At this point, the thread is primarily used for archival purposes, reviews, and new map announcements. Most of the actual conversation has moved to the discord channel here: https://discord.gg/kQdrZkv. It has over 160 members of all mapping skill levels, active community projects, and other stuff like random mapping challenges or UHCs, and is pretty much where the community is now. If you're already on there, of course ignore this, but I'd encourage you and any lurkers who want to make maps to join the channel.
I am having some trouble with Kamyu's Populate Chests application. When I run it, I get this error:
Processing the overworld
Exception in Tkinter callback
Traceback (most recent call last):
File "Tkinter.pyc", line 1410, in __call__
File "Populate Chests.py", line 133, in main
File "Populate Chests.py", line 162, in process_world
File "nbt\region.pyc", line 190, in iter_chunks
File "nbt\region.pyc", line 231, in get_chunk
Anyone know what this error is or how to fix it? Thanks!
While I don't know the specific error, I'd advise against using that filter in the first place. First off, it's about 4 years old at this point and thus has issues, plus minecraft already has a built in system that will randomly populate chests for your based on a pre-set list you create (loot tables).
More important though, is that random loot with a lot of variance is not a good idea for making a map. Instead of doing random loot, try flying through your areas and asking yourself "what will the player want while they're here?" and giving them loot based on that. For example, if there's an area with a lot of blaze or ghasts, give some arrows and maybe some fire prot or blast protection armor, along with some blocks for building in a chest. The player will be happy when they find that loot chest instead of having a random chance of being disappointed if you use that filter. Doing it this way gives you much tighter control over the balance and flow of your map, and the overall experience will be much better for it.
Before I start, I’d just like to comment on the main gimmick of this map; taking Hypixel’s maps and making CTMs out of them. I actually don’t think it’s a bad idea, because it has some major benefits. For one thing, Hypixel does a VERY good job with their maps, and your area and aesthetic design is already done for you. I personally have played on Hypixel’s server, and enjoyed their minigames. So when I heard about this map, of course I had to at least give it a shot. Another advantage is that, with your map design covered, that takes out a lot of the time you would normally spend building area aesthetics, and lets you spend it on placing spawners, designing interesting encounters and loot, and doing command block stuff. With 2000+ advertised dev hours, I would not say its wrong at all to go into this map with high expectations.
I’m just sad I was so disappointed.
(Screenshots included by request)
I may have burned it a little.
Prisoner(game: Quakecraft): Rating… Just Okay
For all the epicness this map claims to have, it starts off really slow. Nothing here is particularly difficult. I appreciated having little natural spawns. It was nice to only deal with spawner stuff. However, during this area, one of the major problems with the map rears its ugly head. Namely, lighting and guiding the player to important points. Most of the lighting was removed from the copied maps, leaving the only source of light most of the time as your own torches. This is actually really bad, since its hard to see important stuff. The little emerald chandelier? How the heck is anyone supposed to notice that? Its good form to put redstone torches on the important stuff, but as it is, the exit to the area and the pig fishing secret is REALLY hard to find, because there’s no lights or area design to guide your attention to it. I had to go into spectator mode just to see it!
MONUMENT: Recovered Haven: Rating… Good
I don’t know what lobby this is, but it looks fine. All the command blocks work (a consistent thing throughout the map, one of the things done right), a good base is given… everything is okay. I just wish the convenience teleporters were two-way… oh, and the emerald blocks were neat too, but many of the emerald locations were a bunch of crap. Hidden in some far-off island that requires a stack of blocks to get to and was just a little aesthetic thing in the Hypixel server? Was that really necessary?
In any case, the next area is where some of the map’s problems start to really show.
Wrath of th- I mean, LOST BRETHREN: Rating: The start of the problems
This is where the central problem of the map shows up. The gameplay has exactly two modes: “Boring” and “Bullcrap”. The first part of this area is boring. Many of the spawners, here and elsewhere, aren’t primed, so if you’re fast you can just break them before stuff spawns. You walk down a long, winding path, and if the mobs do spawn, they’re the same every time. Boring.
The town, on the other hand, is bullcrap. The buildings are all very close together, and things are packed tight. That means that while you’re dealing with the mobs from one spawner, the spawners in the floor above you are spawning, and mobs in the buildings near you are spawning. Basically, it builds up REALLY FAST, and if you want to loot all the buildings, multiple trips back to make them despawn are required. The good news is, you don’t need to beat all the buildings! You can just run right to the next place once you have the head in the town hall!
(Do you need a screenshot here? It’s just Wrath of the Fallen…)
Rustaay Castle: Rating: Boring
There are all these huge areas in Hypixel, and you take them without cutting them down at all, and fill them all with spawners and some secrets… but there isn’t much interesting to do in many of them, so its just running around a big area and smashing spawners as you go. It wouldn’t have
disappointed anyone if you just sealed off some of the castle and left it empty to streamline things. This applies to a lot of areas, really.
Wisdom Mines: Rating: Okay:
There wasn’t much to say here. It’s just the mines with a lot of spawners added. Honestly, the first few areas out of the monument, you’re just exploring a spawner-filled survival mode of Hypixel’s second map. It goes on way too long, and anyone who was hoping to get to playing on Hypixel’s minigame maps really has to slog through this and wait a while before they can. It would have been better to replace all of these areas with minigame renditions, or mini-size the whole map into one big area as opposed to 3 medium ones. The long haul through all three of these areas probably made several players give up before the map really got started.
Intersection 1, Rotten Firstfruit: Rating: Eh
Its an okay intersection. We’re all happy to be done with Wrath of the Fallen, this is essentially where the map REALLY starts. The most notable thing is the NPC villager dialogue at the bottom(or was it the I2 guy?), which I think was where we actually learned what the heck was happening, the rebellion in Hypixel. I’ll talk about the lore and how messed up it is at the very end.
It takes just as long to run through as it looks!
Formidable Resurrection(??? Whats with the name?)(game: Blitz SG): Rating: Long
This area had okay mobs, but it got boring after a lot of running through them. This is not the last Blitz SG map. I have to say, a lot of the areas were Blitz maps. I feel it is overrepresented. I guess now is as good a time as any to note the custom mobs in this map; many of them were rather simplistic. Rather than creating new interesting situations, a few custom mobs were taken and had their spawners scattered throughout the area. You fight the same mobs in the same way many times, and it really wears on you. Much of the time, each new area only brings a slightly more powerful zombie than before, or a slightly more powerful skeleton than before. In that regard, I’d compare the map to Savage Realms, though that map had more redeeming qualities.
No Such Thing as Magic(game: TNT Wizards): Rating: Above Average
This area was alright! It was neat enough, running around, exploring buildings, and grabbing points. I do appreciate the witch changes! However, I feel like it could have been even better, by giving the player speed/jump boost buffs like in the real TNT wizards, and priming the spawners, putting more guard around the points and a miniboss mob instead of an obsidian-encased spawner. Then, you could have been dashing around, smacking mobs aside as they chased you, capturing all the points and trying to win the battle! It might have been good then. As it is, it goes really slowly, and the TNT Wizards maps weren't built for slow play.
Under the Bridge(game: Paintball): Rating: Above Average
This area, too, was okay. You had a fair choice of which route you wanted to take to get to the other side. The invisible maze was more an annoyance than anything, though. The worst part. The void almost felt unnecessary, not really being a threat if you played with any careful-ness. The only time it came into play was the Creeper Head usage, which was actually a nice shout-out to the real server. Good on you.
As an intersection, this place is nice, if a bit more dangerous than expected. As for the sidequest… well, once again, the entire upper part of the mansion was used when it really didn’t need to be. It felt like a really long slog for just 2 emeralds, even if the ability to instakill ghosts with glass was cool. The cheesy potions WOULD have been helpful… if they’d been given in stacks. As it is, with them taking up a lot of inventory when you can’t even use them at full efficiency, it’s really better to stick with conventional food.
Quake Tribe(game: Quakecraft): Rating: Okay
All the twisting hallways were tough to navigate! At least the next area and head are easy to find. Really, I can’t imagine anyone still trying to find the emeralds by this point… There isn’t too much to say, just that the map could’ve had so many neat Quakecraft-like gimmicks, and instead chose to just go with an above-average skeleton custom mob. Disappointing.
On one hand, neat! On the other hand, a lot of running to do!
Citadel of Legends(game: Blitz SG?): Rating: Okay
The name and the Assassin generics made me expect something special, but its really a rather ordinary area. The blazes have a tendency to burn down the forest. This would’ve been a good place for a boss fight or a climax, but while its tense running along the top, there is again nothing too noteworthy.
Gets two screenshots because they’re so different
Ivory Fangs(game: VampireZ): Rating: Bullcrap, then Above Average
Here, in both parts of the area, another major problem in the later areas of the map show up. Specifically, the custom mobs aren’t explained at ALL. The first part of the area, due to this, is an utter crapfest. First off, the headless horsemen. They might have been okay as rarely seen, almost miniboss-type enemies… not spammed everywhere as normal enemies! They give you blindness AND wither with when you’re in a couple block radius, and there isn’t anything you can do about it. And its hard to realize that it’s the HORSES, not the zombies, that give it to you! Not only that, but the nearby vampires heal up to almost full when they hit you, which would be okay… if not for the map detecting the damage you take from wither as them hitting you, constantly healing the swarms of vampires. A deadly combo I’m fairly certain is entirely accidental. The saving grace is that its all totally skippable, just run right to the other end of the town if you don’t care for the not-worth-it loot.
The second part is pretty much a completely different area. Free infinite iron, yay! The jump boost and parkour design, combined with skeletons, but giving you knockback-resist items… it was actually pretty neat! I actually liked it! Good job!
So, this area would have been given an “Okay”, if not for one thing: You randomly have Mining Fatigue! There’s not a reason for it or anything! It’s just there! Why?? What’s the point? To make it more of a challenge? It felt totally pointless, and cast a shadow on what was otherwise an alright area. The mobs were somewhat challenging this time, although dealing with the swarms and spawners that spawned more spawners got annoying after a while. And this isn’t the last time the player is randomly debuffed…
You start at the bottom. Have fun getting up!
Intersection 3: Rating: Bad:
Okay, I’m just going to yell this… WHY WOULD ANYONE EVER DESIGN AN INTERSECTION THIS WAY?! There’s no bridges, or ladders, o-or anything! Just empty space for you to bridge! I didn’t even bother. I fully admit to using spectator mode to get around places from this point onwards. It was just… so annoying! At LEAST give us a block chest at the bottom! You didn’t even do that!
Looking at the torch trail, I think this screenshot represents the best way of playing the area.
Blizzard(Game: Blitz SG… again): Rating: Okay
I didn’t even stay long enough to see the blizzard mechanic. The main problem with the area is the elevator at the start; it takes WAY TOO LONG. Block by block by block… for what surely must have been at least 100 blocks… didn’t you notice it was a 5-minute trip during testing? For one way? It would have been FASTER to chop down trees, craft ladders, and use those to get back up!
The boss fight was unexpected, but terrible. Once again, some explanation would have been nice. I wasn’t sure whether I was supposed to be killing or helping the villager. The boss mechanics result in tons of swarms while the villager heals up as you try to swat away the minions. However, if you use the Ground Pound axe, it becomes a little less terrible… so I hope you don’t lose that item!
The Intestines of the Network: Rating: Awful
To anyone reading this planning to play the map, go right ahead and skip the area. It’s bad. First off, the guy clinging to your back is annoying and laggy. Second off, the first thing you do at the start of the area is replace all the players current torches with redstone torches WITHOUT warning them. Hope you weren’t carrying too many! And it’s pointless too, since it’s perfectly possible to use glowstone. Once inside, it doesn’t get better. The mobs are numerous and aggravating, and its hard to find the spawners to break them. The only good part is that it isn’t THAT long. It would have been better as just a couple tunnels and a very short walk there.
Thought you were done with Adventure maps? YOU THOUGHT WRONG.
Developer’s Mansion: Rating: Ranges from bad to Above Average
Okay, so this area was an odd mix. Simultaneously cool at some parts and bad at others. The wizard’s special items were cool, it would have been nice to be able to move him back to the monument. The monkeys and Beetles outside hit WAY too hard, and they swarmed! The inside of the mansion was SAFER!
The inside of the mansion would have done much better with a proper explanation. The Indecisive Mages were neat with them going from extra-tanky to essentially a period of vulnerability. However, the Lightning they hit you with was totally unavoidable, and got really frustrating after a while. The Angel Boots were also cool. The crypt below was actually the best part, with a sort-of cool lantern gimmick and some good, simple mob encounters. That part with codename_b at the bottom, though… that was dark.
Also. This was the worst part of the map for me. Not the crypt, but the side area in it. A lot of the areas in this map are biased towards Blitz SG, taking representation from a lot of the other games that could have been in. Blitz SG was an important game, but arguably more important were the games Walls and Mega Walls, some of Hypixel’s most influential works. Walls was only represented through one small transition area. Mega Walls? …Well, I went into the map wanting to play a Mega Walls area. Almost expecting it, as some major climax. A big epic area; it might have even made a good final area. What did we get to represent the biggest, the most epic game on Hypixel?
THIS. One itty-bitty bedrock arena wither boss fight! As an optional emerald area! I guess it could have no representation, but… it’s SO boring! You could have had something amazing, not this! Maybe it was a plan for one of the future maps, maybe not, I don’t know…
This area ties with the last for being the worst. It. Is. BAD. AWFUL. HORRIBLE!! Everything about it is imbalanced! It mostly messes with your interface, dragging your vision away as you try to break spawners, shifting you around… this would be okay as a little gimmick, but this is a HUGE area! You have to put up with it for WAY too long to get anywhere! And the mobs, oh goodness, the mobs… I have PTSD flashbacks to creepers that TELEPORTED YOU INTO THEM so they could IMMEDIATELY explode you, one enemy that gave poison(the easiest one), another that gave Mining Fatigue that prevented you from breaking spawners, and still another that gave Negative Jump Boost, preventing you from jumping… All with no explanation or warning, of course. I ran straight through, grabbed the head, and got out. Nope nope NOPE.
The Main Attraction(Hypixel Main Lobby): Rating: Okay
Alright, this one isn’t so bad. The chest mechanic was annoying… you could just give us the items, you don’t need to make us buy easy-to-lose very overpriced keys! Once you made it to the actual castle, it was actually a fun area, with some finally INTERESTING combat encounters rather than spawners everywhere(that’s totally what the outside is, though). The ending was so disappointing, though. No real conclusion to anything… I’ll talk about that in a bit.
Peripheral Memory Access: Rating: Good
We would have all been better off is this was the final area.
The mobs take a lot of hits to kill – all the endgame mobs do, it makes fighting them more aggravating than anything – but other than, this area was okay. A neat mechanic, it kept itself fairly short, and felt like a really good buildup for the finale! I actually did like this one, at least a little.
So… after all this buildup, all this time, what do you do for the final area? The map slows to an UTTER crawl. Why? Because you’re debuffed again! Weakness 11. Slowness 3. Mining Fatigue… 2. Because it NEEDS TO BE MORE OF A CHALLENGE. Seriously? The final area in a map is usually about you throwing everything you have at an insane challenge, not bringing you back down almost to the power level you had when you started, so you can VERY SLOWLY move through an incredibly long area!
Now, I won’t go on. Because I fully admit it. I gave up. I went into Spectator mode and skipped straight to the final boss. I. was. DONE. I did not want any more.
And the final boss… was even worse! Not only did you keep your debuffs, you went into adventure mode and lost block-placing power! Instead of fighting an actual enemy, you fought Herobrine, who hovered just out of the reach of your weapons. The ONLY opportunity you had to hurt him was when he shot a fireball… which happened about every 3 minutes. Good luck if you didn’t get it! The rest of the time rotated between A: Dealing with a ridiculously OP attack that killed you incredibly fast(even with the best armor, don’t expect to last more than a couple hits) or B: Waiting for Herobrine to do something. The final boss battle was just boring! It would have been better to just have a regular fight, instead of the slow waitfest we got.
It is done.
THE STORY AND LORE:
All the philosophy stuff was just silly. I’m not going to comment on it.
First off, the map does very little to establish the story, what’s going on, and what you’re doing in. What I COULD gather:
*You’re trying to stop a rebellion
*Almost everyone is on the rebellion’s side
*There’s this person called “His Divinity”
And all of this is hidden away in optional dialogue and books that are very possible to miss. It all falls flat. There’s nothing to save and nobody to help. It’s just you, murdering a bunch of people in a “rebellion” with no opposition except for yourself. You don’t know their motivations, just that at the end of the map in the second-to-last area, they successfully execute Hypixel and win. And in the real last area, you totally forget about the rebellion and go fight Herobrine instead. All of this together means no investment, or reason to care. The story might have done better with more fleshing out; establish the situation, motivations, and give it a proper conclusion. As it is, there isn’t any payoff for paying attention to it.
All in all, I give the map a "bad". There are some good ideas, but they're lost and buried amidst everything else.
Gonna drop this here as well, for archiving purposes:
Hey guys! I'm not dead, I swear!
SP03 has been giving me a really hard time lately, so I took a little break from it and look what came into being: a minimap! Looking at it, this actually is my first miniCTM that was not made for Strawberry Jam. :0
Ligebied Length: 3 objectives Made for Minecraft 1.10.2
An old chapel stands alone, looking over the distant sea. It is said that long ago, the secret of fabled golden oaks was kept there. Perhaps it is what you seek?
Now, this a bit of an experiment. I wanted to do something relatively small, to be able to just play around with cool ideas. Main thing I wanted to try out were resource packs, and I have to say I'm now addicted to them. It's so easy to bend vanilla minecraft textures just a little bit, and it gives so much more atmosphere to the map! Definitely will be making use of them in the future.
Other than that, Ligebied also has small, but full-fledged lore, and actually is set in the same world as SP03 (you will find a couple of connections between the maps)! This is also precisely how lore in Entropy will look as well: just sitting in small portions on a bunch of items all around the map.
Overall, I'd say this turned out as a sort of "bite-sized" preview of Entropy. This basically is what my mapmaking style has turned into over the years, and it should roughly reflect how SP03 will feel as well. Also while we're on the topic, I'm very aware of how I keep talking about Entropy every time and then disappear for another couple of months, but bear with me here. We're gonna get to the release eventually, even if it is taking far too long. C:
I’d like to begin by saying one thing: this map comes with a resource pack. Now oftentimes, resource packs in minecraft maps can fill a number of functions, from being obnoxious and over-the-top with replacing Minecraft’s whole palette, to providing background music or necessary voice acting. However, the resource pack for this map only did one thing: Added a few special-looking objectives, and changed some blocks to slightly-modified versions of their current textures. Even though they were small changes, this was one of the best use of resource packs I’ve ever seen - because this map looks AMAZING. I constantly wanted to (and did) stop and stare at the beautiful environments! The entire thing gave off a Dark Souls vibe for looks, but with Minecraft’s brighter colors. Normally, I don’t devote too much time to talking about aesthetics, but this map did a truly special job, and even gave you a binocular-type item so you could take a closer look!
With that out of the way, most of the other things about the map came off as average – a very solid average. The gameplay wasn’t anything special that hadn’t been done before, but it all came off as a very polished package, with the mobs and loot being well-balanced. One thing I particularly liked was the complete removal of natural mobs from the map, allowing it to rely solely on spawners. An audacious change, but a very effective tool in the hands of the right map – which this one was! The areas and world felt alive and interconnected, with side paths containing bonus loot frequently appearing, and usually in ways that felt organic and natural.
Without getting into too many specifics – I don’t want to spoil it for those who want to play it – I had a good time playing this map, and I would recommend it without hesitation to someone looking for a shorter and simpler CTM to play.
The beginning of the map was very simple. A minecart track to take you where you needed to go, and a short walk until you make it to a basic base and the intersection for the next areas. The resource management is immediately odd – you’re given the resources you need to make stone tools and some basic farms right off the bat, but it doesn’t provide wood in chests, forcing you to break wooden planks from the environment to get what you need.
Other than that, the lack of honeyboxes is immediately apparent, as the base area is a small well-lit square surrounded by total darkness, which resulted in an eternal siege of zombies during my stay at the intersection. Surprisingly, it actually made for a fairly interesting start – but got annoying fast after I was done gathering resources. The intersection was overall simple, and with no order book saying where to go first. It was only by luck I went the right ways first.
Intersection rating: 6/10 Too many mobs…
Workshop and Research*(White Wool):
The map surprised me here – upon walking in I expected an extension to the base. Until I saw the spawners. With the high numbers of natural spawns and the cramped nature of the area, this place managed to hit the mark of challenging without being too hard only because it had very few spawners. The place was full of brewing stands right away, but netherwart was never available at any point during the map. Overall, the area was winding and twisty, with a lot of dead ends, but still quite short and overall okay.
Area Rating: 7/10 A surprisingly good starting area
*: I’ve put the area names into google translate - the map is in French
Red Cave(Orange wool):
This area is immediately much bigger and more open than the previous one, but also more difficult. The natural mobs are still everywhere, but thankfully, there are few spawners so we’re still dealing with just them. Despite the objective only being a short walk away from the start, the large amount of mobs made it feel like a drawn-out struggle. I managed to remain deathless by virtue of the potions I was generously provided at the beginning of the area – potions are the one thing the map gives out on a whim.
Area Rating: 6/10 A very simple area, with surprisingly large numbers of enemies
Massif arkeoma*(Magenta wool):
Deaths: 3(2 Accidental lava slip, 1 surprise creeper attack, 2 attempting to retrieve stuff after surprise attack)
At the beginning of this area, it really seemed like the map had stopped pulling its punches. It proved MORE than willing to throw out skeleton spawners in an area consisting of hole-filled bridges over lava, making the place feel incredibly tense and stressful. And then, 1 minute in, all that ended, with the area seguing into a much simpler inferno-mines style sandstone cavern, with natural spawns aided by the occasional creeper spawner. This proved to be more challenging than expected, but the spawners were hidden in ways that made it hard to find and disable them - always an annoyance.
Even further in, we got our first show of random loot, which can be best described as an incredible inventory-filling deluge of good things. Hardly unwelcome, but wholly in contrast to what the map had provided so far. Continuing onwards, the area changed again, into a stone cave pockmarked with many, many small spider-filled holes. It proved easier to run through than try to eliminate anything. This area was significantly longer than the other two, and varied vastly in difficulty throughout. It did at least provide you with good rewards. The loot chest was a definite highlight.
Area Rating: 7/10 Good but too much lava.
*Google translate failed me here
Intersection of Fire and Explosions*:
While exploring massif arkeoma, I noticed in the bridge over lava portion a bridge which didn’t connect to anything. Upon bridging over, there was a little dungeon-type area with some zombies and loot. It initially seemed like a neat side-area… until I found the ladder tucked in the corner. The ladder led down into a little chamber with some more loot and a tree in the middle, with creepers and lava guarding it. This also wasn’t the end – there was another side-cavern, leading into the place you see in the picture above. Now, I thought this was a full separate side area. But I was wrong! It’s an entire intersection! I was lucky, sure, but it’d be incredibly easy to miss this!
What’s more, just look at it. Can you see why I didn’t think it’s an intersection? It has creepers, dangerous bridges above lava… and worse yet, there’s no base or chests or teleporters or railways back or ANYTHING! The only thing telling you its an intersection at all is an area with four poles and some signs! What’s worse, this proved to be a consistent theme through the map. Moving your items every which way is a huge hassle, so its better to set up a new base for each new place you go to, which gets annoying after a while.
All in all… Hard to find, no base setup of any kind, no convenient way back to the previous base, unnecessary and frustratingly hazardous… this place has all the parts of a bad intersection.
2/10 A decidedly mean little place!
*: My personal name for it
Cavern of Water/Main Point:
I was only able to find this on a tip from someone else. Back in the first intersection, there was a small hole in the walls on the coal-filled part of the area. This led to a large water drop into a cave, which led straight to another intersection, also fairly easily accessible from the first areas! At this point, the map started to seem confused. There were 2 intersections stemming off from the first one, neither with a base or any connection to the others, and the remaining area left in the first intersection was lategame content (surprise – I’ll talk about this later). The map was expanding rapidly in every direction, but I had no idea where to go next or what order to do things in, and the map refused to provide any indication. Even some of those carpets along the ground indicating which area had what wool would have been helpful!
With no other choice, I decided I would set up base at the new intersection I had just found and try to get stuff done here. The intersection itself wasn’t too bad, but still lacked any semblance of a base*. Or a way to get back up the massive water drop I had gotten through to get down there.
Extra note: The water cavern you see in this picture? Even though there’s no indication its anything but a small transitional area for the next intersection, it contains the entrance to 2 wools, brown and yellow (see if you can find the one in the picture). Brown is just in a small cave led to by a hole in the ground, but yellow is an entire dungeon that I didn’t know was there until someone else told me.
*There actually was a small base in Infernal Road, but if you didn’t go to that area first you would be out of luck.
Intersection Rating: 3/10 Less dangerous but same problems as the other one
Infernal Road(Gray Wool):
The entire area was pretty much just the road you see above. A hole-filled, boring, burning road. Walking along it is very easy, and if you stick to it, you’ll make it to the wool without problems. There are a handful of ghast spawners along the way, but they aren’t primed and won’t be triggered if you’re quick. Though there were some dangerous-looking custom mobs at the bottom of the road, I never saw any reason to actually leave the road. Overall, the whole area just felt… pointless. Why have a giant road if nothing’s going to attack you along it? Is the map relying on people slipping off into the lava below? Why?
Rating: 4/10 Boring.
Skeletown(Cyan Wool AND Light Gray wool):
This place seemed like it was going to be pretty terrible. And it wasn’t great. There were lots of skeletons. Skeleton spam and eventually blaze spam was what the entire area relied on for its challenge. The “meat” of the area relied on buildings, some with spawners inside and some not, shoved very close together, so that while you were taking care of any one area, the others were filling up with mobs at an alarming rate, until you needed to retreat for a little while so things could cool down. I had to retreat a few times for things to be manageable. But there was one even more major problem with this area: It had 2 wools in it. Okay, that’s not the problem, it’s how that’s indicated to the player that’s the problem. Specifically, it isn’t indicated to the player. The wools are hidden in 2 places: One in a tucked-away underground sewers-type section, the other in a large, important-looking building on the surface. I got lucky, and found the sewers wool first by pure accident. But I could easily see someone in a hurry to get through the area(because, skeletons) getting the wool in the building, and fleeing the area never to return, because, why would this area specifically have more than wool? It’s not like areas having more than one wool is presented as a possibility early on. This area just happens to have more than one wool.
This is especially bad since the entire intersection is far away from the rest of the map, and it would be a huge hassle to come back here when you found yourself one wool short later on.
We can be thankful for one thing: These were 1.8.9 skeletons, not 1.9+ skeletons.
Rating: 5/10 Not boring, at least
Fungal Gallery(Purple Wool):
This area’s aesthetic tells a lot about it: Its just a stone cave that happens to have mushrooms on the floor. The primary enemy is natural mobs, along with some clumpings of cave spider spawners along the way. The area felt more annoying than challenging, but as usual, it didn’t last too long. Even the final challenge was simply boring – there was an island above lava you had to approach, but the only thing defending it were non-primed witch spawners. It was all very easy, and it never really presents any interesting problems for you to solve.
Rating: 4/10 Also boring.
Of note, there was a shortcut in this area that led back to Magenta wool. If you don’t like blocking your way back up huge water drops, this is your only way back to the intersection you started in.
At this point, we’re out of the water-drop intersection and back at the first intersection, there were some areas I hadn’t gone to yet.
The Furnace(Green wool):
Yes, the green wool was connected to the first intersection. It was behind a glass wall on a minecart track on the way to the last area of the first intersection I was actually trying to get to.
Now, I imagine trying to just bridge this area would be hell, even though the map does provide you some blocks. I instead used a water bucket, which proved to be… surprisingly not area-breaking! The design of the lava, in upper and lower parts, meant that it would often flow into my obsidian pathway, sealing off my exit. The prevalent natural mobs would also spawn behind me and mess me up. Plus, the main challenge is trying to get up to the highest part while ghasts assault you, which needs blocks with or without a water bucket. I made it through okay, but… why is this in the same region as the earlygame areas? There isn’t even any indication its meant for the endgame! Just… lava cave with ghasts, this is your life now if you didn’t think to go to other places first!
6/10 – Dangerous and misplaced
At this point, I headed back to the intersection buried in Magenta.
Creeper Climb*(Light blue wool):
This area was just creepers blowing up. Repeatedly. Over and over. The entire thing consists of you trying to climb up while creepers spawn from spawners in clumps of 4 and rain down upon you. The area is designed so that you can’t get up to the creepers easily, but they can get down to you with no troubles. I’m happy I had the loot from the later areas for this one! The place is devoid of loot, which should be a point against it, but it probably would have just been blown up by the creepers anyway! At least, it was mercifully short.
Rating: 6/10 – Short but explodey
*No name was provided, I made it up
Magma Sector(Red Wool):
Notice anything? Yeah, this looks really similar to The Furnace with Green Wool, doesn’t it? Just, a straight path instead of a big circle. I ended up water bucketing myself a path forwards, wondering what would attack me. Ghasts? Blazes? Wither skeletons?
…Nothing attacked me. Literally nothing. I got in, grabbed the wool, and got out with zero mobs seen whatsoever. And a free fire resist potion was provided at the end, presumably to help with The Furnace, which may or may not have been intended to play before or after this. I don’t even know what to say. Why even make an area if nothing is going to happen to the player in it? There’s nothing here! Just a lava-filled cave with wool at the end! It wasn’t even brown wool! Why?? Is this all some master-level trolling course!?
2/10 – Defied expectations…
Apothecary Ruins(Lime Wool):
Have you ever wanted a much shorter, more compact version of Inferno mine’s Lush Ruins? Well here you go! Outside of the main “ruins” area, many of the spawners were hidden in such a way that they were hard to find. The inside was a little better, with the spawners not hidden but appearing in clumps of up to as many as 8 at a time. The area would probably have been really hard if you took the “intended” path, but you can get through fairly easily if you choose to break the 1-block thick walls and go into rooms from the side.
Even if it was really spammy, it was probably my favorite area of the map – stuff was finally happening, and it was a more tense area.
At the beginning, this place was a desperate run through a bunch of nether-themed diamond MCedit brushes, while being assaulted by the Vestige Protector forces – our first semblance of a custom mob, even if the only custom thing about them is their spawners, which have a wider detection radius and a faster spawn rate. It proved to be a fair challenge, so the first part of the area wasn’t too bad – but getting the wool was a massive pain. It was another repeat of some previous challenges, with you needing to block up to the top to reach the wool – this time over 127 blocks of distance! And throughout, you would only be attacked at one point: The very tippy top, where blazes would unexpectedly spawn and shoot you down, forcing you to go aaallllllll the way back up, assuming you didn’t splat from the unexpected fall.
In the end, not a terrible place, but getting the wool was the worst part. Once I found the monument and nether portal to the final area, I was ready to be done. Sadly, it turns out I had missed a few things.
Rating – 6/10 The pointless climb to the wool drags down what would otherwise be okay
The Monument of Explorers:
Other than being hidden at the bottom of a big hole in Final Vestige, there is nothing special about the monument whatsoever. It comes with some average-level loot, and doesn’t want metal blocks. There isn’t much more for me to say.
Monument rating: 6/10 – it works as a monument, but isn’t anything special.
Creeper Cave(Yellow wool):
I was only able to find this wool thanks to someone else telling me, so by the time I got to exploring this dungeon, I had full diamond gear. If I had had anything less, then this place probably would have been terrible. The entire dungeon can be essentially summed up as “creepers”. Creeper spawners in stacks, creeper spawners in the walls and floor, with no indication of where… and each area is blocked off by gravel, which you need to break, ensuring they have time to spawn. This would be genius, if it wasn’t HORRIBLE. It is blessedly short, but if you tried to attempt this in the earlier parts of the game when it was initially available for you to find, you would end up just flat-out destroyed. There isn’t any thought to the spawners, there’s just a lot of them.
Rating – 4/10 mob spam
Bedrock Zone*(Pink Wool):
Also found only with someone else’s help, this was hidden behind a wall of vines in Magenta wool, and you had to bridge over a pit of lava to get to it. And then go down a LONG ladder. It wasn’t worth the effort to find it. It’s a simple, short bedrock cave with a bunch of spawners, with the map’s only proper boss fight at the end. The boss itself is a simple skeleton, with a lot of health and nothing special except having Thorns armor, the least fun enchantment in the game. Fighting him consisted of smacking him with a sword over and over, while occasionally taking a break to heal yourself for no reason other than thorns damage.
Rating – 4/10 Hard to find and annoying
*No name was provided, named it myself
The Finale(Black wool):
Through a nether portal located just above the monument entrance, this place could be found. The picture you see sums it up well – bedrock walls and lining, with tons of monster spawners everywhere, forcing you to slowly conquer it. It’s not a bad concept for a final area, but the main problem is – it’s been done before! By a lot of people! And they did it better! It wasn’t necessarily unfun, but very unoriginal.
At the very end, the map provided me with a small base(FINALLY), and a teleport to the last area. I thought we’d finally get a REAL boss, but it was just one last wool, guarded by standard mobs plus an extra-fast spider. A fairly disappointing conclusion. But, at the very least… we’re done.
Rating – 3/10 Unoriginal and unfulfilling
This map was boring and confused. It felt like it was trying to emulate a lot of other maps, rather than doing its own thing. All the area designs were simple and unoriginal, if you could even get to them all, what with how they were hidden. It seems to be trying to channel Myriad Caves’ spirit with a more open-world linear-branching style, but instead it just sort of goes everywhere without feeling interconnected at all. Easy areas are smashed in right next to difficult areas, and its hard to tell where you should go at any given time. Any area you enter could be far too hard for you or incredibly easy. The fact that many wools are hidden in obscure locations doesn’t help at all. The aesthetics were very simple, if not ugly, the gameplay did nothing special, with the lack of custom mobs making it play like a map from a much earlier version. Overall, while not explicitly painful to play, it isn’t worth the effort required.
So, got a bit of hype to perhaps liven up the thread a bit...
Team Epic is pleased to announce MONUMENTA, an open-world survival CTM MMO. Made over the last year by expert builders such as Heliceo, Render, Fangride, Kaladun, and Chipmunk, Monumenta boasts over 2 square kilometers of survival terrain. In this gigantic world you'll find:
- Over 50 respawning mini-dungeons, from old mines to massive temples
- Player owned apartments, plots, and guilds
- Over 300 custom items
- Epic quests with fabulous rewards
- Custom class system with powerful abilities
- Massive multi-hour raid dungeons for groups who want a true test of skill
This epic adventure will be free to play. Join the Monumenta discord channel: https://discord.gg/hdrQHu2 for more information and for a chance to join the closed beta soon.
The map's beginning... well, it makes the top ten for "most insane". It gives you nothing, yet immediately expects you to do parkour and fight off hordes of natural mobs. Well, it does give you one thing, in an open chest marked "for Vechs":
I used it without hesitation. Or I would have, if in my first attempt at the parkour, I forgot I had to delete options.txt to make the older version work. I pressed q instinctively, expecting to spring. Instead, I threw the door into the lava. Then jumped into the lava.
Aside from that upset, this room you see here pretty much sums up everything about the area, except for the creeper fountain in the back. If you manage to get through an area filled with lava and enemies with literally no gear to your name, you’ll be set on iron forever! The start is really difficult, but the entire rest of the map afterwards is much easier. You also have to do a sponge parkour to get wood. Yeah, if you can’t tell, this area is REALLY weird. And it sets a well-followed precedent for the rest of the map.
Rating: 4/10 - So weird I don't know where to place it
(I won't rate the intersections, as neither of them are notable in any way)
The shrine(read: monument) was an absolutely excellent base, providing you with everything you would need to get started, if you were willing to do some farming. Of special note is the mon- SHRINE... it used non-wool blocks, instead being composed of every ore and ore block type, and even had a door that would open when every block was placed. Somehow, this feels almost ahead of its time.
Tree of Souls(lapis lazuli ore):
This area was similar to the last one – chock-full at the start, but very easy after you cleared out the horde of natural spawns. Once you made it inside the titular tree, it's very simple, with no threats but a few spiders(and you have iron gear now, plus a Sharp X Looting V hoe). The only thing was, one wall off to the side had some bedrock-surrounded spider spawners, as you can see. You can’t disable them, or stop them. They aren’t guarding anything, as far as I could tell. I have only one question… why!?
Other than that, the map once again tries to force you to do parkour towards the top. But let's be real here, the whole reason anyone plays a CTM is so they won't have to do parkour. I just blocked past it.
Rating 3/10 Just a tree
The Graveyard(coal ore):
As you might notice from the screenshot, there's a small blast hole. As soon as you walk into the area, it explodes. No real reason, or way to prevent it. It just explodes.
From there, you have a very simple environment, with no threats except natural spawns. You have the standard gravel graves, but nothing in them. Two bedrock creepers, one with loot and one with an intersection. And one big grave with coal ore. And that's all.
Rating 3/10 Why did it explode?
The armory(diamond ore):
Upon walking into this area, you were handed some weapons. If you stuck around, you could find a gravel/sand ceiling, with the diamond ore chest hidden inside. If this were a normal map, I'd consider this the "brown/troll wool" equivalent, but in all honesty - this really wasn't much easier or harder than most of the other areas so far!
The mines(gold ore):
What you see above is pretty much the entire area. The minecart track didn't even work at the start - when it wasn't intentionally bringing you down dead ends, it was too choked with natural spawns to be usable. The end managed to be actually threatening, with skeletons and spiders coming out to swarm you. It ends very quickly though, with no loot to get.
Rating 3/10 - At least it had some spawners!
Castle siege(redstone ore???):
Looking at the name, I expected something interesting! What I got was a floating bedrock platform with four monster spawners. But the ore wasn't on it. In a one-block hole in the ceiling above, you could find four more spawners in a mob grinder setup designed to drop enemies on the floors below. The ore wasn't there either. There were four small openings in the corners of the ceiling on the main level. Three were empty, and in the last one, there was a chest containing... iron ore.
In the end, I gave up. I had searched high and low and found no ore to speak of whatsoever.
Rating 2/10 - A dissapointment with a simply terrible and confounding scavenger hunt. That's not why I came to this map, dangit!
This map is entirely confused. The loot throughout is incredibly broken, each area is simply a cave with some stuff in it, and the difficulty ranges from ridiculous to ridiculously easy. I frequently saw things that made no sense, or were easily bypassed and pointless. In the end, the map managed to defeat me, not with any combat-based challenge, but by hiding the wool in a spot that I couldn’t find, even with the entire place cleared.
And I had a good time! Remember, this map is REALLY OLD – back from the beginning era of CTMs. And its interesting to play through a map from the time back when CTM mapmaking – and all “adventure mapmaking” in general - was still much more experimental than it was today. I think its safe to say that a map like this would never have been released in today’s minecraft era. Seeing all the insane design might not have been particularly engaging, or immersive, or good, or even fun… but it was certainly entertaining!
(Doesn’t change that the map is total garbage by today’s standards, though)
Gameplay: ++++----- 4/10
Aesthetics: ++-------- 2/10
Functionality: +++++----- 5/10
Verdict: +++------- 3/10
Oh, and the door didn't lead to anything special, if you're wondering.
To preface, this is a sequel to Magical Mines. The Magical Mines was the first in the series, and this is the third. I skipped the second, Volcanic Wastelands, because it looked like a tiny open world map. Looking at this one, I think I made the right decision.
This map is much like the first, but with much of the whimsy removed. While Magical Mines toed the line between between being annoying with its general insanity and that insanity being somewhat fun, this map just spends every single area doing nothing but troll you. The beginning area has a cave with a few natural spawns, and a trap fortress that spawns tons of mobs on you. It’s the closest the map gets to a real challenge. Every single other area is nothing but a troll – every single one! You have all the standard tricks, endermen swarms, void drops, gravel traps, etc, but the map only very rarely uses actual, normal mob spawners. You’re handed loot more than strong enough to take care of all the natural mobs(the primary source of actual enemies) but it doesn’t matter much when you’re constantly being destroyed by unavoidable proximity TNT traps. I get that the map only had 1.3 tools to work with, but most of the traps aren’t particularly creative or interesting – with the exception of the one trap fortress I mentioned with hordes falling from constantly triggering dispensers above.
For example, this is what one of the BIGGER areas looked like. This is about the closest it gets to providing a real challenge rather than trolling:
In fact, this sequel makes me doubt my first review. The last one was fun to play because of how insane it was, but this one went off the deep end, taking the design decisions of the first map taken to their logical extreme – and it isn’t pretty. The map never provided any good food, so I was always starving. You were never provided with a base, but it didn’t matter, because the map is 30 minutes long if you’re going at a good pace and don’t get dragged down by the unnecessarily well-hidden ore blocks.
The map maybe could have been improved if it stuck to at least trying to maintain a semblance of structure and challenge like the first did, however insane it was – but instead, it continues to trap and blow you up right up until the end. It isn’t a CTM, so much as it is one of those “troll” adventure maps, so if that’s what you’re looking for, maybe fire it up – but if you enjoyed the first for what it was, then this one probably won’t make you happy.
Gameplay: ++-------- 2/10
Aesthetics: +++------- 3/10
Functionality: +++++++---- 6/10
Verdict: ++-------- 2/10
(This map has nothing to do with Herobrine, by the way)