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    posted a message on [PARK/ESC][WIP][1.3.2+]Punishment:Parkour V05! 6000+ Downloads!
    [represent]
    WARNING: Map rated PG-13 for Mature Themes and Alluded Graphic Violence.
    By playing this map, you agree that if you take offense to anything contained within this map, you will not come to this thread and complain about it.












    Looking for Banners, Pixel Artists, Redstone Engineers, and Letsplayers! Interested in Pixel Artisting? PM me for the details!
    Punishment:Parkour is a parkour map. It is a parkour map designed to be at a level so that normal parkour players can enjoy it while giving optional challenges for parkour masters to test their skills against. The story itself is a winding one, coming back around to the unnamed character you play who somehow had an impact on your torturer's life.

    NOTE: This map can be played on Singleplayer and Multiplayer; in the case of MP only one person need take the key for each Area (and you should only take one, not a stack, in case you die)


    All righty then, time to get down to business.

    :Indigo: Story :Indigo: WARNING: SPOILERS. DO NOT READ ON UNLESS YOU WANT TO RUIN THE STORY.

    So, you were a mafia member who was witness to a brutal "family" slaughter. After that horrific day, you were put in the Witness Protection Program. Two months had passed, protection died down, and life was returning to normal.

    Well, not much longer. Turns out two mafia guys (Danny and Rico) were waiting for the protection to die down. And so, sitting in your random chair in your random house reading your random newspaper, some guy kicks the door in-and your face.

    Dazed, confused, and in pain, you awake in a small room. Still delirious, two guys pick you up, chatter a little bit, and throw you in this swirly, purple, pretty thingy. Is this..is this a dream? No, it's not-you can feel the air whirling around you inside the swirly thing.

    Suddenly, you are thrown into some weird, lava-filled world. The only way to go was forward. Still dazed, a voice comes over the loudspeaker:

    "MMK, KID, YOUR FAULT-WE DON'T GO IN THE WITNESS PROTECTION PROGRAM. AND YOUR PUNISHMENT-OUR BRAND-SPANKING-NEW 500,000 DOLLAR PARKOUR TORTURE SYSTEM. HAVE FUN!"

    And so, you are pushed forward by some unknown force.

    Looking around, you realize you are, in fact, in the nether. What's more important is what's around you. Small, boxy, and quite colorful rooms surround you, along with a small viewing box. It seems to be where the loudspeaker sound is coming from.

    You try to turn around and go into the portal, but it just spits you back out into the same, doorless room from your haze. You have no choice but to trooper on.

    Coming through this strange world, something comes to your mind-it seems to be almost...a community? What would a town be doing...in hell? This thought sticks with you as you come upon a theater, sewer, and even a farm.

    This...this "tormenter" seems to get more demented as you go on. He seems to be...having a mental breakdown? Along the way, you learn that his name is Danny, and that his companion's is Rico. Soon, Danny apparently becomes too unstable, screaming things into the loudspeaker like "I'M SORRY" and "I LOVED YOU". Rico eventually takes over for him...but Danny doesn't let you and Rico leave...or so you think. It turns out Rico was leading you directly into a trap! Danny forces you into one more room of staggering parkour before letting you go free, but not before leaving you one more cryptic message:

    "You're not the only one...you can't stop me."

    You...you weren't the only victim? He's done this to so many more people! Angered, you jump into the portal.

    Another twisting, flashing, swirling maze of purple obstructs your vision as you move between dimensions. Everything is normal as it can get inside a dimensional portal...until some object with a thick Russian accent knocks you off course!

    Awaking, you realize you are inside a dream of Danny-specifically, one of his hometown, Boston. He seems to be touring you along through the houses, buildings and even churches-but you discover things are not as they seem. The first house he introduces you, which belonged to his mother, had been smeared with blood in the attic, along with a desperate note written by who seemed to be Danny's mom telling you to "find the levers" and "get to the palace" and "stop him". As she reveals, there are levers hidden all over this world which let you access a Portal Palace! You could return to the real world! Finding the levers, you discover something is amiss...a friend of Danny's mom, Lucinda, apparently a psychic, had her house looted...by someone..Danny? He was a mafia member...maybe this was a hit? There is another note...Lucinda has another lever. This message seems to be addressed to Danny's mother, telling her "not to tell Danny" and "to get out of here". Could this be Danny's guilty consciousness over the murder of his mother, as he had alluded to outside her house? Is this his way of ignoring the pain?

    You collect all the levers and find this Portal Palace deep underground.


    The last chapter is yours...just find your identity.


    Post-0.5 Version Story (Warning: MASSIVE, GAME-RUINING, GUT-WRENCHING SPOILERS FOLLOW):

    After finding the Parkour Palace, Danny reveals to you his family history: his forefathers were masters of the Dark Arts during the Salem Witch Trials. Afraid of being prosecuted, his family escaped to Boston (not very safe either, but people were stupid)and built, over a mass of over 300 years, a huge underground development for future generations to learn about their witchcraft. Its location was handed down from father to son, mother to daughter, until Danny learned of it. Learning the rituals and spells of his family past, Danny decided to use his newly found knowledge to help one local organization: the Mafia, whom his friend, Rico, was involved in. He joined, and made his witchcraft no secret. The mafia decided they could use his skills, and sent him on a mission to prove his trustworthiness: A mission to snuff out his own mother, who had recently been witness to a mafia snuff and was under the Witness Protection Program. She had recently moved from her rural farm to Boston, where Danny currently resided. His morality had been slowly broken by the spells he practiced, and he accepted (only because of course the Mafia would kill him if he didn't; because that's how they solve every one of their problems). Him and a couple other mobsters first raided Lucinda's house. Lucinda was a close friend of Danny's mother's and was taught in witchcraft by Mary herself (of course, Mary=Danny's mom), so she knew her way around it. She had also witnessed the snuff along with Mary. Sadly, she was simply overwhelmed, and instead of killing her, Danny decided a much more posthumous torture was in order: Quite literally, parkour in hell. The Mafia had recently constructed, using Danny's knowledge of Dark Arts (and thus Portals and the Nether, because that's what Minecraftian Dark Arts are (durr)), a torture facility in the Nether, but had no one to try it out on. Until that day, that was. Danny, however, had to kill his mother, as the Mafia had explicitly told him to kill her. He did...in her own home. He didn't realize, however, that when people die in Boston, they obviously go to hell, because everyone that lives there is an absolute jerk. And hell=Nether, so she was sent to the facility posthumously. He then addresses the player directly and reveals that you're playing as Mary and Lucinda, respectively (well, Mary's posthumous spirit) and subsequently apologizes for his actions...a little too late, though. He then says that inside the Portal Palace is a portal, the sole portal in the entire world before he revealed the very intricate and wholly unbelievable schematics (/sarcasm) to the Mafia that would allow them to return to the real world, and because the Portal that Danny's family constructed doesn't bring you to the real world, it accelerates time until the universe ends and is subsequently re-created (thanks, Futurama!), the proverb "Time heals all wounds" is taken very seriously and going through the Portal would re-animate Mary. However, the Mafia didn't pick up on the ingredients that would grant the portal that ability, so theirs can't do that (very convenient, huh?). Running through one more realm of parkour, you reach the end-a giant library full to the brim of spells, rituals, and spiritual happenings, even complete with brewing stands and cauldrons. In the middle of this library, suspended seemingly impossibly, is a portal. Danny promises you that the Portal will bring you to another one in the nether, and you jump in.


    After re-arriving in the Nether, there is simply a long corridor leading to another Nether portal. You walk through, and arrive on a grassy plain. This...was not what you had expected. Danny informs you that the Mafia's coming to him to punish him for letting you escape! Rico then arrives and twists Danny's mind into finishing the job. He then arrives in a Shadow of the Colossus-esque giant beast...thing (he explains it as "compensation" from the Mafia) and that it will "finish you off for good", which launches off the final boss battle, taking place in a huge Obsidian dome. Danny reveals that he has complete control over the stadium's functions, ie a lava ceiling, etc. Danny's mech has to be infiltrated from the ground up, which is hard enough without the lava from the ceiling coming into the room every second, like rain...burning rain. Slowly you climb up the beast, which seems to have reached into the clouds, hitting every availiable switch you can (self-destruct system...?) until you finally reach the head. Danny sits inside, cursing at you, trying to shake you off. However, conveniently located on the back of the dome is a switch. Hooked up to massive amounts of TNT. (The mafia needs to think up their designs more thouroughly.) You flip it...until you realize that Danny's jumped ship. You have nothing to do...but die. Doomed to repeat the eternal horrors over and over again, with no end. This is the price that comes from crime. At least Danny's stuck in that torture facility with you....or so you think.


    --END?--

    :Diamond: Screenies :Diamond:
















    :GoldBar: Download :GoldBar:
    So now you're probably like "ok, what is he talking about and where can I get it?" Look no further, downloads right here bro.

    CURRENT VERSION (0.6.2):

    AdFly Link (Preferred download): Link


    Direct Download: Download Link





    Other downloads (Direct)
    0.6.1: Download Link
    0.6 A: Download Link
    0.5.3: Download Link

    0.5.1: Download Link
    0.5: Download Link
    0.4.1:Download Link
    0.4:Download Link
    0.3:Download Link
    0.2:Download Link
    0.1:Download Link


    Le Fancy Download Counter:

    1 Download: :grass:
    5 Downloads: :cobblestone:
    10 Downloads: :mossystone:
    25 Downloads: :coalore:
    50 Downloads: :ironore:
    100 Downloads: :Iron:
    200 Downloads: :goldore:
    500 Downloads: :GoldBar:
    750 Downloads: :DORE:
    1000 Downloads: :Diamond:
    2000 Downloads: :Diamond: :Diamond:
    5000 Downloads: :Diamond: :Diamond: :Diamond:
    10000 Downloads:


    :Zombie: Changelogs and Future Goals :Zombie:
    Changelog:
    V. 0.6.1: Aesthetics patch, difficulty tweaks, bugfixes
    V. 06 A: New Boss battle, bugfixes
    V.0.5.3: New areas, revamp of areas 1-4, bugfixes, censoring
    V.0.5.2: Fixed ladder collisions, moved death spawn inside nether
    V.0.5.1: Added new railroad for Gauntlet Tower 4
    V.05: New areas, new gauntlet tower, redesigns of areas and a gauntlet tower, bugfixes, general spiffiness
    V.04: New parkour, gauntlet tower, bugfixes, ZIP format
    V.03: New parkour rooms, gauntlet towers, bugfixes
    V.02: New parkour rooms, new element, bug fixes
    V.01 Alpha Prerelease: Initial Release



    What I'd like to add
    -More parkour
    -Make the outside more pretty (please try to imagine that in rainbow letters) instead of like..well...the nether
    -??? any bugs/glitches/shortcuts pointed out in the thread
    -put more stuff in those empty spaces on the map

    :chestfront: Reviews, Let's Plays, and Banners: :chestfront:

    Reviews:

    :GoldBar: Relinquo_Spes: "I mean even in this where you first find yourself as having been captured by the mob and about to be subjected to spazams of torture, you have to think the character saw this coming... then again it would be pretty hard to forsee yourself being thrown into another dimension by mobsters so you can complete parkour challenges for their amusement... or maybe that's just how the mafia really does work.. [...] It has definently gotten more towards it's claims of punishment and make me realise how the early areas are just a taster. I can't give ths area top marks though since it isn't yet finished, but if it continues on this trend then it shall be a very hard map indeed."
    7.5/10

    :Iron: StreamOfAdventure: "The difficulty remains steady and controlled for a majority of the map, though certain ones might catch those unexperienced puzzlers off-guard. Jumping is normally something that can entertain most players for a short period of time, though this particular map feels like I could play it for a long number of hours. Engaging courses that even require some looking around make the map's jumping puzzles seem original, even revolutionary for Minecraft standards. [...] When the core (puzzles), atmosphere (surface), and story (atmosphere) collide, they form a parkour-map planet that maintains off-beat progression and incredible parkour, with a somewhat-strong and inconsistent story and a mildly enjoyable atmosphere. I would recommend the map mainly to a strong puzzler, due to the difficulty of the puzzles, but even if you are looking for a strong story, I'd say there's a good chance you'll find one here."
    6.9/10

    :IPANTS:TStorm823: "There's a good mixture of changing environments and challenges. It's not just climbing straight up or straight across all the time, and some interesting things are added to make the jumps more entertaining or enfuriating, e.g. sexy computer screens or STUPID PIGS. [...] I like that you made constant parkour into a thematic activity. The mafia brothers story is actually really charming, and I wish you had stuck to it more. [...] One [diamond] for giving me a new experience, two for giving a good theme to parkour, and three for seeming to mock the minecraft community's hatred for parkour. Now fix everything and finish the map."
    15/30 and :Diamond: :Diamond: :Diamond:

    :Diamond: Robo_Chiz: "The map brings you into a false sense of security with its easy tutorial area, only to crush you heart and your dreams. Well Done DocHavoc2, Well Done. [...] Although it is incredibly hard, the Parkour is interesting and varied. Often challenges are thrown in (like finish this level in a certain time) to add some spice to a quite boring genre. Cactus Parkour, Lava Parkour, Fence Post Parkour and others are the order of the day, and they all look beautiful. The map is so pretty to look at, and the constant change of locations, means you’ll never get bogged down by one look. [...] Extreme patience and determination is required to play this map. If you have both factors then you’ll find Punishment Parkour to be worth your time."
    5/5 :Diamond:

    Full reviews below:

    great map! but pretty easy jumps dude, exept for that corner one, im surprised i got that in my first go..

    fun: 7/10

    architecture: 6/10

    great map, can't wait for it to be finished!

    From Cowmonkey's Map Rating Thread (http://www.minecraft...-rate-your-maps) (Review is OLD)

    Relinquo_Spez:
    Opening Thoughts:
    You know it was a smart man who once said that it was the standard mafia story to be a character being coerced into the mob by the money, women or fast cars rght up unti something terrible happens and then they will realise CRIME DOES NOT PAY! and result in some sort of redemption, and it really makes you wonder what these characters thought they were getting ito did they not expect to be used an abused by a group of people who regard you as little more than a knat? I mean even in this where you first find yourself as having been captured by the mob and about to be subjected to spazams of torture, you have to think the character saw this coming... then again it would be pretty hard to forsee yourself being thrown into another dimension by mobsters so you can complete parkour challenges for their amusement... or maybe thats just how the mafia really does work..

    Visual:
    This game has gone down the fun route and attempts to make every level interesting and different, using different colours and block styles to add a sense of fun to each puzzle. However the issue with the visuals is the over all setting, hell isn't a very interesting place and looks really out of place when ompared with the colourful and different puzzle sections. I don't know if I would recommend a concept overhaul, but if you ould work to hide the fact that you are in hell then it could be an interesting twist ending, rather than this bizzare framing device.
    [7.5/10]

    Challenge:
    The challenge in this game is well balanced, never getting unreasonably difficult and having anough checkpoints in its challenges to make you want to keep retrying, BUT (and this is an important but) the game isn't hell or even punishent, so for a map that bases itself around being the ultimate challenge it really feels like a let down when there isn't more challenge to it.
    [3.5/5]

    Length:
    It's a starnge thing with this game, after the first 5 rooms you are optioned with a good ending or a normal ending, thats where I nearly got annoyed. 5 rooms? Thats only long nough for a lunchbreak not a real map, but then I went for the good ending and the map just kept going through another whole bunch of puzzle rooms, so what was the point of telling me I'd reached the end? In the end the game was a respectable lengh, but it's path to getting there just seemed to confuse me.
    [4/5]

    Puzzle Variety:
    Look map creators just because you call your map parkour does not mean you can keep remaking the same puzzle over and over in your map. I've gone on record in these reviews saying that I understand why parkour maps puzzles feel similar, but that doesn't give you free reign to not give us something in each puzzle, almost everyone of these maps are either you jumping along a wall with some ladders and blocks OR free jumping along a set path in the middle of the room, there are a few different feeling ones, but not really enough to save the map and by the time I got to that sign that tried to convice me it wa the ending I was growing tired of the whole thing. What the map need is some different puzzles, suh as timed jumping or a free roaming jumping section where ou have to pull levers, just something so that I'm kept interested and it at least some what breaks up the monotemy.
    [6/10]

    Things that need Improvement:
    - Puzzle Variety
    - Difficulty more difficult
    - Framing Story

    Things that need No-Improvement:
    - Visual design
    - Overall length

    Final thoughts:
    Lets put our mind back to the mafia framing device I put to you at the start of this review, now thin of the rest of the review... did you ever connect those two things? I'm not saying your puzzle focused map has to have an indepth story but at least have it make sense. The rest, as I've said, turns into some what of a monotemy, feeling like your redoing the same puzzles over and over. If you really like doing this kind of map and aren't mared by rejumping wat feels like the same maps, then this is for you but otherwise there are maps with a greater variety and tone to them. To the creator I hope that you go back and look at revitalising this map with a greater range of puzzles because the style is really good but not enough to save the map.

    Perentage Score: 70%


    Relin's Retrospective:


    Review Retrospective


    Last time:
    Well last time I looked at this map I said that this map was a very visually striking one that suffered from the over arching story not matching up with the style and the puzzles not being as hard as they thought they were.

    Improvements:
    - Visuals:
    I said they were good before but here it gets even better, the themes for each of the area have begun to become even more outlandish but they still work.
    - Difficulty:
    It has definently gotten more towards it's claims of punishment and make me realise how the early areas are just a taster. I can't give ths area top marks though since it isn't yet finished, but if it continues on this trend then it shall be a very hard map indeed.

    Things that Still Need Improvement:
    - Framing Story:
    I'm sorry but it still makes no sense, why is the Mafia here? If you want a sugestion for this, then just make the story be you were sleeping when you awoke in a brick room with a portal at the end and then it can just be the Devils TV show course (If interested let me know and I'll sketch it out a bit more).

    Final Thoughts:
    This map is a nice improveent on the last, it isn't quite finished yet but it's getting there. At the moment I recommend a play fo the fun, but keep an ee out for the finished version.

    New Percentage Score: 75%
    From Relin's Thorough Map Reviews.

    Kmilley Reviews:
    Punishment: Parkour 6.9/10

    Review by StreamofAdventure

    I hate to use an analogy, but in this case I deem it fitting. If Minecraft could represent an entire universe, ever expanding with new updates, maps, texture packs, and the like, one solar system would represent the fair share of parkour maps out there. At the core of the star would be perfection: a parkour map with everything it could possibly have. The parkour maps orbiting nearest it would be the best of the best, reaching out as far as possible to try and achieve that ultimate goal. I feel as though Punishment: Parkour is reaching for that too, and tries many times to achieve that, each attempt equally unique and yet failing to grasp onto what it so desperately needs. I place Punishment: Parkour out further in the solar system as a Gas Giant, a good map with a huge goal.

    Firstly, I'll touch on the story, sitting on the atmosphere of the Punishment: Parkour map planet. While the beginning offers an intriguing backstory and some incredibly mature themes, whilst being engaging and well written at the same, it feels ignored for some time. Instead, two characters previously mentioned in the backstory become prominent Herobrine-like characters and have such similar personalities that the point of having the two of them seems a dull one. Comical signs completely disrupt the atmosphere that the backstory seemed to be leading up to, and horror simutaneously appears and disappears from the map, like little sparks that try desperately to start fire and never do. The story picks up a fair bit further into the map, when you finally realize why there were two characters. The parkour bit fades into a completely original story-arc and the story becomes (once again) a prominent factor. It ends on an extremely high note, though for the sake of readers, I shall not spoil it. The story fufills itself, and despite its shortcomings near the middle of the map, is an extremely relevant factor in the map's success.

    Secondly, I'll critique the main factor of the map: the parkour itself. It starts at the beginning by claiming to be one of the hardest parkour maps in history. It is a fairly bold claim that I would assume is supported by many who played the map, as shown by the poll results thus far. I myself found it to be particularly challenging, pushing my skills to the limits with some well timed jumps. Many jumps are quite well done, and fit in so well that they create the illusion they are even part of some rooms. The difficulty remains steady and controlled for a majority of the map, though certain ones might catch those unexperienced puzzlers off-guard. Jumping is normally something that can entertain most players for a short period of time, though this particular map feels like I could play it for a long number of hours. Engaging courses that even require some looking around make the map's jumping puzzles seem original, even revolutionary for Minecraft standards.

    The atmosphere moves inelegantly from strong, to weak, and back again, with a few flaws mixed into the fray. Parkour as a punishment is rather weak story-wise, but it begins to become less noticeable as it progresses. That aside, the map also suffers from location-flaws, which seem bright and cheerful, despite what the story would imply. The signs that portray the areas as "courses" like a free-roam parkour world don't help either. The torture machine-aspect fades throughout the course of the adventure as well, unfortunately. However, if you cast these two prominent flaws aside, the adventure appears well done and hellish. Of course, being set in the nether probably doesn't hurt in the least bit, but it feels appropriate. It also reignites the torture flame as the map seems to force you through rapid cycles of seemingly never-ending parkour, with no escape, as each time you die, you must restart the map.

    When the core (puzzles), atmosphere (surface), and story (atmosphere) collide, they form a parkour-map planet that maintains off-beat progression and incredible parkour, with a somewhat-strong and inconsistent story and a mildly enjoyable atmosphere. I would recommend the map mainly to a strong puzzler, due to the difficulty of the puzzles, but even if you are looking for a strong story, I'd say there's a good chance you'll find one here.

    Bugs/tips

    -The atmosphere feels weak because of the colourful landscape and surroundings during parkour. This is especially noticeable near the beginning. It doesn't really help the torturous theme.

    -What happened to the story? It went away after the first chapter and only returned much later on in the story. Perhaps a little extra info or escpecially cruel things said on the signs would be more appropriate than little comical bits.

    Tstorm823:

    I thought that Punishment Parkour was just a cutesy name for a very difficult parkour map. As it turns out, it's actually punishment themed parkour. You are in a mob family, but you snitch or something, so they hunt you down and stick you in a torturous chamber of parkour punishment! It's a nice take on how much the community thinks of jumping puzzles as painful (if that was the intention). Most of the map's jumping is hardly infuriating; it acts like it has no checkpoints but the whole map is segmented frequently which is basically checkpoints, and there are only a few rooms that offer you instant death (the map plays on peaceful). It's a pretty good map for the parkour junkie (those exist?).

    Function:

    There are a few places I have personally decided are impossible. Most likely not all of these are actually impossible, but some of them definitely are, so I'll make it a comprehensive list: the last room of the first area has a 2 over 1 down jump with a low ceiling, which is barely possible sprinting but sprinting isn't allowed in that section. The key item beneath the theater seems to be in a chest with solid blocks above it so you can't get any. The building in the city block that tells me to check out their book collection seems to want me to jump on top of the bookcase, but there is no ledge high enough to jump up from. The key item in the sewers seems to just be hidden behind a solid wall never to be found (I found it with mcedit). There's a chandelier in the church area that you need to jump off of the fence part to make, but there's no way to get on top of the fence. The gate opening for the timed parkour is impossible to get through since the button is too far away from it. And the 11 minute timer doesn't actually go off because the redstone chain at the end is 18 blocks long.

    As a map reviewer, I do not rage-quit. I finish the map. But I do rage-switch to creative mode. The point that made me switch to creative came after the 6th area. I finished everything up to and including the first 2 gauntlet towers legitimately (except where I thought it was impossible). The reason I raged was the sign that said "Area 7." The reason that I raged was because the previous area sign said "Area 7" and when I saw it at first, I was convinced I had missed 2 keys somehow when I thought I had only missed the sewer, and finding out my dispair was misplaced was the last straw of sorts. I still did all the jumps along the way, I just pretended there were a lot more checkpoints and a lot less death. Also, I didn't realize until very close to the end that the map isn't actually finished. It confuses me that there are advertisements in the thread for better endings after a final boss battle when the version to download doesn't have the boss battle finished yet.

    Now, for things closer to my normal commentary: There's a good mixture of changing environments and challenges. It's not just climbing straight up or straight across all the time, and some interesting things are added to make the jumps more entertaining or enfuriating, e.g. sexy computer screens or STUPID PIGS. If I couldn't cheat on some of the sprinting twist jumps near the end, I probably would have rage-quit though. (Side note: I have thoughts sometimes about extending the honor system all the way and just making a map built for creative mode.) I was happy with the lack of overly laggy components until the lava filled gauntlet, which somehow makes more inconvenient lag spikes than a literal room full of pigs, but that's not so bad since it's optional and has large-scale checkpoints. Overall, the map was mostly the right kind of frustrating and seems like it's going to be quite good, but has some definite "work-in-progress" bugs and problems.

    5/10

    Form:

    The map isn't super pretty (solid Lapis castle, anybody?) and the background is just natural nether. The creator seems to understand this as there's specifically a mention of wanting to fix this in the thread. The varience of aesthetics keeps it pretty fresh on your eyes, and thankfully your ears aren't assaulted by the sounds of the natural nether the entire time (meaning I'm glad I didn't have to listen to burning while I played.) Clearly, the whole thing can and will be a lot more aesthetically enjoyable by the time it's done.

    5/10

    Flavor:

    I like that you made constant parkour into a thematic activity. The mafia brothers story is actually really charming, and I wish you had stuck to it more. The snarky signs could have been done more in character (play with the "r"s or something to make it more Boston-y). The parts about one brother trying to help you escape or the thing about witchcraft are unnecessary, cliched, and distracting. If it's still possible, I'd suggest scrapping as much of that as you can and get back to the two trying to pick on you. At the beginning, I imagined it like Cinderella and her evil step-sisters, except instead of girls cleaning and going to balls, it's guys committing murder and more murder. The two simple-minded bratty bully dynamic helped make it fun.

    5/10

    Uniqueness:
    One for giving me a new experience, two for giving a good theme to parkour, and three for seeming to mock the minecraft community's hatred for parkour. Now fix everything and finish the map. :Diamond::Diamond::Diamond:

    Overall Score: 15/30 and :Diamond::Diamond::Diamond:

    Would I recommend it?
    - I don't recommend a WIP. I recommend finished maps. So finish the map and we'll talk.



    Chintapop:

    Hi DocHavoc2

    I just looked at my old map review thread and noticed I had quite a few to still do. I have completed the map review for your Punishment Parkour map. It is below. Feel free to comment on my map review topic here.

    Your map has potential. If you improve the story and the looks, as well as the Danny's Dream Place area, it will be better.


    Punishment Parkour by DocHavoc2 (5/10)

    Things you could improve:
    INTRODUCTION / OVERALL

    - First story sign was above all the rest. Bottom ones were awkward to read with the top one by itself

    - Most rooms were rectangular and plain which makes playing this map dull

    - The story was mentioned at the beginning as your captors punish you. Then later they talk politely to you. They don't mention kidnapping, torture, etc. or any part of the story

    - Training should include all types of jumps you have in the map, including twisty ladder jumps

    1 WARM UP

    - One light blue dye is missing in the chest

    2 RED TOWER

    - You can jump from the water to the first half slab

    3 THEATRICS

    - Stairs at the back of the theater roof make it easy to go the wrong way. Try putting "Turn around to enter the thearer" on the first sign you see

    5 THE SEWERS

    - Visible redstone after the first sewer room door

    6 ?????
    - There is no area 6

    7 BLUE CASTLE

    - Gauntlet one is missing a door

    - You should let the player know that Gauntlet 2 should be done before Gauntlet 1

    - You should tell the player that six keys are needed to complete the Gauntlet challenges above Gauntlet 1. If not, the player will have to complete the Gauntlet 1 twice

    - After using levers on Gauntlet 1 and 2, you don't have a lever to go the main required route

    - Gauntlet route doesn't even go anywhere. Why even have it? If you are still in construction, you should make a temporary reward room after 2 or 3 keys.

    8 HAPPYRIDGE FARMS

    - Chicken coop should say 'optional' because it only has Gauntlet 3 key

    - You use a button on Gauntlet 3 so you can't get out when inside

    - I don't think you can make the five block jump in the pig farm (4 blocks + 2 half-blocks from fences)

    - You can hit the lever in the pig farm from the ground

    - Why have the pig farm if all you get is a pressure plate? I never used it

    9 ESCAPE

    - Remind player that all Gauntlets are optional

    - Water elevator from Gauntlet 4 does not work

    - Make escape route more obvious and block off the rest of the nether. The player could get lost

    - Lots of deaths in this area and it is very far to come back from the beginning

    - Need more torches to guide you in your escape

    10 DANNY'S DREAM PLACE

    - Ladder is missing in church jumps

    - It is near impossible to complete the puzzles in 11 minutes

    - TNT should not happen. This is bad because the player will die and will be discouraged

    - After TNT blew up, I couldn't find where to go. I stopped here. I heard that there was a boss fight to look forward to but I could not find an exit to this place


    Things I liked:
    INTRODUCTION / OVERALL

    - Rules and story board

    - Training for new players

    - Humor. There are many places where signs made me laugh

    - Sprint jump restrictions

    - Some nice transitions between areas

    - Some places had average decorations

    1 WARM UP

    - Nice to have a warm up section

    - Cactus jumps were short enough to not be a problem

    2 RED TOWER

    - Elevator shaft jumps

    - Office with computer messages

    3 THEATRICS

    - Bonus Gauntlets that were optional

    4 THE BLOCK

    - A checkpoint

    5 THE SEWERS

    - Nether lighting really works in this area. I like it a lot

    8 HAPPYRIDGE FARMS

    - This is the most well designed area of the map

    - Gauntlet 3 was the best-looking building of the map

    9 ESCAPE

    - Finally a nice change from parkour in rectangular buildings

    10 DANNYS DREAM PLACE

    - Nice to have a puzzle for a change. Don't let it have an 11 minute restriction

    This map has some nice parkour and great humor but its aesthetics and story are lacking.

    Robo_Chiz:

    Overall: Painful

    Punishment is a cruel way in which a person is sent to do Parkour, or at least that’s what Punishment Parkour thinks Punishment is, and it does a pretty good job at too. I’m normally a relaxed, calm individual, however Punishment Parkour brought out a bad side to me. This Parkour is Hard. There is no better way to describe it. The map brings you into a false sense of security with its easy tutorial area, only to crush you heart and your dreams. Well Done DocHavoc2, Well Done.

    Although it is incredibly hard, the Parkour is interesting and varied. Often challenges are thrown in (like finish this level in a certain time) to add some spice to a quite boring genre. Cactus Parkour, Lava Parkour, Fence Post Parkour and others are the order of the day, and they all look beautiful. The map is so pretty to look at, and the constant change of locations, means you’ll never get bogged down by one look.

    There are a few problems though. The lack of checkpoints can be really annoying, especially when you have to redo the last 7 sections, because you aren’t good with Lava. Only one checkpoint presents its self, and I found that I didn’t even need it, as I failed to die after that point. The map also lacks that one more go factor, and I found that I didn’t really want to redo some sections, or even attempt some. However I did and I found Punishment Parkour to be a pretty and innovative map.

    Extreme patience and determination is required to play this map. If you have both factors then you’ll find Punishment Parkour to be worth your time.


    -------------------------------------------------------------------------------------------

    Banners:

    As I am horrible at photoshop, I would love love love LOOOOVE it if anyone could make me a banner for this map. :3

    Current ones: (Support me by adding in signature!)


    By Pandainn

    [url=http://www.minecraftforum.net/topic/677282-parkourescapewip100punishmentparkour-v05-3700-downloads/][img]http://oi51.tinypic.com/300cdo9.jpg[/img][/url]



    By Talons7331

    [url=http://www.minecraftforum.net/topic/677282-parkourescapewip100punishmentparkour-v05-3700-downloads/][img]http://oi51.tinypic.com/300cdo9.jpg[/img][/url]




    WHAT I NEED/WOULD WANT:

    -Of course, Lets Players to get publicity
    -A person who could design a banner for this map
    -Pixel artists! I have a GREAT idea in mind. Interested? PM me!











    :Spider: FAQ :Spider:

    Q:When will it be completed?
    A:Well, I am almost done. All I have to do is add in one or two more areas.

    Q:THIS MAP IS IMPOSSIBLE
    A:No it's not. I've done it several times over and have had over 30 betatesters complete it. Although it did take them some time.

    Q:What texture pack should I use?
    A:It doesn't really matter. I'm fond of JohnSmith myself, but meh you can use anything you want.

    Q:I can fly/break blocks instantly/not get damaged/never get hungry/spawn items!?!
    A:This is most likely caused by me using fly cheats and instamine cheats+ infinite life and hunger, it shouldn't be a deal unless you use Toomanyitems/SinglePlayerCommands/Zombe Flymod, and even if it is I believe I fixed it in V.02.

    Q:Can I lets play this?
    A:Absolutely; I appreciate every single lets play I get.


    Q:THIS MAP SUX
    A:Reasons?


    :Lime: Tips and Tricks :Lime:
    -Always pace yourself on jumps, but not too much.

    -Whenever you are presented a long hallway, sprint all the way down it because it most likely will end in a jump that will require you to have a lot of momentum.

    -Ladder jumps are cheap. Deal with it.

    -If there is a ladder on the side of a block, you'll most likely have to do a twist-jump or even maybe a twist-sprint-jump to nail it perfectly. Until Notch/Jeb fixes ladders. PLEASE DON'T

    -I recommend using a texture pack that has ladders that are easily distinguishable from other blocks/are high contrast. You'll need it, trust me.

    -This map requires thought. Don't expect to get through with mindless jumping, especially in Gauntlet Towers.

    And, as always,

    Please leave feedback!
    Even just saying you're downloading helps me out! :3
    Posted in: Maps
  • 1

    posted a message on [Review] Honest Doc's Map Reviews of Fantabulousness/Map Hub!
    You're both accepted.

    Piecia997 asked me to do a review of Gustavos Team's new map (Cubeception 2), which is in beta. Here it is.

    --WARNING--
    Spoilers follow.



    CubeCeption 2: 9.9/10

    This is the best Minecraft map I've ever played. It blows everything else out of the water completely. Amazing story, fantastic visuals, and an epic length make for what I can certainly say is the best Minecraft map of all time. Read on, shall we?

    1) Story: The story continues where it left off in Cubeception, revealing you as someone named "Root" travelling along with your partner, Gustav. The story is incredibly intricate, moving, and well-written, with plenty of humor between characters, which gives a huge boost to character development. There are also the svelte things, not related to the story: I noticed tons upon tons of references to some of my favorite things (and even ones to DaDonn, rsmalec, and myself. Thank you :3) which helped immersion so much. I rarely ever do this, but I think CubeCeption 2 deserves this and more. 15/15

    2) Visuals: Oh my god. This map gave me a heart attack with its visuals. Every building is different, yet connected somehow. The parkour and puzzles move seamlessly through the environment, and even act as part of it. Towards the end, it even engrosses you in different environments that were wholly unnecessary, but immersive. This is deserved. 15/15

    3) Challenge/Difficulty: As mentioned before, the parkour and puzzles blend seamlessly into the environment. As for the parkour itself, it is neither too easy nor too hard, being at a perfect difficulty level. The puzzles are great--EVEN THE MAZES. This is the first map I've ever completed a maze in, due to the innovative "gimmicks" involved with each one so that there's not so much backtracking. The only thing I hate are the redstone puzzles. I never really understood the intricacies of redstone (however, there's even a mini-tutorial in the map!), so maybe that's just me. 9.5/10

    4) Length: This is the longest map I have ever played. It is nearly three hours of epic fun and story-weaving. This isn't the kind of map that drags on forever, no no no. This is the kind of map that makes you wish it was longer. 10/10

    Final Score: 49.5/50
    Percentage Score: 99%
    Score out of 10: 9.9/10

    Overall, this is the best map I have ever played in my lifetime. It is incredibly immersive, plays great, weaves a fantastic story, and presents a great challenge. And it's still in beta (for me, anyway). This is the best MineCraft map I have ever played, and possibly the best ever. Once it gets out of beta, you need to play this map.

    Bugs/tips:

    -In the counselor's tower, in the stairs, there is one block that prevents you from going up the stairs from the graveyard entrance (i.e if you fell down).

    -The frontlines segment is a little confusing in its objectives. (Thanks for the shoutout, by the way! :D )
    Posted in: Maps Discussion
  • 1

    posted a message on Creeper Duds
    And perhaps they could play the sound from a game show when you lose (bum bum bumm bummm...waaaaaaaaaaaaaah) when they fail to explode.
    Posted in: Suggestions
  • 2

    posted a message on [Review] Honest Doc's Map Reviews of Fantabulousness/Map Hub!
    Hey, I'm Doc, and this is my invisible tie.


    All joking aside, this is my Honest Map Reviews thread. Now, you may be saying "BLARGH Y SO MANY MAP REVIEWW THREADS BLARG". Well, I have no honest answer to that (irony is fun) so I'll just cut to important things.


    Firstly, a bit about this thread. IF IT'S IN BOLD OR HUGE, READ IT.

    1) [size=medium][b]I will never review a skyblock map.[/b][/size] I have my reasons. (Mainly them being bland. Incredibly bland) However, hybrid maps are allowed as long as they are mostly adv/puz/parkour/etc.


    2) [size=medium][b]I may be brutal in my reviews.[/b][/size] I'm sorry, but I'll be very frank and straightforward, and if I don't like your map It'll show. However, I'll also suggest something to help turn your map into something that is polished and well-made.

    Rating Criteria:


    I use a four-area rating system.


    1) Story (15 points)
    How good is the story? Does it make sense? Is it new and original? Note, if your map is primarily a puzzle/parkour map that doesn't really need a story than this part will be exempt from the review.

    2) Visuals (15 points)
    Is the map fun to look at? Does it use a variety of blocks? Does it fit the theme of the map? Does it have any good architecture?

    3) Challenge/Difficulty (10 points)
    How hard is the map? Is it at a good level of difficulty for the average Minecraft player? Does it fit what difficulty it is made out to be?

    4) Length (10 points)
    Is the map really, really short? Is it long enough to keep someone's attention? Is it horrendously long?

    5) Total (50 points; rounded to a percentage): Your total score.


    Now, my reviews will tend to be long so I will always bold the percentage score at the bottom if you just want to skip past the whole review for some reason.


    [b]SUBMISSION FORM:[/b](You must use this if you want your map to be reviewed)
    [spoiler]
    Creator(s):
    Map Name:
    Genre:
    Mods/Texture Packs Needed:
    Link:
    Estimated Completion Time:
    Anything Extra:
    [/spoiler]


    [center]Review Archive[spoiler]
    [size="5"]Stuck in A Box:[/size][/center]
    [center][size=large]Stuck in a Box:[/size][/center]
    [url="http://www.minecraftforum.net/topic/694096-survival-stuck-in-a-box-v5-over-1300-downloads/"][b]Stuck In a Box[/b][/url][b]: 5.9/10[/b]


    What can I say? Yet another survival map-the creator even acknowledges this in the map itself. While bringing nothing really new to the genre, I did stomach this map for a time.

    1) Story: Because this is a survival map this section will not be rated. Besides, you're stuck in a box. That's about it.

    2) Visuals: This is a survival map. It's not supposed to look cool. My standard on visuals for (most) survival maps is an [b]8/15[/b], so let's leave it at that.

    3) Challenge/Difficulty: I have to admit, some of the challenges in this map (yay different challenges) are actually pretty difficult, if not monotonous (FENCE CHALLENGE...AGH, ME AND MY PERFECTIONISM). They actually do something a little bit new for the survival genre, plus this guy basically gives you random things to build a house with. Mine was made of dirt, fences, pumpkins, wood, leaves, and stone. Yeah. MLG. [b]10/15[/b]

    4) Length: This is a survival map. They last as long as you want them to last. Again, survival maps get the midway here, which is why their scores are always odd. HOWEVER, I will give an extra point due to the myriad of challenges: [b]9/15[/b]

    Total Points: 27/45
    Percentage Score: 59%
    Points out of 10: 5.9/10

    Overall, Stuck in a Box is for survival fanatics only. It does have some good elements, but not nearly enough to become a solid, reputable map.

    Bugs/tips:

    -Make more challenges, some of yours are fun and unique.

    -At least make a story (weird for a survival map). I don't even care if it's "one day, you were walking in the forest and this weird box dropped on you." At least it's something.

    -Put in more hidden areas! They give the map an air of replay value.[/spoiler][/spoiler]


    [center][size=large]Ruins of Kegrin:[/size][/center]
    [spoiler]
    [center][b][url="http://www.minecraftforum.net/topic/916008-advpuz-the-ruins-of-kegrin-v03-mc-110/"]Ruins of Kegrin[/url]: 8/10[/b][/center]

    A classic example of one of those maps that doesn't seem all that good for half the map, then makes up for its lost ground in the other half of the map. I liked it..a lot.

    1) Story: Although this is a series, I have to love how the creator gives you a synopsis of the story in a note. I won't spoil it here, but it is very original, albeit a bit confusing. [b]13/15[/b]

    2) Visuals: This map did not look fantastic in the first half of the map, except for the Spider Crypt-I particularly liked it for some reason. But the second half...I am humbled. You did some good visuals for this map, and I really liked some of the buildings. [b]12/15[/b]

    3) Challenge/Difficulty: This is not a very hard map. It's not too hard, either, but the fact that you get enchanted swords about midway through the game that set things on fire kind of ruined the challenge for me. The dungeons were, however, a challenge, until you get to the enchanted armor. Overall, not too hard, but needed a little bit more in the way of difficulty. [b]6/10[/b]

    4) Length: This map wasn't too long. It was good, and even when you had to go a long way (usually by walking or by railroad), that's not the case. This map has...Mario Kart. -ish type thing. And I LOVE IT. I absolutely LOVED that part, and it made what would've been a monotonous railroad ride into a fun competition, provided you're in multiplayer. [b]9/10[/b]

    Total Score: 40/50
    Percentage Grade: 80%
    Score out of 10: 8/10

    Overall, Ruins of Kegrin is a good, snappy adventure map with good visuals and rather fun gameplay. I'd recommend checking it out sometime, and playing the rest of the series.

    Bugs/tips:
    [spoiler]
    -I absolutely LOVED that nether race. Combine it with parkour and...I JUST HAD AN IDEA.

    -You need to improve the visuals in the first half of the map, it gets boring sometimes.

    -Side quest, anyone? I think that pirate ship in the village harbor could be used for something.
    [/spoiler][/spoiler]


    [center][size=large]Levels:[/size][/center]
    [spoiler]
    [center][b][url="http://www.minecraftforum.net/topic/748105-puzpark-11-levels-v37-out-now/#entry9749656f"]Levels[/url]: 6/10[/b][/center]

    Levels is one of those midfield puzzlecour maps: a map that does some things right and gets a lot of things wrong. Now, the map isn't bad, it just has design and puzzle flaws that seem like a whole big cliche.

    1) Story: The story is explained in 6 signs in the whole map. That's usually a bad sign; but since this is a parkour map, they don't [b]really[/b] need stories, but it certainly helps. In this case, someone has to "help" you flee prosecution by leading you through a parkour/puzzle facility. Sound familiar? It should. This has been done several, several, several times. [b]7/15[/b]

    2) Visuals: The map is very colorful and varies from theme to theme rather inconsistently. However, and this is a big however, it has some pretty neat buildings and pixel art near the end of the map. Shame it couldn't be throughout the whole map. [b]11/15[/b]

    3) Challenge/Difficulty: Let me make a statement here:

    [b]MAZES ARE NOT FUN
    MAZES ARE NOT FUN
    MAZES ARE NOT FUN[/b]


    Seriously. Every three or so puzzles you are confronted with a maze with some gimmick going on for it. At this point I just noclipped through them because making a maze in your map is pretty much shooting your creativity in the foot. The first parkour room was also very hectic, and at some points I couldn't figure out where to go. Maybe something more linear would work better. But what the map did relatively well were puzzles, from a simple fetch quest-type thing to Frogger. Yes, I said Frogger, and I spent 20 minutes in that minigame alone because it was so fun, especially with multiple people and multiple carts. For the parkour segment (yes, you can choose, which is kind of...odd), some of the parkour was just plain boring and tedious. (soulsand race, anyone? "NO."). Also, FAITH JUMPS. ARGH. Towards the end, that kind of cliche is just unnecessary. [b]5/10[/b]

    4) Length: This map is relatively short, unless you play through both the segments, in which case the playthrough length is relatively good. Couldn't have hurt to put in a couple more puzzles/parkour segments, though (most of the parkour was mazes/races. :c) [b]7/10[/b]

    Total Score: 30/50
    Total Percentage: 60%
    Score out of 10: 6/10

    Overall, Levels is one of those maps you can enjoy without the interruption of intertwining segments. I'd recommend a checking out if you like a hectic puzzle every now and then, too.

    Bugs/tips:
    [spoiler]
    -Get rid of the mazes. Get rid of them all.

    -In the first parkour room, try to make it more linear-the lava, cacti, iron, and sand just look horrible and confusing together.

    -Get rid of the faith jump at the end

    -In parkour, it'd be nice to see some more "games" like Frogger[/spoiler][/spoiler]


    [center][size=large]The Hidden Kingdom:[/size][/center]
    [spoiler]
    [center][b][url="http://www.minecraftforum.net/topic/1008108-adv-the-hidden-kingdom-give-it-a-go-wip-100-dls/"]The Hidden Kingdom[/url]: 3/10[/b][/center]

    Another adventure map. Another one. Yep. Although this map does have a unique story, it manages to do next to nothing else in terms of uniqueness. Shall we?


    1) Story: As mentioned before, the story is unique. HOWEVER, the story, with all its uniqueness, is also very, very underused in the map. There's no fleshing out, there's no backstory, there's no twists, it's just...that. [b]3/10[/b]

    2) Visuals: As you would expect from most adventure maps, the visuals are so-so. The only part that wow'd me was the valley; but then again that was most likely a natural generation, not what the map maker built. Also, the creator ADMITS he took some of his buildings from MCSchematics...wat do? [b]5/10[/b]

    3) Challenge/Difficulty: I never took damage in this entire map from a mob. Never. That is a statement alone, but this map manages to give you practically everything you need to become a war-mongerer in less than five minutes...provided you do all the mundane side-quests. Which I didn't. Back to difficulty...the only two dungeons in this map (well, the first one had NOTHING spawn in it and had NO "huge reward" in it are either ridiculously easy or ridiculously boring. Or both, like the maze dungeon, which wasn't even required to beat the map. [b]1/10[/b]

    4) Length: This map was much too short...if you don't do any of the side quests. If you're into that kind of thing, then you'll find it has a nice length. [b]6/10[/b]

    Total Score: 15/50
    Total Percentage: 30%
    Score out of 10: 3/10

    Overall, the Hidden Kingdom plays like it's unfinished, with a lacking story, nonexistent combat, and scrawny visuals. I wouldn't recommend it.

    Bugs/tips:
    [spoiler]
    Put in some combat! The map gets awfully boring just running around. I'm looking at the first dungeon specifically.

    Expand on the story! There's a lot of potential in it.

    The Economy System. Yes, yes, yes. I loved it. I don't know how, but expand on it.

    The main story has got to be longer and it needs to be finished better.[/spoiler][/spoiler]



    [center][size=large]Arugenia Lands:[/size][/center]
    [spoiler]
    [center][b][url="http://www.minecraftforum.net/topic/895860-survpuzzcreationbiome-the3rdnumbers-maps-must-see/page__p__11428779__fromsearch__1#entry11428779"]Arugenia Lands[/url]: 7.4/10[/b]

    Almost every survival map I see nowadays is one of two things: a ) Flatland Survival or b ) Skyblock Ripoff. It's extremely oversaturated and, besides, you can do the same freakin' thing in Minecraft. But, once in a while comes along a survival map that disregards those stereotypes and makes survival..exotic. Arugenia Lands is one of those maps.

    1) Story: Because this is a survival map and there is next to no story in one, midway point is breached at [b]8/15[/b].

    2) Visuals: This map doesn't seem all that impressive. It is a survival map, after all. It doesn't have any grandeur, no pizzaz, etc. However, and this is a big however, it does look natural, which is grandeur on its own. Take into account that the map creator admits he built this incredibly real-looking biome all by himself (if he's not lying :unsure: ), then effort begins to come into perspective. All the locales are extremely varied, and they even have some interactivity to them due to villagers (I mean, swamp treehouse village? That's pretty sweet.) [b]13/15[/b]

    3) Challenge/Difficulty: Surviving is pretty difficult on its own-creepers, endermen, endless armies of zombies to nom you, etc. However, Arugenia Lands makes it terrifying all over again because of flatland. Oh, and a GIGANTIC CAVE SYSTEM RIGHT UNDER THE GROUND. Where everything is out to kill you. It's like a Vechs map down there, geez. But it's survivable, and it's fun because tree sniping is fun. Again, though, the creator does give you an awful lot of materials with which to decimate the forces. A little more difficulty would be appreciated. [b]9/10[/b]

    4) Length: This is a survival map. They go on FOREVER. As such, the midway score will be used. HOWEVER, this map adds a lot of replayability because of the little towns/easter eggs/etc, which I am a huge fan of, and so the score comes out to be [b]7/10[/b]

    Overall Score: 37/50
    Percentage Grade: 74%
    Score out of 10: 7.4/10

    Overall, Arugenia Lands is a pretty good survival map. The only thing that bogs it down is a lack of story, which is something nearly all maps need to succeed, no matter how bad it is.

    Bugs/Tips:
    [spoiler]
    -Put in a story. I don't care if it's "Once upon a time you were adventuring and got lost.", as long as it's something. You can do a lot with the village society story-wise too.

    -Maybe get rid of all those feedback signs? They were all over the place and it eventually got annoying.

    -Give the player a little less to find in terms of items; within five minutes I already had about 20 apples.[/spoiler][/spoiler]


    [center][size=large]Lord of Bloodycross:[/size][/center]
    [spoiler]
    [b][center][url="http://www.minecraftforum.net/topic/985662-adv-convenience-lord-of-bloodycross/]Lord of Bloodycross[/url]: 9.2/10[/center][/b]

    Color me impressed. I have never, ever played a map so dynamic, so atmospheric, so adventurous. From voice narration to an impeccable musical score, Lord of Bloodycross gets so many things right, it's hard to find any flaws. Dive in, shall we?

    1) Story: The story, whilst not entirely unique in its own right, is very well written and narrated by the map's creator, which gives a HUGE ambiance factor. Twist endings and a split story path make for tons of replayability. [b]14/15[/b]

    2) Visuals: This map started off with some decent builds; the castle was very nice and although big was not that hard to get around in. About midway though, it surprises you with some nice looking crypts and altars. And, soon enough, dynamic locations come into factor, which absolutely blew my mind--there is no way those could be the same. I never even thought such things were possible in Minecraft with redstone. Commendations, sir--these locations are both dynamic and appealing. [b]14/15[/b]

    3) Challenge/Difficulty: The difficulty in Bloodycross is not all that bad. Most of the map is spent either rummaging around the towns or in the castle. Whereas in the village there are hordes of pigmen, as long as you don't set them off, you're fine...and there's the Ghasts, too, which up the ante. I can say I've died three times from this map. Not bad... [b]9/10[/b]

    4) Length: This is an epic map. And by epic, I mean the truest sense of the word--chronically LOOOOOOONG. It's not something you can finish in one playthrough--it's almost a whole game on its own! And the best part is that every second of that playtime is worth it. There's no repetition; every minute is unique in its own way. [b]9/10[/b]

    Total Score: 46/50
    Total Percentage: 92%
    Total Score out of 10: 9.2/10

    Overall, Lord of Bloodycross is one of those must-have maps. It breathes new life into the adventure genre with epic narration and dynamic locales that are a sight for sore eyes. It's free. Go download it. NOW.

    Bugs/tips:
    [spoiler]
    -Get rid of the noclip barriers. For...reasons.

    -Maybe make a spectacle in the town (i.e. a visual treat or epic build) for ambiance?

    -Remove some of the Ghast spawners on the road. You really only need one.

    -Tone down some of the lava in Bloodycross Castle (Destroyed). My computer almost lagged to death in there, but maybe that's just because my comp sucks...
    [/spoiler][/spoiler][/b][/size]

    [center][size="5"]Parkour Thief:[/size][/center]
    [spoiler]
    [b][center][url=http://www.minecraftforum.net/topic/1012881-parkour11-%E2%9D%96parkour-thief-v10%E2%9D%96-unique-parkour-map-with-npcs-updated-to-ladders-image-to-map-achievements-100-downloads/]Parkour Thief[/url]: 7.2/10[/b][/center]

    Parkour Thief is a nice breath of fresh air into the staling parkour genre. While not perfect, it holds its own with some of the best parkour maps out there. (No, not Minecraft's Edge.)

    1) Story: While the story is rather unique it feels ignored throughout almost all of the map. It's not revealed to you as soon as you start the map, either, which is rather odd. Instead, you are just told to do X. Which is a major problem--there's no compulsion. There's no reasons for you to do it, there's no motives behind it. It's just there to progress the map. While the story does branch at the end, it's just not compelling enough. Although the ending is hilarious, I'll admit. [b]10/15[/b]

    2) Visuals: This map looks pretty good. Each village has its own theme that it adheres to and designs the town around, and they all look good--especially the parkour. It almost seamlessly blends into the various buildings. While the buildings themselves are rather lackluster--your basic village--at least it's not all wood and stone. [b]11/15[/b]

    3) Challenge/Difficulty: Parkour Thief made parkour frustrating again for me. Although the challenges get stale after a while--basically all there is is fetch quests inside one huge fetch quest--at least the locations change. And as for the piston parkour...you hate me, don't you? :c [b]7/10[/b]

    4) Length: This map is literally the PERFECT length...for a regular Minecraft player. People like me who are parkour junkies would love a parkour map that is 234235 hours long, but meh... anyway, yes, a nice length although, again, the challenges get stale after a while. [b]8/10[/b]

    Total Score: 36/50
    Total Percentage: 72%
    Total Score out of 10: 7.2/10

    Overall, Parkour Thief is a nice, solid parkour map that breathes a little bit of new life into the genre. I'd recommend it mostly to parkour fans.

    Bugs/tips:
    [spoiler]
    -What happened to the story? It feels ignored for most of the map.

    -Do you have to craft the lever to get into Mine Co. Safe? I couldn't find it...maybe I'm just missing something blatantly obvious.
    [/spoiler][/spoiler]

    [center][size="5"]Cubeception:[/size][/center]
    [spoiler]
    [b][center][url=http://www.minecraftforum.net/topic/535944-110advpuzescape-the-cubeception-reloaded-20-000-dls-new-version-of-classic-adventure-map/]Cubeception[/url]: 9.4/10[/b][/center]

    Ah, Cubeception. I simply love this map, with its engaging storyline, fantastic mix of adventure, puzzles, and parkour, and unique visuals. However, it's not perfect.

    1) Story: As mentioned before, I love this story. It's unique, conveyed well, and compelling--it actually makes you WANT to escape this god forsaken Cube. There are a few plot holes now and then and a cliche or two, but overall, it's one of the best map stories I've ever seen. [b]14/15[/b]

    2) Visuals: This map isn't skimpy on the eye candy. In fact, it lets you see most of the design in all its grandeur right at the end of Chapter 1. And boy, is it fun to see. Every locale is nice and unique, and it actually looks realistic--well, as realistic as a giant cube can get. Well, except for the mines. That place was a clusterf$%k. [b]14/15[/b]

    3) Challenge/Difficulty: This map isn't terribly difficult, but it does require thought to get through. Each puzzle/parkour segment is fun to find out the solution to. Not to mention the difficulty is kept at a nice pace, and it even puts in piston parkour correctly. I rarely do this, but.... [b]10/10[/b]

    4) Length: There's one problem with an epic map: It's an epic, and by that I mean HORRENDOUSLY...LONG. This is probably the longest map I've ever played...well, besides LoB. There's the only real problem with this map--you simply cannot finish it in under in an hour. And that's not that bad of a thing, anyway. [b]9/10[/b]

    Total Score: 47/50
    Percentage Score: 94%
    Score out of 10: 9.4/10

    Overall, Cubeception is nearly perfect. With an almost perfect story, fantastic visuals, and an epic length, this is another must-have map. Hell, it's Doc's Fantabulous Reviews's ALL-TIME HIGH review! Go get this map! LIKE, NOW!

    Bugs/tips:
    [spoiler]
    Make the objective in the last stage of the Mines (before you go to the Biolab) a little bit clearer.

    Yup, that's about it.
    [/spoiler][/spoiler]

    [center][size="5"]The Beginning of the End:[/size][/center]

    [spoiler]
    [b][center][url=http://www.minecraftforum.net/topic/860920-adv-puz-the-beginning-of-the-end]The Beginning of the End[/url]: 3.6/10[/b][/center]

    I could not make heads or tails of this map. It seemed innocent enough at the beginning, with a lot of references. But, as it got on, it didn't go on-it dragged on. It also has tons of cliches within its borders. Although I can say the title is correct; this map was the Beginning of the End...of my sanity.

    1) Story: This map was kind of all over the place with its story. It starts out as a cheap clone of Portal--not looking good. About halfway through the map, though, it becomes some kind of crazy family reunion...thing. I don't really even know. It's not empowering, it doesn't make you want to escape your situation...it's just there. [b]4/15[/b]

    2) Visuals: The only strong point of this map is its visuals--for the most part. Each locale is actually finely crafted--again, for the most part. The village looks like an eyesore, what with all the lava and everything. Otherwise, most of the part looks pretty visually appealing, again, except for all the glowstone tunnels. [b]9/15[/b]

    3) Challenge/Difficulty: Remember that time I vented on Levels about mazes:


    [b]MAZES ARE NOT FUN
    MAZES ARE NOT FUN
    MAZES ARE NOT FUN[/b]



    Oh boy, they have a grudge against me. Three more mazes-a boring land one, a boring lava one, and a boring and dark water one. It was at this point where I most likely would've taken a gun to my computer and shot the monitor if I had one within 20 feet of me. The only good maze is an enderpearl maze, and even again that's technically parkour. Otherwise, the difficulty goes from ridiculously easy...to eye-poppingly hard...to easy...to...well, easy. For example, I died the first time I went into the creature trials. These were also boring, and the hardest thing I've ever done in my life (Vechs disqualified). Pretty much all else you do in realm of difficulty is either lava parkour or going through a stronghold. That's right. A [b]NATURAL[/b] stronghold. That's just lazy. [b]3/10[/b]

    4) Length: This map dragged on FOREVER. FOREVER. Let me say that again: FOREVER. And it wasn't even a good forever, one like "oh, I can't wait to finish it!". More like "This is all I've been doing for the past month. AND I HATE IT." [b]2/10[/b]

    Total Score: 18/50
    Percentage score: 36%
    Score out of 10: 3.6/10

    Overall, TBOTE is like an unfinished map: improperly fluctuating difficulty, a length that never seems to end, and a horrible, horrible storyline. I wouldn't recommend it.

    Bugs/tips:
    [spoiler]
    -Fix your typos, man.

    -Tone down the monsters during the creature trials. There are way too many.

    -GET RID OF THE [email protected]#$ING MAZES.

    -The exploded village is a cluster$%ck. Make the directions clearer on what to do.

    -Brainstorm up a much better story.
    [/spoiler][/spoiler]

    [center][size=large]The World of Axacav:[/size][/center]
    [spoiler]
    [center][b]The World of Axacav: 2/10[/b][/center]

    This map reminded me why I'm not fond of RPGs: side quests. I just don't like them. The World of Axacav is a really confusing map, and although it is WIP, it could've been done a lot better.

    1) Story: The story isn't revealed to you until the very end of the first part of the map. Once it is revealed to you, it's completely overused: "You are the chosen one." Yup. That's it. There isn't even backstory. [b]1/15[/b]

    2) Visuals: Literally almost all of the map is square boxes. The only thing that's really different is the City Wall of the Desert...Town...thing, which, while being a nice change-up from wooden and cobble boxes, wasn't all that splendorous. [b]4/15[/b]

    3) Challenge/Difficulty: I took damage ONCE in this entire map. And it was because of that lava door. Put in some dungeons or hard parkour or puzzles in, man! This was just much, much too easy. [b]2/10[/b]

    4) Length: Despite being advertised as a hugely long adventure map, I beat this map in 10 minutes. It makes sense, though, because it is a WIP. An early WIP, to boot. [b]3/10[/b]

    Total Score: 10/50
    Percentage Score: 20%
    Score out of 10: 2/10

    Overall, while still being a WIP, this map leaves a lot to be desired. With lacking visuals, horribly cliche stories, and a huge boring factor, stay away from this map for a while. Y'know, until it's finished.

    Bugs/tips:

    Get rid of the old story and make a new, original one. I have no ideas, but I'm sure you can come up with something.

    Make the buildings more varied! I got sick and tired of square boxes.

    Has the king ever heard of a roof? Seems rather odd that he sleeps without one...

    In the Old Wizard's tower, we're given a lever to open the iron door downstairs. However, there's already one there.

    Pump up the difficulty! Put that Enderman spawner in the ground (like, 2 blocks underneath. It can still spawn then.) I didn't even have to light it up to get the ender pearl and go. Maybe make the chest at the end of a dungeon with various mob spawners.

    Bob's House is terribly unrealistic: No door, open roof, and no furniture. Spice it up a little bit.
    [/spoiler]
    [/spoiler]

    [center][size="5"]Abstergo: The Last Subject:[/size][/center]
    [spoiler]
    [b][center][url=http://www.minecraftforum.net/topic/1028110-wipadv-abstergo-the-last-subject/]Abstergo-The Last Subject[/url]: 8.6/10[/b][/center]

    Abstergo is one of the most underrated maps I've ever seen. It's got a great story, fantastic visuals, and great, natural parkour. It truly deserves more than it's gotten so far.

    1) Story: If you're a frequent reader of my reviews you know that I believe a map has to have at least a good story to be a good map altogether. Well, Abstergo answered my call, with a unique storyline. I have to say I've never played an Assassin's Creed game in my life, but now I feel as if I had. While at its most dumbed-down it still is an "Escape this!" plot, Abstergo manages to make that plotline into something good. [b]13/15[/b]

    2) Visuals: This map didn't chintz out on its visuals. The whole map takes place inside one building--one--yet the objectives and storyline (and parkour!) flow into the surroundings fantastically. The buildings themselves are nothing to sneeze at, either--this one building has so much eye candy packed into it that it's crazy. Although, it is only one building--shame there's not more for me to awe at. [b]14/15[/b]

    3) Challenge/Difficulty: I didn't find this map particularly hard, but that's most likely because I'm a parkour junkie and know everything about it in Minecraft. For anyone else, you'll find the parkour at a nice difficulty. The one thing I question are the boss battles: they're just too easy. Otherwise, this has fantastic parkour and is at a great difficulty level overall. [b]8/10[/b]

    4) Length: I'll let this map's short length slide for the most part because it's a WIP. It's still a shame how short the map is--makes me kind of sad. :c [b]8/10[/b]

    Total Score: 43/50
    Percentage Grade: 86%
    Score out of 10: 8.6/10

    Overall, Abstergo is a horribly underrated map. You know a map's good when it's done this well--and only in an early beta stage. I'd recommend it to parkour junkies and regular MC players alike.

    Bugs/tips:
    [spoiler]
    The first tip the templar gives us is just a regular map, not a note.

    Make the boss battles harder! The parkour for those parts was just too easy.

    Implement the armor stands a little bit more. They creeped me out, and they could do a lot in the village, especially if it's destroyed (the player sees the dead villagers as himself...?)
    [/spoiler][/spoiler]

    [size="5"][center] Glacier Island Survival:[/size][/center]
    [spoiler]
    [b][center][url=http://www.minecraftforum.net/topic/1026829-surv-glaciar-island-survival/]Glacier Island Survival[/url]: 7.2/10[/b][/center]

    In the increasingly deathly stale hellhole of an oozing pit that is the population of survival maps, one map shone through to me and called me to the light. It was this map. Granted, I may be exaggerating a little bit and, again, granted, it's not perfect or a prophet. But it's certainly better than 90% of the crap out there for survival maps today.

    1) Story: As soon as I loaded up this map, I wanted to give the map maker a gold star. He actually had a story. And not a cliche'd one (well, not for Minecraft standards, anyway). It's actually pretty decent, and it makes me want to actually play the map. How do I confess my joy? With this: [b]11/15[/b]

    2) Visuals: As with most survival maps, this map isn't especially gorgeous. But I do have to give points for terraforming--the map looks especially natural, like it was generated by MC itself...except for that bedrock barrier. It always bugs me for some reason. The buildings--all two of them!--give a simplistic and rural feel, which is always good for a survival map. Says me. [b]12/15[/b]

    3) Challenge/Difficulty: Snow biomes are incredibly hard to survive in. I judged that by this map alone. Granted, they're not this extreme in the vanilla game, but there were zero animals to kill. Zero. I lived off zombie meat for six Minecraft days. And it was horrible. However, the creator does give you tools and food right off the bat, which is good if you want to give people an actual survival chance, but bad if you want your map to be hair-tearingly hard. Overall, it was mostly the right kind of frustrating--the kind you're too cold to notice. [b]7/10[/b]

    4) Length: This, again, is a survival map. They go on forever, and ever. However, because of the addition of (some) original challenges, I shall bestow upon you an extra point. [b]6/10[/b]

    Total Score: 36/50
    Percentage Score: 72%
    Score out of 10: 7.2/10


    Overall, like most survival maps, I'm not particularly fond of Glacier Island Survival. However, it is worth a check out if you like dying in horribly cold environments over and over again..for fun.

    Bugs/tips:
    [spoiler]
    Get rid of most of the tools in the beginning. It makes it a little too easy, unless of course that's what you're going for...

    What exactly is that...thing buried so deep in the ground? Just asking.

    Add a little more challenges in.
    [/spoiler][/spoiler]
    [/spoiler][/b][/size]

    Reviews-in-Waiting
    Green Hill (Kerblahh)
    The King of Hrothgaria (Haevo)
    The Forest of Silence (Fangride)
    Paladin's Quest: Episode 1 (Noxcrew)
    Hold the House (Warhawk193)
    Levels (Retrospective) (Kinglau3)
    Waterworld 2070 (Rodgermourtagh)

    [b]--------------------------------------------------------------------------------------------------------------------------[/b]

    Also, check out my map(s)!

    [center][url="http://www.minecraftforum.net/topic/677282-parkescwip100punishmentparkour-v05-4000-downloads/"]
    Posted in: Maps Discussion
  • 2

    posted a message on [WIP] [ADV/PARK/PUZ] Abstergo - The Last Subject [ASSASSIN'S CREED MAP]

    Abstergo is one of the most underrated maps I've ever seen. It's got a great story, fantastic visuals, and great, natural parkour. It truly deserves more than it's gotten so far.

    1) Story: If you're a frequent reader of my reviews you know that I believe a map has to have at least a good story to be a good map altogether. Well, Abstergo answered my call, with a unique storyline. I have to say I've never played an Assassin's Creed game in my life, but now I feel as if I had. While at its most dumbed-down it still is an "Escape this!" plot, Abstergo manages to make that plotline into something good. 13/15

    2) Visuals: This map didn't chintz out on its visuals. The whole map takes place inside one building--one--yet the objectives and storyline (and parkour!) flow into the surroundings fantastically. The buildings themselves are nothing to sneeze at, either--this one building has so much eye candy packed into it that it's crazy. Although, it is only one building--shame there's not more for me to awe at. 14/15

    3) Challenge/Difficulty: I didn't find this map particularly hard, but that's most likely because I'm a parkour junkie and know everything about it in Minecraft. For anyone else, you'll find the parkour at a nice difficulty. The one thing I question are the boss battles: they're just too easy. Otherwise, this has fantastic parkour and is at a great difficulty level overall. 8/10

    4) Length: I'll let this map's short length slide for the most part because it's a WIP. It's still a shame how short the map is--makes me kind of sad. :c 8/10

    Total Score: 43/50
    Percentage Grade: 86%
    Score out of 10: 8.6/10

    Overall, Abstergo is a horribly underrated map. You know a map's good when it's done this well--and only in an early beta stage. I'd recommend it to parkour junkies and regular MC players alike.

    Bugs/tips:

    The first tip the templar gives us is just a regular map, not a note.

    Make the boss battles harder! The parkour for those parts was just too easy.

    Implement the armor stands a little bit more. They creeped me out, and they could do a lot in the village, especially if it's destroyed (the player sees the dead villagers as himself...?)
    Posted in: Maps
  • 1

    posted a message on [Review] Honest Doc's Map Reviews of Fantabulousness/Map Hub!

    Abstergo is one of the most underrated maps I've ever seen. It's got a great story, fantastic visuals, and great, natural parkour. It truly deserves more than it's gotten so far.

    1) Story: If you're a frequent reader of my reviews you know that I believe a map has to have at least a good story to be a good map altogether. Well, Abstergo answered my call, with a unique storyline. I have to say I've never played an Assassin's Creed game in my life, but now I feel as if I had. While at its most dumbed-down it still is an "Escape this!" plot, Abstergo manages to make that plotline into something good. 13/15

    2) Visuals: This map didn't chintz out on its visuals. The whole map takes place inside one building--one--yet the objectives and storyline (and parkour!) flow into the surroundings fantastically. The buildings themselves are nothing to sneeze at, either--this one building has so much eye candy packed into it that it's crazy. Although, it is only one building--shame there's not more for me to awe at. 14/15

    3) Challenge/Difficulty: I didn't find this map particularly hard, but that's most likely because I'm a parkour junkie and know everything about it in Minecraft. For anyone else, you'll find the parkour at a nice difficulty. The one thing I question are the boss battles: they're just too easy. Otherwise, this has fantastic parkour and is at a great difficulty level overall. 8/10

    4) Length: I'll let this map's short length slide for the most part because it's a WIP. It's still a shame how short the map is--makes me kind of sad. :c 8/10

    Total Score: 43/50
    Percentage Grade: 86%
    Score out of 10: 8.6/10

    Overall, Abstergo is a horribly underrated map. You know a map's good when it's done this well--and only in an early beta stage. I'd recommend it to parkour junkies and regular MC players alike.

    Bugs/tips:

    The first tip the templar gives us is just a regular map, not a note.

    Make the boss battles harder! The parkour for those parts was just too easy.

    Implement the armor stands a little bit more. They creeped me out, and they could do a lot in the village, especially if it's destroyed (the player sees the dead villagers as himself...?)

    Glacier Island Survival is up next.
    Posted in: Maps Discussion
  • 1

    posted a message on Robo_Chiz's Reviews
    The Map Name: Punishment:Parkour
    The Map Type: Parkour/Escape
    The Map Link: http://www.minecraftforum.net/topic/677282-parkescwip100punishmentparkour-v05-4650-downloads/
    Playing The Map (Single or Multi-player): Either
    Any other information: Prepare to rage. Also, follow the story, because it does get pretty good. I have a patch coming out this week to fix some stupid things though so you can wait until the patch comes out if you want to.

    ;3
    Posted in: Maps Discussion
  • 1

    posted a message on [Review] Honest Doc's Map Reviews of Fantabulousness/Map Hub!
    Quote from Kinglau3

    What is the current queue?
    I'm really excited to see what you think of the overhaul of my map :wink.gif:


    It'd be a lot easier to see it if the first post wasn't messed up...does it look weird to you?

    Anyway:

    The World of Axacav
    Abstergo-The Last Subject
    Glacier Island Survival
    Green Hill
    The King of Hrothgaria
    The Forest of Silence
    Paladin's Quest--Episode 1
    Hold the House
    Levels (OMG UBERCOOL UPDATED EDITION)
    Waterworld 2070

    So assuming I get out a review every day, expect yours in about a week and a half.

    Also, thanks in advance to Beltir for moving this to the appropriate section and maybe figuring what is up with the first page of the thread. Maybe it's just my computer, I dunno.

    and now 2 mods are looking at this thread. for some reason, I feel scared. :c
    and beltir, can't forget beltir, but I know why he's here..I hope
    Posted in: Maps Discussion
  • 2

    posted a message on [Review] Honest Doc's Map Reviews of Fantabulousness/Map Hub!

    Parkour Thief is a nice breath of fresh air into the staling parkour genre. While not perfect, it holds its own with some of the best parkour maps out there. (No, not Minecraft's Edge.)

    1) Story: While the story is rather unique it feels ignored throughout almost all of the map. It's not revealed to you as soon as you start the map, either, which is rather odd. Instead, you are just told to do X. Which is a major problem--there's no compulsion. There's no reasons for you to do it, there's no motives behind it. It's just there to progress the map. While the story does branch at the end, it's just not compelling enough. Although the ending is hilarious, I'll admit. 10/15

    2) Visuals: This map looks pretty good. Each village has its own theme that it adheres to and designs the town around, and they all look good--especially the parkour. It almost seamlessly blends into the various buildings. While the buildings themselves are rather lackluster--your basic village--at least it's not all wood and stone. 11/15

    3) Challenge/Difficulty: Parkour Thief made parkour frustrating again for me. Although the challenges get stale after a while--basically all there is is fetch quests inside one huge fetch quest--at least the locations change. And as for the piston parkour...you hate me, don't you? :c 7/10

    4) Length: This map is literally the PERFECT length...for a regular Minecraft player. People like me who are parkour junkies would love a parkour map that is 234235 hours long, but meh... anyway, yes, a nice length although, again, the challenges get stale after a while. 8/10

    Total Score: 36/50
    Total Percentage: 72%
    Total Score out of 10: 7.2/10

    Overall, Parkour Thief is a nice, solid parkour map that breathes a little bit of new life into the genre. I'd recommend it mostly to parkour fans.

    Bugs/tips:

    -What happened to the story? It feels ignored for most of the map.

    -Do you have to craft the lever to get into Mine Co. Safe? I couldn't find it...maybe I'm just missing something blatantly obvious.

    I believe CubeCeption is up next. That one will be pumped out quickly--I have the map memorized.
    Posted in: Maps Discussion
  • 1

    posted a message on Official Chat Thread VI - Banhammer Special Edition
    Critical mass is but an enigma in the Chat Thread.
    Posted in: General Off Topic
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