• 1

    posted a message on [COLLECTION][COMBAT] Castlevania - A series of adrenalin pumping combat maps [7500+ DL's][Feedback needed][CASTLEVANIA II OUT NO
    Quote from Blackpin

    I´m waiting for something similar too :) I`d love an update where 1. you can make irongolems that become hostile when attacking them, Eggspawners that can be modified just like mobspawners, and maybe the ability to Throw firecharges without an dispenser :D
    ahhh sweet, hope to see your map soon :D
    Posted in: Maps
  • 1

    posted a message on [COLLECTION][COMBAT] Castlevania - A series of adrenalin pumping combat maps [7500+ DL's][Feedback needed][CASTLEVANIA II OUT NO
    Quote from Blackpin

    Thanks, I guess you ´ll be the first one to play it, before i even release it ^^
    Aww, that´s bad, I loved your maps :c which kind of update would you like ? they are working on the adventuremode ! :D
    And I hope there´ll be more comments on your thread ! :o

    /) Brohoof*

    Yeah, i would love to play it. I am waiting for an update where new hostile mobs are added or some new terrain feature or something significant and hopefully exuberant, to really enhance my custom map. Only then will i make my next Castlevania map.
    (\ Brohoof* :D
    Posted in: Maps
  • 14

    posted a message on [COLLECTION][COMBAT] Castlevania - A series of adrenalin pumping combat maps [7500+ DL's][Feedback needed][CASTLEVANIA II OUT NO

    Have you ever wished that Minecraft was more difficult, even on hard mode? Some of these compilation of maps are based off the Castlevania franchise, whereas some are fan made. It incorporates massive and unique level designs with an increasing level difficulty. Supplies and necessities are provided and you must rid the evil and curse of Dracula once and for all. Monster spawners, devious traps and secret chests are incorporated to enhance the gameplay. It is an adrenalin pumping map to put insane pressure on the player. One has to make quick decisions and reflexes in order to emerge victorious.



    Rules:
    1. Do not break, craft or place any blocks except torches.
    2. Do not leave the map boundaries.
    3. Do not use mods that affect the game too much.
    4. TooManyItems: http://www.minecraft...-for-modloader/
    or
    Single Player Commands: http://www.minecraft...icial-download/
    is recommended. After every stage, there will be a bed where you will have to sleep in to set your spawn, in case you die. Use Toomanyitems or Single Player commands to set the time to night.
    5.Do not LOOT or LOOK inside dispensers.
    6.You can only break sand and place torches.
    7.Try your best to play in single player only, the items are difficult to share in multiplayer.
    8. It is recommended to play the music along to the corresponding stages( which is in the folder ) for more of a castlevania feel.
    9.Once you defeated the boss, and the door does not open, you may break it.
    10.This map is best played in Gerudoku texture pack.
    11.Climbing vines are not allowed.



    Tips for Videos:
    1. If you are making a video, please record your video on 'Bright' brightness setting. It will help with your video a lot, by allowing the audience to see the map as it is a little dark. Play on Moody if you are not recording.
    2. Please link your video in the thread, as i will watch the video. It really helps me to eliminate the bugs for the map to give others a better experience.
    3. You have my immediate approval to make a video of my map or put it on your server.However, please do link this forum thread in your video.
    4. Big Thanks to you for playing the map!



    Optional Downloads:

    Gerudoku Faithful Texture Pack Download: http://www.minecraft...udoku-faithful/



    CASTLEVANIA COLLECTION #2 Lights out mod required: http://www.minecraft...-lighting-bugs/

    STYLE: LINEAR/OPEN-WORLD COMBAT + PUZZLES

    RECREATION OF: NONE, THIS MAP IS TOTALLY FAN MADE

    [2]CASTLEVANIA: BLACK WIDOW


    DIFFICULTY RATING: 5.0

    CURRENT VERSION: V1.0

    PROGRESS: COMPLETE


    ABOUT:
    Castlevania II is a more open-world map, and not always linear. There are a variety of objectives now, and does not necessarily follow a straight path. Puzzles are also added into the map now, allowing a little bit more diversity. Once again, there is also a soundtrack for people to play along the stages, and it is a continuous mix available on Youtube. However, while all these new features are added, the adrenalin pumping combat factor is definitely present. The architecture in the map is also a little bit more varied, and does not take place in the castle all the time. I suggest this map to the people that prefer strategic combat and puzzles.

    SCREENSHOTS:










    DOWNLOAD CASTLEVANIA COLLECTIONS #2: BLACK WIDOW: http://adf.ly/9cUMT





    CASTLEVANIA COLLECTION #1 Lights out mod required: http://www.minecraft...-lighting-bugs/

    STYLE: LINEAR COMBAT

    RECREATION OF: CASTLEVANIA I (NES)








    [1]CASTLEVANIA: BLOOD MOON

    DIFFICULTY RATING: 5.7

    PROGRESS: COMPLETE

    ABOUT:
    Castlevania: Blood Moon is an adrenalin pumping combat map, and forces one to make quick decisions quickly and requires great reflexes to emerge victorious. It is a very linear map, and there are usually follows a straight route. Boss fights are a plenty in the map, each offering different designs and multiple hazards. It also comes with a custom complied soundtrack, that you can play while brawling your way through the stages. The map revolves around the interior of the castle, where all the levels are located and it adds the dark ruined atmosphere to it, and i suggest any combat lovers to check this out.

    SCREENSHOTS :
















    DOWNLOAD CASTLEVANIA COLLECTIONS #1: BLOOD MOON: http://adf.ly/7RBSV




    Lets Plays:
    CaptainSenDix:
    MinecraftHero94:
    DrCreeperLab:
    RKIzamchris:
    ChaoticJagger:
    TheInvestCraft:
    MCthevoid:






    Trailers and Walkthroughs:
    Playthrough by VintageBeef: ( Thanks a bunch :D )


    Credits:

    Vechs - For giving me the idea of this map.

    Castlevania- The main thing i based it on

    Dyz-69- For the inspiration of how a castlevania map should be made.
    His map: http://www.minecraft...a-rebirth-v123/
    Posted in: Maps
  • 1

    posted a message on [COLLECTION][COMBAT] Castlevania - A series of adrenalin pumping combat maps [7500+ DL's][Feedback needed][CASTLEVANIA II OUT NO
    Quote from Blackpin

    He has a likeable personality because he is a bronie ! xD
    bronies 4 life :)
    Posted in: Maps
  • 2

    posted a message on [Park][Puzz][Adv]† Desertour † [27000+ Downloads]
    HOW MAPS ARE RATED

    Originality: Applies to all map genres. Creatively utilizes Minecraft's functions to establish a fresh and clever layout and creations.
    0 = The map showed no creativity at all.
    1 = There was a slight amount of creativity, but just enough to substantiate a score.
    2 = Creativity was average, and was shown adequately
    3 = Creativity was clearly shown and was above average, and is new and fresh.
    4 = The creativity in the custom map was outstanding!

    Architectural detail & Effort: How appealing is the visual stimulus incorporated in the custom map and the effort shown by the creator in progress of the map?
    0 = The visuals were horrible, and barely any effort was put in.
    1 = The visuals were poor, however some attempt and effort was shown.
    2 = Subtle visuals, but nothing outstanding.
    3 = Appealing visuals, and effort was clearly shown and demonstrated.
    4 = Stunning and jaw-dropping creations, and there was no doubt much effort was put into the map.

    Gameplay: Engages the player into the custom map, and provides the player with an enjoyable experience.
    0 = The gameplay was truly terrible, it was insanely boring.
    1 = It was not interesting at all, but suffices for a rating.
    2 = The gameplay was average, mildly interesting.
    3 = Engaging and exciting gameplay
    4 = Astounding gameplay and fully engages the player into the custom map.

    Progression: Pacing and coherency of the map,
    0 = The map showed no progression at all, and you felt like you were going no where.
    1 = The map showed below average progression, and it was not fluent.
    2 = It had a little progression as you moved along the map, but it was still choppy and had hiccups.
    3 = The progression in the map was good, well paced and fluent.
    4 = It displayed outstanding progression, and each transition felt clean and smart, everything was paced well.

    Storyline: Dialouge and the way the creator conveys the story to the player.
    0 = There was barely a dechipherable storyline and it is confusing.
    1 = There was a storyline, but it was either poorly written or fails to put it together.
    2 = It was an average storyline. Although not well written or a little confusing, but suffices as a storyline to go with the map.
    3 = The storyline would catch player's attention, it is well written and conveys the story fluently to the player.
    4 = Outstanding storyline, expertly written and a true joy to read.

    Originality: 2.5
    Desertour was fairly original. Although it did not revolutionize any of the adventure, puzzle or parkour genres, i did the see effort and commitment to to execute it well. I would not consider the custom map a breakthrough, I did not experience anything fresh, new and original. However, i did see interesting aspects and elements implemented and it really aided the map. I would not go as far as to say it was developed to its full potential though. From the makers of Project Chronos, i actually expected a little bit more, and frankly, i was a little let down. Nonetheless, i still enjoyed the new ideas that complimented the custom map.

    Architectural Detail/ Effort: 3
    The architecture in the custom map was rather well made and very appealing. The attention to detail in some of the rooms are exquisite, providing and mostly setting the right mood for the corresponding situations. However, with that being said, there are still some flaws with the architecture. Firstly, i actually would have preferred to see more real buildings and true architecture. A good reference is Assassin's Creep. Overall, i really did enjoy taking in the stunning beauty and creation of some rooms, and the beautifully constructed terrain.

    Gameplay: 2.5
    This map suffered the same fate as Project Chronos. This custom map is one of the most intense ones i have seen, in terms of difficulty. It really does infuriate the player, pushing them to the ultimate limits, and the custom map throws one challenge after another. I would imagine that a handful of people may like the surreal difficulty of the parkour, so that definitely appeals to them. Also, another issue i had was the combat level. In my opinion, the difficulty was, to say the least, awkward. The bottom floor was insanely easy. I was not sure if this was to allow one to take in the scenery and atmosphere, or it was intentional. On the contrary, the upper floors were ridiculously difficult. I doubt one would possess the skill and ability to fight off that many monsters, in such an confined area, the thought of it is just ludicrous.

    Progression: 3
    Desertour was well choreographed, expertly executed and planned out. There were few times where i felt how the map progressed was inferior to the high standard set by Project Chronos. However, with that being said, the map did have subtle moments of hiccups, and i felt that the instructions were a tad vague.

    Storyline: 1
    The storyline was poorly and sloppily made. The storyline was very undeveloped and it only consisted of a few signs in the beginning of the map. In my opinion, i would imagine that the storyline could have been developed much further and been explained in greater depth and detail. The storyline was never mentioned in the later part of the map, and I would have thought that the creator entirely forgot that he/she had a storyline.

    Total Score: 12 / 20

    Diamonds: None, i died.
    Posted in: Maps
  • 1

    posted a message on [Adv][Park][Puzz] φ Project Chronos φ 2 Hours of Gameplay! [17.500+ Downloads]
    shameless bump :)
    Posted in: Maps
  • 1

    posted a message on Adventure Map: The Trail of the Lost Miners! 1.3.2
    HOW MAPS ARE RATED

    Originality: Applies to all map genres. Creatively utilizes Minecraft's functions to establish a fresh and clever layout and creations.
    0 = The map showed no creativity at all.
    1 = There was a slight amount of creativity, but just enough to substantiate a score.
    2 = Creativity was average, and was shown adequately
    3 = Creativity was clearly shown and was above average, and is new and fresh.
    4 = The creativity in the custom map was outstanding!

    Architectural detail & Effort: How appealing is the visual stimulus incorporated in the custom map and the effort shown by the creator in progress of the map?
    0 = The visuals were horrible, and barely any effort was put in.
    1 = The visuals were poor, however some attempt and effort was shown.
    2 = Subtle visuals, but nothing outstanding.
    3 = Appealing visuals, and effort was clearly shown and demonstrated.
    4 = Stunning and jaw-dropping creations, and there was no doubt much effort was put into the map.

    Gameplay: Engages the player into the custom map, and provides the player with an enjoyable experience.
    0 = The gameplay was truly terrible, it was insanely boring.
    1 = It was not interesting at all, but suffices for a rating.
    2 = The gameplay was average, mildly interesting.
    3 = Engaging and exciting gameplay
    4 = Astounding gameplay and fully engages the player into the custom map.

    Progression: Pacing and coherency of the map,
    0 = The map showed no progression at all, and you felt like you were going no where.
    1 = The map showed below average progression, and it was not fluent.
    2 = It had a little progression as you moved along the map, but it was still choppy and had hiccups.
    3 = The progression in the map was good, well paced and fluent.
    4 = It displayed outstanding progression, and each transition felt clean and smart, everything was paced well.

    Storyline: Dialouge and the way the creator conveys the story to the player.
    0 = There was barely a dechipherable storyline and it is confusing.
    1 = There was a storyline, but it was either poorly written or fails to put it together.
    2 = It was an average storyline. Although not well written or a little confusing, but suffices as a storyline to go with the map.
    3 = The storyline would catch player's attention, it is well written and conveys the story fluently to the player.
    4 = Outstanding storyline, expertly written and a true joy to read.

    Originality: 3
    I would really commend the map creator on the innovation and ingenuity, and i believe some features of the map would revolutionize the RPG or ADV genre. It was fresh and original, and established many interesting and entertaining features that enriches and enhances the course of the map, making it more enjoyable for the player.

    Architectural Detail/ Effort: 2
    From the first glance, i would think that the architecture was sloppily made. I was a little let down by the architecture, i did not see much detail put into most of the rooms, and it would definitely be more appealing to the player if some of the rooms were decorated. I would also suggest not confining all the rooms to a cube, try to be diverse and have a variety for the architecture.

    Gameplay: 3
    The gameplay in the custom was outstanding, fully engaging me and kept me immersed through the course of the map, and it was an intoxicating experience. The RPG elements in the custom map are were expertly executed, and never once did i feel like it was a hassle progressing through the custom map.

    Progression: 2.5
    The custom map progressed quite fluently and the main quest was well paced. However, it did have its fair share of hiccups and the side quests were tedious and misleading. I doubt the side quests would catch anyone's attention, as they are more of a chore in my opinion. However, the main quest was greatly paced and the flow of events transits decently.

    Storyline: 3.5
    The storyline was close to perfection. It was simply outstanding, and i felt that it was the main reason why this map was a success. It was expertly written, and it triggered corresponding emotions into the reader, and every transition from storyboard to storyboard felt clean and smart, and it acts as a motivator for the custom map as a whole, intriguing the player to progress on with the custom map.

    Final Score: 14 / 20
    Estimated Playtime: 0.5 hour(s)

    Authour's Notes and thoughts: I still cannot believe this was your first map. The map was amazing. I can't wait till the map is done, i will be looking forward to it!
    Posted in: Maps
  • To post a comment, please .