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    posted a message on [CTM][Collection] Zero Mercy - A Series of Insanely Hard Maps (Legacy Download Available!)
    Quote from Xekaj

    I actually have very little expectation that anybody will complete all 5 and complete the entire monument.


    Well then.
    Challenge accepted. ^_^

    Well, unless it's impossible to complete the map, i.e. you left one of the wools/discs out of the map on purpose so even the truest of the true survivalists can't complete it. That would be a really jerk thing to do :/

    EDIT: Wait a minute. No. Syncquential isn't on Hardcore Mode, is it, Xek? *feeling of dread and realisation*
    But still challenge accepted with much gratitude.

    DOUBLE EDIT: Phew. Unlimited spawning. I like that. Now I just need to wait for a full release. Errh gahd I'm so tense >.< Oh Xek, what would you ever do if someone actually beat the map? :3
    Posted in: Maps
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    posted a message on Who's harder- Ender Dragon, or Wither.
    I definitely wouldn't say the Wither is tougher under all circumstances. You can't really manipulate where the ED spawns (always the end unless you cheat pfft) but if you spawn the Wither in a tactically advantageous location, you can make things easier on yourself.
    Posted in: Survival Mode
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Harrison8347135

    Where's LOLamyr's difficulty and enjoyment?


    Added, 6.5 and 5.5. Not sure why you call it Lolamyr. For good reason I suppose? :)
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Four map reviews in one long post.

    Vinyl Fantasy II:

    Vinyl Fantasy II (1.2.5 to 1.4.7)

    Difficulty: 8/10
    Overall Enjoyment: 8/10

    Comments: Three_two is nothing less than an aesthetic prodigy. Having spent years in visual arts training, he has succeeded in creating a beautiful yet lethal masterpiece. Vinyl Fantasy II is a blend of enormous terrain, amazing aesthetics and block combinations, clever player-killing gimmicks (beware of exploding proximity detectors) and much more. Aside from the map having gorgeous aesthetics that balance out with the difficulty of the map, the completion method of the map is innovative. Differing from the standard victory monument, this time, you're collecting records, not wools hidden in boxes; the records are transported to the Jukebox Monument where they are stored permanently. The map's schematics are amazing and even the intersections are huge - however the difficulty towards the end can get pretty mean to even professional survivalists. Fancy navigating through a bedrock maze full of cave spiders just to find that the music disc you seek is under an obsidian wall? Enjoy navigating through 250-block tall lava waterfalls looking for that elusive record? This map is a must-play for all CTM veterans looking for something more than just wool, wool, and boring wool in caves, caves, and more caves.

    SCORE
    Aesthetics: 9/10
    Creativity: 8/10
    Gameplay: 8/10
    TOTAL: 25/30


    Waking Up:

    Waking Up (1.3 and up)

    Difficulty: 6/10
    Overall Enjoyment: 7.5/10

    Comments: The father of CTM certainly has succeeded in making this map exemplary of a premier linear-branching map. The difficulty of the map is known to be overwhelming in some areas but it's nothing conquerors of Spellbound Caves can't handle. Taking place entirely underground the map has fairly even loot distribution throughout and the progression of dungeons is stable for the most part. Aesthetics are a step up from most of Vechs' previous works and the dungeons really feel grand in the map, resounding that feeling of accomplishment you always feel when you finally reach that one elusive wool. Some areas in the map are rageworthy, but if you have adequate CTM experience and a good gut for Survival, the map is tough but definitely defeatable. Not to mention you'll enjoy it, a lot. Try not to die too much though. There's a lot of good gear in the map but it's not unlimited.

    SCORE
    Aesthetics: 7/10
    Creativity: 7/10
    Gameplay: 8/10
    TOTAL: 22/30


    Skyward Ascent:



    Skyward Ascent (1.3.x - 1.4.x)

    Difficulty: 4/10
    Overall Enjoyment: 7/10

    Comments: In the new age of CTM maps where aesthetics and gameplay are more powerful than it could ever have been in Minecraft's Beta days, Krose's Skyward Ascent combines Minecraft 1.3 and 1.4 geekery with the nostalgic CTM feel to create a fun map that will appeal to fans of Spellbound Caves and Kaizo Caverns. Think reliving Spellbound Caves, same kind of aesthetic appeal, same wool monument concept, just now there's new enchantments and anvils and command block usage and everything you'd want out of the modern Minecraft CTM map. This will really appeal to fans of the Linear-Branching CTM substyle and sticklers to the old 19-block monument concept. Difficulty is a step up from what was seen in Spellbound Caves, though. It's slightly tougher and there are some nasty gimmicks throughout the map; there are custom mobs on occasion but overall the Super Hostile feel is well-maintained.

    SCORE
    Aesthetics: 7/10
    Creativity: 6/10
    Gameplay: 7/10
    TOTAL: 20/30


    Lethamyr:


    Difficulty: 6.5/10
    Overall Enjoyment: 5.5/10

    Lethamyr (1.2.5 and up)

    Lethamyr is the first known map to utilise a continental-style map. Featuring an expansive continent spanning about 2 kilometres in diameter, there are interspersed points of interest from place to place with about 95% of the terrain being flat, plain biomes that are time-consuming to travel through. This isn't necessarily a bad thing - adventuring for prolonged periods of time cater to some Minecrafters - however, considering that the excessive distance between each point of interest can get taxing and boring to travel, as well as the fact that the dungeons are similar and rather lacking throughout, it is arguable that the gameplay of the map can get repetitive quickly and the terrain rather dry to look at. However, considering that the most variants of the map are on Hardcore Mode, the player takes his mind off of the map's intrinsic flaws and focuses more on trying to stay alive. If adventuring/dungeoneering is your thing, this is one long-term challenge you can't decline. Just don't die and you'll be good to go. Want more than one life? Download the hardcore-disabled version.

    SCORE
    Aesthetics: 5/10
    Creativity: 6/10
    Gameplay: 6/10
    TOTAL: 17/30

    Constructive criticism is welcome if you've got any thoughts on the aforementioned maps yourselves.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from haon7272w

    Since somebody asked, then said no, I will do it anyway, cause I like reviewing.

    -Black Desert II beta 3.2
    Super Hostile Series by Vechs
    MC Version: 1.4.7+

    Difficulty: 5
    Overall Enjoyment: 3

    Comments:
    As a mapmaker tries new things it can either lead to a new genre of CTM maps or an utter failure of a map. Black Desert II seemed to be mostly the latter. Vechs tried to bring a whole new concept of obtaining wools, this included killing "fleecymobs". This required you to go to a hunting grounds and kill the mob to get the wool. The system is clever in a sense, but it is poorly executed in this map. The aesthetics aren't that up to par either. With bland landscapes and few landmarks, there is little chance to know where you are going. The fleecymobs themselves aren't that creative themselves, as they are just uber-buffed enemies with some armor. The map also includes a new system of survival, which again includes killing mobs for a certain purpose, whether they drop crafting tables or sticks even. Although the map did have a few upsides. With a new type of gameplay, this map opens up many possibilities for maps in the future. The map really had potential, but in the end it was scrapped and is pending re-creation.

    SCORE
    Aesthetics: 2
    Creativity: 3
    Gameplay: 5

    TOTAL: 10


    Personally I think Monster Hunter (fleecy mobs) maps are more compatible with the standard progression style of Linear-Branching, because then at least you know where the shizz you're going. Black Desert 2 was a combination of similar terrain throughout and really large size; the lack of landmarks really takes a toll, though. Compare BD2 with something like Lethamyr, for example. Lethamyr wasn't the best map but at least managed to find some prominence in the CTM subgenre. Both maps have HUGE size and few landmarks; but at least in Lethamyr, you get familiarised with the environment easily and there are different biomes, so you can at least tell yourself 'Now I'm in the swamp which is near the beach, so I'm near the ocean' or 'I'm on a tall mountain, so I must be smack in the center of the continent.' There at least is some heads up on where you are. In BD2, however, one moment you're sprinting down a desert alley. See a bridge, cross it, run a couple hundred miles, see another bridge, repeat, repeat again, I don't know where we are. The sense of direction in BD2 wasn't very clear; or at least it wasn't as successful as other Open-World/Continental maps. The problem lies not in the style of hunting monsters for wool, but in the schematics and design of the map as a whole.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Aimoskeeto

    I think the concensous is that if there's a strong negative reaction to someone's reviews from the community then they shouldn't be put up. But honestly, I disagree strongly also with what you said about Infernal Sky. Not to say that I believe it's the best map ever, but it certainly isn't the worst.

    Negative reviews are problematic xD


    A critical factor I missed out in the Infernal Sky review would be the time during which it was made. To be honest, the quality of the map when it was made was outstanding but with the advent of all the MC 1.0 gimmicks it got overshadowed by things like Spellbound Caves. So regrettably, I'd say it's wrong to just launch into criticism about how IF2 doesn't compare to the newer Super Hostiles; however, I think it's a little curious that Vechs decided to meld Open-World progression with Linear-Branching, which gives a really huge choice of options where you want to go from the start.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Torien

    While I don't feel that your reviews are 'wrong' as such, I do feel that you may have been a bit harsh with what you've said.

    It's true that infernal sky isn't amazing, but you note that the progression of the map is strange, well that is open world maps for you. You can potentially try and take on a final area first, there is no order at all. It's not a problem, it's a subgenre. (I am aware that it is billed as linear branching, but it's more open than a map like Kaizo Caverns. In terms of gameplay, yes the map is probably more catered towards CTM beginners, but that doesn't make the gameplay bad, just easier. Easy=/=bad. Finally, you say the aesthetics were unoriginal, yet it was one of the first skylands CTM maps ever. How can aesthetics be unoriginal when they are among the first of that aesthetic?

    From Flames, I don't have much to say here, only that Gustavo have always been singled out as some of the strongest aesthetically minded and best designers of CTM maps. The map is set in a post apocalyptic city and it looks like it is set in a post apocalyptic city. In such a lore based map you can't have a random dungeon like Inventory Wipe Horror Festival, they need to fit in the map.


    Haha, most of what you mentioned about IF2 was pretty true. Maybe it was one of the first maps and just needs an update, but the quality of the map sufficed at the time.

    While it's too late to increase the map's rating now, here's some opinions on your thoughts about From Flames: the lack of variation doesn't apply to the dungeons; sure, some of the underground dungeons have specially tailored rooms with custom mobs. So there IS variation in the dungeons; however, Gustavo was right to not go overboard with an abstract dungeon like IWHF; making the final dungeons the spire and the surrounding areas. This DID wind up being appropriate to From Flames' post-apocalyptic theme, which is a good thing to say the least. However, when I say that the lack of variation is a problem in the Open-World part of the map, it's not wrong to say 'Hey, how much variation can you have in a post-apocalyptic map of this size?', but I felt that since 80% of the map is an abandoned city in burning ruins, there is room for other things as well, such as forests, maybe a mountain or two here and there, not just a city throughout. This would have helped the variation, even in a post-apocalyptic setting; then you can have something like Lethamyr - same theme (continental, large biomes) but different terrain (mountains, forests, swamplands, jungles...)

    Sorry about the alleged harshness, there are other factors that could determine a score come to think about it. IF2 at the time it was made, admittedly, was appropriate to the style of CTM, but I still feel that in From Flames, while there's no sense in throwing in a 'Vexian Gallery' or 'Eternal Battle', there's room for terrain variation which I believe would contribute to aesthetics.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    From Flames (1.4 and up)

    Difficulty: 5/10
    Overall Enjoyment: 5/10

    Comments:

    From Flames was made in the footsteps of Black Desert 2, the theme being killing mobs to obtain the wool for the monument. However, there are too little variations in the block combinations throughout the map and structures appear to similar throughout the map. Individual areas of the map look pleasing but when combined look too similar. Gameplay wise, this map does have some unique gameplay elements such as custom mobs and cleverly created dungeons of different appearances; however, the majority of the map is set in a post-apocalyptic environment with little variation and the player can get bored of it after a while. Overall, this isn't a bad map, but there are areas for improvement.

    SCORE
    Aesthetics: 6/10
    Creativity: 5/10
    Gameplay: 6/10
    TOTAL: 17/30
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Infernal Sky 2 (1.2.5 and up)

    Difficulty: 2/10
    Overall Enjoyment: 3/10

    Comments:

    Infernal Sky 2 is known to be one of the easiest CTM maps to ever have been made by the father of CTM. Unfortunately, this doesn't exactly cater to everyone, and I would recommend this map more to absolute newbies to the CTM genre as a first map. Most of the wool boxes aren't in jeopardy, with the exception of the Red and Black. Furthermore, the aesthetics seem unoriginal and dry throughout, as if little thought was put into them. Additionally, the progression of the map is a bit strange, seeing as to how venturing into the right areas can have you decked in diamond right from the get-go. Overall, the map is great for complete and vulnerable newbies to CTM, but veterans shouldn't expect much more than nothing from it.


    SCORE
    Aesthetics: 4/10
    Creativity: 3/10
    Gameplay: 3/10
    TOTAL: 10/30
    Posted in: Maps Discussion
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    posted a message on [CTM][Collection] Zero Mercy - A Series of Insanely Hard Maps (Legacy Download Available!)
    Quote from Xekaj

    When giving the difficulties numeric ratings:
    ----------
    0 - Easy(Infernal Sky II-Dreadsky Isles)
    1 - Intersection 1
    2 - Medium(Kaizo Caverns-Legendary)
    2.5 - Intersection 2
    4 - Hard(Nightmare Realm-Waking Up)
    5 - Intersection 3
    6 - ROMhack(Tectonicide-Dragonstone subseries)
    8 - ROMhack ++(The Fire Beneath) Intersection 4
    10 - ROMhack Cubed(insert Syncquential here)
    9.5-10.5 - Intersection 5
    ----------
    The Limbo/Inverted/Nether areas have ~1 point higher ratings added onto their intersection's rating.


    I'm actually rather surprised that the difficulty of Syncquential is only slated to rise beyond that of Waking Up at Intersection 3. I personally feel it goes against the nature of the series to have the first intersection be off slightly higher difficulty than Infernal Sky II (which can be played with one's eyes closed) and then have a steep rise in the difficulty curve from there. If you really want the Zero Mercy feel, you might want to throw in some pain right from the beginning, probably starting with a 4 for I1, 5 for I2/I3, then really stepping it up to RomHack from there.
    Posted in: Maps
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    posted a message on three_two's Tuff Terrain Series
    Good sir, three_two, Desert Bloom had such unforgiving terrain that just looking at it gave me the irresistible urge to speedrun jumping off the edge of the map from spawn. Record: 27 seconds. Any contenders?
    Posted in: Maps
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    posted a message on How Long Did You Survive?
    Well, assuming that one generates a Survival world for the first time, yeah, he'd kill himself multiple times without even knowing it. But once you get the gist of the game and start decking yourself in enchanted diamond gear, death doesn't happen very much anymore.
    Posted in: Survival Mode
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    posted a message on Is this cheating
    Well, let's unpack the question. The majority seems to define ingame cheating as obtaining what you wouldn't normally obtain on that gamemode through commands/third party programs, in order to impact gameplay to give you an advantage. What you're doing by renaming a wolf DOES fit the definition of using commands to obtain the unobtainable, but at the same time, the effects on gameplay aren't that great.

    In conclusion, if you asked me whether it's cheating, I would give a split-down-the-middle answer; however, if you wanted a definitive yes-or-no answer, I'd lean towards yes, considering that by spawning a renamed egg you use Creative, which already is an integral part of the widely accepted definition of cheating.

    My verdict: Yup, it's cheating, but you don't need to be overly worried about it.
    Posted in: Survival Mode
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    posted a message on [April Fools] Minecraft 2.0 is Finally Coming!
    It's sad to know that in a short while, Minecraft is going to become 400% less masculine.

    It's even sadder to know that people actually believe it.
    Posted in: Minecraft News
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    posted a message on [SURV / CTM] Extreme Ant Farm Survival
    Quote from Lightninja787

    Where is the forbbiden antfarm


    It's the top face of the Ant Cube that contains the Extreme Ant Farm.
    Posted in: Maps
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