map review is up. Congrats
Sly - Working on your review now. EDIT: Posted. Nice job.
Aba - Just downloaded your map. Will post a review sometime today (hopefully). EDIT: About to start playing your map.
Kinglau and Deagle - Downloaded! They both look cool. I will play them tomorrow if I have time. The end of the school year is always busy for some reason. At best, I will have them done by Sunday. If anything changes, I will let you know.
GlassCreeper, El_Dabo, KotschiGames - All your maps have been downloaded. I am still playing through Kinglau's map (see above). I have a concert to play in tonight for about an hour. I hope to post the two earlier reviews tonight or tomorrow. Your three different maps will hopefully be played and reviewed by Sunday night. Will try to do this as fast as possible.
This is meant as the introduction to a series of maps/dungeons each centered around one of the main Minecraft monsters. Each dungeon will also follow a unique theme, with this first one being around the Zombie and an abandoned town. You explore the abandoned town, now a shadow of its former glory, to find the entrance to the underground temple-dungeon to try to find the first piece of the fabled artifact; the Blockforce.
There is not alot of story revealed in the map itself, as it is more of an exploration / dungeon crawl, but be sure to read the back-story to have an understanding of whats going on. I intend to expand upon the story in each subsequent map.
Hey bud, I've just started getting into creating my own custom terrains.
Some info about me;
I've been playing since beta 1.5_01 and I'm into building with style and realism. I love to use johnsmiths texturepack (32x32) with a few minor tweaks of my own anywho enough about my MC experiences lol.
Hope you have fun playing my map. I look forward to the review.
You are a prisoner that has recently been convicted to the worst prison of all time. Infested by mobs, run by corrupt guards, you must help your fellow prisoners escape this terrible life, and get them back to freedom.
You come at one of the most important times for the prisoners. They have recently discovered a old abandoned ruin, with a strange thing that they think could be their way out. However, there is nobody strong enough to finish the escape route. You are found, and everyone agrees to let you do the honors. However, you must make it to the ruins first. You start out in the worst part of the prison, which is the most infected and ruined. You must fight countless waves of zombies, with only the resources you can loot from the different cells, and with the items that your friend who is leading you gives you. However, just as you are about to escape everyone is busted, and chaos erupts in the prison. What happens next, is completely your choice.
An asylum, they call it, where the weak minded and frail are tossed into to rot for the rest of their miserable lives. Lost within their complex minds, crumbled from the pressure caused by the overwhelming demands of current social and economic factors, these poor people are tossed into this place, miles from civilisation, forced to suffer under the command of the tyrant cellmaster, who plays with their minds as if they were toys.
This was not a prison. It never was. It was a madhouse. Every week, a prisoner would be chosen to take a test in the test chamber. The chosen one would go through the various tests set for him, and try to survive. Rumour has it that at the end of the tests, there would be a choice room, where 4 buttons would be in there. one of them, when clicked would be the way out. The rest? set off an array of TNT hidden underneath. But everyone knew it was a lie. They all led to TNT.
However, the constant torture would eventually lead to honed minds. Sharp eyes, critical mindset, and lateral thinking. Especially Fred. The so called psychopath, tied up in a straight jacket and tossed into a room with walls of sponge. Little did they know, they were wrong about Fred. He could think. He had a plan. Everyday, the "prisoners" would have to mine. Mine the large pile of rubble and rock together. They called it the "mining hours". It was here where the prisoners could talk. Fred had some loyal cronies, who did what he wanted. When the guards werent looking, fred's cronies would slowly train the pigeons that were there to come and send small objects, targeted at the future result of the pigeons being able to steal and bring the master keys from cell to cell, allowing each prisoner to unlock the cell door, before taking the keys again and bringing it along to the next cell. Following that, one of the cronies who was "lucky enough" to be the chosen one, managed to reconfigure the buttons to open a hidden door which would get him and everyone else out. On The day of the "uprising", the plan was executed, and prisoners broke out and subdued the cops.
It was a big mistake for you though. You had overslept and missed the uprising. You had a big meal of slop the night before and woke up to find the key at the edge of your cell, with the whole asylum empty. Or rather, empty of humans, but filled with mobs. Green penises, zombies, skeletons, endermen, spiders, you name it. It was too much for a man to handle.
Anyone who's review is not up at the moment...
I am going quite slowly (it sucks being sick, even though I have unlimited MC time). My computer was being a jerk, and I also was not checking this as much as I wanted to. And the special snapshots. I did not check the maps in the snapshots, but when I reupdated to 1.2.5, sometimes the maps disappeared and I had to start over.
So as you can see, the most recent map review (Kinglau3) is not as in-depth as I hoped. I just want to get these posted so I don't have you guys badgering me (not that anyone has yet). I will post all of these maps I have had for a while. Then I will go back and edit the reviews so they are more in depth.
And a unrelated note...
Thank you guys for the great maps. No one has lost points yet. Let's keep that streak.
EDIT: Oh look, Minecraft screwed up again. I not have 5 maps to catch up on. Ugh, this will be fun...Maybe I should replace my computer. Anyway, I will try to get the most recent, unreviewed maps up ASAP. Bear with me, guys