f
- Extrimeman
- Registered Member
-
Member for 9 years, 10 months, and 20 days
Last active Wed, Jun, 7 2023 16:37:19
- 3 Followers
- 507 Total Posts
- 139 Thanks
-
73
samasaurus6 posted a message on [1.8.9] Planetary Confinement - The Dunes (A.K.A. Vanilla Crash Landing) V 1.4 [OVER 120,000 DOWNLOADS!](Image credit to: GoRoy on reddit!)
Planetary Confinement - The Dunes is the first map in a series of maps that are inspired by elements of Crash Landing, Starbound and many other games, but is made entirely in Vanilla Minecraft. It has been played by the likes of EthosLab, CaptainSparklez, SwimmingBird and SmokingKoala!
Trailer
Features
- - 2,000 x 2,000 area map with custom terrain ready to be explored. Loads of secrets to find!
- - Unique Hydration and Temperature system which depends on many things such as exposure to sunlight.
- - Random Events system!
- - Grappling Hook!
- - Tougher mobs with new mechanics, such as spiders trapping players in webs!
- - Over 23 different quests!
- - Over 40 custom crafting recipes with an online and in-game crafting guide! (See Crafting section)
- - Turrets, Sieves, Deconstructors and loads more functioning blocks!
- - Redstone Rifle! (Model created by WeeHeeHee. Downloads in credits).
- - Loads of custom models made by me!
- - 10 Hidden Achievements.
Necessary Settings
- Play on 1.8.9
- Render Distance 7+ Required
- Play on Fancy Graphics
Crafting Recipes
List of all custom crafting recipes: https://imgur.com/a/iQ1p0
Credits
Map by samasaurus6
Twitter: https://twitter.com/samasaurus6 (Best way to contact me)
YouTube: https://www.youtube.com/samasaurus6
Download
If the widget doesn't load, here is the direct link: https://minecraft.curseforge.com/projects/planetary-confinement-the-dunes/files
-
20
Fangride posted a message on Strawberry Jam V3 - A CTM Map Building Jam! Jam #17 over - check out the maps!Posted in: Maps DiscussionThe Strawberry Jam
Welcome to the second revival of the Strawberry Jam, a CTM building jam with the goal of making a mini-map in a weekend. Any and all participants are welcome, and please feel free to spread the word!
News
Jam #18 will be announced soon
The Goal
Build a CTM minimap with a minimum of 3 objectives (more are encouraged) in a single extended weekend. Put in as much detail and game-play as you can before the time runs out!
Rules and Guidelines
1) There will be a general theme that your map should incorporate in some way. Some examples are: The Great Unknown, The Future, Opposites Collide.
2) You would have 72 hours to complete the map (one extended weekend). It should be noted that you are not expected to spend the full 72 hours on the map, as I know many of you will find it hard to get the time, just that the map must be started and finished within that time period.
3) There will be a 24 hour prep period before building begins. No building should be done during this day (typically a Thursday). Then you must build everything in the 72 hours provided.
4) Third party tools are allowed (SPC, WE, MCedit, etc.)
5) Basic pre-built schematics: fleecy boxes, the wool monument, trademark weapons, and basic spawners, for example, are all legal. Beyond that everything should be made during the jam. Essentially what is legal is what is in most mappers "Tool Kit" (for lack of a better word) what they start most mapping with. Nothing unique, or specially prepared for the Jam is allowed.
6) People are encouraged to film their progress (and livestream it!).
7) The map should be 3 objectives long. It is up to the map-maker to make it longer if they desire.
8) People should declare their intent to take part at the beginning of the jam with a post on this topic. Posting status updates is also encouraged. They should also declare that they have finished with a post on this topic (and the download link).
9) People should play each-others maps and critique! At least do a fly through!
10) People who wish to team up may do so but they should do a map with at least, if not more objectives than the number of people multiplied by 3 (2 people = 6 objective minimum, 3 people = 9 objective minimum, 4 people = 12 objective minimum, etc.)
11) Last, remember that this is Jam, not a competition, while you should follow the rules this is meant to be lighthearted and fun not boring and a chore. If a rule needs to be bent slightly that's okay, just note it in your final post and try your best to keep with the rules.
What is a CTM Map?
A CTM (Complete the Monument) Map is a survival-based map in which the player is free to break and place blocks at a whim. The player must traverse custom-created environments in search of various objectives, traditionally colored wool, while overcoming a variety of monsters, traps, and challenges. They then must return those wool to a specially made Monument in order to win the map!
The Next Jam
Jam #17, Nostalgia is currently over. Look out for the next one!
Banners
<a href="http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/2311800-strawberry-jam-v3-a-ctm-map-building-jam-jam-6"><img src='http://i.imgur.com/fMUFY8I.png' /></a>
Credits
Fangride: Current Organizer
Drago: Other Previous Organizer
Shaymin_Rocks: Previous Organizer
Infamy: His idea was stolen. :3 (better, infamy? )
TheSarcasmLord & Torien: For making banners!
The Maps
All previous jam maps can be found on the following Google Doc, compiled with love and careful attention by the lovely Coolfool88!
-
61
ProjectCTM posted a message on [CTM] ProjectCTM - Collaboration Maps Collection {Titan's Revolt Open Beta 1 Now Released!}Posted in: MapsA team of CTMers comes, after several years, to painstakingly present to you...
PROJECTCTM
Welcome to ProjectCTM, a collaboration project between many CTM mapmakers that's striving to make collaboration CTM maps better known through trial, error and lack of consistent deadlines. ProjectCTM is mostly a service where we come to you for our main maps, and won't make it public any time soon. Maybe. Soon.
Enjoy the silence, while you can.Standard CTM Rules:Chances are, if you really need to read the rules again, you're not ready for maps this level of difficulty. But, here you go anyway.
1) Find and complete the Monument to the Gods
2) Find wool in chests (Fleecy Boxes) scattered around the map, do NOT use dyes or spider string for wools!
3) You may craft the Iron, Gold, and Diamond blocks.
4) Use at least Easy difficulty, and never Peaceful.
5) Do not leave the boundaries of the map and go into normally generated Minecraft terrain.
6) Survive in any way you can think of. (Yes, you can mine, craft, and place blocks.)
7) You may use spider string wool and sheep wool to craft beds and other items, but not for the Victory Monument.
8) You may not pick up, craft, or move Ender Chests.
9) We hate you. You will never finish this map.
On Mods: You may use mods that do not directly affect gameplay without restriction, or specifically permitted ones.
These include: OptiFine, Enderman Don't Pickup Blocks, non-xray texture packs, and we'll let Dynamic Lighting slide.
If you use mods that make gameplay more difficult (e.g. Ultra Hardcore), that's your choice and it's not our fault if you can never complete the map.
If you use mods that make gameplay easier (asides from the ones mentioned above), go ahead, but you won't officially "beat" the map.
ProjectCTM combines ancient Greek mythos with a unique lore and storyline that will span across three maps. We try to tie everything together in one nice bundle of engaging CTM gameplay that doesn't rely on being completely different from the rest and brilliant viewscapes of interesting terrain and structures. At least, that's what we think we do. We apologise if an area isn't completely up to scratch, because nobody knows how to make a single area in a reasonable time apparently.
The Pantheon Series:
Map 01: Pantheon
Current version: Pantheon Epsilon v1.0 for Minecraft 1.8.x
Pantheon is a typical 19 block monument map, tinkered with by over 20 mapmakers over a year, to get the product you see before your eyes right now. 18 challenging areas await you in this map, each with some unique, some old-style reminiscing and then some that are mind-bending. You will find minimal safe points in the map, even the Monument has an entire sprawling dungeon set to kill you! With difficulty that surpasses the hardest full maps out there, it is most certainly an end-game for all CTMers, and is prepared to haunt your dreams with challenging and exciting environments, challenges, and visuals.
Complete the monument. We dare you.
Featuring areas created by
kerblah
timetoslide
XeroThomas
Zap_12100
Kingkaider
Leafcake
Lugey
ColdFusionGaming
Thadiwyn
isaac_bardin
Amalon
Xekaj
Amlup
three_two
Fangride
Vechs
With additional work and contributions by
Hybran
bRandonn
inferachnid
Renarrix
Apophum
Epic_Landlord
Draco_Rogue
Geechan
Redstone_wizard
dirtysockwizard
Whitebladetaschneide
Cheatsheet to the Areas: Who Made What?
Warning! All area names are listed below. So, there are spoilers. If you like being surprised, do not open.
Spoiler:
Names in bold are the primary creators of their area. Other names listed contributed.
Silent Start - kerblahh, Fangide
Intersection 01 - Zap_12100
Virulent Grove - timetoslide, Fangride
Corrupt Gatria - XeroThomas, Kingkaider, Hybran, Zap_12100, ColdFusionGaming
Citadel of Sapphire - Zap_12100, Hybran, Fangride
Intersection 02 - Leafcake
Dormant Mines - Leafcake, Fangride, Taschneide, Hybran, Apophum, Epic_Landlord, Inferachnid, Geechan, and Renarrix
Yggdrasil - Kingkaider, XL_Legendary, Fangride, and Hybran
Misty Deep - Lugey, bRandonn, and Fangride
Intersection 03 - ColdFusionGaming
Belly of the Beast - Thadiwyn, Fangride
Flickering Isle - isaac_bardin, Fangride
Rumblehiss Nest - ColdFusionGaming, Fangride
Intersection 04 - Xekaj
Colossus Devorantem - Amalon, bRandonn, Community, Taschneide
Windbourne Spires - Xekaj, Fangride
Monument to the Gods - Xekaj, Fangride
The Nesting Grounds - Fangride
Intersection 05 - Fangride
The Palamock's Throne - Fangride
Miner's Only Rule - three_two
Pyre of the Damned - Amlup, Fangride
Death Fortress - Vechs, Fangride
Official Teaser Trailer
Forum Banners
Perternz banners! Give it a day, they might just take over your forums. Copy the code into your signature to use it.
Banner by Zap_12100
<a href="http://http//www.minecraftforum.net/topic/1717235-/"><img src="http://i.imgur.com/LCkUAgz.png" /></a>
Screenshots
Lore
The noises of the angry machines roared around the two men, huddled over a small, dimly lit glass screen. Strange numbers and letters on a thin green font slipped across the screen at an incredibly rapid pace, and the men, one thin and wirey, the other more muscular. The thin man was perched upon a black rolling chair, while the other was peering heavily over his shoulder, hovering almost like a wasp. As the two men peered, the room began to feel almost... darker... as the myriad of screens spread throughout the room slowly began to click off. Neither man took their eyes from the screen; neither man made a single hint of a sound. Their eyes flew as one across the screen, absorbing in the characters, and immediately discarding what they did not need.
Then the thin man's hand whipped forward and japped his index finger, joints cracking slightly, into the screen. It froze, letters and numbers splayed across the screen. The muscular man slowly spoke, breath bated, and his voice cracked mid sentence. "Enlarge the central cores."
The screen leapt to respond, the central characters flying forward, it's green glare bathing the men's faces in a sickening glow. The two men slowly turned their heads towards the other, and spoke as if one. "The Beast has awoken."
No sooner had the words left their mouth, than that final screen flickered to black, and the noises of the hungry machines settled into a deafening silence. The room descended into darkness. A slight click filled the room, and a small flame appeared in the hands of the muscled man, holding a small flint and tinder and a torch aloft. As the noise of the click faded into nothingness, a new clicking began to approach.The door to the center slid open, and a man stepped in.
Without a word, the man's presence was terrifying. His eyes seemed to blaze in the darkness, picking up on every scrap of light and letting in burn within his retina. "Who has released the beast?" His words rung through the room, filling each and every corner and crevice before settling into nothingness again. Neither of the two men spoke. The imposing man took another step forward. "I said, who has released the beast into the facility?"
The thin man inhaled, closed his eyes, and replied. "The beast has awoken itself. It has invaded the machine. It has invaded the Nexus, my lord."
The imposing man's eyes closed briefly, before he spoke. "Come with me quickly. This section is not safe."
The two researchers scurried to attention, and followed their lord out into the claustrophobic halls. As they moved, the machines seemed to roar once more, but it sounded more natural, more primal. The beast was on the prowl, and there was naught their lord could do. They exited the maze of dark metal halls, and entered a wide, dimly lit dome. It branched into several different paths, and the thin man traced the names with his eyes as he passed. One caught his eye, per usual, as he passed, reflecting upon his face. 'Necrology'.
"Lord Tha-", he began to say, but a scream, loud, high pitched, and absolutely blood-curdling filled the halls, echoing from the depths of Necrology.
The Lord turned to the thin man. "Garfield, take Shenrin to the Mines and flee. It is no longer safe here."
Garfield gazed back at his Lord, eyes beginning to twinkle with the slightest of tears. "But what will you do?"
"I shall stand and call the others.We will need them more than ever."
"When, sir?" Shenrin growled from a position slightly behind Garfield.
"As soon as you are gone. I do not wish to harm you. Now go, and escape this place. I shall protect what is mine, and the others shall find the beast once and for all."
Garfield nodded, and motions to Shenrin. Both strode quickly to a rack, and selected a metalic sword. They strode into the darkness of one of the passages.
The man waited until his associates had faded into the darkness, and then began to speak words that twisted through the aether as if they were not words, but living beings. As he spoke, symbols began to shape in the air before him, each a color of their own. Blues and Greens and darkness and light.
"My brothers," the man spoke, as slowly the figures of fifteen other men formed in a circle around him. "The time has come. We must defend. Prepare yourselves." Then, the man in the middle smiled as his color began to form around his hand.
"For we are the Pantheon, and know not limits. Defend what is ours. Defend the wool..." Behind him, the screams began anew, and a slow half-smile twisted across the man's face.
"For our time is now."
Changelog
Epsilon v1.0
- full 1.8 conversion! Now works in any 1.8.x version of the game
- rebalanced all areas
- added new items to most areas
- removed unnecessary teleporters in most area connectors
- shortened a few overly large areas
- swapped the locations of Dormant Mines and Flickering Isle
- removed some erroneous random loot
- added explosions
- added lots of explosions
- added loads of explosions
- tweaked lots of miscellaneous stuff to ensure the map works, including fixes of broken teleporters and chunk errors
- Hi mom!
Delta v1.1
- tweaked the starting spawners a small bit
- nerfed Virulent Grove - spawners have been modified to make moving about the area easier
- nerfed Corrupt Gatria - spawners have been modified as to not be as overpowered
- buffed Citadel of Sapphire - should be considerably more dangerous when it matters
- buffed The Flickering Isle - much much harder now, pathing changed, spawners added, danger a-plenty!
- modified Belly of the Beast - more lore, a fully fixed area now, works as it should! Also buffed in the latter half
- added new lore to Intersection 04
- removed references to the Gamma testing
- added new lore to Intersection 05 and the areas within
- added a very small 'epilogue' which we hope to expand on later
- attempted to fix some bugs with Dormant Mines
- fixed a few I1 and I2 bugs
- adjusted loot given throughout I1 and I3 to better match the difficulty
Delta v1.0
- initial release!Having trouble finding the Music Discs? There are hints in this forum post!
Downloads
Pantheon Epsilon 1.0
For Minecraft v1.8.x
MEDIAFIRE
Pantheon Epsilon v1.0 (.rar) - 78.95MB
Pantheon Epsilon v1.0 (.zip) - 82.44MB
MEGA
Pantheon Epsilon v1.0 (.7z) - 77.9MB
Pantheon Epsilon v1.0 (.zip) - 82.2MB
Pantheon Epsilon 1.1
For Minecraft v1.8.x
Pantheon Epsilon v1.1 (.rar) - 82.65MB
Map 02: Titan's Revolt - Open Beta Released!
Those who revolt fall the soonest...
Titan's Revolt is the next entry into the ProjectCTM series. We have learnt our lessons from Pantheon and this project is way better managed and will hopefully meet expectations. You may not know some of the mapmakers, but we can assure you that all of them know what they're doing and will hopefully create the best areas for you. Still not convinced?
Trailer and Images
Lore
Conscriptor Tepthys' Log - Entry 526
I found them. The ones before the Gods. Dylan and I have long theorized their existance, but here at last - definitive proof. On Epsilon's visit to Devorantem today we uncovered a layer of earth below the temple on the west of the desert. The twisting pathways lead us down to a damp environment covered with ice, ringed by magma, holding a cage of mysterious properties. We scouted the area for godly presences, but we found something larger, a clay colossus of impressive proportions. They looked like the gods in our literature, but something was off.
I went into the cage of obsidian, and discovered a disc sitting inside the chest upon the pedestal. I reached in and felt a ***** on my finger. Instantly, the world dissolved into nothing - into a dreamstate which remains in my mind even now.
"Mortals."
A booming voice echoed through the room as the grand colossus spoke.
"I remember you mortals, defending us in centuries past. The Gods...the Gods...they have taken you, haven't they? What is your purpose to be in the danger of the Gods' realm, away from your safety in Greece?"
I looked around, searching for the source of the voice. A responce sprung forth in my mind, and suddenly, I found those thoughts voiced aloud. "We are Scribes aided by the gods to discover the lands that mortals cannot. We give them information at the risk of our lives, to benefit our human kind."
"Then tell, who are you?"
--------
Communication of the Titan
These mortals have told me much about their lives. Their documenting, their scouting of dangerous lands. They have lived here for years and have not known a better, safer place. Who are we, the Titans, the protectors of Man, to leave them in this horrid realm they call 'home'? My friends, Titans in Tartarus labouring away in your unwoken minds, tortured by the chains of the Gods; you need to awake into this world once more. Listen to me, as the scribes can help us break free of our chains of death.
I was told about the four stages of scribes by the Conscriptor Tepthys. He explained them as so:
The Acolytes - The Acolytes are a trainee scribe, tought from birth to their adolescence in one of many Scribe citadels. They spend most of their days with a Conscriptor or a high ranking Scribe, learning about the world as they know it; the Gods' realm and what it contains. They are trained in combat, namely swordplay and archery. Alchemy is an art that only Conscriptors can learn, however some rogue Acolytes have been able to take control of the enchanting arts and have become corrupt and fallen into the Underworld as withering bones of what they once were. The Conscriptors keep eyes on the Acolytes at all times to make sure they do not become overwhelmed by these darkened arts.
These Acolytes, when they come of age, undertake expeditions with Scribes and Conscriptors in their divine number of nine; Two Acolytes, Six Scribes and One Conscriptor. These expeditions would be assisted by the God that could aid them most in the elements of the realm. The development of Acolytes are mostly on the field, as you would see them master the combat arts in practice against the undead, while advancing to such horrors as their Fallen brothers and the deadly Wraithshadows that had risen from the Underworld through the Devorantem's mouth. The Acolytes would soon advance to a Scribe, by either uncovering a new piece of historical significance, or assisting in a critical mission.
Some Acolytes have an unusual trait about them, being able to read complex runes from the Gods' books from early ages and passing on information that even Conscriptors did not know about. The Conscriptors think that these Acolytes are descendants of people called 'Curators' or blessed by the Gods themselves. There is so much about the world that the mortals do not know of.
The Scribes - Scribes are average mortals that regularly document information (after talking to Conscriptors) and take on missions that may take their lives to advance the research of the Scribes. They have set up stations in the Gods' realm that allow them to travel from Crete to the edge of the Spires. Each scribe has a Log that they take with them on journeys, bound by Divine magic to stay untouched in the event of death of the scribe. Books have been taken by corrupt Alchemists that have risen from the Acheron's mouth to advance their Divine research.
Many scribes do conservation work in Crete to prevent corruption of the Acolytes and to protect the books from fading after the Divine magic has worn off. These Scribes are held to a lower regard sometimes; but they live long enough to become Conscriptors.
The Conscriptors - Conscriptors are Scribes that have conserved the Overworld's artefacts and braved the Gods' realm for over 30 years, and subsequently have been nominated by a forum of their peers to undertake significant missions. These dangerous missions require a Scribe to risk their lives in the Fields of Torment, the realm of mysteries and shadows in the underworld, entered through a terrifying zone known as the Nesting Grounds. The Conscriptors can master the arts of alchemy with ease, and begin to control a substance known as Divine Dust that the corrupt monsters contain. The Divine Dust seals the Conscriptor's beaten logs that have lasted decades on end with scribbles and information that even Curators do not know.
Within the Conscriptor congregation, some were suspicious of the God's motives and their origins. Artefacts uncovered, left over from our reign on earth, had been discovered. Now they know - it seems the Gods had tried to erase our very existance from the earth.
The Conscriptors are at war with the Underworld Alchemists of Wynaria and the Sky Order, as they will not tell their knowledge to each other. Alchemists are rogue Scribes and Conscriptors that are addicted to Divine Dust, and have turned to the Underworld as sources of magic and Divine powers. Attempts at peace have resulted in chaos across the Acheron, and we now maintain minimal contact with Alchemists. Corrupt Conscriptors have turned to the Alchemists in their later years, and taken in the knowledge of the Underworld to their death. Only one entry of a Conscriptor's Log taken into the Alchemists' territory has been recovered, telling of an insane nation that talked about leading uprisings into the Gods' realm and to mass genocide the Scribe population.
The Curators - Conscriptors that have mastered Divine Dust and the reading of ancient runes undergo quests to extreme parts of the Gods' realm to ancient artifacts from before the Gods. Their energy contained within is sometimes overbearing, transforming the Conscriptor into a near-immortal being that gains a wealth of knowledge through the Divine powers of the artifacts. These Conscriptors become Curators, a master of Godly scripts, Divine powers and dark alchemy. Curators roam the lands looking for Godly presence, making minimal contact with the Cretan Scribes. Curators are able to call upon Gods to perform offers in exchange for their Divine power, depending on the offer. Curators can become weakened by asking for too many offers, leaving them vulnerable to be usurped by a Conscriptor.
However, Conscriptors can also call upon Curators in dire circumstances to work together in critical missions. This has not happened for hundreds of years though, but from what Tepthys had told me, the cost is immense.
Curators band together to create a Forum to choose Conscriptors at the start of every year. The Curators also document new information that interests them and search for more artifacts related to these events. Some Curators do not show up to these Forums; it is assumed that they are dealing with the Guardian of the Underworld to gain information about the Underworld and its secrets. One Curator has transcended into an honourary God, as the Patriarch has deemed his contributions acceptable enough for Divinity. We do not know these reasons, however, we know he has taken refuge in the Fields of Torment, waiting for a Conscriptor to meet him.
It seems that the next Forum will be about us, brothers, as the Scribes are ready to talk about us and our conflict against the Gods. The Conscriptor Tepthys will make sure that we will stay as safe as we can, however, the Conscriptor cannot save us from the few rogue Curators. The Curators are interested in artifacts related to us, and how Tepthys describes them makes me think they live a life of greed. He has described some Curators as selfless beings that advanced Scribes many years; we can only assume that these people will be our defenders when the day comes that we awake.
--------
Conscriptor Tepthys' Log - Entry 527
When I awoke from the Dreamstate, the walls were shaking. From the flames, dark shapes were forming in the smoke. Shadowraiths were awakening - guardians of the depths of the Underworld. I remembered little of the battle in which my Scribes and I battled them, but suddenly all was calm.
A silence fell over the massive room, and two eyes seemed to tear through the air before us.
A Scribe spoke. "Conscriptor, the Devorantem has awoken." I closed my eyes and we ran.The Conscriptor's Log, Entry 205
The sun was low when we exited the Acheron's mouth into the expanse of the Cretan valley. We walked along a path of quartz, delicately placed there by the Gods before us, and as the stones exuded warmth into our feet, we felt at home. This new land was no danger to us, the Gods had left it new, and we were prospering. The Scribes I led enjoyed soft summer breezes, and the bright sun above, warming our pale skin.
I had seen a light in the distance; other beings, civilization? We wandered across the lake to the crumbling foundations of Crete, a lonely tunnel downwards preceded by fallen pillars of quartz. We thought to ourselves that we would rebuild, and make this a safe haven from the war between the Gods and the remnants of the Titans. We worked for years, travelling ever so farther north to the homelands of the Gods and to the Doors of the Dead. In mere years, Crete was a bustling world of Acolytes, Scribes and Conscriptors alike, working together to solve the mysteries of the Titans that balanced the world before the Gods and chronicling the God's actions.
Eventually, the Scribes left Crete, to explore and brave the world's mysteries. I stayed and taught the remaining Acolytes their skills and gave them their diaries. I sent dozens of scribes away across the bridge of Crete, until there was just one group left. I wrote and wrote, about the Gods, about the Titans, about everything, over the last months of training, until there was no more to write. So I called upon a Curator.
Immediately, I sensed something different when speaking to him. His eyes were what set me off initially. Something wasn't right in this being. Holding the knowledge of the entire world could never be easy. So I begged for freedom for the Scribes. We had explored the vast edges of the Spires in the sky, the depths of the Crystal Mines, and had erected massive structures in the honor of the Gods.
We needed to know more. I knelt to the ground, and begged the Curator to bestow the ability to pursue any knowledge we sought. He thought, and offered me a deal.
All he asked for was a single Acolyte. In exchange, he would grant those of us still on Crete, immunity to harm from the world. We could safely brave the fires in the depths of the Devorantem, we could live through the harsh weather of the Flickering Isle, and fly on the gusts of wind of the Spires with ease. I accepted his deal.
The Curator smiled, and told me he would return in a week to collect his payment, and to... as he said... "Archive" us. I left me unsettled, but I shrugged it off. Curators were to be trusted - they knew all. I spoke to the remaining Acolytes, and finally selected a bright Acolyte. He told me of his plans and his journeys, his hopes, his dreams, his goals. And when a week was up, the Curator returned as he said.
The Curator knelt before the Acolyte, and sighed softly. The boy looked down at the kneeling man, confused at his actions. Then his skin turned red, as blood slowly oozed from every pore on the boy's body. I gasped, and stepped forward to stop this madness, but I found myself unable to move. "This will not last," the Curator said, slowly. "You will not lose this one. I simply need the blood." The Curator raised a single hand, and the blood stopped - and vanished.
"I promised you the freedom to explore the unknown," the Curator said. "To do this, you will be sent to the Underworld. You cannot be harmed in the depths. The other Scribes will not be harmed. They may contact you at this site where Crete once stood. But you can never leave. Do you still accept my deal?"
I took a moment, and inhaled. The freedom to explore the Underworld. To settle the realm of the dead, as a living being. I looked at the Scribes under my tutelage around me. And I nodded. With a violent blink, the sky above changed, my muscles screamed, and the Curator was gone. We stood in the Underworld, and blinked. So much to explore...
And explore we did. From the mountains of Sisyphus, to the memories of the River Lethe, from the screeches of the Hive, to the edges of Tartarus, we saw all.
But we never did hear from the other Scribes...
--------------------
Revolt of Titans
The shadows in the depths tightened. Constricting suddenly, with the force of a thousand gales, the tiniest of sources light drained from the cavern, and blackness awoke. Chains, made from etherial shade hung from dark iron mounts on the walls - shattered by the Scribes - and within this stygian twilight, the Titans awoke. Within the gloom, seventeen eyes awoke, blinked twice, and vanished.
Blind Aegon screamed. Chained to the Obsidian watch-stone, the immortal Scribe felt the awakening and the whispers from the fallen scribes in the aether around him overwhelmed his psyche. They howled as if their lives were again severed from their bodies, six words: "The Titans awake, the Gods fall". Blind Aegon's throat began to ache, as his voice wore to nothing. The warning had been sounded. The Scribes - bar himself and some faceless acolyte - were dead. Blind Aegon knew it was well deserved - the Gods had become tyrants, and they needed to fall. But he had disagreed with the method - awakening the Titans. Clearly, the Acolyte had succeeded where the others had failed. By offering their own hearts to the Gods, the Titans awoke.
Blind Aegon knew nothing but darkness, but even the Titan's presence had given him solace. Barbaric creatures of the depths of the underworld itself, the Titans were elemental forces that came into existance long before the Gods. Brutal and quick to anger, they would seek the fall of the Gods. But Blind Aegon knew the way to stop them. He did not want the fall of the Gods - nor the fall of the Titans. Blind Aegon wanted the freedom of the world from any divine interference. He would speak to the Acolyte, and show him the truth of the world itself. The secrets of the Underworld - freedom.
---
The Monument to the Gods shone briefly, as the whispers faded from the Acolyte's mind. The Gods were appeased, and the Titans were awake. The Acolyte had succeeded, where all the other Scribes had failed - the world could perhaps be safe now.
Then the ceiling collapsed. Chunks of golden earth rained down, as dust filled the Acolyte's vision.
Seventeen dark figures descended from the shattering rooftop, landing in a circle around the Acolyte. A darkened dome shimmered into existance around the Acolyte, protecting them from the shattering Monument. The Titans had arrived. Dark voices invaded his head.
"Show us the way to the Gods, Scribe." The Acolyte quaked - the very prescence of these figures, ancient and unknown - he found he could not speak. "SPEAK!", one roared, its face contorting into rage. The Acolyte inhaled deeply, looked up at the Titan, and spoke: "I do not know."
"Then die," the dark creature howled, and seventeen fists descended onto the Acolyte. He braced for the impacted, and accepted death willingly.
---
"Hello, Scribe," a tired voice said. The Acolyte looked around in confusion. Before him stood two men. One, old and wizened, was chained to a rock as dark as night. The other was tall, wearing blue, and had golden eyes that seemed to stare through the Acolyte. "You may call me Blind Aegon," said the chained man. "This is the Curator." The Acolyte gasped, as he recognized the name.
"You're one of the Gods," he said.
The Curator smiled slightly. "You could say that. I consider myself something else though. I am not God, nor am I a Titan. I am the Curator. Now that you have woken the Titans, a war has started, Scribe. You're going to fight in it."
"Fight?"
"Aegon and I have spoken. You will be our conduit in this war. We will be sending you to the Underworld, where the source of the Titan's powers rest. You will gather them, and take them to the birthplace of the gods. Then the war will truly begin." The Curator smiled slightly again, and a chill ran down the Acolyte's spine. "Purge the world..." the Curator whispered.
"What will this do though?" The Acolyte asked. "I was lied to before, why should I believe you now?"
The Curator chuckled softly. "You may just have to trust us, Scribe. Good luck." The God waved his had, and the Acolyte died. The world below grasped as his mind and his soul, shadows surrounding him, and pulling him into the depths itself. The Underworld beckoned.
---
Blind Aegon and the Curator sat in silence for several moments, before the Curator spoke. "Call the Titans. We will fight with them." Aegon nodded, and the Curator reached out and touched the old man's chains. They shattered, and the pieces slowly were absorbed into the Curator's skin. He fell to the ground briefly, before struggling to his feet. "Thank you, Curator", Aegon said, but the God was already gone.
The Revolt had begun.
Full list of Titans and Scribes alike:
[coming soon, sorry!]
Downloads
Titan's Revolt: Open Beta 1.2
For Minecraft v1.8.x
Titan's Revolt - Open Beta 1.3
Changelog:
1.1
-less superspeedrun
-more teleports
-like seriously more teleports
-put warning sign for buff when redeeming bonus items
-less death in light blue castle
-more death in general
-made some red carpet into black carpet
-more lights at the monument
-fancy win prompt
-removed 12 deaths
-fixed a bunch of area splashes
-fixed checkpoint system in cyan/gray
-probably fixed some bosses
1.2
-Yellow bosses fixed AGAIN
-Anais is now a lot better at not falling
-Black redstone tweaks/fixes
-I2 tp to Monument fixed
-removed dead dog
-fixed Soulscar bridge hole
-fixed stuff in Cyan/Purple
-moar spooky
-Like, verily spook
-even MORE death
-fixed Cyan/Purple checkpoint system AGAIN
-Wraithshadow fixed AGAIN
-presumably removed all anvils pre-I3
-a whole bunch of smaller fixes thanks to Dark’s feedback
1.3
-nerf I5 ghasts
-make stained glass glow in the Throne Room
-add netherwart to Cyan/Purple
-fix special reward
-reduce lightsout to 30s
-fix Charred Courtyard spook
-fix Vanaduke’s Soul
-add lore to schtick
-fix death counter sound blocks
-fix reset command blocks
-remove Fred I1 bedrock
-fix trap of Yellow (just before punch skelly on podium)
-fix Yellow fire
-fix I5 Fred again
-fix win subtitle
-remove command blocks from monument
-respawn Controller armorstand
-swap #1 and #2 hive loot
-increase range on I5 ghast spawners
-moar loot in Lime
-Buff Gray (More death.) [Yes.]
-nuke the book Relocate the book to I4’s Brown Corp. hangout
-moar obvious green wool entrance
-(praise Dark) rebalance cyan/purple loot
-Add sounds when player places wool on the monument
-Add spawnpoint to the start of white
-clock resetty thingy
-make I3 always snowy
-Do something with Pink
-Buff all of I5 and its areas like SHEET
-Add MOAR loot in hive section of Wraithshadow
-Do something with Firestorm’s last room
-Add actual gameplay to Shadow of Crete
-make white easier but only for melee ppl
-People don’t seem to like Hailstorm’s first section with the hidden spawners
-Also update the intersection teleporter
-There is another secret loot chest that's empty at -1037 94 -867
-Fix pumpkin after win
-Fix nether portal in I5 (Note: Copy Nether from my v1.2 to the server)
-Fix white playertp
-Limit range on Anais’ tping above the player
-Nuke Jose Mostacho, again. Now he has naturally generated trades.
-Remove the barrier blocks under Orange Wool [note: no barrier blocks = risk of -water updating, the water isn’t at y=0. Proposal to just remove both the water and -the barrier blocks]
-Remove the Iron in the hidden Necrodancer room in Orange Wool
-buff soulscar upper portion
-Check and deal with I5 wool locations? Potentially modify for full launch.
-Fix I5 book
-Fix Green fleecy box
-Fix Anais (prime creeper spawner or something)
-remove showing stone from record monument
-Fix Fred
-possibly relocate seekret objective’s altar
-empty chest @ -677 130 -817
-add message when the Queen Hive is left defenseless
-Make I1 boat-compatible
-Fix Cyan/Purple checkpoints one last time
-Empty chest @ -1086/103/-1005
-Empty chests in Cyan/Purple
-Fix Death’s Touch trap in Cyan (Also item)
-Add loot inb4 the monument at that cave section pls
-Lapis Fountain in Red Wool is not filled with water.
-Red Wool cage has a missing iron bar at the front of it
-Update the book in Cyan/Purple to refer to Cyan/Purple done, with 10x as much -rambling
-empty chest in lament of Acheron, -1021, 83, -906
-another empty chest at -984 108 -895. It's a secret chest under the little waterfall
-Fix stained clay colors in Monument’s teleporter hub
-Fix stal reward (No attack damage on sword)
-Empty trap at -1155 145 -1067
Legal "Stuff"
Look, we know (or at least hope) you're not stupid. So don't do anything stupid. If you need further instruction, it drills down to this:
- Feel free to create media, e.g. YouTube videos, share them with people, and monetize them with ads. If you make a Let's Play, we might even give you a bonus cookie, because they help us out.
- We give you these maps, and nothing else. If you break your monitor or your arm or anything else as a result of playing these maps, it's not on us.
- Don't distribute these maps without our permission. If you try to make money off your unauthorized distribution, we'll find you, and we'll drop you. (We don't even make money off of our own distribution.)
- These maps are copyrighted, owner ProjectCTM (which represents 30+ people), so don't claim you made it when you didn't.
Just a friendly reminder that we hate you and wish you many a bountiful servings of pain and death. Good luck!
~ ProjectCTM Team -
16
kaladun posted a message on [CtM] Kaladun's CtM Maps! The Red Court now in Open Beta!Posted in: MapsThe Red Court : An Adventure In Vampire Slaying
A three-wool CtM, where you will use powerful classes, face deadly bosses, and topple an evil empire
In a land blighted by the dark rule of the Red Court of the Vampires, you and your allies have been sent to slay the masters of the Court. Duchess Esme, Duke von Albach, and King Mesith. All ancient and powerful vampires. But of course, you're not alone...
The Red Court is a three wool mini-map designed first and foremost for multiplayer, recommended for 2 or 3 players. As you explore the world and slay your foes you will of course get more and more powerful, and can level up in a unique class system never-before seen in a CtM. Become a Paladin, Ranger, or Cleric and master your art, or mix and match skills and combos with your allies. The Gods also aid your holy battle, placing powerful items throughout the land that can paralyze foes, grant you mastery of fire, and even summon the lightning itself. Of course, resistance will be heavy, and four boss fights with Vampire Lords will serve as the ultimate tests of skill. Are you ready?
Difficulty : 8/10 - Recommended for 2+ experienced CtM players
Minecraft Version : 1.9.4
Estimated Playtime : 4 - 8 hours
Download
Open Beta v1.0 for Minecraft 1.9.4
Link Removed
Note : Map is in open beta. Please report any bugs or issues either in this thread or via pm
Screenshots
The Shadow Waltz, where music and hedonistic cries echo through the grand halls
The Garden of Repose, the former resting place of great warriors, now made restless...
Archive of Lost Truths, where fire and zeal guard mysteries long since lost to mankind
A full-sized 16 wool Complete the Monument Map where every dungeon is 24x24x24 blocks!
Complete the Monument maps have come a long way over the years, getting more epic and longer over time. This map is an attempt to capture that epic feeling while keeping everything small and fast-paced, with everything from intersections to wool dungeons being in a 24 block cube. Adventure through deadly locations from the Perilous Pyramid to the Haunted Hedges, relax at the Calm Caves, and fill the Majestic Monument with wool from your conquests!
Difficulty : 7/10 - Difficult but doable for beginners, tricky enough for CtM veterans.
Minecraft Version : 1.8.x - The map was made in 1.8.1, but any version of 1.8 should work.
Estimated Playtime : 3 - 5 hours
Download
Release Version 1.0 for Minecraft 1.8.x
Link Removed
Screenshots
Intersection 3, a cold and frosty place with just a touch of comfort
Killer Karst, a limestone cave carved from jungle streams, filled with dangerous and exploding creatures
A mysterious crypt, lying somewhere you least expect
The archival room of the Lethal Laboratory, collecting exotic and mysterious artifacts
Minimalist Let's Plays
bRanN :
Team RAD
ElectricHamster
GeneralenS
starwebs1
StormyLaura
Legal Malarkey
Feel free to make and monetize videos or streams any and all maps posted in this thread. Do not rehost my maps or make money off them. If somehow downloading my map(s) messes up Minecraft or anything else, I am not liable because you probably did something else to mess it up and are blaming the last thing you downloaded. I'm probably cool with you remixing or editing my map and releasing it publicly as long as it's free, but ask first. -
99
CTMCommunity posted a message on [CTM] The Ultimate -CTM COMMUNITY- ThreadPosted in: Maps DiscussionWelcome to...Hey there, and welcome to the 5th (and hopefully final) rendition of the "CTM Communty" thread! Here, you can find reviews of popular (or otherwise) CTM maps, schematic downloads, and a community of CTM mapmakers and map-players alike. You can make a single post promoting your map, or participate in the current conversation with others.This thread will be run slightly differently than the previous threads, however. The account the thread was made by is a joint account started by Drago, so as to allow multiple people to edit the OP and keep it up to date and hopefully last longer than the previous renditions, whose creators went inactive. If you ever have any need to talk to us about this thread - whether it be something's out of date, you want a review added, etc., feel free to shoot one of us a PM by clicking our names below!
Thanks to our predecessors Goreae, z_bill, isaac_bardin, and Redstone_Fanatic for running the four previous generations of this thread.
NEWS
14th May 2017Huge announcement: Team Epic (including mappers such as Heliceo, Chipmunk, Rock, Fangride, Render, and Kaladun) are releasing a CTM-MMO called Monumenta, and the closed Beta is coming soon! This epic adventure will be free to play. Join the Monumenta discord channel:https://discord.gg/FsSJFcvAnd the trailer here:
21st July 2016The CTM Community has a Discord! Get the invite here: https://discord.gg/Z2ZbfVQ
16th February 2016Please, If one of your maps is present in the full map list (second post), please submit it again following the new guidelines. We are especially looking for a number of the objectives and for a short and accurate description of the map in a maximum of 40 words.
What are CTM maps?
CTM maps are a kind of custom map pioneered by Vechs, centered around Completing The Monument. They are known to have unique and hostile terrain, deadly and effective use of mobs, and present difficult challenges to even the most seasoned of Minecraft players.
What should I post in this thread?
Anything CTM-related goes! Celebrating completing a map, announcements about a map you, or someone you know, has just released, pictures for an upcoming map that you're working on, or just general conversation with others who love CTM maps.
Can I please be a part of the joint-account?
We are currently not looking for any new admins.
MONTHLY SHOWCASEIn this section we will showcase the CTM of the Month. The map will be chosen by our community based on gameplay aesthetics or unique properties that make the map worth playing.
This time we don't have a map. We have a set of Mini maps made by many different people during the happening of the tenth Strawberry Jam. This time the theme was Apocalypse and Rexxefa (shoutouts) made us this great trailer once again for all the fine maps (enable closed captions to see what map and mapmaker each shot belongs to).
Ready to fuel your Mini-CTM mania?!?
- Mini-CTM, Various Layouts, Various Versions -
DISCORDWe have a Discord group! Discord is like a combination of programs like Skype and Teamspeak, allowing for Groups, with channels inside focused on specific topics, as well as voice chat channels for things such as streaming, playing maps, and more!
To join, click the following Invite link: https://discord.gg/VZMkzf8
CTM SUBGENRES- This section is under reconstruction... -
BANNERS
We're always looking for more banners!
All the individual banners can be found in this spoiler:
By Eeriewolf:
[url=http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/1564860-ctm-the-ultimate-ctm-community-thread][img]http://i.imgur.com/55CWGfL.jpg[/img][/url]
By Eeriewolf:
[url=http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/1564860-ctm-the-ultimate-ctm-community-thread][img]http://i.imgur.com/MJzEgnu.jpg[/img][/url]
By Eeriewolf:
[url=http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/1564860-ctm-the-ultimate-ctm-community-thread][img]http://i.imgur.com/YCP2rb1.jpg[/img][/url]
By The_Sketch and TechAnimation:
[url=http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/1564860-ctm-the-ultimate-ctm-community-thread][img]http://i.imgur.com/VlN6DgU.png[/img][/url]
Not squished version:
[url=http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/1564860-ctm-the-ultimate-ctm-community-thread][img]http://i.imgur.com/aNaQG0V.png[/img][/url]
By Mauton99:
[url=http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/1564860-ctm-the-ultimate-ctm-community-thread][img]http://i.imgur.com/Yr1xhST.jpg[/img][/url]
By Karrott:
[url=http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/1564860-ctm-the-ultimate-ctm-community-thread][img]http://i.imgur.com/zxb18Te.png[/img][/url]
By Pieluvr:
[url=http://www.minecraftforum.net/forums/mapping-and-modding/maps/maps-discussion/1564860-ctm-the-ultimate-ctm-community-thread][img]http://i.imgur.com/TdNbqUq.png[/img][/url]
.
.
.
-
5
GansIlia posted a message on [5000+ DLs] MYSTERIOUS ISLAND (based on the novel by Jules Verne)+BONUSPosted in: MapsWelcome to the new CTM map…by GansIliaFirst of all I want to apologize for my terrible English -__- It’s really difficult for me, because my native language is Russian. Now, I want to introduce to you my first map in the genre Complete the Monument. It project was very difficult for me, so I really hope for your advice and guidance. All in all, the map was developed around two months, however, it will be improving and further. If you notice any deficiencies or any other problems with the map, please leave a comment or email me so that I know what I still need to work on.Almost everyone in the childhood read the works of the French science fiction writer Jules Verne. One of my favorite books was the novel «The Mysterious Island» about a group of courageous people, will of destiny of abandoned on a desert island in the middle of the Pacific Ocean. And I thought, why not move the events of the book in Minecraft? So I had the idea to make a CTM map on basic storyline of the legendary places of Lincoln Island. You had the opportunity to run on an absolute copy of the island, to visit the amazing places and, of course, remember the childhood! Various locations, dangerous traps, NBT edited mobs, "easter eggs", customized items and much more awaits you on the map «Mysterious Island»!
Original from the book --------------------------------------------------- My Minecraft version
Genre: Complete the Monument.Minecraft version: 1.7.2 or above.Game type: survival.Difficulty: easy-medium.Length: long.Singleplayer/Multiplayer (1-5 players).
During the passage do not use any extraneous modification, are allowed only graphic mods and resourcepacks. The map has a gamerule mobGriefing: false. If you are playing on a server COMMAND BLOCK MUST BE ENABLED!1. Collect all 16 blocks of wool and place it on the Monument.
2. You may play on any difficulty except Peaceful (preferably playing on Normal).
3. You may break blocks, craft items and do everything that is not forbidden by these rules.
4. Not allowed to use cheats or mods which change the gameplay.
5. Not allowed to craft/collect from sheep/cheat Wool for the Monument (you must find it in chests only).
6. Not allowed to leave the map border (there is a void anyway).
7. Not allowed to break the «Monument for Wool» and any Redstone schemes.Rules for multiplayer8. It is not advisable to use commands such as /tp, /home and /spawn (it is really makes the game easy).
by ChallengeMapSalvage (video review):by PattyPlaysgames (playthrough):
(more LP's coming soon)
1000 DOWNLOADS2000 DOWNLOADS3000 DOWNLOADS4000 DOWNLOADS5000 DOWNLOADSIn the archive with the map you can find an additional bonus: panorama for the main menu (background) and 5 unique skins of the main characters from the book «The Mysterious Island»!For maps: move folder Mysterious Island v.2 (1.7.2+) from the archive to the saves folder.
For panorama: move folder Background for Mysterious Island from the archive to the resourcepacks folder and select it in the game settings.
If you liked my map and you want to support me, just use this signature:[url=http://www.minecraftforum.net/topic/1995732-][img]http://i.imgur.com/ZCl5v2N.png[/img][/url]
AdditionalAny reproduction, modification, duplication of maps "Mysterious Island", as well as its parts - is forbidden. Users are free to use my map to create a video (LP) on such services as YouTube, TwitchTV, etc. If you want to record a video for the passage of this map, be sure to specify my authorship and a link to this thread and report it to me (I’ll add your video in the description).
Have fun!
РУССКАЯ ВЕРСИЯ
Добро пожаловать на новую CTM карту «Mysterious Island» от GansIlia!Примечание автораИтак, хочу представить вам свою первую карту в жанре Complete the Monument! Это было весьма непростым для меня проектом, поэтому я очень надеюсь на ваши советы и указания. Почти на всей карте используется английский язык, что также усложнило мою работу. В целом карта разрабатывалась около двух месяцев и, тем не менее, она будет улучшаться и дальше. Если вы заметите какие-либо недоработки или другие неполадки с картой, пожалуйста, оставляйте комментарии или пишите мне, чтобы я знал, над чем мне ещё необходимо поработать.О чёмПочти каждый человек в детстве читал произведения французского писателя-фантаста Жюль Верна. Одной из моих любимых книг стал роман «Таинственный Остров» про группу отважных людей, волей судьбы заброшенных на необитаемый остров посреди Тихого Океана. И я подумал, почему бы не перенести события книги в Minecraft? Так у меня появилась идея сделать CTM карту по основным сюжетным местам легендарного острова Линкольна. Вам представилась возможность побегать на абсолютной копии острова, побывать в удивительных местах и, конечно же, вспомнить детство! Разнообразные локации, опасные ловушки, NBT-модифицированные уникальные мобы, «пасхалки» и многое другое ждёт вас на карте «Mysterious Island»!ИнформацияЖанр: Complete the Monument.Версия Minecraft: 1.7.2 и более.Режим игры: выживание.Уровень сложности: лёгкий-средний.Длина: долгая.Одиночная игра/Мультиплеер (1-5 игроков).Во время прохождения не используйте посторонние модификации, допускаются только графические моды и ресурспаки! На карте установлено правило mobGriefing: false. При игре в мультиплеере КОМАНДНЫЙ БЛОК ДОЛЖЕН БЫТЬ ВКЛЮЧЕН!Правила1. Соберите все 16 блоков шерсти и поместите их на Монумент.
2. Вы можете играть на любой сложности кроме Мирной (желательно играть на Нормальной сложности).
3. Вы можете ломать блоки, крафтить предметы и делать всё, что не запрещено данными правилами.
4. Запрещено использовать читы или моды, изменяющие игровой процесс.
5. Запрещено крафтить/состригать с овец/читерить блоки шерсти для Монумента (вы должны находить их только в сундуках).
6. Запрещено покидать пределы карты (там всё равно бездна).
7. Запрещено ломать "Монумент для Шерсти" и любые схемы из красного камня.Правила для мультиплеера8. Нежелательно использовать такие команды как /tp, /home и /spawn (они делают игру лёгкой).
+ БонусВ архиве с картой вы можете найти дополнительный бонус: панорама для главного меню из скриншотов карты (background), а также 5 уникальных скинов сделанных по главным героям книги «Таинственный Остров»!УстановкаКарты: переместить из архива папку Mysterious Island v.2 (1.7.2+) в папку saves.
Панорамы: переместить из архива папку Background for Mysterious Island в папку resourcepacks и выбрать его в настройках игры.Дополнительная информация и условияЛюбое копирование, изменение, дублирование карты «Mysterious Island», а также её частей - запрещёно. Пользователи могут свободно использовать мою карту для создания видео (LP) на таких сервисах как YouTube, TwitchTV и т.д. Если вы хотите записать видео-прохождение по данной карте, обязательно указывайте моё авторство и ссылку на данный тред, а также сообщайте об этом мне (я добавлю ваши видео в описание).Удачи! -
5
TT2000 posted a message on [CTM] The Ultimate -CTM COMMUNITY- ThreadPosted in: Maps DiscussionUnconquerable
9/10/17
Made by Eshlie
For 1.2+
Style: Area-based
Preface:
The name doesn’t sound much more or less intimidating than a lot of the other CTM maps out there, trying to puff out their chest and sound all difficult. Super Hostile… Impossible Victory… Ragecraft.
But this map… this map is different. I’d like to say up front that this is one of, if not the, last reviews I’ll be doing. I might pick them up again at some point in the future, but quite frankly… I’ve finally found it. The worst map. The absolute bottom. The deeper I look, the more I analyze it, the more I wonder how in the seven hells anyone could have thought this map would be fun or enjoyable or anything but an impossible challenge for masochists.
…Which would make sense. It IS called Unconquerable. And it really means it, too. The central gimmick of the map is that it ascribes to ROMhack rules of difficulty in very specific ways. Of course, I use the term “ROMhack” loosely. Because even Kaizo Mario didn’t force you to reinstall the game and then start your save over from the beginning whenever you failed a level. This map blows up the wool boxes. It isn’t some smoke-and-mirrors empty threat. It really, really, REALLY, ABSOLUTELY, destroys the wool boxes. But it doesn’t destroy ALL the wool boxes. The first time a box is in danger isn’t until after the first intersection. Meaning, if you want to go for all the wool boxes, you’ll have to punch through the entire beginning portion of the map again and again. And that’s just ONE of the key problems with this map and its core concept.
This map makes it clear right from the start that you won’t get all the wools. And it’s right. You won’t. 50% is a good marker to shoot for, since about 40% of the map’s wools aren’t in danger. Honestly, if you can save even 1 or 2 of the wools the map puts in danger? You’re doing good! One of the possibilities presented by the mapmaker is to go about things in a “high score” fashion. Get as many as you can! The problem with that is that, well… the map isn’t fun. Whether you want to get all the wools or not, the map isn’t fun. There are only a few times where the wools the map puts in danger even CAN (reasonably) be saved, with or without foreknowledge of what’s going to happen (yes, there are a lot of BS traps).
But I think I’ve hyped the map up enough. Let’s calm down for a little bit and actually start combing through the game.
Spawn/Caves of Azarni:
We begin with a Vechs-like start, with a giant sandstone box as our spawn, with some signs telling us the rules. After that, we immediately enter the Caves of Azarni. I like these caves. They essentially act as an area to stock up on loot that would be useful to us, since we’re just starting the map. The more side-paths you explore, the more you find, and I appreciate that. However… there’s lots of lava around. Tons of it. It’s more the product of outdated CTM map design thinking than anything else (read: DYING IN LAVA AND LOSING ALL YOUR STARTING SUPPLIES AND NEEDING TO REINSTALL THE MAP IS HILARIOUS LOLOLOL), but it can still force a restart if you have any slip up one too many times. Furthermore, some of the “bonus loot” provided ranges from useless to amazing. In one side-cavern, you have a fishing rod and a cooked fish. Yay. In a cave hidden in the ceiling, you have a sharp II Unbreaking II iron sword. It isn’t just the best weapon in the first intersection, it’s one of the strongest weapons you’ll ever have in the entire map! …More on the gear progression later. Right from the start, the loot balance is already wonky. That said, this is a fairly good starting area… just so long as you can avoid the lava.
Rating – 7/10 (IT’S ALL DOWNHILL FROM HERE)
Intersection 1: Contains lava, wood, and coal. It isn’t bad but it’s not great either.
Rating – 7/10
Semi-Hard Wood(White wool):
Deaths: 2(1 TNT Trap, 1 Natural Mob swarm)
WOOL STATUS: SAFE
As you might be able to figure out from the picture, this area takes a little inspiration from “Western Commons” from a CTM map called Legendary. Okay, more than a little. In fact, it’s more like “straight up copied everything” – the aesthetic, the general feel of the area, even the little town that totally explodes on you! It’s okay to take inspiration or good ideas from areas, but you have to put your own original spin on it! There’s no original spin here! It’s just a copy! For that reason, I’m going to deduct a few points from this area’s score.
The actual dungeon part of the area is a fortress located at the end, and it’s the only thing that isn’t copied. It’s also the worst part. This map has no honeyboxes to speak of, even if it is fairly big. If you attack this area at daytime, the fortress will have TONS of natural mobs and be WAY harder than the number of spawners would suggest! Once you actually kill the inevitable swarm inside and light it up, it isn’t actually that terrible of a place to be. The fortess has an incredibly simple design, just some floors with stairs and spawners embedded in the floor. Eventually, you’ll find the wool in a nice cute little safe space underground, in a bedrock box, with absolutely nothing that could threaten it. We’re not at that point yet. Expect to be going through this place a lot if you want to try for all the wool.
Rating – 3/10
Vertigo(Orange wool):
Deaths: 3(1 creeper blast into void, 1 mob swarm, 1 TNT trap)
WOOL STATUS: SAFE
The wool wasn’t at threat in this area, either, but you certainly are! You’ve probably noticed from the intersection, first area, and now this place, that inventory-wiping threats are a constant thing in this map. It very much subscribes to the idea that having your inventory wiped is fun, when you have limited supplies to work off of and enough deaths could force you to do a map restart. At least we got better access to cobblestone and coal here. The area’s design is very simple; giant stone pillars, each with some loot and enemies inside, and one of them contains the wool. The main threat in this place is natural spawns, again. Once you make it to the wool, that changes. It’s a classic example of the mapmaker making a challenging problem, but not a solution to it. Let me explain. The entrance to the room with the wool in it is a 2x2 hole in the ground, which leads to a long drop into a 2x2 lava hole. Water buckets aren’t available. You could dig through the walls… if they weren’t all silverfish blocks. This leaves you with only one choice: Drop down, angling yourself so as to hit blocks next to the lava, then trying to survive the hordes of zombies without getting knocked down into the lava, while praying that there aren’t too many naturally spawned skeletons and creepers down there. It’s pretty dumb. This whole area is just far too intense for a starting area, and being in a map called “Unconquerable” isn’t a good enough excuse!
Rating – 4/10
Caverns of Darkness(Magenta Wool)
Deaths: 6(2 from mob swarms, 4 trying to reclaim items)
WOOL STATUS: SAFE
The map tells you at the beginning that “this is where the real hard map starts”. It isn’t kidding. But it’s ALSO where we begin to see just how bad this map really is. This map is insanely difficult – but it’s not from having any sort of balanced challenge. It’s from a complete lack of effort on the mapmaker’s part. The setting is generic stone cubes, made to look like “caves” by using MCedit erosion on the walls. You have to go down them through holes in the floor, and when you reach the bottom, there’s a slightly bigger cave with the wool. With no honeyboxes to speak of, the caves are FILLED with natural spawns. This entire area is a MASTER COURSE in why natural mobs shouldn’t be used as your main enemies! It’s completely luck based whether you’ll fight 20 skeletons in any one room or 20 zombies, but you’re definitely fighting at least 20 enemies! Good luck with your leather armor and stone tools! Yeah, the loot level in the map is just too weak to fight these unbeatable hordes. Even as you kill them, more will just spawn. There’s a few spider spawners hidden behind blocks, but compared to the natural spawns, they’re hardly even a threat. Eventually, you’ll reach the wool – totally safe unless 80 creepers decide to spawn outside the fleecy box – and then find the connections to the fourth area and second intersection. But this area is complete garbage. Totally uninspired, totally unbalanced, just remove it! If you wanted to rebalance this map, you’d have to rebuild the area from the ground up! IT CAN’T BE SAVED! IT’S AWFUL!
Rating – 2/10 – At least it’s short
Psychological games(Light blue wool):
Deaths: 1(TNT)
WOOL STATUS: DESTROYED
Alright. Let’s get started. I hope you didn’t skim over those 2 screenshots. Go back. Look over them REAL carefully. I’ll give you a minute to think about the question: What do you think the solution is?
…
You don’t know? Well guess what; I don’t think anybody ELSE knows either!!
Okay. Okay. So, I will say one good thing: I like this area’s CONCEPT. Considering that every sign we’ve seen so far has been the mapmaker taunting us as best he can, this psychological warfare thing fits with the theme of the map perfectly. These are the types of areas we should have… is what I WOULD say, if not for the fact that the execution is terrible.
The problem posed is that if we run forward, a proximity sensor could trigger before we had a chance to get the wool out. But if we push the button, it could disable the proximity sensor! Or maybe, there isn’t a proximity sensor, and the button will destroy the wool! There’s no way to know! How is anyone supposed to figure it out with the information given? The problem, as it is posed, is a bunch of crap!
…and that ALSO is what I would say… if I didn’t KNOW. This isn’t my first playthrough of the map. It’s my fourth. None of the playthroughs save this one finished the map (“finished” being… debatable), but all of them made it to this area. So I KNOW what’s going to happen. There’s a proximity sensor that will trigger TNT to destroy the wool as you approach it, if you ignore the button. But if you press the button… it will just trigger the TNT right away, destroying the wool sooner!.
Both options will destroy the wool. I knew this, because I had tried both. However… I don’t give up easy. I had a third plan in my mind! You see, earlier on in the map (though I forget where), the map had seen fit to provide us with enderpearls! I had them squirreled away, all ready to unleash my master plan: Teleport in, then get out!
But alas, things were more serious than I ever expected. My first pearl took me right to the wool box… but when I broke in, I quickly realized: The wool box you see in the picture is solid glass! You’ll have to punch through 10 glass blocks just to make it to the chest! So I did. As I heard the TNT begin to go off behind me, I reached the chest, only to realize… there was a brick block above the chest. In order to get the wool, you’d need to break that, too. I tried to break the chest, but… well, let’s just say I never had time to use my second enderpearl.
So any chance of getting all the wool in the map is gone. The task this map sets before you is intentionally impossible. This map truly is Unconquerable.
But you know what? This area might actually be a mercy. Because this is only the first intersection. And things never go any direction but downhill in this map. If you’re intending to play the map, or are playing the map, this is where it tells you: It never even intended to let you think you had a chance. So get off! Stop playing the map! Now’s your chance! Run! Go far away! Your hopes have been crushed!! You can leave! RUN!
Rating – 1/10
Intersection 2: A simple, boring intersection, with no way home. I say “way home” because this was before teleporters were a thing… but even Vechs had the good courtesy to put minecart tracks back home in his maps.
Rating – 5/10
The Deepest Mines(Lime wool):
WOOL STATUS: SAFE
The aesthetic for this place is “stone cave with bedrock as the floor”. Not that it matters, because this is all you see throughout the whole thing. This map was made back when void fog was a thing, and making an area based around void fog is a neat idea, but it isn’t used in any particular way here other than causing you to spend a lot of time stumbling around and running into walls. The area’s main threat is natural spawns and the occasional ceiling-embedded creeper spawner (that you can’t see). Eventually, you’ll end up running into the wool if you keep moving forward. This area could definitely be improved by throwing in some actually interesting things about it, other than void fog. There’s just… nothing here as it is now! It’s definitely a pretty bad area. At least it isn’t a maze…
Rating – 3/10
You might be able to detect a bit of a theme by now. The areas where the wool can’t be destroyed (or, the map isn’t actively trying to take it out) are generally bad, but in a mostly unremarkable way. Meanwhile, the areas where the wool CAN be destroyed make it completely impossible. As the map goes on, the number of the latter will increase and the number of the former will shrink.
Maze of Creepers(Yellow wool):
Deaths: 2(Lava)
WOOL STATUS: UNOBTAINABLE
Alright. This area is one of the few to use the gimmick of making wool unobtainable in a semi-constructive/challenging way. It’s a stone maze where the walls are surrounded on all sides by lava, and filled with creepers. Any creeper explosions will result in the corridor they were in being flooded with lava. Sure, in theory you could just rebuild the walls… but have you ever tried that? It’s almost impossible without fire resistance! Essentially, as creepers explode, parts of the maze will slowly be cut off, and things will get harder. Let too many explode, and you’ll no longer have a way to the wool. It’s not a bad concept! But again, the execution is miserably botched. To begin, at many parts of the area, the floor is lined with TNT. If a creeper sets off the TNT, then it will just destroy half the maze instantly, eliminating any route to the wool – this is how my run of this area ended, if you’re wondering. So much for the wool slowly being sealed off. To make sure it was impossible after the TNT exploded, I gave the area a look-over in Creative – the way to the wool is just one, singular winding hallway that branches off from the rest of the maze, and its absolutely FILLED with creepers. Good luck making it through that and out with none of the creepers exploding!
It’s an interesting challenge, but not a well-executed one. The creepers and lava were enough. In order to make it better, the TNT should have been removed entirely, and there should have been many paths to the wool rather than just one. Then, we maybe could have gotten one tense area out of the map. Out of all the areas, this is one of the few I saw with actual potential in concept, which made me all the sadder that it was botched.
Rating – 4/10
The Tunnels of Auria:
Deaths: 7(3 Mob swarms, 3 trying to retrieve items, 1 TNT Trap)
WOOL STATUS: SAFE
This area is completely thoughtless. Our setting is, for the umpteenth time: Boring stone cave. This boring stone cave, however, has spawners EVERYWHERE. In the floors, in the walls, even in the ceiling! And these spawners aren’t exposed to the air, they’re hidden behind generic stone blocks! Making it nigh-impossible to find them and make the area safe, especially since enemies spawn far faster than you can hope to slay them!
Alright, for this area, I want to talk about two things. Two things critically wrong with this map. First: The resource distribution. To its credit, Unconquerable gives you good access to plenty of your most absolute basic materials… but to its detriment, it expects you to farm ALL of them – almost nothing is provided in chests. There’s wood, but in the form of forests you need to cut down. There’s coal and cobblestone… in the walls, for you to mine with your slow stone picks. There’s bread… in the form of wheat seeds, which you need bonemeal to grow. If I wanted to play survival where I needed to farm to get anywhere, I’d play normal survival mode. Again, this is a product of old design thinking, but it’s more than that: You never get anything better. Throughout almost the entire map, you’re going to be using leather armor and stone tools. Sometimes, you’ll get an iron sword, or even some leather armor with protection I(gasp!). However, you won’t be able to keep those things, since Unconquerable LOVES its TNT and lava and void traps. It LOVES them. Almost all of the (very rare) “good” gear in the map (mid-tier loot in any other CTM) has some sort of unavoidable trap guarding it. And it just isn’t enough! In this and caves of darkness, you have to fight unending swarms of mobs, but even with the ability to spam click, you can’t kill anything quickly or take very many hits! You’ll die, and you’ll die a LOT! This sort of difficulty would be much more acceptable if we had any gear to counter it with, at all!
The second thing: The traps. This map appears to be, at many points, attempting to channel the ROMhack hard spirit of I Wanna Be the Guy and other copies. But there’s a key difference between those games and this map. You could rightfully call those games a bunch of fake difficulty nonsense, with their insane unpredictable traps. But at least their traps managed to surprise you! Here, that isn’t the case. All the traps are the exact same: Lava, or TNT. The mapmaker’s idea of making new, more exciting traps is best summed up as: Add more TNT. For example, I wanted to open up a chest. As soon as I opened it, a crater this size was blasted:
Most of the traps aren’t interesting, nor are they really avoidable. After the first few times, each lava and TNT trap does nothing but elicit a sigh. And that’s just one of the reasons why this map doesn’t work.
Back to the area: For some reason, the later part of the area contained a ton of lag. Now, I have NEVER had any lag problems with any of the maps I’ve reviewed – none of them. Until now. It seriously messed with me, although I DID manage to identify the cause – which we’ll talk about later. Suffice to say, while it isn’t IN this area, it certainly affects you in this area. Keep your render distance down.
Also, there’s no threats to the wool itself in the area.
Rating – 2/10
Intersection 3: Another boring, ugly intersection, with lava for a floor. They’re all the same at this point. Rating – 4/10
Unconquerable Monument:
Finally… a nice place to rest. Even if the monument itself is nigh-impossible to complete, this place provides you with infinite amounts of materials you had plenty of already – stone picks, coal, and leather. It DOES provide you with an upgrade in the form of double chests full of iron swords. Not sure how much it will help, but it is very much appreciated. It even has rail lines back, albeit very long ones.
Rating – 7/10
Numbers(Grey wool):
WOOL STATUS: DESTROYED
Another area where you have to make a choice. This one, however, appears to have a semblance of logic. Essentially, you have 4 numbers: 859. 631. 699. 499. The map tells you to pick the “odd one out”. Pick right, and you get the wool! Pick wrong, and the wool is dead. This puzzle suffers from a lot of problems, namely, the main thing that makes a puzzle design hard: How do you communicate your logical line of thinking to the people trying to solve the puzzle? Of course it’s obvious to you, since you’re making the puzzle. But to people who aren’t you, it’s really hard. For this puzzle, I of course chose 631, since it’s the only number that doesn’t end in “9”. This evidently was not the solution the mapmaker had intended, as the wool was promptly destroyed.
Rating – 2/10
Happy Fluffy Bunnies(Light Gray Wool):
Deaths: 3(Mob hordes)
WOOL STATUS: SAFE
This area began with your usual stuff. Tons and tons of insane, insane naturally spawned hordes, too strong to beat with mere leather armor. So, I turned off the natural spawns. I was done with them. From here on out, just assume every area’s score would be 2 points lower if natural spawns were still on. They were just making the map nearly unplayable in their numbers. Even without natural spawns, all the areas still put up a fight – it’s just that now, they were possible!
(Please forgive me for cheating on a map I’m reviewing. I’m sorry, but assume it was so that I could reduce my rage enough to present this review to you in a mental state even slightly resembling coherent)
Most of the spawners in the area are skeleton spawners, but they contain an extra layer of crap, one that speaks to this map’s apparent lack of playtesting – this cave is made of redstone ore, in a map where iron is not thus far a thing. Good luck getting to the spawners in the ceiling with your stone picks! At least the cave segment is short. It branches off in 2 ways at the start; one leads to I4 and the other leads to… this room:
Alright. Compared to the other traps so far? This one isn’t that bad. See if you can guess what it is. Here’s a hint: The redstone ore triggers TNT which destroys everything. But this time, this trap is actually done in a way that someone knowledgeable can guess what will happen before it happens! It isn’t bad! Thank you! It’s still an entirely TNT-based trap, but at least its execution isn’t terrible this time.
But aside from that, this area has a lot of problems, so it still gets a low, low rating.
Rating – 4/10
Intersection 4: Well, if nothing else, this intersection was something different. The outside is entirely a dark room with swarms upon swarms of cave spiders and their spawners. But, at least, you had glass walls protecting you! It was meant to be used as an EXP/drops farm, I believe. So it’s… sort of nice? …Ish? …?????
Rating – 7/10
Silvervenom(some wool):
I can’t rate this area. I can’t. Upon entering, I was struck by such lag, I could hardly move. I’ve said it before, and I’ll say it again: Out of all the maps I’ve reviewed, this is the first one I’ve ever had problems with it. I have a fine computer and 2GB dedicated to Minecraft. And was playing on a really old version. Not to mention, this map is many years old. If I have problems, I doubt that anyone who played this area before me would do much better. However – I was actually able to find the cause, or so I believe. Beneath the city pictured, there’s a big, bedrock tunnel, where all the walls are more-or-less nothing but spawners. Row after row, wall after wall. If you could use spectator mode, you’d realize that the spawners are actually several blocks thick, which honestly isn’t even necessary. I’m pretty sure that one layer would have been more than enough. Well, we’ve identified the cause of the lag, but what is the purpose of this tunnel? It isn’t designed to be balanced, the signs even tell you to give up. This tunnel, which renders the entire area unplayable, leads to… LEADS TO…
A small, lit up room tucked in the corner, a light at the end of the tunnel… And inside lies…
A sign that calls you out for cheating. That’s its purpose. That’s the only reason its there.
That’s all there is.
That’s what this area was sacrificed, made unplayable, for. A pointless side tunnel, with nothing in it but a “clever” call-out to cheaters for getting past the tunnel. The tunnel that wouldn’t have needed to exist if not for the specific purpose of having cheaters get past it. If I hadn’t decided not to give the area a rating, I’d give the tunnel a 0. The rest of the area doesn’t even matter. That’s how stupid this tunnel is. Why. Why. Why.
Rating --/10
Forest of the Dead(Cyan wool):
Deaths: 3(Cave spider swarms)
WOOL STATUS: SAFE
The top part of this place isn’t that bad. It’s a forest in a sandstone cave, with spider and cave spider spawners hidden underneath the trees. It’s not original, or unique, or particularly fun, but it isn’t that terrible. However, in the ponds in the forest, you have the entrance to the wool room underwater. It’s just a giant, dark, bedrock room, with the spawners hidden inside the bedrock where you can’t get to them. And there are a LOT of spawners. The intended way to do it seems to be to find time to break the glass blocks and make it inside the wool box with this horde following you:
It isn’t a very fair challenge. If we had armor that wasn’t leather, and could actually expect to take a few hits before dying, then maybe. But it isn’t particularly fun as it is. There is nothing in particular threatening the wool itself in this area.
Rating – 2/10
Spider Lattice:
Deaths: 2(1 Spider swarm, 1 TNT)
WOOL STATUS: DESTROYED
Alright. This area was short. Short but terrible. The image you see above is the entrance to the area. Let’s talk about the number of reasons why it is bad. First off, you’ll probably notice that the area seems to consist of a checkerboard pattern of half-slabs and nothing, above redstone ore. If you were to guess that the redstone ore triggers many, many, many blocks of TNT, you’d be right! You get a prize. The prize is that you don’t have to play the map, since you already know its tricks. As you can see, this area is SWARMING with spider spawners… which, as you can probably guess, are again hidden in bedrock. The spiders build up fairly quickly, and as you can see, there’s really no way to get into the area except by dropping into the spiders, getting slapped around, and HOPING you don’t end up on the redstone ore. What I’m saying is, this challenge is almost completely impossible and you’re going to die.
Let’s talk about the map’s difficulty curve for a little while. Okay so, imagine not a difficulty curve, or a difficulty cliff, but a difficulty mountain. You start your climb a ways up, because if you’ve found this old map it’s safe to say you have at least some minecraft experience. But the climb quickly gets intense. Blizzards of lava. Avalanches of TNT. And as you climb higher, and higher, and higher, you’ll realize the top isn’t getting any closer. You can turn back there, or choose to keep going. But if you keep going, it still doesn’t closer. Finally, miles above the ground, your breaths get harder to take. The air is thinning, and it will only continue to do so. You can keep going, but at some point, you’ll have to accept that to go any higher would require you to die due to lack of oxygen. And the point you need to cross still hasn’t gotten any closer.
What I’m trying to say is that this map is too difficult for human beings to beat.
Here’s the thing. If you want me to care about a challenge… if you want me to get invested in something, if you want me to be engaged in whether or not I can succeed… not just “I”, but “anyone”… you have to give out a chance to succeed in the first place. This area doesn’t give out a chance for success. It throws something completely insurmountable at you, right from the beginning. Could any normal human fall into a group of spiders, then fight their way out, and make it through an area without ever touching the redstone ore and activating the TNT, with only leather armor, and iron swords, when they can’t even break the bedrock spawners? I think not. For that reason, this area is where I totally stopped caring about the map. This was clear as early as Psychological Games, but with every area we play, it’s becoming more clear. Now I can’t even see. It’s isn’t just see-through, it’s become so clear it’s invisible again. It’s the reason why the map’s core concept fails. We. Will. Not. EVER. Succeed.
It’s all already been decided. Whether or not you will get the wool was already decided. You’re either set up for failure with nigh-impossible tasks, or nothing threatens the wool at all. You can’t play the map like a “High score map”, because you’re guaranteed to get half the wools – with persistence -, and CAN’T get the other half! What would the point of trying to get as many as possible even be?? There isn’t much point to really try, or get invested any more. From now on, this is about seeing how badly the map can make things go before it destroys the last few wool.
Rating – 3/10
Intersection 5: A lava-filled place with no way home.
Rating – 4/10
The Box:
WOOL STATUS: NOT GETTING IT
Again… it’s a bedrock box, full of cave spiders and silverfish and creepers, and massive lines of TNT that will kill you. It’s all primed, so the goal is to beat the area without touching it. Now… this area MIGHT have worked as a slow, careful area, where you have to fight a handful of stronger enemies, while carefully avoiding TNT and moving forward as fast as you can. It does NOT work as a horde area with creepers where one mistake absolutely guarantees destruction. Again, the map has provided you with a challenge, but not a way to solve it. There is no point.
Rating – 3/10
The Evil Comets(Brown wool):
Deaths: 3(Lava)
WOOL STATUS: SAFE
The area is as you see. Now, considering that the main challenge here is “desperately build a bridge in spite of ghasts”, you’d think the area would provide us with blocks, or bows/arrows, or enderpearls, or any of the other materials needed to actually take on this challenge! But no. Come to think of it, in all these areas, we haven’t had any loot at all since the monument’s chests! I guess the map expected us to rely entirely on them? But, those chests only gave us picks, swords, coal, leather armor, and a place to farm food. If you want bows/arrows, blocks, tools, or anything else, you’re out of luck. Considering the incredible taxation the map has put so far on inventories with all the TNT and lava, it’s not a stretch to say you’d be forced to mine blocks, just to have some bridge-building supplies, in order to beat this area. There’s a big difference, and a fine line, between a survival-based map and a map that requires grinding. This is the latter, and it’s way over the line.
Since you can’t really go on the offense against the spawners, the “solution” seems to be to VERY CAREFULLY weave through them – or at least, that’s what I did. It isn’t easy. Once you actually reach the bedrock platform, you have a few more bedrock surrounded spawners, but the map is merciful – nothing will touch the wool. The area is still crap, but you can at least take the wool home.
Rating – 3/10
Demon Run(Red wool):
For the second-to-last area, lag begins. Again. This time, there isn’t a specific part of this place that’s causing it… it’s more of… this area as a whole is just row upon row of spawners.
Okay, so. This castle. To start with, the entrance you see in front of you is actually to BLACK wool. The red wool can be found by entering the glass encasement at the top. Once you make it up there, you can descend into the “final room”, even though its really the first part of the way to red wool. It’s well…
…yeah, that’s where the lag is coming from. This goes on for a WHILE. Remember – the only gear is unenchanted leather, iron swords, stone picks, and hopefully a whole lot of torches! Have fun!
…Okay, that’s not completely fair. There IS a chest full of enderpearls at the start, so you can warp through that area. That said… would it even help? The mobs are still insane, and you can’t mitigate the damage the enderpearls do to you since you don’t have feather falling. Teleport spam isn’t an option.
Basically, this area is full of all the problems with the rest of the map, in one convenient package. A massive area, full of thoughtless mob spam, with no good way to approach it, while you’re undergeared, in a way that causes lag, and most of all, isn’t fun. This is it. The pinnacle of the difficulty mountain. More-or-less a copy of the intentionally-designed-to-be-impossible tunnel from earlier, except this time you’re actually expected to go and beat it. Honestly, if you compare the two, the similarities are so striking it’s ridiculous. The mapmaker placed some signs taunting us, and said that there are 400 spawners crammed into this itty bitty space. 400.
If it wasn’t clear. I didn’t actually play this area. From here on out, I’ve just switched into creative and begun flying through. That’s how badly this map has frustrated and broken me! I’ve stopped actually playing it, and now I’m just a passive observer! But let me defend myself here. If I actually DID try to play this area, imagine the position I’d be in. With nothing but leather armor, iron swords, stone pickaxes, and ender pearls, I would have to slowly begin chipping away at this monstrosity – spawner by spawner. For the first few hours, I’d be dealing with lag, but if I could break some of the spawners, then MAYBE the lag could be alleviated. Slightly. It would be hours upon hours of just trying to eke out bit by bit of progress. And, well… I have a life. I have limited free time. I can’t spend it all trying to clear this impossible map, just to make my review a little more authentic.
I’m sorry. This map has taken all I have from me. I have nothing left to give. This area receives the most dreaded score…
Rating – 1/10
Black Wool:
(Area had no formal name).
And it goes out with a whimper. This is IT. After the insanity of red wool… I honestly expected something more. But this is what we get. It’s a bedrock platform, with skeletons, blazes, and ghasts above void. The wool is in a chest in the middle, which is surrounded by TNT. And that’s all there is. I’ve said all I can say about these areas. Anything more I said here would simply retread old territory. We’re done here. Let’s skip right to the finish.
Rating – 2/10
CONCLUSION:
Well, this picture shows what I DID manage to complete of the monument. Which isn’t much. As I said before, 50% would be a “good” score for this ridiculous map. This utterly, utterly ridiculous map.
I hope that the review up to this point has managed to convey to you at least .01% of the map’s absolute awfulness. Everything about the map is wrong. The core concept is flawed, the execution of the map isn’t flawed so much as a trainwreck. A trainwreck lying in a heap at the foot of the Eiffel Tower. On a train that was trying to get from New York to Detroit. Millions are dead.
The map has two main forms of challenge: Ludicrous numbers of spawners. Traps that can’t really be predicted, avoided, or circumvented. I’ve spoken of these problems many times before in other maps. But this map provides all those problems in much worse, unrefined, pure, raw forms. It’s almost awe-inspiring in how little it tries to hide what it is. And what it is is garbage.
The loot distribution? What loot distribution? I’ve already told you before: You spend the first half of the map with leather armor and stone tools. You spend the second half of the map with leather armor, stone tools, and an iron sword. And that’s all. It isn’t anywhere near enough to face what the map throws at you in heaps.
If the wool being destroyed was used to make action-filled, high intensity areas, then maybe I could have at least gotten some adrenaline rushes or something out of this map. But no. Almost every time the wool was in danger, it was in danger in a way that you were doomed from the start. Providing any chance at all to reach the wool came off as more of a cruel joke than an actual challenge to be solved. Maybe that’s all this map was. Just a cruel, cruel joke. So please.
Please don’t play Unconquerable.
The entire reason I made this review was so that nobody who stumbled upon it would have to traverse this Nightmare Realm. To go right ahead and play it anyways would ruin everything I’ve worked for; like stabbing a knife through my heart! Please! Please! Run as far away from Unconquerable! DON’T PLAY IT!
OVERALL RATINGS:
Gameplay: ++-------- 2/10
Aesthetics: ++--------- 2/10
Functionality: ++++----- 4/10
VERDICT: ++-------- 2/10
Die in a fire, Unconquerable.
-
13
Fangride posted a message on [CTM] The Ultimate -CTM COMMUNITY- ThreadPosted in: Maps DiscussionSo, got a bit of hype to perhaps liven up the thread a bit...
Team Epic is pleased to announce MONUMENTA, an open-world survival CTM MMO. Made over the last year by expert builders such as Heliceo, Render, Fangride, Kaladun, and Chipmunk, Monumenta boasts over 2 square kilometers of survival terrain. In this gigantic world you'll find:
- Over 50 respawning mini-dungeons, from old mines to massive temples
- Player owned apartments, plots, and guilds
- Over 300 custom items
- Epic quests with fabulous rewards
- Custom class system with powerful abilities
- Massive multi-hour raid dungeons for groups who want a true test of skill
This epic adventure will be free to play. Join the Monumenta discord channel: https://discord.gg/hdrQHu2 for more information and for a chance to join the closed beta soon. -
5
TikaroHD posted a message on [CTM] The Ultimate -CTM COMMUNITY- ThreadPosted in: Maps DiscussionGonna drop this here as well, for archiving purposes:
Hey guys! I'm not dead, I swear!
SP03 has been giving me a really hard time lately, so I took a little break from it and look what came into being: a minimap! Looking at it, this actually is my first miniCTM that was not made for Strawberry Jam. :0
Ligebied
Length: 3 objectives
Made for Minecraft 1.10.2
[Download]
An old chapel stands alone, looking over the distant sea. It is said that long ago, the secret of fabled golden oaks was kept there. Perhaps it is what you seek?
Now, this a bit of an experiment. I wanted to do something relatively small, to be able to just play around with cool ideas. Main thing I wanted to try out were resource packs, and I have to say I'm now addicted to them. It's so easy to bend vanilla minecraft textures just a little bit, and it gives so much more atmosphere to the map! Definitely will be making use of them in the future.
Other than that, Ligebied also has small, but full-fledged lore, and actually is set in the same world as SP03 (you will find a couple of connections between the maps)! This is also precisely how lore in Entropy will look as well: just sitting in small portions on a bunch of items all around the map.
Overall, I'd say this turned out as a sort of "bite-sized" preview of Entropy. This basically is what my mapmaking style has turned into over the years, and it should roughly reflect how SP03 will feel as well. Also while we're on the topic, I'm very aware of how I keep talking about Entropy every time and then disappear for another couple of months, but bear with me here. We're gonna get to the release eventually, even if it is taking far too long. C:
- To post a comment, please login.
1
Haven't played Minecraft for a while!What I've missed?
1
EPIC
1
Going to try to build something...
1
2
Don't take drugs kids.
1
First time when I don't really like your creations.Looks like kinda bland for me. :/
Maybe you can add more decorations.Especially for the area at the first screenshot.
1
OH NOOOOOOOOOOO!
1
New CTM legend just born.
1
Hype train choo-choo!
4
I think this map is bit rushed but overall I happy with the result.
Map info:
Difficulty:5.5/10
Minecraft version:1.7.4+
Download link:
http://www.mediafire.com/download/45b8fqmtfrqpmfl/Forgotten_Isle_Jam_#7_Entry.rar
Screenshot: