Having fun with my friend on The Black Crystals, currently at Intersection 3. Hopefully can finish this map this weekend
Here are some feedback:
The map is way too easy, even for easy difficulty. It needs some more traps like silverfish block, hidden mob spawner, piston trap, TNT trap behind ores... Just everything that are EVIL! Add more of them into the map! Teach the newbie CTM player some valuable lessons by playing an easy map.
The loot are fine so far, if you are deciding adding more strong custom item(like the bagging bowl in Shambahala), I suggest that put few UNIQUE item around the map and setup a side mission monument for collecting these item, that will be more challenging!
Having fun with my friend on The Black Crystals, currently at Intersection 3. Hopefully can finish this map this weekend
Here are some feedback:
The map is way too easy, even for easy difficulty. It needs some more traps like silverfish block, hidden mob spawner, piston trap, TNT trap behind ores... Just everything that are EVIL! Add more of them into the map! Teach the newbie CTM player some valuable lessons by playing an easy map.
The loot are fine so far, if you are deciding adding more strong custom item(like the bagging bowl in Shambahala), I suggest that put few UNIQUE item around the map and setup a side mission monument for collecting these item, that will be more challenging!
Here are more feedback, hope that are not too harsh:
1. Difficulty curve of this map is okay, except the last area(Black wool). There are total 3 kind of "fun box spawner", however, level 2 & 3 only appear in the last area. I suggest that try to place some level 2 fun box in both Brown/Blue and Red/Green area, so that player can learn fight against these new enemy along these area.
Also, please make some adjustment of the difficulty of intersection 3 areas. Brown/Blue and Red/Green are fit into the difficulty curve that set by previous level (i think it can be a little bit harder anyway), but the difficulty suddenly sky-rocket to a nightmare in the Black area.
2. There are too many "free" wool around the area, especially around intersection 3.
3. Charged creeper did not spawn in the volcano during daytime, I think ghast and skeleton spawner could do the same job well(but skeleton spawner will also face the spawning failure during daytime), maybe even better^_^. That also have a similar issue that some of the spawner around the whole map are not spawning mob due to sunlight.
4. Fantastic custom tools/weapons, need more OP,high quality armor and loot late game.
5. Cavern! We need more CAVERN!!!!
6. Overall : Awesome intro map for who are new to CTM. Good level and terrain design. Difficulty curve need to be slightly adjust.
Another Screenshot for Ragequit Avenue 3. This is for you Stormy! Lol.
A quick heads-up: This area is still a big ****off cave, but looks much nicer than the ones I complained about in my review. That's because of the levels of detail here. Allow me to illustrate:
Level 1: Hardened orange clay, standard semi-large cave structure
Level 2: Gravel and coal pockets
Level 3: Lavaflows, fence pillars
Level 4: Mobs, Chests, Anvils
Which is a large difference from
Level 1: Stone, standard semi-large cave structure
Level 2: Glowstone blocks, spawners, mobs, chests
This is also why I liked the Ash-lake mines more because it had several kinds of blocks and those things hanging from the ceiling which both break up the monotony of the cave with additional detail in texture and structure respectively. Try to have at least 2 levels of detail for both structure and texture, preferably more to make the area more memorable. Don't go too overboard with this though since it can make an area look like a cluttered mess.
An improvement upon the screenshot here could be, for example, some structure detail in level 2 that it doesn't have yet (only texture). You could - just throwing some ideas out there - add vertical splits in the road, much like in the caves of the Outer Darkness in Vechs' Inferno Mines. It looks plenty nice as is though and I'm basically talking out of my ass here, this is just what I feel could be a general guideline to visual design as opposed to something that actually has some research behind it, so take from it what you will.
With that being said, I look forward to your third map and I'd love to test it for you when you get to that point!
A quick heads-up: This area is still a big ****off cave, but looks much nicer than the ones I complained about in my review. That's because of the levels of detail here. Allow me to illustrate:
Level 1: Hardened orange clay, standard semi-large cave structure
Level 2: Gravel and coal pockets
Level 3: Lavaflows, fence pillars
Level 4: Mobs, Chests, Anvils
Which is a large difference from
Level 1: Stone, standard semi-large cave structure
Level 2: Glowstone blocks, spawners, mobs, chests
This is also why I liked the Ash-lake mines more because it had several kinds of blocks and those things hanging from the ceiling which both break up the monotony of the cave with additional detail in texture and structure respectively. Try to have at least 2 levels of detail for both structure and texture, preferably more to make the area more memorable. Don't go too overboard with this though since it can make an area look like a cluttered mess.
An improvement upon the screenshot here could be, for example, some structure detail in level 2 that it doesn't have yet (only texture). You could - just throwing some ideas out there - add vertical splits in the road, much like in the caves of the Outer Darkness in Vechs' Inferno Mines. It looks plenty nice as is though and I'm basically talking out of my ass here, this is just what I feel could be a general guideline to visual design as opposed to something that actually has some research behind it, so take from it what you will.
With that being said, I look forward to your third map and I'd love to test it for you when you get to that point!
Thanks for the feedback as usual, I'll work on fixing this area up.
Hey guys! Just stopping by to say that my LP of Doo's Second map, The Black Crystals, is nearing completion! Tomorrow I'll upload the first video of my foray into the Black Wool Area, and it's a fun one!
Also, since this is a beta test, I'm carefully not looking at any other reviews or anything for this map until I finish with it. That way, I don't risk being influenced by other opinions. But I look forward to checking out feedback once my beta test is done.
Rollback Post to RevisionRollBack
I wander through CTM maps, getting lost, fighting monsters, and somehow accomplishing things. I'm never too sure how, but I do. Come join me, pets!
Great, I hope you enjoy. I'll try to watch your streams.
I wander through CTM maps, getting lost, fighting monsters, and somehow accomplishing things. I'm never too sure how, but I do. Come join me, pets!
https://www.youtube.com/channel/UCl1Xey2d-BFWyh6WcPbJeqQ
Having fun with my friend on The Black Crystals, currently at Intersection 3. Hopefully can finish this map this weekend
Here are some feedback:
The map is way too easy, even for easy difficulty. It needs some more traps like silverfish block, hidden mob spawner, piston trap, TNT trap behind ores... Just everything that are EVIL! Add more of them into the map! Teach the newbie CTM player some valuable lessons by playing an easy map.
The loot are fine so far, if you are deciding adding more strong custom item(like the bagging bowl in Shambahala), I suggest that put few UNIQUE item around the map and setup a side mission monument for collecting these item, that will be more challenging!
Can't wait for this map to be released.
Thanks for the feedback!
Just finished the map with my friend
Here are more feedback, hope that are not too harsh:
1. Difficulty curve of this map is okay, except the last area(Black wool). There are total 3 kind of "fun box spawner", however, level 2 & 3 only appear in the last area. I suggest that try to place some level 2 fun box in both Brown/Blue and Red/Green area, so that player can learn fight against these new enemy along these area.
Also, please make some adjustment of the difficulty of intersection 3 areas. Brown/Blue and Red/Green are fit into the difficulty curve that set by previous level (i think it can be a little bit harder anyway), but the difficulty suddenly sky-rocket to a nightmare in the Black area.
2. There are too many "free" wool around the area, especially around intersection 3.
3. Charged creeper did not spawn in the volcano during daytime, I think ghast and skeleton spawner could do the same job well(but skeleton spawner will also face the spawning failure during daytime), maybe even better^_^. That also have a similar issue that some of the spawner around the whole map are not spawning mob due to sunlight.
4. Fantastic custom tools/weapons, need more OP,high quality armor and loot late game.
5. Cavern! We need more CAVERN!!!!
6. Overall : Awesome intro map for who are new to CTM. Good level and terrain design. Difficulty curve need to be slightly adjust.
Cheers~
Thanks, I'll keep in mind all of what you have said.
A quick heads-up: This area is still a big ****off cave, but looks much nicer than the ones I complained about in my review. That's because of the levels of detail here. Allow me to illustrate:
Level 1: Hardened orange clay, standard semi-large cave structure
Level 2: Gravel and coal pockets
Level 3: Lavaflows, fence pillars
Level 4: Mobs, Chests, Anvils
Which is a large difference from
Level 1: Stone, standard semi-large cave structure
Level 2: Glowstone blocks, spawners, mobs, chests
This is also why I liked the Ash-lake mines more because it had several kinds of blocks and those things hanging from the ceiling which both break up the monotony of the cave with additional detail in texture and structure respectively. Try to have at least 2 levels of detail for both structure and texture, preferably more to make the area more memorable. Don't go too overboard with this though since it can make an area look like a cluttered mess.
An improvement upon the screenshot here could be, for example, some structure detail in level 2 that it doesn't have yet (only texture). You could - just throwing some ideas out there - add vertical splits in the road, much like in the caves of the Outer Darkness in Vechs' Inferno Mines. It looks plenty nice as is though and I'm basically talking out of my ass here, this is just what I feel could be a general guideline to visual design as opposed to something that actually has some research behind it, so take from it what you will.
With that being said, I look forward to your third map and I'd love to test it for you when you get to that point!
Veni, vidi, cecidi
(I came, I saw, I tripped)
Thanks for the feedback as usual, I'll work on fixing this area up.
Hey guys! Just stopping by to say that my LP of Doo's Second map, The Black Crystals, is nearing completion! Tomorrow I'll upload the first video of my foray into the Black Wool Area, and it's a fun one!
Also, since this is a beta test, I'm carefully not looking at any other reviews or anything for this map until I finish with it. That way, I don't risk being influenced by other opinions. But I look forward to checking out feedback once my beta test is done.
I wander through CTM maps, getting lost, fighting monsters, and somehow accomplishing things. I'm never too sure how, but I do. Come join me, pets!
https://www.youtube.com/channel/UCl1Xey2d-BFWyh6WcPbJeqQ
These maps look really promising do you mind if a do an LP of both of them on youtube?
Channel Link = https://www.youtube.com/user/LaterNightGamer
That would be fine, I'll be watching!
I haven't been back here for so long. Hows this forum going?
.
I think it's going well, TankerVenom. Welcome Back!
I wander through CTM maps, getting lost, fighting monsters, and somehow accomplishing things. I'm never too sure how, but I do. Come join me, pets!
https://www.youtube.com/channel/UCl1Xey2d-BFWyh6WcPbJeqQ
It sure is
Okay everyone, this is the full release for Ragequit Avenue #2. Keep in mind that I might be releasing other versions in the future.
http://www.mediafire.com/download/e3zj4vkz3ow3cs8/The Black Crystals V2.0- Play on MC 1.7.10.rar
Wow, Doo, good timing! Here I am to drop off the finale of my Beta-Test series, and it has a full map review in it. LOL Anyway, here's that...
I wander through CTM maps, getting lost, fighting monsters, and somehow accomplishing things. I'm never too sure how, but I do. Come join me, pets!
https://www.youtube.com/channel/UCl1Xey2d-BFWyh6WcPbJeqQ
Oh, sorry about that. I'm still going to be releasing new versions anyway! Thanks for Beta-testing by the way (Your feedback was very helpful)
Thank you for letting me beta test it. And I really hope I was helpful. It was fun!
I wander through CTM maps, getting lost, fighting monsters, and somehow accomplishing things. I'm never too sure how, but I do. Come join me, pets!
https://www.youtube.com/channel/UCl1Xey2d-BFWyh6WcPbJeqQ
I've been working on the first few area's of Ragequit Avenue #3. I think it is turning out quite nice and much better looking than my other maps.