Hmm. Well, it was just a idea. I'll still make a small 3 Wool mini map, just to give you guys a taste of the idea. Maybe I'd include like a arena or something, or just leave natural spawns on to add a little challenge.
That was a really cool run! How did you route it out? How long did it take you to find that route, especially on how you got the red wool?
Also, those jumps for the green wool just about gave me a heart attack. They were very close. XD
Well many people have done a speedrun of this map before me. The world record is around 3:30. I kinda just looked at their routes sp mine is very similar. The route didn't take me long to find but I had to play it about 20 times before I completed it. Some things that could make this run a lot faster: getting a better spawnpoint thats not in the water, quicker inventory management, finding better times to eat, not getting blown up by a creeper when digging, etc. This was my first ever speedrun so I figured I would take some tactics from the pros just to get settled i nthe whole thing
That Vinyl Fantasy Park Map is a great PCTM, though very difficult.
It's more of a platformer with strong monster fighting and avoiding elements. I can't personally see any way a "parkour CTM" would ever work without really good design skills to still make it feel like a CTM. One of the big parts of CTM is the ability to break and place blocks in any way you desire. Parkour maps don't do well with block placing.
It's more of a platformer with strong monster fighting and avoiding elements. I can't personally see any way a "parkour CTM" would ever work without really good design skills to still make it feel like a CTM. One of the big parts of CTM is the ability to break and place blocks in any way you desire. Parkour maps don't do well with block placing.
Do you know if people normally mine in CTM maps? As in just stand at a random spot and go "I'm gonna mine here", or do they normally mine in pre-build dungeons/caves/tunnels? If the second option, do they do this because they doubt the map maker would have bothered to place "naturally-generated-like" ores randomly underground?
It's more of a platformer with strong monster fighting and avoiding elements. I can't personally see any way a "parkour CTM" would ever work without really good design skills to still make it feel like a CTM. One of the big parts of CTM is the ability to break and place blocks in any way you desire. Parkour maps don't do well with block placing.
Well, maybe if Parkour is just a small portion of the map. Like Diversity 2. I remember there is a parkour section but it's not the entirety of the map. The rest of it is generally puzzles.
Yea. Maybe I could make most of it traditional CTM (after I figure out how to cheat in spawners) and then just make little bonus objectives where you're switched to adventure mode and have to parkour or puzzle your way to extra loot. How does that sound?
EDIT: told you guys I was a noob at mapmaking. I play the maps... not make them.
Yea. Maybe I could make most of it traditional CTM (after I figure out how to cheat in spawners) and then just make little bonus objectives where you're switched to adventure mode and have to parkour or puzzle your way to extra loot. How does that sound?
EDIT: told you guys I was a noob at mapmaking. I play the maps... not make them.
Well I don't know about other people but I get spawners using the mod: Too Many Items (for 1.8).
And I had that exact idea but I'd recommend NOT having one puzzle per area, since that would pretty much be making an entirely different map parallel to the actual CTM.
In other words, you would doing the work of a puzzle map AND a CTM map for the credit of one single map. So, unless you're going to take very tiny baby steps and make this map over 1-2 years, I'd suggest just making the traditional CTM map or having few puzzle rooms (no more than ~8).
Yea. Maybe I could make most of it traditional CTM (after I figure out how to cheat in spawners) and then just make little bonus objectives where you're switched to adventure mode and have to parkour or puzzle your way to extra loot. How does that sound?
EDIT: told you guys I was a noob at mapmaking. I play the maps... not make them.
If you took this route, I think your best option would be to have a small amount of these optional puzzles or parkour sections like you mentioned, but design them in such a way that placing blocks would be disadvantageous instead of changing game modes.
The optional sections from Ragecraft 2's Ninja Academy comes to mind. The parkour is timed, so you only get one good run at it. If you succeed, you got some decent gear. If you failed, it didn't matter for the grand scheme of the map.
The only fear would be if you overloaded the map with the optional sections, it would detract from the focus of the CTM. I think clearly defining the map as either a CTM or an objective based parkour is important before you move forward.
Rollback Post to RevisionRollBack
Check out my Youtube Chanel! I play CTMs and other games as well:
While objective based parkour is originally what I was aiming for, I'll make it a mini CTM. Once the actual structure of the map is done itself, I might add in small structures that are like what you all have mentioned - small parkour segments or puzzles that have good loot but aren't necessary to the structure of the map.
While objective based parkour is originally what I was aiming for, I'll make it a mini CTM. Once the actual structure of the map is done itself, I might add in small structures that are like what you all have mentioned - small parkour segments or puzzles that have good loot but aren't necessary to the structure of the map.
I'll start planning over the weekend.
Personally I think that this type of thing isn't really a CTM but is, like Diversity, a hybrid
To be honest, I'm not entirely sure what all these "rules" and "restrictions" are for. To me it seems like you guys are saying "you have to tick all these boxes to make it an actual CTM", to me this makes no sense. At it's core a CTM map is just that: a map about completing the monument. To me any map that has this can be classified as a CTM. It seems to me that you guys might just be scared to try something new, that's why you've put all these rules and requirements. You've looked at a couple of the really epic and classic CTMs and decided that a map must be like that to be a good CTM. This quickly led to the belief that anything else can not possibly be classed as a CTM, because it is different and does not confine to the norm. This has led to you CTM makers/players becoming kind of a walled off community, you're so used to what you are comfortable with it is difficult for others to join in. If someone comes along with a new idea the idea's creator is quickly informed that he is "wrong" or "isn't making a real CTM". So far I haven't found any bullying here (thank god) but I am fairly new here, so I can not be completely sure. I think if someone wants to try something new, why not? If it doesn't work, so be it. If it does, then s/he may have just made something fun, new, and possibly even revolutionary.
To be honest, I'm not entirely sure what all these "rules" and "restrictions" are for. To me it seems like you guys are saying "you have to tick all these boxes to make it an actual CTM", to me this makes no sense. At it's core a CTM map is just that: a map about completing the monument. To me any map that has this can be classified as a CTM. It seems to me that you guys might just be scared to try something new, that's why you've put all these rules and requirements. You've looked at a couple of the really epic and classic CTMs and decided that a map must be like that to be a good CTM. This quickly led to the belief that anything else can not possibly be classed as a CTM, because it is different and does not confine to the norm. This has led to you CTM makers/players becoming kind of a walled off community, you're so used to what you are comfortable with it is difficult for others to join in. If someone comes along with a new idea the idea's creator is quickly informed that he is "wrong" or "isn't making a real CTM". So far I haven't found any bullying here (thank god) but I am fairly new here, so I can not be completely sure. I think if someone wants to try something new, why not? If it doesn't work, so be it. If it does, then s/he may have just made something fun, new, and possibly even revolutionary.
Just some food for though
Rollback Post to RevisionRollBack
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
I feel like the core of CTMs is a concrete objective with many viable approaches. Like, CTMs are the only maps where tunnel-ratting is even an option. While anything that isn't "the fun path" seems to be becoming less popular, we should never forget that it should always be an option.
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
-Now THAT’s what I call CTMby Ellie_Axe (Version 1.3)
Difficulty: 7/8 (666 at times. You wish I was joking.) Overall Enjoyment: 4
Comments:
Summary:
A fairly decent map with some interesting ideas marred by some of the worst dungeons I’ve ever played through.
More Detailed Rundown (Contains Spoilers and the Wall of China):
According to the forum thread, NTWICCTM is supposed to be “a return to the classic style of CTM” so (being a sucker for old Vechs-style maps) I downloaded it and gave it a shot. Unfortunately, I soon found out that I would be going through one of the worst CTM maps I would ever play.
I think I’ll start with the positives just to get them out of the way. First off, the aesthetics. As far as aesthetics go, I’ve seen better. It gets the job done, though there are a few areas I thought looked nice, such as Plague City Mophanes and Spiderbait.
As for the dungeons themselves, they seem pretty cool in the ideas department. You have Spiderbait, where in the lower half, you have to press a button to dispense the glass block you need, essentially putting a timer on getting it (though you did have multiple tries, luckily). Some of the dungeons in this map have some creative ideas, trying things I haven’t commonly seen in a CTM map, and that’s something I enjoyed quite a lot.
Unfortunately, the numerous negatives I’ve faced while playing, since this map has quite a number of problems, easily outshines those positive.
First: the loot. Some of the loot in this map was just overpowered. There’s a secret room in the third Intersection that has potions that grant excessive speed/jump boosts, one that makes you a killing machine along with inflicting Poison X and another that grants Saturation. For ten minutes. There’s also the loot you get after completing the Marathon: The most overpowered set of armor, weapons and tools you can imagine. Complete the Marathon, and you’ve pretty much just beat the rest of the map.
Then, there was the constant mob swarming. A good number of the dungeons in this map have an excessive amount of monsters in them, usually stemming from a large amount of spawners. Everects would quickly fill up with Zombies, Birthday Cake’s spiders will swarm you in a matter of seconds, and Chaos Cavern Graveyard has Charged Creepers swarming around the box with the Glass Block inside. There are a few other examples you’ll see if you play this, but this is just to give a general idea of how bad it is.
And then there were the dungeons in this map. In this map, I’ve faced some of the worst dungeons I’ve probably ever played. I’m not even sure how I did it, but I did. I hunkered down and trudged through some of my least favorite dungeons I’ve ever had to suffer.
Here’s a few examples from the map, just to give an idea:
Plague City Mophanes: First, there’s the city itself – the walls have lots of cave spider spawners atop them; you have to build up and over the wall since there’s bedrock sitting inbetween. There’s dozens of Skeleton/Wither Skeleton spawners in the buildings that slowly pour out onto the streets.
You then have to go atop the pyramid and enter The Catacombs, probably one of my least favorite dungeons to ever go through. You press wooden buttons that cause the walls to appear and disappear. There’s no real way to measure if you’re going the right way or if you’ve just going to a dead end since almost every surface is bedrock. Also, according to these signs:
You can actually get stuck and be unable to leave, and if you do get stuck, you have to kill yourself to escape. Wonderful.
Birthday Cake:
First, you have to climb a giant cake. This isn’t the bad part: It looks nice for the most part. What’s bad is the dungeon at the very top.
Inside, you have to drop down through multiple holes to reach the bottom. It’s a maze where you have to go up and down as well as the usual directions. Except for the fact that it’s all bedrock and you have to work your way to the bottom to get to the Glass Block. Oh, and there’s spiders everywhere, so you’re constantly getting attacked by an army of spiders from the walls. So if you get lost/stuck, you’ll probably find yourself dead.
Upper Hallowvale:
If there’s one thing I hate more than anything in Minecraft, it’s Witches. So there’s nothing like going into a town just filled with Witches.
But in all honestly, I hated this dungeon so much. You were constantly poisoned and slowed, they threw potions from atop while you swam in the water, they even spawned underwater: They were just everywhere. It was absolutely terrible, and you can find this dungeon from Burnam Woods. Hope you got your Protect IVs on!
(Also, I’ll take RuneScape for $200)
The Marathon:
*sigh* I don’t even know. Of all the dungeons I’ve ever played through, this has to be the worst, and I mean the worst. Dungeon. EVER.
Thirteen different forms of torture you will endure as you try, oh so try, to reach the end and claim the final glass. Except it’s the worst and I hate it with every fiber of my being. (BTW, this is difficulty 666, I guarantee it)
There are many reasons why I hate this particular dungeon.
#1: The map doesn’t give you anything to use for this dungeon.
I remember stating that I hated Goliath’s final dungeon, Final Screams. While I did find it an annoying mob swarm, it at least gave you the items and tools you can use to complete it. This one: NOPE. You barely get anything other than a few chests for storing equipment and some minecart tracks so you can build a shortcut between the teleporter and your monument (btw, the teleport does not take you to the Monument, so HAHAHA.) So yeah, have fun grinding at your cobblestone generator. (Fun Fact: It took me about 4,000 blocks to complete the whole thing)
#2: There are thirteen different areas. THIRTEEN.
Each area can easily be summarized in one of three ways:
1: Area has lots of monsters that will kill you.
2: Area has a sort of natural danger (void, lava, etc.) that will kill you.
3: Area has a natural danger and a lot of monsters that will kill you.
It’s all a repetitive, boring grind just trying to push through each and every one. What’s made worse is the fact that if you run out of materials or need a certain type of item to push through, you have to walk all the way back from the area you were at to the starting point. This is okay near the beginning, but once you get to the fifth or sixth dungeon, it’s absolutely tiring and annoying. (It’s better just to go spectator mode, fly back to start and then go to survival mode)
#3: It easily takes up your FPS, and it may be impossible on older computers.
These dungeons mostly involve huge swarms of some type of monster trying to kill you. Do you know what 100 Blazes or skeletons shooting at each other does to your computer? It’s absolutely terrible. For me, my computer went to 10-20 FPS during parts of the dungeon from the sheer amount of monsters and projectiles being shot. I can’t imagine even being able to play this on an old computer.
(Fun Fact: This dungeon has around 700 spawners of varying types. I was left with 492 when I completed it)
#4 (The Biggest Outlier to me): In Theory.
Yes. That is what this dungeon says. “In theory, you can complete this.” In Theory…
*Insert giant lines of endless rage and anger here*
Apparently, it may not be possible to complete this according to the mapmaker, and I believe this may be impossible unless you have the patience of a rock. I did cheat in this map at only one point: Marathon #11: Grim Geometry. Do you want to know why?
Tell me: Just how fun will it be to grind creepers for the next 5 hours (not an actual time, tbh) getting gunpowder to make TNT to blow up about 100 Ghast and Blaze spawners? Because unless you’re willing to grind materials (like gunpowder and cobblestone) until you die IRL, you will never complete this dungeon. Ever.
To summarize, here is a list of everything you need to complete this dungeon:
- The patience of a rock
- All of the potions
- A lot of TNT
- An excessive amount of food, tools, armor and blocks
- All the time in the world (Took me about 14 hours to complete this, including cobble generator digging, walking to-and-from the dungeon/starting point and just time in the dungeon in general)
“Now That’s What I Call CTM” could’ve been a good map. It had some interesting ideas that are challenging and fun, but the whole experience was tainted by some of the worst dungeons I have ever had to play in a CTM map. Unless you are masochistic, you really hate yourself, or you really just want to push yourself beyond natural human limits, you probably won’t have a good time.
(I want a freaking medal for playing this)
I also got 5 of the 9 emeralds so yaaaaaay and whatever.
-Now THAT’s what I call CTMby Ellie_Axe (Version 1.3)
Difficulty: 7/8 (666 at times. You wish I was joking.) Overall Enjoyment: 4
Dude you get a medal for beating this load of crap. You should watch Rock's flythrough of the last area on his twitch page its effing hilarious his reactions.
Hmm. Well, it was just a idea. I'll still make a small 3 Wool mini map, just to give you guys a taste of the idea. Maybe I'd include like a arena or something, or just leave natural spawns on to add a little challenge.
That Vinyl Fantasy Park Map is a great PCTM, though very difficult.
I guess you could say that I'm intending to make it something like that, except differently themed and a lot easier.
Well many people have done a speedrun of this map before me. The world record is around 3:30. I kinda just looked at their routes sp mine is very similar. The route didn't take me long to find but I had to play it about 20 times before I completed it. Some things that could make this run a lot faster: getting a better spawnpoint thats not in the water, quicker inventory management, finding better times to eat, not getting blown up by a creeper when digging, etc. This was my first ever speedrun so I figured I would take some tactics from the pros just to get settled i nthe whole thing
It's more of a platformer with strong monster fighting and avoiding elements. I can't personally see any way a "parkour CTM" would ever work without really good design skills to still make it feel like a CTM. One of the big parts of CTM is the ability to break and place blocks in any way you desire. Parkour maps don't do well with block placing.
Do you know if people normally mine in CTM maps? As in just stand at a random spot and go "I'm gonna mine here", or do they normally mine in pre-build dungeons/caves/tunnels? If the second option, do they do this because they doubt the map maker would have bothered to place "naturally-generated-like" ores randomly underground?
Well, maybe if Parkour is just a small portion of the map. Like Diversity 2. I remember there is a parkour section but it's not the entirety of the map. The rest of it is generally puzzles.
Yea. Maybe I could make most of it traditional CTM (after I figure out how to cheat in spawners) and then just make little bonus objectives where you're switched to adventure mode and have to parkour or puzzle your way to extra loot. How does that sound?
EDIT: told you guys I was a noob at mapmaking. I play the maps... not make them.
Well I don't know about other people but I get spawners using the mod: Too Many Items (for 1.8).
And I had that exact idea but I'd recommend NOT having one puzzle per area, since that would pretty much be making an entirely different map parallel to the actual CTM.
In other words, you would doing the work of a puzzle map AND a CTM map for the credit of one single map. So, unless you're going to take very tiny baby steps and make this map over 1-2 years, I'd suggest just making the traditional CTM map or having few puzzle rooms (no more than ~8).
If you took this route, I think your best option would be to have a small amount of these optional puzzles or parkour sections like you mentioned, but design them in such a way that placing blocks would be disadvantageous instead of changing game modes.
The optional sections from Ragecraft 2's Ninja Academy comes to mind. The parkour is timed, so you only get one good run at it. If you succeed, you got some decent gear. If you failed, it didn't matter for the grand scheme of the map.
The only fear would be if you overloaded the map with the optional sections, it would detract from the focus of the CTM. I think clearly defining the map as either a CTM or an objective based parkour is important before you move forward.
Check out my Youtube Chanel! I play CTMs and other games as well:
While objective based parkour is originally what I was aiming for, I'll make it a mini CTM. Once the actual structure of the map is done itself, I might add in small structures that are like what you all have mentioned - small parkour segments or puzzles that have good loot but aren't necessary to the structure of the map.
I'll start planning over the weekend.
Personally I think that this type of thing isn't really a CTM but is, like Diversity, a hybrid
To be honest, I'm not entirely sure what all these "rules" and "restrictions" are for. To me it seems like you guys are saying "you have to tick all these boxes to make it an actual CTM", to me this makes no sense. At it's core a CTM map is just that: a map about completing the monument. To me any map that has this can be classified as a CTM. It seems to me that you guys might just be scared to try something new, that's why you've put all these rules and requirements. You've looked at a couple of the really epic and classic CTMs and decided that a map must be like that to be a good CTM. This quickly led to the belief that anything else can not possibly be classed as a CTM, because it is different and does not confine to the norm. This has led to you CTM makers/players becoming kind of a walled off community, you're so used to what you are comfortable with it is difficult for others to join in. If someone comes along with a new idea the idea's creator is quickly informed that he is "wrong" or "isn't making a real CTM". So far I haven't found any bullying here (thank god) but I am fairly new here, so I can not be completely sure. I think if someone wants to try something new, why not? If it doesn't work, so be it. If it does, then s/he may have just made something fun, new, and possibly even revolutionary.
Just some food for though
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
*Takes a bow*
Erherm *cough*....
YYYEEEEEEESSSSSSS
https://twitter.com/Dinnerbone/status/629616268082053120
Back then it was harder vanilla, now it's basically difficult combat in cool landscape.
I feel like the core of CTMs is a concrete objective with many viable approaches. Like, CTMs are the only maps where tunnel-ratting is even an option. While anything that isn't "the fun path" seems to be becoming less popular, we should never forget that it should always be an option.
-Now THAT’s what I call CTM by Ellie_Axe (Version 1.3)
Difficulty: 7/8 (666 at times. You wish I was joking.)
Overall Enjoyment: 4
Comments:
Summary:
A fairly decent map with some interesting ideas marred by some of the worst dungeons I’ve ever played through.
More Detailed Rundown (Contains Spoilers and the Wall of China):
According to the forum thread, NTWICCTM is supposed to be “a return to the classic style of CTM” so (being a sucker for old Vechs-style maps) I downloaded it and gave it a shot. Unfortunately, I soon found out that I would be going through one of the worst CTM maps I would ever play.
I think I’ll start with the positives just to get them out of the way. First off, the aesthetics. As far as aesthetics go, I’ve seen better. It gets the job done, though there are a few areas I thought looked nice, such as Plague City Mophanes and Spiderbait.
As for the dungeons themselves, they seem pretty cool in the ideas department. You have Spiderbait, where in the lower half, you have to press a button to dispense the glass block you need, essentially putting a timer on getting it (though you did have multiple tries, luckily). Some of the dungeons in this map have some creative ideas, trying things I haven’t commonly seen in a CTM map, and that’s something I enjoyed quite a lot.
Unfortunately, the numerous negatives I’ve faced while playing, since this map has quite a number of problems, easily outshines those positive.
First: the loot. Some of the loot in this map was just overpowered. There’s a secret room in the third Intersection that has potions that grant excessive speed/jump boosts, one that makes you a killing machine along with inflicting Poison X and another that grants Saturation. For ten minutes. There’s also the loot you get after completing the Marathon: The most overpowered set of armor, weapons and tools you can imagine. Complete the Marathon, and you’ve pretty much just beat the rest of the map.
Then, there was the constant mob swarming. A good number of the dungeons in this map have an excessive amount of monsters in them, usually stemming from a large amount of spawners. Everects would quickly fill up with Zombies, Birthday Cake’s spiders will swarm you in a matter of seconds, and Chaos Cavern Graveyard has Charged Creepers swarming around the box with the Glass Block inside. There are a few other examples you’ll see if you play this, but this is just to give a general idea of how bad it is.
And then there were the dungeons in this map. In this map, I’ve faced some of the worst dungeons I’ve probably ever played. I’m not even sure how I did it, but I did. I hunkered down and trudged through some of my least favorite dungeons I’ve ever had to suffer.
Here’s a few examples from the map, just to give an idea:
Plague City Mophanes: First, there’s the city itself – the walls have lots of cave spider spawners atop them; you have to build up and over the wall since there’s bedrock sitting inbetween. There’s dozens of Skeleton/Wither Skeleton spawners in the buildings that slowly pour out onto the streets.
You then have to go atop the pyramid and enter The Catacombs, probably one of my least favorite dungeons to ever go through. You press wooden buttons that cause the walls to appear and disappear. There’s no real way to measure if you’re going the right way or if you’ve just going to a dead end since almost every surface is bedrock. Also, according to these signs:
You can actually get stuck and be unable to leave, and if you do get stuck, you have to kill yourself to escape. Wonderful.
Birthday Cake:
First, you have to climb a giant cake. This isn’t the bad part: It looks nice for the most part. What’s bad is the dungeon at the very top.
Inside, you have to drop down through multiple holes to reach the bottom. It’s a maze where you have to go up and down as well as the usual directions. Except for the fact that it’s all bedrock and you have to work your way to the bottom to get to the Glass Block. Oh, and there’s spiders everywhere, so you’re constantly getting attacked by an army of spiders from the walls. So if you get lost/stuck, you’ll probably find yourself dead.
Upper Hallowvale:
If there’s one thing I hate more than anything in Minecraft, it’s Witches. So there’s nothing like going into a town just filled with Witches.
But in all honestly, I hated this dungeon so much. You were constantly poisoned and slowed, they threw potions from atop while you swam in the water, they even spawned underwater: They were just everywhere. It was absolutely terrible, and you can find this dungeon from Burnam Woods. Hope you got your Protect IVs on!
(Also, I’ll take RuneScape for $200)
The Marathon:
*sigh* I don’t even know. Of all the dungeons I’ve ever played through, this has to be the worst, and I mean the worst. Dungeon. EVER.
Thirteen different forms of torture you will endure as you try, oh so try, to reach the end and claim the final glass. Except it’s the worst and I hate it with every fiber of my being. (BTW, this is difficulty 666, I guarantee it)
There are many reasons why I hate this particular dungeon.
#1: The map doesn’t give you anything to use for this dungeon.
I remember stating that I hated Goliath’s final dungeon, Final Screams. While I did find it an annoying mob swarm, it at least gave you the items and tools you can use to complete it. This one: NOPE. You barely get anything other than a few chests for storing equipment and some minecart tracks so you can build a shortcut between the teleporter and your monument (btw, the teleport does not take you to the Monument, so HAHAHA.) So yeah, have fun grinding at your cobblestone generator. (Fun Fact: It took me about 4,000 blocks to complete the whole thing)
#2: There are thirteen different areas. THIRTEEN.
Each area can easily be summarized in one of three ways:
1: Area has lots of monsters that will kill you.
2: Area has a sort of natural danger (void, lava, etc.) that will kill you.
3: Area has a natural danger and a lot of monsters that will kill you.
It’s all a repetitive, boring grind just trying to push through each and every one. What’s made worse is the fact that if you run out of materials or need a certain type of item to push through, you have to walk all the way back from the area you were at to the starting point. This is okay near the beginning, but once you get to the fifth or sixth dungeon, it’s absolutely tiring and annoying. (It’s better just to go spectator mode, fly back to start and then go to survival mode)
#3: It easily takes up your FPS, and it may be impossible on older computers.
These dungeons mostly involve huge swarms of some type of monster trying to kill you. Do you know what 100 Blazes or skeletons shooting at each other does to your computer? It’s absolutely terrible. For me, my computer went to 10-20 FPS during parts of the dungeon from the sheer amount of monsters and projectiles being shot. I can’t imagine even being able to play this on an old computer.
(Fun Fact: This dungeon has around 700 spawners of varying types. I was left with 492 when I completed it)
#4 (The Biggest Outlier to me): In Theory.
Yes. That is what this dungeon says. “In theory, you can complete this.” In Theory…
*Insert giant lines of endless rage and anger here*
Apparently, it may not be possible to complete this according to the mapmaker, and I believe this may be impossible unless you have the patience of a rock. I did cheat in this map at only one point: Marathon #11: Grim Geometry. Do you want to know why?
Tell me: Just how fun will it be to grind creepers for the next 5 hours (not an actual time, tbh) getting gunpowder to make TNT to blow up about 100 Ghast and Blaze spawners? Because unless you’re willing to grind materials (like gunpowder and cobblestone) until you die IRL, you will never complete this dungeon. Ever.
To summarize, here is a list of everything you need to complete this dungeon:
- The patience of a rock
- All of the potions
- A lot of TNT
- An excessive amount of food, tools, armor and blocks
- All the time in the world (Took me about 14 hours to complete this, including cobble generator digging, walking to-and-from the dungeon/starting point and just time in the dungeon in general)
“Now That’s What I Call CTM” could’ve been a good map. It had some interesting ideas that are challenging and fun, but the whole experience was tainted by some of the worst dungeons I have ever had to play in a CTM map. Unless you are masochistic, you really hate yourself, or you really just want to push yourself beyond natural human limits, you probably won’t have a good time.
(I want a freaking medal for playing this)
I also got 5 of the 9 emeralds so yaaaaaay and whatever.
SCORE
Aesthetics: 5
Creativity: 7
Gameplay: 2
TOTAL: 14
Dude you get a medal for beating this load of crap. You should watch Rock's flythrough of the last area on his twitch page its effing hilarious his reactions.