TRY TO GET THROUGH THE MAP WITHOUT HITTING ZOMBIES. RUN AND HIDE.
------------------------------
also hi, I'm new to the mc forums. Been playing MC since 1.6, I've made a few maps before this.
hello.
add reviews, tell me what I can do better and what you liked
-------------------------------
OKAY. so the end is the room with all the zombies
and I gave hints about the combination door. there's a hard-to-find sign in that room that tells you where to find the combination. a lot of you guys missed that whole part of the map...
- Nice story, not too contrived. You kept it simple and it worked. Little details from the story like the two "unpure" (impure is the word you were looking for, I think) being released when the door was opened and the new emerald ore being "substance X4."
- Great mix of map features. A little exploration throughout the entire thing when figuring out where to go, keeping the map an overall "adventure" type map; a small parkour sequence that was short, sweet, and not too frustrating (although I have a tip for that I'll provide later); and a cool piston puzzle that kept me occupied and interested for a little while.
- You didn't hold the player's hand the whole time. You allowed us to figure out how to proceed on our own, even when it wasn't completely clear, and provided just the right amount of help when needed ("To open the first door to the Inner Lab, get the X4 ore directly above the red torch").
- The setting changed from prison to sewer to mine to science facility nicely. You didn't go crazy with detail, and I enjoyed the minimalism you employed in setting the atmosphere.
- I’ll admit, this is me just gushing over something I liked, but when I had to run from the two zombies that were released next to the office I loved the fact that I could close the door, wait for them to lose interest, and then run out and close those double doors behind me. A nice touch that worked well.
The revelation that the character was Director Chapman was very interesting (provided that the player actually remembers that they were in Cell C at the beginning). The end was a very fitting conclusion to a nice plot twist.
However, I do have a few suggestions which you can apply to either this map to improve it or keep in mind for any future maps you create:
1. By putting [1.3.1] in front of your map name, you're effectively saying you made this map to be played in version 1.3.1 or beyond. Take advantage of its features! They added writable books now, effectively eliminating the need to tell the story through signs. Use them! It would have been great to see the musings of Chapman as diary entries scattered in chests across the map.
2. When filling areas in with water, use a map editing tool so you don’t just fill a top layer that flows downwards and causes a struggle to swim against. This was especially noticeable during the parkour segment. Every time I fell in the water, it immediately pulled me to the bottom and I had to wait a while before I could surface.
3. In the sewers, use iron bars to create a grating that blocks the incorrect direction of the aqueduct. There’s nothing more frustrating than picking the wrong way, only to drown and spawn outside of the entire adventure map enclosure and have to re-copy the folder into my saves.
4. This isn’t really a gripe, but more of a bug. I have no idea why, and I tried to figure it out and failed, but at the end when you drop down into the pit with zombie dispensers, none came out because there was already a charge going to them, effectively rendering useless the signal from the pressure plate and breaking the ending. Perhaps it’s something to do with 1.3.1, or maybe just some miniscule discrepancy that occurred when I downloaded it. If it’s just me and it works fine for you, don’t worry about it, but if others complain of the same thing, try to fix it.
5. When it came to guessing the code, I just put in 123 because it was the only number I remembered from the sign in Cell B at the very beginning. I don’t know if there were multiple possibilities, but you should definitely make it more clear as to what number should be used. For example, you could have had the writing in Cell B read “You see the number 123 scratched all over the walls of this cell.” Or something along those lines.
I am looking forward to seeing more maps from you in the future, or maybe even and expansion on this map. I tried making a map similar to this one, with zombies escaped in a science facility and you, the lone survivor, charged with putting an end to it by flicking switches that turned on Redstone lamps (disallowing monsters to continue spawning within the facility) throughout the map and progressing towards an ultimate override switch that would blow up the entire place and let you watch from a safe distance. It flopped because I lacked the conviction and creativity to make it a reality. Perhaps you could take from those ideas and use them yourself? Anyways, thank you for the map, and I hope this feedback helps you.
- Nice story, not too contrived. You kept it simple and it worked. Little details from the story like the two "unpure" (impure is the word you were looking for, I think) being released when the door was opened and the new emerald ore being "substance X4."
- Great mix of map features. A little exploration throughout the entire thing when figuring out where to go, keeping the map an overall "adventure" type map; a small parkour sequence that was short, sweet, and not too frustrating (although I have a tip for that I'll provide later); and a cool piston puzzle that kept me occupied and interested for a little while.
- You didn't hold the player's hand the whole time. You allowed us to figure out how to proceed on our own, even when it wasn't completely clear, and provided just the right amount of help when needed ("To open the first door to the Inner Lab, get the X4 ore directly above the red torch").
- The setting changed from prison to sewer to mine to science facility nicely. You didn't go crazy with detail, and I enjoyed the minimalism you employed in setting the atmosphere.
- I’ll admit, this is me just gushing over something I liked, but when I had to run from the two zombies that were released next to the office I loved the fact that I could close the door, wait for them to lose interest, and then run out and close those double doors behind me. A nice touch that worked well.
The revelation that the character was Director Chapman was very interesting (provided that the player actually remembers that they were in Cell C at the beginning). The end was a very fitting conclusion to a nice plot twist.
However, I do have a few suggestions which you can apply to either this map to improve it or keep in mind for any future maps you create:
1. By putting [1.3.1] in front of your map name, you're effectively saying you made this map to be played in version 1.3.1 or beyond. Take advantage of its features! They added writable books now, effectively eliminating the need to tell the story through signs. Use them! It would have been great to see the musings of Chapman as diary entries scattered in chests across the map.
2. When filling areas in with water, use a map editing tool so you don’t just fill a top layer that flows downwards and causes a struggle to swim against. This was especially noticeable during the parkour segment. Every time I fell in the water, it immediately pulled me to the bottom and I had to wait a while before I could surface.
3. In the sewers, use iron bars to create a grating that blocks the incorrect direction of the aqueduct. There’s nothing more frustrating than picking the wrong way, only to drown and spawn outside of the entire adventure map enclosure and have to re-copy the folder into my saves.
4. This isn’t really a gripe, but more of a bug. I have no idea why, and I tried to figure it out and failed, but at the end when you drop down into the pit with zombie dispensers, none came out because there was already a charge going to them, effectively rendering useless the signal from the pressure plate and breaking the ending. Perhaps it’s something to do with 1.3.1, or maybe just some miniscule discrepancy that occurred when I downloaded it. If it’s just me and it works fine for you, don’t worry about it, but if others complain of the same thing, try to fix it.
5. When it came to guessing the code, I just put in 123 because it was the only number I remembered from the sign in Cell B at the very beginning. I don’t know if there were multiple possibilities, but you should definitely make it more clear as to what number should be used. For example, you could have had the writing in Cell B read “You see the number 123 scratched all over the walls of this cell.” Or something along those lines.
I am looking forward to seeing more maps from you in the future, or maybe even and expansion on this map. I tried making a map similar to this one, with zombies escaped in a science facility and you, the lone survivor, charged with putting an end to it by flicking switches that turned on Redstone lamps (disallowing monsters to continue spawning within the facility) throughout the map and progressing towards an ultimate override switch that would blow up the entire place and let you watch from a safe distance. It flopped because I lacked the conviction and creativity to make it a reality. Perhaps you could take from those ideas and use them yourself? Anyways, thank you for the map, and I hope this feedback helps you.
Thanks for the insight, man. I can't believe I said unpure instead of impure... and thanks, I had no idea I could use scraps of paper as notes and put them into chests!
Hey, i liked your map even though i got stuck at the Zombie trap i couldn't go forward because i didn't know where to go. By the way, at the zombie trap, your dispensers at getting charged and are giving powering the redstone, leading to an infinite chain. To prevent this, just put the redstone away from the dispensers, but towards the repeaters. It should work normally after that. I repaired that part so that i would get the fullest satisfaction i should have enjoyed from this map. thank you
I just really had to post because I downloaded this and played it with my bro, and it is fantastic!
Great great job! On the story, on the puzzles, on everything!
It's really great to see maps such as this that get you really immersed in the story.. and oh, the bits of humor here and there.
Much much appreciated! Keep up the good work and I hope to see more of your work soon!
great map! the piston puzzle didnt work for me though because once the emerald ore is above the torch you cant push it down because the other piston gets activated by thee same lever. Do you mind if i do a lets play type thing on this?
This map looks really cool. I'm looking for a good adventure map to get me started, so like the poster above, would it be alright if I did a let's play of it too?
This map looks really cool. I'm looking for a good adventure map to get me started, so like the poster above, would it be alright if I did a let's play of it too?
yeah, of course. You guys can all let's play this and do whatever, just give me credit or put a link in description?
thanks for the feedback, everyone. I really appreciate it
This map was really fun. The story was great although I'm not 100% sure I finished the map? Is the room with the zombies in the dispensers the end? If so, the ending can be greatly improved upon! I blew the room up with tnt and all I found was the exit to the outside, so I guess it was the end. It was a fun little map though. I'd give it a 6/10, mostly because of the ending and the combination door. You didn't really give any hints about that. But good job! Hope to see more maps from you
Edit: I just realized I never found the room with the rails in it, so I may have missed some storyline. But upon re-playing the map I couldn't find it. So if someone could enlighten me that'd be nice.
So this is an adventure map I made
it's short, but I think it's fairly decent.
DOWNLOAD http://www.mediafire...c53wy1xnkn5368u
hopefully some of those screenies will work.
TRY TO GET THROUGH THE MAP WITHOUT HITTING ZOMBIES. RUN AND HIDE.
------------------------------
also hi, I'm new to the mc forums. Been playing MC since 1.6, I've made a few maps before this.
hello.
add reviews, tell me what I can do better and what you liked
-------------------------------
OKAY. so the end is the room with all the zombies
and I gave hints about the combination door. there's a hard-to-find sign in that room that tells you where to find the combination. a lot of you guys missed that whole part of the map...
- Nice story, not too contrived. You kept it simple and it worked. Little details from the story like the two "unpure" (impure is the word you were looking for, I think) being released when the door was opened and the new emerald ore being "substance X4."
- Great mix of map features. A little exploration throughout the entire thing when figuring out where to go, keeping the map an overall "adventure" type map; a small parkour sequence that was short, sweet, and not too frustrating (although I have a tip for that I'll provide later); and a cool piston puzzle that kept me occupied and interested for a little while.
- You didn't hold the player's hand the whole time. You allowed us to figure out how to proceed on our own, even when it wasn't completely clear, and provided just the right amount of help when needed ("To open the first door to the Inner Lab, get the X4 ore directly above the red torch").
- The setting changed from prison to sewer to mine to science facility nicely. You didn't go crazy with detail, and I enjoyed the minimalism you employed in setting the atmosphere.
- I’ll admit, this is me just gushing over something I liked, but when I had to run from the two zombies that were released next to the office I loved the fact that I could close the door, wait for them to lose interest, and then run out and close those double doors behind me. A nice touch that worked well.
The revelation that the character was Director Chapman was very interesting (provided that the player actually remembers that they were in Cell C at the beginning). The end was a very fitting conclusion to a nice plot twist.
However, I do have a few suggestions which you can apply to either this map to improve it or keep in mind for any future maps you create:
1. By putting [1.3.1] in front of your map name, you're effectively saying you made this map to be played in version 1.3.1 or beyond. Take advantage of its features! They added writable books now, effectively eliminating the need to tell the story through signs. Use them! It would have been great to see the musings of Chapman as diary entries scattered in chests across the map.
2. When filling areas in with water, use a map editing tool so you don’t just fill a top layer that flows downwards and causes a struggle to swim against. This was especially noticeable during the parkour segment. Every time I fell in the water, it immediately pulled me to the bottom and I had to wait a while before I could surface.
3. In the sewers, use iron bars to create a grating that blocks the incorrect direction of the aqueduct. There’s nothing more frustrating than picking the wrong way, only to drown and spawn outside of the entire adventure map enclosure and have to re-copy the folder into my saves.
4. This isn’t really a gripe, but more of a bug. I have no idea why, and I tried to figure it out and failed, but at the end when you drop down into the pit with zombie dispensers, none came out because there was already a charge going to them, effectively rendering useless the signal from the pressure plate and breaking the ending. Perhaps it’s something to do with 1.3.1, or maybe just some miniscule discrepancy that occurred when I downloaded it. If it’s just me and it works fine for you, don’t worry about it, but if others complain of the same thing, try to fix it.
5. When it came to guessing the code, I just put in 123 because it was the only number I remembered from the sign in Cell B at the very beginning. I don’t know if there were multiple possibilities, but you should definitely make it more clear as to what number should be used. For example, you could have had the writing in Cell B read “You see the number 123 scratched all over the walls of this cell.” Or something along those lines.
I am looking forward to seeing more maps from you in the future, or maybe even and expansion on this map. I tried making a map similar to this one, with zombies escaped in a science facility and you, the lone survivor, charged with putting an end to it by flicking switches that turned on Redstone lamps (disallowing monsters to continue spawning within the facility) throughout the map and progressing towards an ultimate override switch that would blow up the entire place and let you watch from a safe distance. It flopped because I lacked the conviction and creativity to make it a reality. Perhaps you could take from those ideas and use them yourself? Anyways, thank you for the map, and I hope this feedback helps you.
Thanks for the insight, man. I can't believe I said unpure instead of impure... and thanks, I had no idea I could use scraps of paper as notes and put them into chests!
I just really had to post because I downloaded this and played it with my bro, and it is fantastic!
Great great job! On the story, on the puzzles, on everything!
It's really great to see maps such as this that get you really immersed in the story.. and oh, the bits of humor here and there.
Much much appreciated! Keep up the good work and I hope to see more of your work soon!
Thanks
Beginthon
yeah, of course. You guys can all let's play this and do whatever, just give me credit or put a link in description?
thanks for the feedback, everyone. I really appreciate it
Edit: I just realized I never found the room with the rails in it, so I may have missed some storyline. But upon re-playing the map I couldn't find it. So if someone could enlighten me that'd be nice.
THANKS!:)Ya think you should post the ip adress for the ppl. >
THANKS!:)