There is really two main goals for this thread. The first is to find hidden gems, maps that are so unnoticed but are just are just absolutely amazing and that way I can try to expose them on this thread and hopefully bring some of the recognition they deserve. The second would be having people use this thread as resource to pick what map they want to play next that way they can see the genre of the map and what rating the map received. So that why they can base their choice on those aspects and have an easier way to find great maps instead of going thru the forums searching for one. Maps I'm Playing :
(Click on the thumbnail to go to that maps topic where you will find more information and the download)
Map Rating Scale
Creativity (All) : Uniqueness. Original ideas. Clever things in the map or story. Elements that have never been used before in other maps. 1 - Needs Severe Improvements 2 - Below Average 3 - Average 4 - Above Average 5 - Mind Blowing Features (All) : Attention to detail. Visibly dynamic. Relating to the theme of the map. Lightning. Breathtaking views and buildings. How the story relates to gameplay and connects. 1 - Needs Severe Improvement 2 - Below Average 3 - Average 4 - Above Average 5 - Mind Blowing Difficulty (All) : No mob overload, Balanced challenges, No Impossible puzzles or parkour. 1 - Impossible to Complete / No Effort Involved 2 - Extremely Easy / Extremely Difficult 3 - Average 4 - Some Things are Challenging Where It Provides Some Type Of Balance 5 - Perfectly Balanced Challenges Perfectly Designed Enjoyability (CTM, Adventure) : How much you enjoy playing the map. How the story keeps you hooked. No dull moments while playing the map. Good lead of direction. Not completely lost on what to do while playing. Clever and enjoyable storyline. 1 - Needs Severe Improvement 2 - Below Average 3 - Average 4 - Above Average 5 - Mind Blowing Enjoyability(Puzzle, Parkour, Survival) : Storyline not boring. Dialogue not long and lengthy If there is one. Keeps you hooked. How much fun it is to play. Enjoying the challenges. 1 - Needs Severe Improvement 2 - Below Average 3 - Average 4 - Above Average 5 - Mind Blowing
Map Rating Scale Explained
I rate my maps on a scale to 1 to 20, (4) being the lowest score possible and (20) being a perfect score. There will not be many scores of (20) I try to leave a perfect score for some of the most amazing maps on the forums, I like to think of the maps as the "elite". (3) is average for all my categories so an overall score of (12) I would consider a average map means the map provides a solid foundation and really is up to par with the standards its just not superb in all the categories.
Now i've added the "multi genre" category to my thread recently I do have a different map rating scale for this. I will add that as soon as I play more of these maps, they would be rated differently but they would receive lower scores if I did and I think that might draw people away from that map if I put a lower score on a map that is clearly better than a non multi genre map with the same score. I have also added another category entitled "other" I will problemy change that category to "game maps" soon. I saw this was needed after making my first map Sevens Hills Golf Course. I had no idea what to classify it along with other maps like the dropper.
Creativity - Creativity is all about how you use certain elements in your map to create some type of innovation that has never been used before. To get a perfect score in this category you must have two to three things that i've never seen before whether that is an amazing storyline that's not based off something else or some type of aspect in your map that brings a wow factor. For a great map creativity is a must.
Features - Its all about the visuals! Block houses and undimensional buildings can kill a map. It has to be pleasing to the eye you should be able to look around and go "Wow! Look at that". Some people use other peoples builds in maps just know I will only rate the visuals you built. To me this is one of the first things I look at and can I mainly base my first impression on this. First impressions do matter. make sure it fits the theme of the map if its a wild west map don't have the millenium falcon overhead of the saloon it reduces the experience of the map. Lightning does a play a role if a player cant see what hes doing how is he going to appreciate the scenery.
You will lose points for
Square structures with no detail
Excessive in sight redstone
Structures not relating to the map theme
Difficulty - Its pretty simple if a map is too easy or way too hard people most people won't like it. I really look for balance here, whether that deals with mobs or challenges. You will lose significant points for making the map to hard. I have played maps where I get attacked my 50 ghast and tons of angry pigman and it was impossible to complete. Making it to easy means I'm just walking through every area without a challenge. This can be with anything puzzles, parkour, and mob fight.
Enjoyability - There are a lot of factors that go into this category. The big thing is how much I enjoyed it and how much I think others will enjoy it. The story can play into this role if one is presented. Lengthy dialogue can be a problem but it depends on the player. Anything more than 3 or 4 paragraphs at a time are a no no to me.
You will lose points for
Bad sense of navigation in the map (Not giving the player enough info on what to do next or where to go)
Ridiculously long dialogue on signs
No sudden endings or blank ending meaning the player has no clue what happened
Unnecessary dialogue (Cursing, bad references to peers)
A very simple map which every area is organized into challenges with save rooms in between challenges. Even though it didn't have a lot in it I enjoyed it for some reason. I can't put my finger on what made it enjoyable but either way this map needs improvement. Good idea but there needs to be more of a "spark" to the map something to pull you in. The ending was very disappointing but funny. Still bad in my opinion thats another thing that needs to be thought out and expanded more you can really do more things with the ending .
The map forum seems to be down I can't tell if the map creator closed his account or just closed the forum either way I hope he open it up again.
Right off the bat I could tell this map was very well done it was short and sweet the storyline was very interesting and not boring at all you told us the info we needed to get what is going on. I like the ending also to bad my computer lagged so I couldn't see the UFO blow up but either way it's amazing map.
I found the Wither at the end very difficult to defeat maybe add some more powerful gear for the player to have so it can be a more enjoyable boss fight.
First off I immediately fell in love with the idea of the wool making up the world and regular building blocks necessary to complete the monument its such a creative idea. I had fun playing this a lot less than I expected though I was waiting for a dazzle factor but it really didn't come which was disappointing. Even though I had high expectations it was a great map hopefully I can see some more of Fumbuckle maps later on.
The Stone block was a little hidden I didn't like where it was placed due to it being so hidden. It has the potential to leave a player wandering for hours just to find it. This keeping in mind I didn't find a vital clue or hint leading to the stone block (If there was any)
Seems to be directly copied from RsMalec's thread. It looks exactly the same, and the rating scale is identical.
I do watch ron he is actually my favorite YouTuber. I have to admit things are very similar to his and the rating scale isn't identical. If you want to call it copying then go ahead I like what I do and Rsmalec inspired me to do this so if you think its exactly the same for your sake I shall change them up and redo this whole thread if you think I am completely copying him.
This map starts off quite nice it seems like the its going to be a layed out story and a decent map well from the beginning spawn it all goes downhill. First you arrive in the kingdom there is a place where you collect your supplies to defend the kingdom (This was by far the best part of the map) its pretty wide open I suggest putting some borders around it so the player knows where to go and not to go. Same when you fight the ghasts and pigmen and you need to lower the mob count this map is impossible to complete because of that part you can kill of the pigmen easily but those ghast you aren't going to get anywhere remotely near them. Maybe a bow would help? Either way it needs improvement it shows quite good potential though. Just a little more time working on the map and it will be a great map.
The creeper heads you collect was very random well so was the map. Anyways maybe at the end have a scoresheet and see how many of them they could find it seemed like the map creator just put them in there to have something else in the chest. Develop the story also it will hook players and will influence a better time on them while playing.
I was actually quite impressed with this map it showed everything I like in a Puzzle / Adventure map. I would've liked to see more puzzles because the ones they had incorporated in the map was superb. The wool room one blew me away this map showed amazing potential and they didn't use mcedit or anything like that and from creating my own map its a pain building a map block by block. This map could of had a better rating but the adventure time was mediocre at best. The story was short could've been developed a bit more but just pretty up the visuals and work on the adventure part a lot more and it should be a really solid map. In my opinion the next map you make should be strictly a puzzle map I feel like it would be very good.
The end was ok I guess but thats another thing change the ending and make it really clever but until then I can't wait for ImSerious's future maps. Eliminate the open space outside the borders of the map just fill it with buildings relating to the theme or other things it will help out immensely.
Right from the beginning I was really enjoying this map it will probably be only one of the few CTM maps I will complete all the way. The visuals were great the ship had to be my favorite area and even without a storyline the map still had me hooked I would record this map and lose track of time playing it. I really liked the idea of the floating islands it played very well with everything even though I had to bridge to most of them. The only thing I would suggest is putting the island books (The ones with the riddle and tells you about the island) put them right next to the sign that says the name of the certain areas. The only reason I say that is because I didn't find them all for some I felt like they were more hidden than the actual wool blocks. Anyways amazing map props.
The last emerald gave me trouble to find I ended up losing one by falling into the void while exploring puzzle islands. Just thought I should tell you that was driving me crazy I had to go from area to area trying to find the emerald but I found it eventually. The golden carrot thing is very useful to bad I figured out they are used as currency near the end of the map but it did supply me with a well needed stack of arrows. The PF by the map title indicates this map has been added to my personal favorites. This is the first map I have added to my personal favorites.
I like the idea and everything of the archery map but it started of great and it went downhill. A lot of changes need to be done to this map. The lava falling thru part was quite much and more I deemed it quite impossible due to the fact the lava fall is quite long consuming many hearts. Maybe the storyline can be developed a little at the beginning you are at Z Tech labs I believe. Through the training you could build a storyline of the character trying to pass the training as in maybe his dad used to be a elite archer. Something like that could add more hook to the map.
The duck hunting was an extremely cool idea develop more ideas like this and just make it so some parts aren't nearly impossible to beat.
Interesting idea of time travel and I really like the story with the main bad guy reviving all these dead villains. The visuals were really lacking some buildings looked like big cubes with no detail the map would greatly benefit from better buildings and more visuals. More food should be implemented I seemed to run out of food halfway in. The boss fight I didn't get to complete but I died very quickly and it gave me some serious lag like i've never seen before I can't tell if thats a computer flaw or just an overload of withers spawning and potions dropping.
The ending wasn't developed it was just a blur to me. It had no really clear understanding to what I saved or did. Maybe a book at the end explaining what happened would be a solution to this.