First, just like I did on the last thread. The page is still a WIP. I hate Minecraft Forums now.
I'll post today's reviews on this page.
Prison Escape 3 by Megalandrys Creativity: 1.5. The story was a normal "Escape the whatever," one. The prison could be substituted for Aperture Science Enrichment Center and it would make no difference. However, the books at the end of the story really redeemed the story, as it contained many details. I have seen the challenges before though. Maybe add a few extra trials to expand your creativity? Difficulty: 2. Like most of your creations, the difficulty was fairly easy. Although the bow trial was a good challenge, I suggest adding more mob spawners to the room (but not too much, test it before you submit it) and make the parkour less obvious. If I were you, I would ditch the parkour all together. Detail: 1.5. Like the previous maps, bedrock rooms with no attention to detail. This is supposed to be a prison, not a testing facility. Randomly generated world. Story existent but doesn't make an impact until the end, where it makes a huge impact because the map is short. Gameplay and Experience: 1.5. Although the difficulty was too easy and the rooms still haven't improved since #2, the overall challenge quality has increased and the story is gradually becoming better. Overall Score™: 1.5 + 2 + 1.5 + 1.5 = 6.5. Average. + Story great at the end. + A variety of challenges, all different styles - Difficulty too easy - Details non-existent, just bedrock rooms
Congrats Megalandreepuncher, you got Average. Your skills are improving, keep it up!
If you want me to play them, just post on my thread as soon as they come out and I will get back with a review ASAP. Ender sounds interesting, if you want me to review that I may play it in the near future. I am prone to jump scares though, so who knows what will happen?
It looks very interesting, and I will play. The only thing I am worried about is the length, (it seems like a CTM at heart, which usually takes a while) so let's see how long it takes. Added.
In other news, many more reviews are coming! Let's start off with...
One Chunk Survival by G_And_OStudios Creativity: 1.5. The chunk is a randomly generated Minecraft world; apart from the trees that he obviously planted with saplings, it is obviously copied from a regular world and placed in an open-sky area. This I can simulate with regular Minecraft, as it contains much more content, not just one chunk. I feel like it is not creative, I have seen this concept many times on the Minecraft Forums. Difficulty: 2. From my experience, it seems like that mobs rarely spawn on the chunk due to the fact that it is so little. Seeds are given to farm. It is a easy challenge, and is geared toward doing whatever you want on the island, not surviving. Coal is the only ore given, but this doesn't effect the challenge as there are little mobs that spawn. Detail: 1.5. It's a randomly generated chunk; even the caves are there. Iron, redstone, and diamond ores are notably absent. Kudos for putting the trees there, that is the only man-made portion of the map. Gameplay and Experience: 1.5. Although the map is playable, the lack of difficulty, generic content, and little replay value makes this map average. In fact, not criticizing your map or giving you a bad reputation, I had almost as much fun suffocating horses in your chunk. It was still very boring, but it would do. + Map is playable, contains many goodies + Suffocating horses is fuuuuun. - Randomly generated chunk uninspired, no ores to add replay value - It's just a regular old survival map. People need to move on to new things. Overall Score™: 1.5 + 2 + 1.5 + 1.5 = 6.5. Average.
Now that you are great at making survival maps, I feel the logical next step is to start making other genres, explore how that turns out. Many famous map makers, like Vechs (His maps were survival maps before he pioneered CTM) and Jigarbov (Lava Dungeon Survival), started out like you. They made various survival maps before becoming famous with Eronev Mansion and Super Hostile. Unless you can come up with an interesting concept for a survival map that catches my attention, I suggest start making adventure maps, CTMs, etc. Let's see how far you can go. Diamonds to you.
Suicide by Thalizar Creativity: 2. I was debating whether to give you a 2 or a 2.5 on this part. If I could, I would give you around a 2.3, but that won't work for my current rating scale. I feel that the overall concept of the map and the story is very intriguing, but the gameplay is weak compared to the story. It is mainly parkour, with a few exploration and navigation parts, but the parkour took away from the experience sometimes. Difficulty: 2.5. I feel like navigating the city at the beginning and following the lights to the turbine were the best challenges in terms of difficulty. The parkour, although at an easy-moderate level, could prove very difficult to some novices. However, note that the map isn't supposed to be focused on gameplay, as it is more on the story and the moral. I highly agree on the 2.5. Detail: 2. Minor notes: some of the parkour blended into the environment, while others just popped out of the scenery. The story was highly detailed, and although it may need some work if you have time, is great for this modern-style map. Again, I was debating on this one due to the fact that the city is not your own creation. The buildings, while not the best, were great for the map's theme. However, I would like some user-created buildings or man-made portions of the map. Gameplay and Experience: 2. Although the story is great for an adventure map, I feel like it could use some more details in relation to the moral. My main complaint is that the parkour takes away from the experience, as this is intended to be a story-based map, not a huge jumping puzzle. In fact, I would suggest that you remove most of it altogether. All in all, this is a great adventure that deals with a serious topic. Look into this if you want to learn a major lesson that could help you for the rest of your life. Overall Score™: 2 + 2.5 + 2 + 2 = 8.5. Above Average. + Huge city packed with buildings to explore + Story deep, deals with a serious topic. - Parkour takes away from the experience. - Could need some extra details in the story.
Ender is currently in an extremely vulnerable state because different people seem to be getting different problems. Game breaking problems. I can list them and the first to get and record them
Night time: complete darkness. Only GUI and hand in sight: Problem: Blindness II: Skully068
Day Time: Mysterious occurance of everything sillohetting against unloaded chunks: Skully068
Lobby: Strange Nausea: ReinXGames
Ending: This bug got me confused, the Redstone was set up perfectly: never dying in the end: Skully068
Bathroom Building: wasn't supposed to happen, it didn't for anyone else: infinitely looping between in and out
Pages: yes I am lazy so this was intended and I put up a rule: being clickable multiple times: EVERYONE.
Lag: yup. Excess stuff. Most People
These bugs were occurring so I started from scratch. I will not release this until I have completed all mechanics and released the first map. You can try out the old version but I KNOW details will get a low rating because I needed just a quick spawn that would do me for the time.
But I guess I will fill out the form.
Name of Map: ENDER: The Eight Pages
Type of Map: CTM, Survival, PKR, Etc Horror/Minigame
Link: In signature
Singleplayer or Multiplayer: SINGLEPLAYER UNTIL NEW VERSION
Description: ENDER: The Eight Pages is a minecraft recreation of slender and a bit more
Length of map: Cannot be over four hours: 30mins-1.5hrs to play all maps without cheating
If you want me to review it I can, but I highly discourage for me to review it until you improve the map... I might encounter those same bugs and write a bad review about it, which could decrease your reputation. I may try it out, but I won't write a review unless you really want me to.
Premium package wat. You mean the premium package costs money, or is free? If the premium package was free, everybody would be applying for it. I am doing reviews because I like to help people with their maps etc, not for money. All benefits will be included with each review. Also, I can't figure out what "stuff," I would include.
Yai, you are still alive! I saw that you requested a review for A Life of Puzzles, unless the map is terribly broken I probably will review it in the near future. Mostly because I loved The Portal Room so much.
Alpha, really? I mean, it will be unique because of that, but is the map good and benefits because of the version change? The hunger system may make the map harder, but most blocks are missing and could severely limit challenges in the cave.. Let's hope it is good. Fine to see you are going into another genre, let's see what tips I can give you Added.
Also, I'll comment on the new format you made.
Length: Already have that in there, silly!
Current development state: I don't really like this question because obviously the majority of the people submit a finished map. If it is unfinished, it will clearly be mentioned in the forum post.
Compatible with version: Now there is a thought! Great suggestion, it could help in case any major game-breaking changes have been made to the map with the update. I'll probably put it in there. *facepalm*
Reviews published today include: Cola's Cavern by G_And_OStudios,
Cola's Cavern by G_And_OStudios Creativity: 1. The map is unoriginal; almost all of its challenges contain block parkour, with one maze inbetween. (Apparently, that is G_And_O's favorite part :/) It contains regular flat walls with caves that don't look like caves, just square rooms. Parkour only block jumping: Fences, water parkour, and other types should be made. A story is made near end of progress, and tries to crack a sense of humor. Plus, it is unfinished. You know how I like an unfinished map. Difficulty: 1.5. The parkour is easy, as almost all of the jumps are 1-2 block jumps. Could frustrate many people. Maze is short and simple. Detail: 1. Walls 2-dimensional, does not take advantage of stairs; I think they could use depth and detail, or maybe just make the cavern a little more realistic by using MCedit brushes, then erode. Block parkour made up of several different materials, including ores. ORES. Why would you want to jump on ores? Gameplay and Experience: 1. Welcome to the world of adventure map making, G_And_O. I'm sure you will enjoy it here, but it is a little challenging to produce something excellent. Unfortunately, the excess parkour, lack of detail, and just the fact that this map is in Alpha severely lowers my score. I love Alpha, but an adventure map with it can become terrible without proper craft.
+ Attempts to take you back to the roots of Minecraft.
+ Parkour and mazes fairly challenging,
- but the parkour is repetitive and does not use special mechanics
- Walls not detailed, it doesn't feel like a cave at all.
Overall Score™: 1 + 1.5 + 1 + 1 = 4.5. Terrible. But, I still see potential. A lot of it in fact.
I hate to admit it to you, but I simply did not have fun playing this map... I'm not saying you should stop working on adventure maps completely, but I suggest you keep practicing to become better.
Please note that this is the first step to becoming successful, trying new concepts out and seeing if they work or not. We talked about several famous map makers who had humble roots in terrible survival maps in the last review. My suggestion to you is to do two things:
Play some famous maps, if you haven't already, to gain inspiration. (The Code II, Herobrine's Return, Eronev Mansion, Super Hostile...)
Try to add at least one puzzle or mob-fighting sequence into the map; use spawners for the sequence, or find a puzzle on the Internet.
I'm using those tips for my map that is coming out soon™. Let's see what you can come up with. Diamonds to you.
I can assure you that it's not terribly broken, but the new version with some minor fixes will be out in a few days. I'll probably have it up tomorrow or the next day, but you may want to wait a while to get the full experience.
Glad you mentioned that, I was just about to post pictures here today
I didn't really start to work on it until around 5 days before I made the repost. As such, I only have 3 pictures of the map so far.... Check here, but be aware the floating island is not my best work as it will be modified multiple times by MCEdit after each world, (wink, wink) and the cave does not have any houses/whatever inside it yet.
My description to Tombo on the Hypixel forums. Very complex.
"It actually is based on a specific floating island that teleports you to different places, and after you complete a place, you get back onto that same floating island but the colors have changed. Very complicated to word, but I'll show these pictures to start because I don't have any more builds that are complete.
I prefer to skip the details of what will happen on the islands and worlds.
Due to popular demand, I finally decided I will be reviewing it. Soon.
Today's reviews are as follows: The Drawing of An Adventure by Megaderf, The Drawing of An Adventure by MegaDerf Creativity: 2. The story is strong towards the beginning, though it doesn't seem to be supported throughout the map. Although the map is not focused on story, it would be nice to have more details. The overall concept of the map is around unlocking gates to progress to the next area.
Each section of the map contains a challenge for you to do. Challenges include many puzzles such as "switch the track," puzzles, parkour, "guess the sound," puzzles, archery, and mini-golf. Most of these I have seen before, but some were unique and difficult. The ones that weren't unique were executed almost flawlessly.
The most frequent challenge was finding hidden items, keys, or buttons throughout a section. These would get repetitive at times, and is sometimes extremely frustrating to get them. This ruins the immersion of the map, and I would like some more puzzles or other segments in exchange for these.
Difficulty: 2.5. A difficulty curve is shown throughout the map. Although I would like some of the challenges to be harder, it gets tougher and tougher to go through the gates.
Detail: 2. I feel like the world needs to be a bit more... open. Although it is linear, I can't help feeling that I am going along a set path the entire time. It's probably because the beautiful mountains look the same throughout the map, and since they are so tall, it feels like there is only one road. Apart from that, the structures could use some more work, but overall block variation and detail is good.
Gameplay and Experience: 2.5. Some of the puzzles were very unique, and the rest of them were fun to complete. The difficulty had a curve as you went through the map, as the puzzles got harder as you went through the gates. Finally, the detail was good, as the houses should use some work, and the scenery should feel more open. All in all, this is a fantastic adventure map that you should try if you are interested in a challenge-based adventure.
+ Great variety of challenges + Difficulty curve throughout the map - Detail good, not great. Structures need work and map feels a bit linear. - Excess of fetch quests; collect X number of items/ push X buttons without any challenge inbetween.
Overall Score™: 2 + 2.5 + 2 + 2.5 = 9. Looking forward to Lost In The Darkness Diamonds to you.
I guess this is a bump, but since it is still on the front page and can be seen lol it doesn't really make that much of an impact. Besides, I'll have a page for each day I review. My plan is 1 review a day, maybe more or less depending on the day. Wait guys, the review will be here, but I want to play some hidden gems that don't have many views just so I can give them more attention.
Anyways... Here it is. Today's review is Lost in the Darkness by MegaDerf, and Village Run by Trampoison.
Lost in the Darkness by MegaDerf Creativity: 1.5. Parkour and mob fighting were nothing new, as it didn't seem to have a creative aspect on it. The story was good in the beginning and the end. Key puzzle somewhat unique, but was poorly executed.
Difficulty: 1.5. Beginning part too easy; when I went through the first cave I saw literally no mobs. Maybe add spawners? As soon as we got to the underground city, I was struggling with the key parts, as I feel like you should clearly label each key. For example, "put the key you found in the watchtower," doesn't match with the library key. When I got out of the city, the mob fighting and parkour portions started. The parkour was moderate but could prove frustrating, but the mob fighting sequences were too difficult. Way too difficult, even with regen potions and healing. Tone down the mob spawns a bit.
Detail: 2. Although the first part was basically a randomly generated world, the detail quickly ramped up with the underground city. The houses, like Drawing of an Adventure, could use some work, but they were better than most houses people create. Tunnels could use some simple block variation to make it not look like a nether fortress.
Gameplay and Experience: 1.5. The beginning starts off slow, as you are basically just walking, boat-riding, and building a shelter. These first 10-20 minutes could use some work, in the form of puzzles or mob fighting. Once you enter the underground city, things start to get a little better, though the key puzzle could use some work and mob fighting sections are extremely challenging. The story could also use some work, as it only provided detail at certain times. I can tell that as MegaDerf progressed making the map, he came up with better ideas for gameplay. This map is fun, but if you are looking for only one map to play, I would suggest The Drawing. His map skills have gotten so much better.
+ Variety of gameplay mechanics such as parkour, mob fighting, and key-hunting
+ Detail good in the later half.
- Beginning way too easy, end way too difficult
- Key-hunting challenge in the underground city, a major part of the gameplay, is confusing at times.
What is the difficulty you are supposed to be on? I guess Easy+.
Don't eat golden apples. Uh...
Regular village is regular.
Where is the church? There are several identical church-like buildings.
I don't want to count wooden planks!
This is all terribly confusing, but I think I found a lever. To go back to the house and unlock Daniel's secret room. I'm going.
11 diamonds. Too lazy to show the picture, but whatever.
Creativity: 1. Pretty much just walking back and forth. Execution flawed. Super flat map, only structures regular generated villages. Not even parkour, that's a shocker. Difficulty: 1.5. It is very easy to complete, even though you will likely get lost in the process. You will get confused, so I bumped it up .5 points. Detail: 1. How low can you go? Superflat world with a randomly generated village. That is how low you can go, Use a randomly generated map and make your own buildings. Gameplay and Experience: 1. It is wandering back and forth with no sense of challenge or direction. And what do you get for completing the map? A dirt room and a sign. Now that is class, my friend. That is class. At least put some sense of reward.. or accomplishment... or something. Like fireworks, for instance. Overall Score™: 1 + 1.5 + 1 + 1 = 4.5. Terrible.
Don't take this as an insult, but rather as constructive criticism to improve your next map. I see potential in you, it just needs to come out. Diamonds to you.
Fine. I'll post once each day, even if it is a bump. Since I didn't get a chance to review a map yesterday, I guess I'll review 2 1 because I am stupid today.
Today's reviews are: A Life of Puzzles by TheRedBanana7
A Life of Puzzles by TheRedBanana7 Creativity: 2.5. TheRedBanana uses many unique puzzles that I have never seen before, proving that he definitely knows how to use redstone. (unlike me) All of these ideas are stunning; ranging from falling chickens to slider puzzles and even riddles. However, I do see some regular challenges like parkour, cow mazes and minecart guiding. Although these have unique twists on them, they still feel lousy compared to the rest of the tests that TheRedBanana created. Also, that traditional "Do the tests. -From Evil Overlord." plot is still there. Ugh. Difficulty: 2.5. The puzzles range in various difficulties; one easy test might be after a hard one. Although the tests are all challenging and brain-bending, maybe you could arrange them to be in a difficulty curve? Detail: 2.5. I was debating on whether to give this a 2.5 or a 3, but I have to go with a 2.5 simply because it didn't deliver the atmosphere that delivered with other maps like the Code II and Karoshi. Although block variation and detail were good, I just felt like I was in a quartz room. Maybe give it a more creepy atmosphere by using dynamic lighting effects and sounds? Gameplay and Experience: 2.5. Although the map had many spectacular challenges, the lack of atmosphere, crazy difficulty curve, and generic plot kept this map from reaching its full potential. Don't take these criticisms too harshly, as this is a fantastic and very underrated puzzle map that will wow everybody who crosses its path.
+ Challenging. Very challenging. And Minecraft maps were too easy.
+ Unique puzzles challenge your way of thinking,
- but they sometimes are not unique.
- Although block variation is good, it needs more.. atmosphere. Overall Score™: 2.5 + 2.5 + 2.5 + 2.5 = 10/12. Fantastic. And yet another map that somehow deserves more views than it has right now. Portal Room all over again.