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    posted a message on Moniker's CTM Map Reviews

    Brutality

    5/24/17

    Made by Stunteater

    For 1.4.6

    Link

    Style: Area-based






    Spawn Pond:

    Deaths: 2(zombie + skeleton related)

    Immediately upon starting the map, we can see that this map uses some newer, special stuff – maybe it wouldn’t be considered so today, but at the time, this stuff was the newest of the new! All natural spawns are removed, but rather than being replaced entirely by spawners, the areas are filled with “persistent”(non-despawning) enemies, which lets the mapmaker carefully design his encounters. Once the mobs are dead, the area is clear. How well the map used it varied depending on the area, and for this area, I’d say it was done… fairly well. However, the first challenge of the map has you swimming up – in water - to attack two skeletons, with nothing but your bare fists. No more will spawn in to help them, but it doesn’t make things any less impossible. Pitting you against two skeletons in a water area as the map’s first real challenge is an incredibly rough introduction, and it would have been fine to have you simply dodge some zombies in the water.

    Once you get a handful of unbreakable wooden tools and stacks upon stacks of cookies, things get a little easier. You have to go through a cave to get to the first intersection, and it’s a nice introduction to the concept! There are a lot of nooks and crannies where mobs will attack you, and there are a few interesting encounters there. The map has a fairly solid start!

    Rating – 7/10 Good introduction to the map’s capabilities


    Intersection 1: There was a skeleton ladder climbing challenge, but you didn’t need to do it – it was easy to just build up the cliffs to make it to the intersection. Other than that, the intersection is fairly normal.

    Rating – 6/10 What’s with the skeleton ladder?



    Happy Happy Fun Times(White wool):

    Deaths: 2(Falling injuries)

    This area was almost too simple. Giant stone pillars protruded from the walls, and you needed to get down to the bottom to acquire the wool. The area had permanent enemies hanging out to harass you as you proceeded downwards, but no clear intended structure or route. Getting down was done by simply dropping from spike to spike. When you reached the bottom and acquired the wool, you were left stranded, with no ladders or shortcuts to take you back. Getting back up wasn’t hard, but with no blocks provided in chests and only wooden tools available, it took an aggravatingly long time. It could have been improved by providing a clear way back up, and possibly a path down as well.

    On that note, we also see the map’s second gimmick, that each wool is guarded by a special custom mob. For every single area save Black wool, that mob is always an iron-armored zombie holding the wool color. This map came up with the idea of using boss mobs, but it doesn’t really do anything with them – it’s different from a wool box, but its still the same thing over and over throughout the map.

    Rating – 5/10 Getting down is only half the fun…



    Troll Caves(orange wool):

    A very simple, but brutal area. A cave with more spikes protruding from the floor, which spawned invisible endermen and… wither skeletons carrying Flame bows. At a point when we not only don’t have our own bow and arrows, but have only leather armor and wooden tools. The progression in this map is so restricted, we haven’t even seen wood yet! Not no saplings or anything, but we haven’t had a single wooden plank so far! Getting through the area is a matter of successfully avoiding the wither skeletons, as they’ll likely kill you or at least seriously injure you if you end up fighting even one. There is some good loot in a few corners to encourage exploration, and the “boss” was backed up by a spider spawner and 2 witches (remember, some of the mobs don’t respawn). Overall, the wither skeletons were too intense for this early on, and it felt like I was in the same environment as last area. If they were just regular skeletons with a Punch bow or something, then it would have been much fairer.

    Rating – 5/10 I hate skeletons!



    Duality island(magenta wool):

    At the start of this area, to counter the long trails ahead, we were given enough minecarts, tracks, and powered rails to build an impressive minecart track! The problem: The chest didn’t contain levers or redstone torches or any such thing, and with wood still entirely unavailable, that left us with no way to power the minecart tracks. Well, it’s the thought that counts.

    The area consisted of a two-sided island, with a fortress on top. The outer portion was completely devoid of mobs, but did contain trees (made of wooden half-slabs… yaaaaaaayy…) and a reliable food source to replace our cookies (melons… yaaaaaayyyy…). There was also a brief “mine” portion where we were given TNT and levers with which to explode coal deposits. Sure, we still have no wood, which means no sticks to make torches, and there was a major TNT clump in the mines serving as a trap, but again, it’s the thought that counts.

    The fortress consisted of 2 parts, a building made entirely of gravel and sand which collapses into the void at the slightest poke – its blatantly obvious that it’s a trap, but you’d be in for a bad time if you didn’t notice. The second portion is an obsidian fortress with skeletons (both of the regular and flame-wither varieties) sitting on blocks to shoot you down as you tried to ascend. However, we were finally given a bow and arrows, so we could just shoot them off their platforms. Given that, the area was surprisingly easy!

    Overall, this area could have been improved if there were more things interesting to do in the outer portion without the fortresses – but other than that, it was okay.

    Rating – 7/10


    Intersection 2: Another “underground stone cave” design. No checkpoint back, which is bad since the previous area began with a huge drop into water. Have fun blocking back up!

    Rating – 5/10 – No skeleton ladders this time.



    The High Way(Light blue wool):

    At the start of this area, the map hands you some very long-lasting Swiftness IV and Jump Boost IV potions(!!!), and a nigh-infinite ladder supply – as if it actually expects you to parkour, well, THAT in the picture. If your immediate reaction the very idea is the word “NO” repeated over and over ad infinitum, then we’re on the same page. The area is the biggest one we’ve seen yet, and gives you no indication of which direction you’re supposed to be going. The only enemies are some skeletons hanging around on blocks to screw you over, which we’ve already seen before. This map overall seems to have an odd obsession with skeletons, especially skeletons sitting on blocks shooting you and making you fall down. Which is bad, because skeletons are my least favorite enemy. Once you actually find and make it to the boss area(a small mossy cobblestone platform), getting the wool is no big deal… if you built a bridge through the area, like I did. It’s okay to have some parkour in an area, or to have floating platforms with enemies. But this is just a random bunch of single blocks scattered around, and you’re told nothing but “make it to the (unseen) end”. There was no point to even entertaining the parkour idea the area presents you, as there’s no reward for doing anything but “cheesing” it by building a bridge like any normal CTM player would and SHOULD.

    Another note: While most of the blocks are silverfish stone, but there’s some iron ore scattered in there, too. I didn’t get any. It’s not worth it. It’s just… not worth it…

    Rating – 3/10 Too stressful to play legitimately.



    Web of Water(Yellow wool):

    This has got to be one of the worst areas I’ve ever played, in any CTM.

    It’s a water maze. But not your average water maze. It’s a BORING water maze. There is no aesthetic variation whatsoever, with the walls being made entirely of lapis blocks. The maze is very large, and filled with dead ends – most of which have no chests or rewards for getting to them, making exploration feel pointless and stupid. The map does provide some night vision/water breathing potions, which you will need to complete the area… but because that isn’t brutality enough, they have hunger and Mining Fatigue tacked on for no real reason. It also gives a fair amount of glowstone to mark your way and where you’ve been, but if you don’t get lucky and find the end quickly, there isn’t enough to last you, even when used fairly conservatively.

    The only actual threats in this area are a handful of cave spiders, which only appear intermittently throughout the whole thing – the rest is just you swimming and hoping to actually find something. Since we’re in water, and this is before Guardians, its generally very hard to make combat in water actually interesting – and this map doesn’t really try too hard. Just stay below the ceiling where the spiders are swimming, and you’ll be completely fine.

    The main flaw of this area wasn’t the bad aesthetics (which it had), or the bad combat (which it had). It was that it was long, and boring, and pointless. It would need a complete overhaul to be any good at all. Fill the dead ends with loot to make the exploration feel less terrible. Vary the aesthetics as you go through to give some sense of progression. And add some actual challenges and threats. As it stands, the area has none of those things. It’s just a boring swimming exercise with nothing to do but test your patience!

    Rating – 2/10 Terrible.



    Blazing Fields(Lime wool):

    This area was over in 2 minutes.

    It’s literally just a trek through a (very short) netherrack field, that has more spikes protruding from the ground. Sometimes, you’re attacked by blazes which don’t respawn. There’s also the occasional non-primed and easy-to-destroy creeper spawner. The “boss” at the end was totally unguarded, and the way to the next intersection was immediately behind him.

    Rating – 5/10 I was expecting more.


    Intersection 3:

    Please refer to my Intersection 2 segment. Because this one is basically the same.



    Monumental Catastrophe:

    The monument! It’s perfectly serviceable, comes with some items – and best of all: It has shortcuts to both the previous intersections! Both very inconveniently designed with minecart tracks instead of teleporters, but it’s better than walking!

    Rating – 7/10 Finally, a place to set up and take a break.



    Tree of Life(Pink Wool):

    Deaths: 2(Flame bow Wither skeletons!)

    This area was split into 3 sections; a giant stone plain filled to the brim with more flame-bow wither skeletons. When I saw them the first time, I expected them to use more custom mobs. But instead its just these same skeletons, over and over again. They aren’t placed creatively, just dotted throughout in a huge crowd! The field is harder to get through than it needs to be, being completely empty with no cover, and arrows are still a very limited resource. When you get to the tree, you then must climb a mostly empty mossy cobblestone spiral (The “Tree of Life”), while occasionally being jumped by a skeleton or two. The third part is the only interesting part, where you have to dig up from underground into an area filled with regular skeletons and the armored wool enemy.

    The central problem with this area is that its just so EMPTY. The stone plain you see in the background of the picture is the first part I’m talking about, it contains NOTHING but those stupid skeletons. The tree climb is boring, and only the end has anything interesting to offer. It’s just an area filled with nothing but skeletons. If it was actually filled with loot and buildings and other interesting things, then maybe it wouldn’t be so bad.

    Rating – 3/10 More like, Tree of Death



    Race of the Demigods(Gray wool):

    To start, this area extended from a side passage from the previous area – and since the previous area mostly consisted of a long, boring walk to the destination, that wasn’t a good sign.

    This area actually had something of a gimmick – at the start, it gave you some carrots-on-a-stick and saddled pigs to ride! Its an interesting idea, but… the map did nothing with it. The entire area once again consists of the mostly-empty sand field you see in the picture above, and you’re occasionally attacked by immortal ghasts. There’s nothing to do with your pig friend except watch him struggle to jump up the very hilly terrain. If you chose to totally ignore the area’s gimmick and walk, you would lose nothing. You might even get done faster. The problem with this area is that, again, it’s totally empty. It does try to be interesting, but the gimmick it gives you is totally useless. If the sands were filled with buildings to take shelter in, or some sort of challenge where having a pig to ride would have actually helped, then it would have been much better. It might have even been interesting.

    Rating – 4/10 If the picture looks boring, it's because the area is boring!



    Explosive Nest(Light Gray Wool):

    VOID! The horror!

    In all seriousness, this area is actually interesting, if only because the void provides suddenly greater tension. That said, the level of resources the map provides don’t feel sufficient for void to appear just yet – with how little loot chests are in all the areas, it would be very difficult to recover from a major inventory wipe.

    The area does keep things interesting by throwing creepers at you, but it doesn’t do much to vary things, and you can create a safe path through for yourself if you’re observant of where the spawners are – this area lacks the usual pre-placed enemies. If there had been a little more going on than creepers and bridging over void – and maybe replacing the void with something less deadly. The entire area’s concept also feels very unoriginal – even in the 1.4 mapmaking era, “creepers attack you with TNT and void nearby” was a pretty well-used concept.

    Rating – 6/10 Scary…


    Intersection #4:

    Again, see my comments on Intersection 2. It feels especially bad to have no way back here, since the monument actually gave us some minecarts back to old intersections, but no more ways back were ever provided from this point onwards.



    Experimental Alchemy(Cyan Wool):

    Deaths: 3(Misguided choices)

    This area was actually interesting! It essentially had many rooms where it would pose a riddle, and based on that you had to choose one of 4 buttons. One would give you the potions you needed to pass through, one would hurt you but let you live, and the other two were instant death. The riddles started out as simple logic puzzles, but quickly progressed into obscure minecraft knowledge(use cobblestone blocks to find north!). Though not perfect, it does get points for actually being interesting!

    Rating – 7/10 – Actually an okay gimmick!



    Caves of Brutality/Seeds of Hope(Purple wool):

    Deaths: 1(Tried to run past skeletons)

    One thing about this map, it has good names for its areas. But that only makes me feel more disappointed when the areas don’t live up to them. This area was – AGAIN – a stone cave, made of obvious MCedit diamond brush strokes. It was very windy, and though the actual wool wasn’t hard to find (just go in a straight line from the start, and at one point pillar up a cliff), there were a lot of pointless dead ends going every which way, with little loot to fill them up. I do have one good thing to say about this area; it finally varied the enemies! In addition to the flame bow wither skeletons we’ve been seeing… and seeing… and seeing… we also got resistance-buffed zombies and normal skeletons to go with them! And even a handful of spiders too! Hurrah! The area could have been improved with varied aesthetics – if you’re going to copy Vechs diamond-shaped MCedit brush area, at least go the full way and make it sandstone and nethherrack too. It should have also been more focused – make the main path a bit longer, but remove a lot of the pointless side-hallways. Other than that… this one was okay.

    Rating – 6/10 It wasn’t particularly brutal.

    Also, this area did have one gimmick, hence the “seeds of hope” alternate title. It had one absolutely crucial, critical, insane piece of loot: Guess it. Come on. Guess. What have I mentioned I’ve been lacking since the map’s beginning?

    Saplings.

    This is the first point in the entire map we actually get wood! Have I mentioned that the loot curve in this map is very odd? When it does give chests they generally have stuff that is absolutely critical to you, but it gives very, very few chests. Our main food source is still cookies, melons, and some apples (okay, you could get bread if you were willing to grind forever), and we have iron, but not sticks to actually make it into stuff. Denying wood actually causes some problems up to this point, like being unable to make new tools or torches, certainly dooming you if you lost too much stuff. Up to this point, I suffered no completely catastrophic(IE, can’t recover items) deaths, but if I did, since I don’t have sticks to make new tools and the map is very stingy on giving them out, I probably would have been left practically unable to keep going. With all the void and lava this map tosses around, it just doesn’t give enough loot to justify it!



    Super Maze of ???(Blue wool):

    At first, this had all the makings of another Web of Water. The entire thing was made out of stone corridors filled with more annoying resistance-clad zombies and skeletons. However, I was pleasantly surprised! Not only was I able to find the wool and intersection pretty fast, it actually had loot in a lot of places, even the dead ends! If for that alone, this area was an improvement. The aesthetic and design consisted entirely of “stone-surrounded 3x3x3 corridors”, but other than that, it was okay! Plus, I’m getting used to having absolutely no aesthetics involved by now. Still, there was little variation and not much reason to explore it fully.

    Rating – 6/10 What was the ??? ?



    Sandstone-Bedrock Zone(Brown wool):

    Do note that this area and the next were not named, I made them up. These two areas were also in the nether, but there was no real reason why this one couldn’t have been in the overworld. It was very simple, you were given several very short paths filled with monsters, and you needed to pick one and get through it to get the wool. The brown wool is generally supposed to be a shorter “troll” area, so it gets a pass for being really, really easy. There was also a loot chest guarded by an invincible skeleton, which was a neat touch. This area was, overall, itself – it could have been improved by having an aesthetic other than “bedrock”, or by having more to do, or loot to encourage going more than one of the paths.

    Rating – 6/10 Brown wool.



    Stone Brick Zone(Green wool):

    Deaths: 8(3 Mob swarms, 5 attempts to retrieve dropped items from other 3 deaths)

    This place… phew. A very simply designed dungeon, made out of stonebrick rooms. In them were six pillars piercing through the whole fort that contained massive columns of spawners, which spawned every mob type in the game. If you didn’t realize what was going on immediately – and even if you did – then these columns would quickly cause the area to be swarming with MASSIVE amounts of regular minecraft mobs. At this point, we MAYBE have some diamond tools and iron armor. Good, but not enough to handle the insane outpouring of mobs this area gives out! The gameplay is trying to destroy the spawners, which are hidden in huge pillars, while not dying, because if you do, its going to be very, very difficult to get all your items back. There’s no reward at all for trying to scale the fort the normal way(the entire area seemed to be devoid of any loot), so the best option is to simply use the spawner-columns to pillar to the top floor and get the wool out as quickly as possible.

    Despite that… at least this area wasn’t boring. Stuff was happening. It felt the most like a “normal” CTM dungeon, using spawners instead of pre-placed mobs. Still, if the spawners and area had had some semblance of structure and balance, instead of just a building flooded with uncontrolled amounts of enemies, then it would have been better.

    Rating – 5/10 Spammy.



    Minotaur’s Maze(Red wool):

    Back to the overworld for our last areas! This area initially seemed to present almost a conundrum – if you stayed down inside the maze, the buffed spiders couldn’t get to you, since the entire thing was made of twisty 1-block wide passages. The problem is that the maze is too insane to even consider solving “legitimately”, and the spiders aren’t a big enough issue to make it worth it. Beyond that, this area is MASSIVE, and the only thing filling it is row after row of spider spawners. They’re all arranged in giant rows, with no thought given. The wool within is hard to find, hidden in a little part below an identical-looking maze, and I only stumbled upon it by pure chance. There is, again, no loot to be had. All in all, it’s a very poor maze. It isn’t even a maze at all. It should have either been replaced with an actual, reasonable, solvable maze, or a wholly different dungeon.

    Rating – 3/10 We’ve had enough mazes already



    Forest of Imagination(Black wool):

    This was… sort of an interesting final area? I wasn’t expecting to come out into a forest, of all possible environments. At the start, you’re handed a massive stash of diamonds(assuming you survive the trap guarding it). Then, you’re subjected to a huge climb up the “volcano” in the middle – yet another stone-based hill. There’s a staircase ringing the volcano, but its swarmed with insurmountable amounts of blazes. Enchanting and potions aren’t really an option, due to the type of loot the map gives you, so trying to climb the mountain with the staircase is sure to end in pain. However, there is nothing stopping you from digging up a staircase through the stone mountain and skipping everything – which I did. The final boss is in a small arena dangling over lava, and its… a wither skeleton, with a Fire Aspect(insert high number here) sword, and a projectile protection chestplate. Defeating it is easy. That’s the final boss. That’s the end. We’re done. That’s all.

    This last area could have been improved by making the climb up the volcano feel more rewarding and necessary, as the setup was actually somewhat epic – its just too difficult to play it in the epic way the map wants you to. For example, the blazes could have swarmed outside but the path up could have had some walls and a ceiling, letting you avoid the blaze swarm and encouraging you to stay on the path. Or even just put loot on the path to reward people who decide to take it with some last-minute endgame loot to help with the final boss. As it is, the main path is just too hard and unnecessary.

    Rating – 5/10 At least the forest looked kind of nice.



    Conclusion:

    The map starts with a unique concept, but fails to execute on it well. The first area is the only one which tries to use the pre-placed non-despawning mobs in any meaningful way that couldn’t have been done with spawners. After that, it simply feels like either they’re replacing natural mobs, or serving the same purpose that spawner mobs would have – And by the end of the map is almost entirely relying on spawners. The areas consistently look drab and dull, and the map constantly revolves between 2 difficulties: “Boring” and “Way too hard”. Web of water was 20 minutes of boring. The first part of Tree of Life was unreasonably hard. Loot is provided in quantities too small, leaving things very open to the possibility of losing everything good you have and being forced to rely on “the crap gear” - made far worse by the lack of wood and sticks. All of this adds up to a map that is all-around regular bad, and its central gimmick – which was a good idea – isn’t enough to save it. It makes me really sad, too. If this map had been better, then more people might have picked up and used the idea of “no natural spawns” early on.

    All in all. It’s a major disappointment with little inspiration or fun to be had.


    OVERALL RATING:

    Gameplay: ++++++---- 6/10

    Aesthetics: +++------- 3/10

    Functionality: ++++++++++ 10/10

    VERDICT: +++++----- 5/10



    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    Caves of Herobrine

    5/20/17

    Made by knaroef

    Map version unknown, played in 1.3

    Link

    Style: Map-based






    To preface, this is a sequel to Magical Mines. The Magical Mines was the first in the series, and this is the third. I skipped the second, Volcanic Wastelands, because it looked like a tiny open world map. Looking at this one, I think I made the right decision.


    This map is much like the first, but with much of the whimsy removed. While Magical Mines toed the line between between being annoying with its general insanity and that insanity being somewhat fun, this map just spends every single area doing nothing but troll you. The beginning area has a cave with a few natural spawns, and a trap fortress that spawns tons of mobs on you. It’s the closest the map gets to a real challenge. Every single other area is nothing but a troll – every single one! You have all the standard tricks, endermen swarms, void drops, gravel traps, etc, but the map only very rarely uses actual, normal mob spawners. You’re handed loot more than strong enough to take care of all the natural mobs(the primary source of actual enemies) but it doesn’t matter much when you’re constantly being destroyed by unavoidable proximity TNT traps. I get that the map only had 1.3 tools to work with, but most of the traps aren’t particularly creative or interesting – with the exception of the one trap fortress I mentioned with hordes falling from constantly triggering dispensers above.


    For example, this is what one of the BIGGER areas looked like. This is about the closest it gets to providing a real challenge rather than trolling:



    In fact, this sequel makes me doubt my first review. The last one was fun to play because of how insane it was, but this one went off the deep end, taking the design decisions of the first map taken to their logical extreme – and it isn’t pretty. The map never provided any good food, so I was always starving. You were never provided with a base, but it didn’t matter, because the map is 30 minutes long if you’re going at a good pace and don’t get dragged down by the unnecessarily well-hidden ore blocks.


    The map maybe could have been improved if it stuck to at least trying to maintain a semblance of structure and challenge like the first did, however insane it was – but instead, it continues to trap and blow you up right up until the end. It isn’t a CTM, so much as it is one of those “troll” adventure maps, so if that’s what you’re looking for, maybe fire it up – but if you enjoyed the first for what it was, then this one probably won’t make you happy.


    Overall Rating:

    Gameplay: ++-------- 2/10

    Aesthetics: +++------- 3/10

    Functionality: +++++++---- 6/10

    Story: N/A

    Verdict: ++-------- 2/10


    (This map has nothing to do with Herobrine, by the way)



    Posted in: Maps Discussion
  • 0

    posted a message on Moniker's CTM Map Reviews

    Caves of Herobrine

    5/20/17

    Made by knaroef

    Map version unknown, played in 1.3

    Link

    Style: Map-based






    To preface, this is a sequel to Magical Mines. The Magical Mines was the first in the series, and this is the third. I skipped the second, Volcanic Wastelands, because it looked like a tiny open world map. Looking at this one, I think I made the right decision.


    This map is much like the first, but with much of the whimsy removed. While Magical Mines toed the line between between being annoying with its general insanity and that insanity being somewhat fun, this map just spends every single area doing nothing but troll you. The beginning area has a cave with a few natural spawns, and a trap fortress that spawns tons of mobs on you. It’s the closest the map gets to a real challenge. Every single other area is nothing but a troll – every single one! You have all the standard tricks, endermen swarms, void drops, gravel traps, etc, but the map only very rarely uses actual, normal mob spawners. You’re handed loot more than strong enough to take care of all the natural mobs(the primary source of actual enemies) but it doesn’t matter much when you’re constantly being destroyed by unavoidable proximity TNT traps. I get that the map only had 1.3 tools to work with, but most of the traps aren’t particularly creative or interesting – with the exception of the one trap fortress I mentioned with hordes falling from constantly triggering dispensers above.


    For example, this is what one of the BIGGER areas looked like. This is about the closest it gets to providing a real challenge rather than trolling:



    In fact, this sequel makes me doubt my first review. The last one was fun to play because of how insane it was, but this one went off the deep end, taking the design decisions of the first map taken to their logical extreme – and it isn’t pretty. The map never provided any good food, so I was always starving. You were never provided with a base, but it didn’t matter, because the map is 30 minutes long if you’re going at a good pace and don’t get dragged down by the unnecessarily well-hidden ore blocks.


    The map maybe could have been improved if it stuck to at least trying to maintain a semblance of structure and challenge like the first did, however insane it was – but instead, it continues to trap and blow you up right up until the end. It isn’t a CTM, so much as it is one of those “troll” adventure maps, so if that’s what you’re looking for, maybe fire it up – but if you enjoyed the first for what it was, then this one probably won’t make you happy.


    Overall Rating:

    Gameplay: ++-------- 2/10

    Aesthetics: +++------- 3/10

    Functionality: +++++++---- 6/10

    Story: N/A

    Verdict: ++-------- 2/10


    (This map has nothing to do with Herobrine, by the way)



    Posted in: Maps Discussion
  • 1

    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    Glad to hear things are going well! I'm happy to get some more progress updates each week.

    Posted in: Maps
  • 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    Magical Mines

    5/15/17

    Made by knaroef

    Map version unknown, played in 1.3

    Link

    Style: Area-based







    Spawn(Iron ore + Iron Block):

    Deaths: 3(Lava parkour related)

    The map's beginning... well, it makes the top ten for "most insane". It gives you nothing, yet immediately expects you to do parkour and fight off hordes of natural mobs. Well, it does give you one thing, in an open chest marked "for Vechs":



    I used it without hesitation. Or I would have, if in my first attempt at the parkour, I forgot I had to delete options.txt to make the older version work. I pressed q instinctively, expecting to spring. Instead, I threw the door into the lava. Then jumped into the lava.

    Aside from that upset, this room you see here pretty much sums up everything about the area, except for the creeper fountain in the back. If you manage to get through an area filled with lava and enemies with literally no gear to your name, you’ll be set on iron forever! The start is really difficult, but the entire rest of the map afterwards is much easier. You also have to do a sponge parkour to get wood. Yeah, if you can’t tell, this area is REALLY weird. And it sets a well-followed precedent for the rest of the map.


    Rating: 4/10 - So weird I don't know where to place it


    (I won't rate the intersections, as neither of them are notable in any way)



    The Shrine:


    The shrine(read: monument) was an absolutely excellent base, providing you with everything you would need to get started, if you were willing to do some farming. Of special note is the mon- SHRINE... it used non-wool blocks, instead being composed of every ore and ore block type, and even had a door that would open when every block was placed. Somehow, this feels almost ahead of its time.



    Tree of Souls(lapis lazuli ore):


    This area was similar to the last one – chock-full at the start, but very easy after you cleared out the horde of natural spawns. Once you made it inside the titular tree, it's very simple, with no threats but a few spiders(and you have iron gear now, plus a Sharp X Looting V hoe). The only thing was, one wall off to the side had some bedrock-surrounded spider spawners, as you can see. You can’t disable them, or stop them. They aren’t guarding anything, as far as I could tell. I have only one question… why!?

    Other than that, the map once again tries to force you to do parkour towards the top. But let's be real here, the whole reason anyone plays a CTM is so they won't have to do parkour. I just blocked past it.


    Rating 3/10 Just a tree


    The Graveyard(coal ore):



    As you might notice from the screenshot, there's a small blast hole. As soon as you walk into the area, it explodes. No real reason, or way to prevent it. It just explodes.

    From there, you have a very simple environment, with no threats except natural spawns. You have the standard gravel graves, but nothing in them. Two bedrock creepers, one with loot and one with an intersection. And one big grave with coal ore. And that's all.


    Rating 3/10 Why did it explode?



    The armory(diamond ore):


    Upon walking into this area, you were handed some weapons. If you stuck around, you could find a gravel/sand ceiling, with the diamond ore chest hidden inside. If this were a normal map, I'd consider this the "brown/troll wool" equivalent, but in all honesty - this really wasn't much easier or harder than most of the other areas so far!


    Rating 2/10



    The mines(gold ore):


    What you see above is pretty much the entire area. The minecart track didn't even work at the start - when it wasn't intentionally bringing you down dead ends, it was too choked with natural spawns to be usable. The end managed to be actually threatening, with skeletons and spiders coming out to swarm you. It ends very quickly though, with no loot to get.


    Rating 3/10 - At least it had some spawners!


    Castle siege(redstone ore???):



    Looking at the name, I expected something interesting! What I got was a floating bedrock platform with four monster spawners. But the ore wasn't on it. In a one-block hole in the ceiling above, you could find four more spawners in a mob grinder setup designed to drop enemies on the floors below. The ore wasn't there either. There were four small openings in the corners of the ceiling on the main level. Three were empty, and in the last one, there was a chest containing... iron ore.

    In the end, I gave up. I had searched high and low and found no ore to speak of whatsoever.


    Rating 2/10 - A dissapointment with a simply terrible and confounding scavenger hunt. That's not why I came to this map, dangit!



    Conclusion:

    This map is entirely confused. The loot throughout is incredibly broken, each area is simply a cave with some stuff in it, and the difficulty ranges from ridiculous to ridiculously easy. I frequently saw things that made no sense, or were easily bypassed and pointless. In the end, the map managed to defeat me, not with any combat-based challenge, but by hiding the wool in a spot that I couldn’t find, even with the entire place cleared.

    And I had a good time! Remember, this map is REALLY OLD – back from the beginning era of CTMs. And its interesting to play through a map from the time back when CTM mapmaking – and all “adventure mapmaking” in general - was still much more experimental than it was today. I think its safe to say that a map like this would never have been released in today’s minecraft era. Seeing all the insane design might not have been particularly engaging, or immersive, or good, or even fun… but it was certainly entertaining!

    (Doesn’t change that the map is total garbage by today’s standards, though)


    Overall Rating:

    Gameplay: ++++----- 4/10

    Aesthetics: ++-------- 2/10

    Functionality: +++++----- 5/10

    Story: N/A


    Verdict: +++------- 3/10


    Oh, and the door didn't lead to anything special, if you're wondering.



    Posted in: Maps Discussion
  • 0

    posted a message on Moniker's CTM Map Reviews

    Magical Mines

    5/15/17

    Made by knaroef

    Map version unknown, played in 1.3

    Link

    Style: Area-based







    Spawn(Iron ore + Iron Block):

    Deaths: 3(Lava parkour related)

    The map's beginning... well, it makes the top ten for "most insane". It gives you nothing, yet immediately expects you to do parkour and fight off hordes of natural mobs. Well, it does give you one thing, in an open chest marked "for Vechs":



    I used it without hesitation. Or I would have, if in my first attempt at the parkour, I forgot I had to delete options.txt to make the older version work. I pressed q instinctively, expecting to spring. Instead, I threw the door into the lava. Then jumped into the lava.

    Aside from that upset, this room you see here pretty much sums up everything about the area, except for the creeper fountain in the back. If you manage to get through an area filled with lava and enemies with literally no gear to your name, you’ll be set on iron forever! The start is really difficult, but the entire rest of the map afterwards is much easier. You also have to do a sponge parkour to get wood. Yeah, if you can’t tell, this area is REALLY weird. And it sets a well-followed precedent for the rest of the map.


    Rating: 4/10 - So weird I don't know where to place it


    (I won't rate the intersections, as neither of them are notable in any way)



    The Shrine:


    The shrine(read: monument) was an absolutely excellent base, providing you with everything you would need to get started, if you were willing to do some farming. Of special note is the mon- SHRINE... it used non-wool blocks, instead being composed of every ore and ore block type, and even had a door that would open when every block was placed. Somehow, this feels almost ahead of its time.



    Tree of Souls(lapis lazuli ore):


    This area was similar to the last one – chock-full at the start, but very easy after you cleared out the horde of natural spawns. Once you made it inside the titular tree, it's very simple, with no threats but a few spiders(and you have iron gear now, plus a Sharp X Looting V hoe). The only thing was, one wall off to the side had some bedrock-surrounded spider spawners, as you can see. You can’t disable them, or stop them. They aren’t guarding anything, as far as I could tell. I have only one question… why!?

    Other than that, the map once again tries to force you to do parkour towards the top. But let's be real here, the whole reason anyone plays a CTM is so they won't have to do parkour. I just blocked past it.


    Rating 3/10 Just a tree


    The Graveyard(coal ore):



    As you might notice from the screenshot, there's a small blast hole. As soon as you walk into the area, it explodes. No real reason, or way to prevent it. It just explodes.

    From there, you have a very simple environment, with no threats except natural spawns. You have the standard gravel graves, but nothing in them. Two bedrock creepers, one with loot and one with an intersection. And one big grave with coal ore. And that's all.


    Rating 3/10 Why did it explode?



    The armory(diamond ore):


    Upon walking into this area, you were handed some weapons. If you stuck around, you could find a gravel/sand ceiling, with the diamond ore chest hidden inside. If this were a normal map, I'd consider this the "brown/troll wool" equivalent, but in all honesty - this really wasn't much easier or harder than most of the other areas so far!


    Rating 2/10



    The mines(gold ore):


    What you see above is pretty much the entire area. The minecart track didn't even work at the start - when it wasn't intentionally bringing you down dead ends, it was too choked with natural spawns to be usable. The end managed to be actually threatening, with skeletons and spiders coming out to swarm you. It ends very quickly though, with no loot to get.


    Rating 3/10 - At least it had some spawners!


    Castle siege(redstone ore???):



    Looking at the name, I expected something interesting! What I got was a floating bedrock platform with four monster spawners. But the ore wasn't on it. In a one-block hole in the ceiling above, you could find four more spawners in a mob grinder setup designed to drop enemies on the floors below. The ore wasn't there either. There were four small openings in the corners of the ceiling on the main level. Three were empty, and in the last one, there was a chest containing... iron ore.

    In the end, I gave up. I had searched high and low and found no ore to speak of whatsoever.


    Rating 2/10 - A dissapointment with a simply terrible and confounding scavenger hunt. That's not why I came to this map, dangit!



    Conclusion:

    This map is entirely confused. The loot throughout is incredibly broken, each area is simply a cave with some stuff in it, and the difficulty ranges from ridiculous to ridiculously easy. I frequently saw things that made no sense, or were easily bypassed and pointless. In the end, the map managed to defeat me, not with any combat-based challenge, but by hiding the wool in a spot that I couldn’t find, even with the entire place cleared.

    And I had a good time! Remember, this map is REALLY OLD – back from the beginning era of CTMs. And its interesting to play through a map from the time back when CTM mapmaking – and all “adventure mapmaking” in general - was still much more experimental than it was today. I think its safe to say that a map like this would never have been released in today’s minecraft era. Seeing all the insane design might not have been particularly engaging, or immersive, or good, or even fun… but it was certainly entertaining!

    (Doesn’t change that the map is total garbage by today’s standards, though)


    Overall Rating:

    Gameplay: ++++----- 4/10

    Aesthetics: ++-------- 2/10

    Functionality: +++++----- 5/10

    Story: N/A


    Verdict: +++------- 3/10


    Oh, and the door didn't lead to anything special, if you're wondering.



    Posted in: Maps Discussion
  • 3

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    x-post: Thread with all my map reviews here - of course, these are the only 2 right now!


    Ligebied

    5/8/17

    By Tikaro

    1.10.2

    Link - Look in the minimaps section

    Style: Map-based




    I’d like to begin by saying one thing: this map comes with a resource pack. Now oftentimes, resource packs in minecraft maps can fill a number of functions, from being obnoxious and over-the-top with replacing Minecraft’s whole palette, to providing background music or necessary voice acting. However, the resource pack for this map only did one thing: Added a few special-looking objectives, and changed some blocks to slightly-modified versions of their current textures. Even though they were small changes, this was one of the best use of resource packs I’ve ever seen - because this map looks AMAZING. I constantly wanted to (and did) stop and stare at the beautiful environments! The entire thing gave off a Dark Souls vibe for looks, but with Minecraft’s brighter colors. Normally, I don’t devote too much time to talking about aesthetics, but this map did a truly special job, and even gave you a binocular-type item so you could take a closer look!


    With that out of the way, most of the other things about the map came off as average – a very solid average. The gameplay wasn’t anything special that hadn’t been done before, but it all came off as a very polished package, with the mobs and loot being well-balanced. One thing I particularly liked was the complete removal of natural mobs from the map, allowing it to rely solely on spawners. An audacious change, but a very effective tool in the hands of the right map – which this one was! The areas and world felt alive and interconnected, with side paths containing bonus loot frequently appearing, and usually in ways that felt organic and natural.


    Without getting into too many specifics – I don’t want to spoil it for those who want to play it – I had a good time playing this map, and I would recommend it without hesitation to someone looking for a shorter and simpler CTM to play.



    Final Rating:

    Gameplay: +++++++--- 7/10

    Aesthetics: ++++++++++ 10/10

    Functionality: ++++++++++ 10/10

    Story: N/A


    Verdict: 9/10


    Gora's Cave

    5/8/17

    By Isurvolte

    1.8.9

    Link

    Style: Area-based



    Gora’s Cave Map Review:



    Intersection 1/Starting Area:

    The beginning of the map was very simple. A minecart track to take you where you needed to go, and a short walk until you make it to a basic base and the intersection for the next areas. The resource management is immediately odd – you’re given the resources you need to make stone tools and some basic farms right off the bat, but it doesn’t provide wood in chests, forcing you to break wooden planks from the environment to get what you need.


    Other than that, the lack of honeyboxes is immediately apparent, as the base area is a small well-lit square surrounded by total darkness, which resulted in an eternal siege of zombies during my stay at the intersection. Surprisingly, it actually made for a fairly interesting start – but got annoying fast after I was done gathering resources. The intersection was overall simple, and with no order book saying where to go first. It was only by luck I went the right ways first.


    Intersection rating: 6/10 Too many mobs…



    Workshop and Research*(White Wool):


    The map surprised me here – upon walking in I expected an extension to the base. Until I saw the spawners. With the high numbers of natural spawns and the cramped nature of the area, this place managed to hit the mark of challenging without being too hard only because it had very few spawners. The place was full of brewing stands right away, but netherwart was never available at any point during the map. Overall, the area was winding and twisty, with a lot of dead ends, but still quite short and overall okay.


    Area Rating: 7/10 A surprisingly good starting area


    *: I’ve put the area names into google translate - the map is in French



    Red Cave(Orange wool):


    This area is immediately much bigger and more open than the previous one, but also more difficult. The natural mobs are still everywhere, but thankfully, there are few spawners so we’re still dealing with just them. Despite the objective only being a short walk away from the start, the large amount of mobs made it feel like a drawn-out struggle. I managed to remain deathless by virtue of the potions I was generously provided at the beginning of the area – potions are the one thing the map gives out on a whim.


    Area Rating: 6/10 A very simple area, with surprisingly large numbers of enemies



    Massif arkeoma*(Magenta wool):


    Deaths: 3(2 Accidental lava slip, 1 surprise creeper attack, 2 attempting to retrieve stuff after surprise attack)


    At the beginning of this area, it really seemed like the map had stopped pulling its punches. It proved MORE than willing to throw out skeleton spawners in an area consisting of hole-filled bridges over lava, making the place feel incredibly tense and stressful. And then, 1 minute in, all that ended, with the area seguing into a much simpler inferno-mines style sandstone cavern, with natural spawns aided by the occasional creeper spawner. This proved to be more challenging than expected, but the spawners were hidden in ways that made it hard to find and disable them - always an annoyance.


    Even further in, we got our first show of random loot, which can be best described as an incredible inventory-filling deluge of good things. Hardly unwelcome, but wholly in contrast to what the map had provided so far. Continuing onwards, the area changed again, into a stone cave pockmarked with many, many small spider-filled holes. It proved easier to run through than try to eliminate anything. This area was significantly longer than the other two, and varied vastly in difficulty throughout. It did at least provide you with good rewards. The loot chest was a definite highlight.


    Area Rating: 7/10 Good but too much lava.

    *Google translate failed me here



    Intersection of Fire and Explosions*:


    While exploring massif arkeoma, I noticed in the bridge over lava portion a bridge which didn’t connect to anything. Upon bridging over, there was a little dungeon-type area with some zombies and loot. It initially seemed like a neat side-area… until I found the ladder tucked in the corner. The ladder led down into a little chamber with some more loot and a tree in the middle, with creepers and lava guarding it. This also wasn’t the end – there was another side-cavern, leading into the place you see in the picture above. Now, I thought this was a full separate side area. But I was wrong! It’s an entire intersection! I was lucky, sure, but it’d be incredibly easy to miss this!


    What’s more, just look at it. Can you see why I didn’t think it’s an intersection? It has creepers, dangerous bridges above lava… and worse yet, there’s no base or chests or teleporters or railways back or ANYTHING! The only thing telling you its an intersection at all is an area with four poles and some signs! What’s worse, this proved to be a consistent theme through the map. Moving your items every which way is a huge hassle, so its better to set up a new base for each new place you go to, which gets annoying after a while.


    All in all… Hard to find, no base setup of any kind, no convenient way back to the previous base, unnecessary and frustratingly hazardous… this place has all the parts of a bad intersection.


    2/10 A decidedly mean little place!

    *: My personal name for it



    Cavern of Water/Main Point:


    I was only able to find this on a tip from someone else. Back in the first intersection, there was a small hole in the walls on the coal-filled part of the area. This led to a large water drop into a cave, which led straight to another intersection, also fairly easily accessible from the first areas! At this point, the map started to seem confused. There were 2 intersections stemming off from the first one, neither with a base or any connection to the others, and the remaining area left in the first intersection was lategame content (surprise – I’ll talk about this later). The map was expanding rapidly in every direction, but I had no idea where to go next or what order to do things in, and the map refused to provide any indication. Even some of those carpets along the ground indicating which area had what wool would have been helpful!


    With no other choice, I decided I would set up base at the new intersection I had just found and try to get stuff done here. The intersection itself wasn’t too bad, but still lacked any semblance of a base*. Or a way to get back up the massive water drop I had gotten through to get down there.


    Extra note: The water cavern you see in this picture? Even though there’s no indication its anything but a small transitional area for the next intersection, it contains the entrance to 2 wools, brown and yellow (see if you can find the one in the picture). Brown is just in a small cave led to by a hole in the ground, but yellow is an entire dungeon that I didn’t know was there until someone else told me.


    *There actually was a small base in Infernal Road, but if you didn’t go to that area first you would be out of luck.

    Intersection Rating: 3/10 Less dangerous but same problems as the other one



    Infernal Road(Gray Wool):


    The entire area was pretty much just the road you see above. A hole-filled, boring, burning road. Walking along it is very easy, and if you stick to it, you’ll make it to the wool without problems. There are a handful of ghast spawners along the way, but they aren’t primed and won’t be triggered if you’re quick. Though there were some dangerous-looking custom mobs at the bottom of the road, I never saw any reason to actually leave the road. Overall, the whole area just felt… pointless. Why have a giant road if nothing’s going to attack you along it? Is the map relying on people slipping off into the lava below? Why?


    Rating: 4/10 Boring.



    Skeletown(Cyan Wool AND Light Gray wool):


    This place seemed like it was going to be pretty terrible. And it wasn’t great. There were lots of skeletons. Skeleton spam and eventually blaze spam was what the entire area relied on for its challenge. The “meat” of the area relied on buildings, some with spawners inside and some not, shoved very close together, so that while you were taking care of any one area, the others were filling up with mobs at an alarming rate, until you needed to retreat for a little while so things could cool down. I had to retreat a few times for things to be manageable. But there was one even more major problem with this area: It had 2 wools in it. Okay, that’s not the problem, it’s how that’s indicated to the player that’s the problem. Specifically, it isn’t indicated to the player. The wools are hidden in 2 places: One in a tucked-away underground sewers-type section, the other in a large, important-looking building on the surface. I got lucky, and found the sewers wool first by pure accident. But I could easily see someone in a hurry to get through the area(because, skeletons) getting the wool in the building, and fleeing the area never to return, because, why would this area specifically have more than wool? It’s not like areas having more than one wool is presented as a possibility early on. This area just happens to have more than one wool.


    This is especially bad since the entire intersection is far away from the rest of the map, and it would be a huge hassle to come back here when you found yourself one wool short later on.


    We can be thankful for one thing: These were 1.8.9 skeletons, not 1.9+ skeletons.


    Rating: 5/10 Not boring, at least



    Fungal Gallery(Purple Wool):


    This area’s aesthetic tells a lot about it: Its just a stone cave that happens to have mushrooms on the floor. The primary enemy is natural mobs, along with some clumpings of cave spider spawners along the way. The area felt more annoying than challenging, but as usual, it didn’t last too long. Even the final challenge was simply boring – there was an island above lava you had to approach, but the only thing defending it were non-primed witch spawners. It was all very easy, and it never really presents any interesting problems for you to solve.


    Rating: 4/10 Also boring.


    Of note, there was a shortcut in this area that led back to Magenta wool. If you don’t like blocking your way back up huge water drops, this is your only way back to the intersection you started in.


    At this point, we’re out of the water-drop intersection and back at the first intersection, there were some areas I hadn’t gone to yet.



    The Furnace(Green wool):


    Yes, the green wool was connected to the first intersection. It was behind a glass wall on a minecart track on the way to the last area of the first intersection I was actually trying to get to.


    Now, I imagine trying to just bridge this area would be hell, even though the map does provide you some blocks. I instead used a water bucket, which proved to be… surprisingly not area-breaking! The design of the lava, in upper and lower parts, meant that it would often flow into my obsidian pathway, sealing off my exit. The prevalent natural mobs would also spawn behind me and mess me up. Plus, the main challenge is trying to get up to the highest part while ghasts assault you, which needs blocks with or without a water bucket. I made it through okay, but… why is this in the same region as the earlygame areas? There isn’t even any indication its meant for the endgame! Just… lava cave with ghasts, this is your life now if you didn’t think to go to other places first!


    6/10 – Dangerous and misplaced

    At this point, I headed back to the intersection buried in Magenta.



    Creeper Climb*(Light blue wool):


    This area was just creepers blowing up. Repeatedly. Over and over. The entire thing consists of you trying to climb up while creepers spawn from spawners in clumps of 4 and rain down upon you. The area is designed so that you can’t get up to the creepers easily, but they can get down to you with no troubles. I’m happy I had the loot from the later areas for this one! The place is devoid of loot, which should be a point against it, but it probably would have just been blown up by the creepers anyway! At least, it was mercifully short.


    Rating: 6/10 – Short but explodey

    *No name was provided, I made it up



    Magma Sector(Red Wool):


    Notice anything? Yeah, this looks really similar to The Furnace with Green Wool, doesn’t it? Just, a straight path instead of a big circle. I ended up water bucketing myself a path forwards, wondering what would attack me. Ghasts? Blazes? Wither skeletons?

    …Nothing attacked me. Literally nothing. I got in, grabbed the wool, and got out with zero mobs seen whatsoever. And a free fire resist potion was provided at the end, presumably to help with The Furnace, which may or may not have been intended to play before or after this. I don’t even know what to say. Why even make an area if nothing is going to happen to the player in it? There’s nothing here! Just a lava-filled cave with wool at the end! It wasn’t even brown wool! Why?? Is this all some master-level trolling course!?


    2/10 – Defied expectations…



    Apothecary Ruins(Lime Wool):


    Have you ever wanted a much shorter, more compact version of Inferno mine’s Lush Ruins? Well here you go! Outside of the main “ruins” area, many of the spawners were hidden in such a way that they were hard to find. The inside was a little better, with the spawners not hidden but appearing in clumps of up to as many as 8 at a time. The area would probably have been really hard if you took the “intended” path, but you can get through fairly easily if you choose to break the 1-block thick walls and go into rooms from the side.


    Even if it was really spammy, it was probably my favorite area of the map – stuff was finally happening, and it was a more tense area.


    8/10 – spammy but kinda fun



    Final Vestige(Blue Wool):


    Deaths: 2(1 blaze-related falling injury, 1 silverfish-related falling injury)


    At the beginning, this place was a desperate run through a bunch of nether-themed diamond MCedit brushes, while being assaulted by the Vestige Protector forces – our first semblance of a custom mob, even if the only custom thing about them is their spawners, which have a wider detection radius and a faster spawn rate. It proved to be a fair challenge, so the first part of the area wasn’t too bad – but getting the wool was a massive pain. It was another repeat of some previous challenges, with you needing to block up to the top to reach the wool – this time over 127 blocks of distance! And throughout, you would only be attacked at one point: The very tippy top, where blazes would unexpectedly spawn and shoot you down, forcing you to go aaallllllll the way back up, assuming you didn’t splat from the unexpected fall.


    In the end, not a terrible place, but getting the wool was the worst part. Once I found the monument and nether portal to the final area, I was ready to be done. Sadly, it turns out I had missed a few things.


    Rating – 6/10 The pointless climb to the wool drags down what would otherwise be okay



    The Monument of Explorers:


    Other than being hidden at the bottom of a big hole in Final Vestige, there is nothing special about the monument whatsoever. It comes with some average-level loot, and doesn’t want metal blocks. There isn’t much more for me to say.


    Monument rating: 6/10 – it works as a monument, but isn’t anything special.




    Creeper Cave(Yellow wool):

    I was only able to find this wool thanks to someone else telling me, so by the time I got to exploring this dungeon, I had full diamond gear. If I had had anything less, then this place probably would have been terrible. The entire dungeon can be essentially summed up as “creepers”. Creeper spawners in stacks, creeper spawners in the walls and floor, with no indication of where… and each area is blocked off by gravel, which you need to break, ensuring they have time to spawn. This would be genius, if it wasn’t HORRIBLE. It is blessedly short, but if you tried to attempt this in the earlier parts of the game when it was initially available for you to find, you would end up just flat-out destroyed. There isn’t any thought to the spawners, there’s just a lot of them.


    Rating – 4/10 mob spam



    Bedrock Zone*(Pink Wool):


    Also found only with someone else’s help, this was hidden behind a wall of vines in Magenta wool, and you had to bridge over a pit of lava to get to it. And then go down a LONG ladder. It wasn’t worth the effort to find it. It’s a simple, short bedrock cave with a bunch of spawners, with the map’s only proper boss fight at the end. The boss itself is a simple skeleton, with a lot of health and nothing special except having Thorns armor, the least fun enchantment in the game. Fighting him consisted of smacking him with a sword over and over, while occasionally taking a break to heal yourself for no reason other than thorns damage.


    Rating – 4/10 Hard to find and annoying

    *No name was provided, named it myself



    The Finale(Black wool):


    Through a nether portal located just above the monument entrance, this place could be found. The picture you see sums it up well – bedrock walls and lining, with tons of monster spawners everywhere, forcing you to slowly conquer it. It’s not a bad concept for a final area, but the main problem is – it’s been done before! By a lot of people! And they did it better! It wasn’t necessarily unfun, but very unoriginal.


    At the very end, the map provided me with a small base(FINALLY), and a teleport to the last area. I thought we’d finally get a REAL boss, but it was just one last wool, guarded by standard mobs plus an extra-fast spider. A fairly disappointing conclusion. But, at the very least… we’re done.


    Rating – 3/10 Unoriginal and unfulfilling



    CONCLUSION:


    This map was boring and confused. It felt like it was trying to emulate a lot of other maps, rather than doing its own thing. All the area designs were simple and unoriginal, if you could even get to them all, what with how they were hidden. It seems to be trying to channel Myriad Caves’ spirit with a more open-world linear-branching style, but instead it just sort of goes everywhere without feeling interconnected at all. Easy areas are smashed in right next to difficult areas, and its hard to tell where you should go at any given time. Any area you enter could be far too hard for you or incredibly easy. The fact that many wools are hidden in obscure locations doesn’t help at all. The aesthetics were very simple, if not ugly, the gameplay did nothing special, with the lack of custom mobs making it play like a map from a much earlier version. Overall, while not explicitly painful to play, it isn’t worth the effort required.


    Overall Rating:

    Gameplay: +++++----- 5/10

    Aesthetics: +++------- 3/10

    Functionality: +++++----- 5/10

    Story: N/A


    Verdict: 5 out of 10

    Posted in: Maps Discussion
  • 1

    posted a message on Moniker's CTM Map Reviews

    Gora's Cave

    5/8/17

    By Isurvolte

    1.8.9

    Link

    Style: Area-based






    Gora’s Cave Map Review:



    Intersection 1/Starting Area:

    The beginning of the map was very simple. A minecart track to take you where you needed to go, and a short walk until you make it to a basic base and the intersection for the next areas. The resource management is immediately odd – you’re given the resources you need to make stone tools and some basic farms right off the bat, but it doesn’t provide wood in chests, forcing you to break wooden planks from the environment to get what you need.


    Other than that, the lack of honeyboxes is immediately apparent, as the base area is a small well-lit square surrounded by total darkness, which resulted in an eternal siege of zombies during my stay at the intersection. Surprisingly, it actually made for a fairly interesting start – but got annoying fast after I was done gathering resources. The intersection was overall simple, and with no order book saying where to go first. It was only by luck I went the right ways first.


    Intersection rating: 6/10 Too many mobs…



    Workshop and Research*(White Wool):


    The map surprised me here – upon walking in I expected an extension to the base. Until I saw the spawners. With the high numbers of natural spawns and the cramped nature of the area, this place managed to hit the mark of challenging without being too hard only because it had very few spawners. The place was full of brewing stands right away, but netherwart was never available at any point during the map. Overall, the area was winding and twisty, with a lot of dead ends, but still quite short and overall okay.


    Area Rating: 7/10 A surprisingly good starting area


    *: I’ve put the area names into google translate - the map is in French



    Red Cave(Orange wool):


    This area is immediately much bigger and more open than the previous one, but also more difficult. The natural mobs are still everywhere, but thankfully, there are few spawners so we’re still dealing with just them. Despite the objective only being a short walk away from the start, the large amount of mobs made it feel like a drawn-out struggle. I managed to remain deathless by virtue of the potions I was generously provided at the beginning of the area – potions are the one thing the map gives out on a whim.


    Area Rating: 6/10 A very simple area, with surprisingly large numbers of enemies



    Massif arkeoma*(Magenta wool):


    Deaths: 3(2 Accidental lava slip, 1 surprise creeper attack, 2 attempting to retrieve stuff after surprise attack)


    At the beginning of this area, it really seemed like the map had stopped pulling its punches. It proved MORE than willing to throw out skeleton spawners in an area consisting of hole-filled bridges over lava, making the place feel incredibly tense and stressful. And then, 1 minute in, all that ended, with the area seguing into a much simpler inferno-mines style sandstone cavern, with natural spawns aided by the occasional creeper spawner. This proved to be more challenging than expected, but the spawners were hidden in ways that made it hard to find and disable them - always an annoyance.


    Even further in, we got our first show of random loot, which can be best described as an incredible inventory-filling deluge of good things. Hardly unwelcome, but wholly in contrast to what the map had provided so far. Continuing onwards, the area changed again, into a stone cave pockmarked with many, many small spider-filled holes. It proved easier to run through than try to eliminate anything. This area was significantly longer than the other two, and varied vastly in difficulty throughout. It did at least provide you with good rewards. The loot chest was a definite highlight.


    Area Rating: 7/10 Good but too much lava.

    *Google translate failed me here



    Intersection of Fire and Explosions*:


    While exploring massif arkeoma, I noticed in the bridge over lava portion a bridge which didn’t connect to anything. Upon bridging over, there was a little dungeon-type area with some zombies and loot. It initially seemed like a neat side-area… until I found the ladder tucked in the corner. The ladder led down into a little chamber with some more loot and a tree in the middle, with creepers and lava guarding it. This also wasn’t the end – there was another side-cavern, leading into the place you see in the picture above. Now, I thought this was a full separate side area. But I was wrong! It’s an entire intersection! I was lucky, sure, but it’d be incredibly easy to miss this!


    What’s more, just look at it. Can you see why I didn’t think it’s an intersection? It has creepers, dangerous bridges above lava… and worse yet, there’s no base or chests or teleporters or railways back or ANYTHING! The only thing telling you its an intersection at all is an area with four poles and some signs! What’s worse, this proved to be a consistent theme through the map. Moving your items every which way is a huge hassle, so its better to set up a new base for each new place you go to, which gets annoying after a while.


    All in all… Hard to find, no base setup of any kind, no convenient way back to the previous base, unnecessary and frustratingly hazardous… this place has all the parts of a bad intersection.


    2/10 A decidedly mean little place!

    *: My personal name for it



    Cavern of Water/Main Point:


    I was only able to find this on a tip from someone else. Back in the first intersection, there was a small hole in the walls on the coal-filled part of the area. This led to a large water drop into a cave, which led straight to another intersection, also fairly easily accessible from the first areas! At this point, the map started to seem confused. There were 2 intersections stemming off from the first one, neither with a base or any connection to the others, and the remaining area left in the first intersection was lategame content (surprise – I’ll talk about this later). The map was expanding rapidly in every direction, but I had no idea where to go next or what order to do things in, and the map refused to provide any indication. Even some of those carpets along the ground indicating which area had what wool would have been helpful!


    With no other choice, I decided I would set up base at the new intersection I had just found and try to get stuff done here. The intersection itself wasn’t too bad, but still lacked any semblance of a base*. Or a way to get back up the massive water drop I had gotten through to get down there.


    Extra note: The water cavern you see in this picture? Even though there’s no indication its anything but a small transitional area for the next intersection, it contains the entrance to 2 wools, brown and yellow (see if you can find the one in the picture). Brown is just in a small cave led to by a hole in the ground, but yellow is an entire dungeon that I didn’t know was there until someone else told me.


    *There actually was a small base in Infernal Road, but if you didn’t go to that area first you would be out of luck.

    Intersection Rating: 3/10 Less dangerous but same problems as the other one



    Infernal Road(Gray Wool):


    The entire area was pretty much just the road you see above. A hole-filled, boring, burning road. Walking along it is very easy, and if you stick to it, you’ll make it to the wool without problems. There are a handful of ghast spawners along the way, but they aren’t primed and won’t be triggered if you’re quick. Though there were some dangerous-looking custom mobs at the bottom of the road, I never saw any reason to actually leave the road. Overall, the whole area just felt… pointless. Why have a giant road if nothing’s going to attack you along it? Is the map relying on people slipping off into the lava below? Why?


    Rating: 4/10 Boring.



    Skeletown(Cyan Wool AND Light Gray wool):


    This place seemed like it was going to be pretty terrible. And it wasn’t great. There were lots of skeletons. Skeleton spam and eventually blaze spam was what the entire area relied on for its challenge. The “meat” of the area relied on buildings, some with spawners inside and some not, shoved very close together, so that while you were taking care of any one area, the others were filling up with mobs at an alarming rate, until you needed to retreat for a little while so things could cool down. I had to retreat a few times for things to be manageable. But there was one even more major problem with this area: It had 2 wools in it. Okay, that’s not the problem, it’s how that’s indicated to the player that’s the problem. Specifically, it isn’t indicated to the player. The wools are hidden in 2 places: One in a tucked-away underground sewers-type section, the other in a large, important-looking building on the surface. I got lucky, and found the sewers wool first by pure accident. But I could easily see someone in a hurry to get through the area(because, skeletons) getting the wool in the building, and fleeing the area never to return, because, why would this area specifically have more than wool? It’s not like areas having more than one wool is presented as a possibility early on. This area just happens to have more than one wool.


    This is especially bad since the entire intersection is far away from the rest of the map, and it would be a huge hassle to come back here when you found yourself one wool short later on.


    We can be thankful for one thing: These were 1.8.9 skeletons, not 1.9+ skeletons.


    Rating: 5/10 Not boring, at least



    Fungal Gallery(Purple Wool):


    This area’s aesthetic tells a lot about it: Its just a stone cave that happens to have mushrooms on the floor. The primary enemy is natural mobs, along with some clumpings of cave spider spawners along the way. The area felt more annoying than challenging, but as usual, it didn’t last too long. Even the final challenge was simply boring – there was an island above lava you had to approach, but the only thing defending it were non-primed witch spawners. It was all very easy, and it never really presents any interesting problems for you to solve.


    Rating: 4/10 Also boring.


    Of note, there was a shortcut in this area that led back to Magenta wool. If you don’t like blocking your way back up huge water drops, this is your only way back to the intersection you started in.


    At this point, we’re out of the water-drop intersection and back at the first intersection, there were some areas I hadn’t gone to yet.



    The Furnace(Green wool):


    Yes, the green wool was connected to the first intersection. It was behind a glass wall on a minecart track on the way to the last area of the first intersection I was actually trying to get to.


    Now, I imagine trying to just bridge this area would be hell, even though the map does provide you some blocks. I instead used a water bucket, which proved to be… surprisingly not area-breaking! The design of the lava, in upper and lower parts, meant that it would often flow into my obsidian pathway, sealing off my exit. The prevalent natural mobs would also spawn behind me and mess me up. Plus, the main challenge is trying to get up to the highest part while ghasts assault you, which needs blocks with or without a water bucket. I made it through okay, but… why is this in the same region as the earlygame areas? There isn’t even any indication its meant for the endgame! Just… lava cave with ghasts, this is your life now if you didn’t think to go to other places first!


    6/10 – Dangerous and misplaced

    At this point, I headed back to the intersection buried in Magenta.



    Creeper Climb*(Light blue wool):


    This area was just creepers blowing up. Repeatedly. Over and over. The entire thing consists of you trying to climb up while creepers spawn from spawners in clumps of 4 and rain down upon you. The area is designed so that you can’t get up to the creepers easily, but they can get down to you with no troubles. I’m happy I had the loot from the later areas for this one! The place is devoid of loot, which should be a point against it, but it probably would have just been blown up by the creepers anyway! At least, it was mercifully short.


    Rating: 6/10 – Short but explodey

    *No name was provided, I made it up



    Magma Sector(Red Wool):


    Notice anything? Yeah, this looks really similar to The Furnace with Green Wool, doesn’t it? Just, a straight path instead of a big circle. I ended up water bucketing myself a path forwards, wondering what would attack me. Ghasts? Blazes? Wither skeletons?

    …Nothing attacked me. Literally nothing. I got in, grabbed the wool, and got out with zero mobs seen whatsoever. And a free fire resist potion was provided at the end, presumably to help with The Furnace, which may or may not have been intended to play before or after this. I don’t even know what to say. Why even make an area if nothing is going to happen to the player in it? There’s nothing here! Just a lava-filled cave with wool at the end! It wasn’t even brown wool! Why?? Is this all some master-level trolling course!?


    2/10 – Defied expectations…



    Apothecary Ruins(Lime Wool):


    Have you ever wanted a much shorter, more compact version of Inferno mine’s Lush Ruins? Well here you go! Outside of the main “ruins” area, many of the spawners were hidden in such a way that they were hard to find. The inside was a little better, with the spawners not hidden but appearing in clumps of up to as many as 8 at a time. The area would probably have been really hard if you took the “intended” path, but you can get through fairly easily if you choose to break the 1-block thick walls and go into rooms from the side.


    Even if it was really spammy, it was probably my favorite area of the map – stuff was finally happening, and it was a more tense area.


    8/10 – spammy but kinda fun



    Final Vestige(Blue Wool):


    Deaths: 2(1 blaze-related falling injury, 1 silverfish-related falling injury)


    At the beginning, this place was a desperate run through a bunch of nether-themed diamond MCedit brushes, while being assaulted by the Vestige Protector forces – our first semblance of a custom mob, even if the only custom thing about them is their spawners, which have a wider detection radius and a faster spawn rate. It proved to be a fair challenge, so the first part of the area wasn’t too bad – but getting the wool was a massive pain. It was another repeat of some previous challenges, with you needing to block up to the top to reach the wool – this time over 127 blocks of distance! And throughout, you would only be attacked at one point: The very tippy top, where blazes would unexpectedly spawn and shoot you down, forcing you to go aaallllllll the way back up, assuming you didn’t splat from the unexpected fall.


    In the end, not a terrible place, but getting the wool was the worst part. Once I found the monument and nether portal to the final area, I was ready to be done. Sadly, it turns out I had missed a few things.


    Rating – 6/10 The pointless climb to the wool drags down what would otherwise be okay



    The Monument of Explorers:


    Other than being hidden at the bottom of a big hole in Final Vestige, there is nothing special about the monument whatsoever. It comes with some average-level loot, and doesn’t want metal blocks. There isn’t much more for me to say.


    Monument rating: 6/10 – it works as a monument, but isn’t anything special.




    Creeper Cave(Yellow wool):

    I was only able to find this wool thanks to someone else telling me, so by the time I got to exploring this dungeon, I had full diamond gear. If I had had anything less, then this place probably would have been terrible. The entire dungeon can be essentially summed up as “creepers”. Creeper spawners in stacks, creeper spawners in the walls and floor, with no indication of where… and each area is blocked off by gravel, which you need to break, ensuring they have time to spawn. This would be genius, if it wasn’t HORRIBLE. It is blessedly short, but if you tried to attempt this in the earlier parts of the game when it was initially available for you to find, you would end up just flat-out destroyed. There isn’t any thought to the spawners, there’s just a lot of them.


    Rating – 4/10 mob spam



    Bedrock Zone*(Pink Wool):


    Also found only with someone else’s help, this was hidden behind a wall of vines in Magenta wool, and you had to bridge over a pit of lava to get to it. And then go down a LONG ladder. It wasn’t worth the effort to find it. It’s a simple, short bedrock cave with a bunch of spawners, with the map’s only proper boss fight at the end. The boss itself is a simple skeleton, with a lot of health and nothing special except having Thorns armor, the least fun enchantment in the game. Fighting him consisted of smacking him with a sword over and over, while occasionally taking a break to heal yourself for no reason other than thorns damage.


    Rating – 4/10 Hard to find and annoying

    *No name was provided, named it myself



    The Finale(Black wool):


    Through a nether portal located just above the monument entrance, this place could be found. The picture you see sums it up well – bedrock walls and lining, with tons of monster spawners everywhere, forcing you to slowly conquer it. It’s not a bad concept for a final area, but the main problem is – it’s been done before! By a lot of people! And they did it better! It wasn’t necessarily unfun, but very unoriginal.


    At the very end, the map provided me with a small base(FINALLY), and a teleport to the last area. I thought we’d finally get a REAL boss, but it was just one last wool, guarded by standard mobs plus an extra-fast spider. A fairly disappointing conclusion. But, at the very least… we’re done.


    Rating – 3/10 Unoriginal and unfulfilling



    CONCLUSION:


    This map was boring and confused. It felt like it was trying to emulate a lot of other maps, rather than doing its own thing. All the area designs were simple and unoriginal, if you could even get to them all, what with how they were hidden. It seems to be trying to channel Myriad Caves’ spirit with a more open-world linear-branching style, but instead it just sort of goes everywhere without feeling interconnected at all. Easy areas are smashed in right next to difficult areas, and its hard to tell where you should go at any given time. Any area you enter could be far too hard for you or incredibly easy. The fact that many wools are hidden in obscure locations doesn’t help at all. The aesthetics were very simple, if not ugly, the gameplay did nothing special, with the lack of custom mobs making it play like a map from a much earlier version. Overall, while not explicitly painful to play, it isn’t worth the effort required.


    Overall Rating:

    Gameplay: +++++----- 5/10

    Aesthetics: +++------- 3/10

    Functionality: +++++----- 5/10

    Story: N/A


    Verdict: 5 out of 10



    Posted in: Maps Discussion
  • 1

    posted a message on [CTM] Simulation Protocol

    x-post from review thread:


    Ligebied[/b]

    5/8/17

    By Tikaro

    1.10.2

    Link - Look in the minimaps section

    Style: Map-based


    I’d like to begin by saying one thing: this map comes with a resource pack. Now oftentimes, resource packs in minecraft maps can fill a number of functions, from being obnoxious and over-the-top with replacing Minecraft’s whole palette, to providing background music or necessary voice acting. However, the resource pack for this map only did one thing: Added a few special-looking objectives, and changed some blocks to slightly-modified versions of their current textures. Even though they were small changes, this was one of the best use of resource packs I’ve ever seen - because this map looks AMAZING. I constantly wanted to (and did) stop and stare at the beautiful environments! The entire thing gave off a Dark Souls vibe for looks, but with Minecraft’s brighter colors. Normally, I don’t devote too much time to talking about aesthetics, but this map did a truly special job, and even gave you a binocular-type item so you could take a closer look!


    With that out of the way, most of the other things about the map came off as average – a very solid average. The gameplay wasn’t anything special that hadn’t been done before, but it all came off as a very polished package, with the mobs and loot being well-balanced. One thing I particularly liked was the complete removal of natural mobs from the map, allowing it to rely solely on spawners. An audacious change, but a very effective tool in the hands of the right map – which this one was! The areas and world felt alive and interconnected, with side paths containing bonus loot frequently appearing, and usually in ways that felt organic and natural.


    Without getting into too many specifics – I don’t want to spoil it for those who want to play it – I had a good time playing this map, and I would recommend it without hesitation to someone looking for a shorter and simpler CTM to play.


    Final Rating:

    Gameplay: +++++++--- 7/10

    Aesthetics: ++++++++++ 10/10

    Functionality: ++++++++++ 10/10

    Story: N/A


    Verdict: 9/10

    Posted in: Maps
  • 1

    posted a message on Moniker's CTM Map Reviews

    Ligebied

    5/8/17

    By Tikaro

    1.10.2

    Link - Look in the minimaps section

    Style: Map-based






    I’d like to begin by saying one thing: this map comes with a resource pack. Now oftentimes, resource packs in minecraft maps can fill a number of functions, from being obnoxious and over-the-top with replacing Minecraft’s whole palette, to providing background music or necessary voice acting. However, the resource pack for this map only did one thing: Added a few special-looking objectives, and changed some blocks to slightly-modified versions of their current textures. Even though they were small changes, this was one of the best use of resource packs I’ve ever seen - because this map looks AMAZING. I constantly wanted to (and did) stop and stare at the beautiful environments! The entire thing gave off a Dark Souls vibe for looks, but with Minecraft’s brighter colors. Normally, I don’t devote too much time to talking about aesthetics, but this map did a truly special job, and even gave you a binocular-type item so you could take a closer look!


    With that out of the way, most of the other things about the map came off as average – a very solid average. The gameplay wasn’t anything special that hadn’t been done before, but it all came off as a very polished package, with the mobs and loot being well-balanced. One thing I particularly liked was the complete removal of natural mobs from the map, allowing it to rely solely on spawners. An audacious change, but a very effective tool in the hands of the right map – which this one was! The areas and world felt alive and interconnected, with side paths containing bonus loot frequently appearing, and usually in ways that felt organic and natural.


    Without getting into too many specifics – I don’t want to spoil it for those who want to play it – I had a good time playing this map, and I would recommend it without hesitation to someone looking for a shorter and simpler CTM to play.



    Final Rating:

    Gameplay: +++++++--- 7/10

    Aesthetics: ++++++++++ 10/10

    Functionality: ++++++++++ 10/10

    Story: N/A


    Verdict: 9/10



    Posted in: Maps Discussion
  • 0

    posted a message on Moniker's CTM Map Reviews

    Hello there, and welcome to my CTM review page! I wrote reviews of many CTMs for a while (most of them terrible), and have now decided to collect them into one convenient location!


    How my reviews work:


    Map Name

    Date Posted

    By Creator/s

    Map Version/Played Version if Unknown

    Link

    Review Style


    Review Content


    Final Rating


    I have 2 types of review-styles: Area-based and map-based. For major, full-length CTMs, I'll generally use area-based style, with short segments for every area. Big CTMs, especially linear-branching ones, are usually best described as the sum of their parts. For smaller, or open-world CTMs, I'll use map-based style, with a piece on the map as a whole.


    For each map, I have four categories I grade them on, listed in order of importance:


    Gameplay - by and large the most important thing in the map, this is at the top of the scale. If the gameplay is fun, original, or engaging(or better yet, multiple of those), it will get a high rating here. Gameplay is what makes or breaks a map, and its review score.


    Aesthetics - Initially, I considered aesthetics to be important. Over time, my opinion has changed, and I now consider them to be very important. Not as important as gameplay, but a nice-looking map is extremely important to review score.


    Functionality - How well the map works. If it uses command blocks and redstone, do they break or work? Am I at any point required to cheat to make the map function? If there's less redstone, how well does the map make sure I know where to go and what to do? A good score here won't affect the overall score much, but a bad score can drag down the map a lot, even if the other categories are good.


    Story - More often than not, you'll see an N/A here, as I don't count a book at the start of the map explaining what you're doing. It's Minecraft, we don't expect too much of a story. Still, I always try to read lore if I can, and if I notice an above-average story running through the map - nice bonus!


    The Verdict is the sum of all these parts.


    Do note: I put my reviews in spoilers, as I generally try to include screenshots of each area if I can. I think having the visuals is very important.



    And of course: HUGE SPOILER WARNING!


    With that out of the way:


    Current Reviews:

    Ligebied(On this page) - 5/8/17

    Gora's Cave(On this page) - 5/8/17

    Posted in: Maps Discussion
  • 1

    posted a message on Dissent [2000+ hours of work] [600+ Downloads]
    Quote from link_2012»

    To begin with, I would like to say thank you for your response. Up until this point I haven't gained much of any real feedback about Dissent, which is why I began reading your post with such euphoria. What I appreciated most was your attitude going into the map. Instead of seeing 2,000 hours and saying, "Yea, it's good," just to make me feel better, you say, "With 2000+ advertised dev hours, I would not say its wrong at all to go into this map with high expectations." Sadly, my excitement was shortlived.


    I would like to thank you for taking the time to write up a good response!



    Your response itself reveals the sad truth about Dissent: It is a failure. It's silly, I should have noticed this earlier on too. The lack of let's plays, feedback, and posts of the map's completion all point to its low entertainment value. I was too naive to recognize these signs. Perhaps that's why things are the way they are.

    I honestly cannot express to you the heartbreak I feel right now. I wanted to prove to the Hypixel network I honestly cared by making a fun, meaningful adventure worth their time. In the end, I labored 2,000 hours and 2 years of my life to squander the excitement and waste the time of the 500 people that have downloaded Dissent. It as though I built the titanic, a seemingly glamorous ship, only to find out weeks later it had sunk. All these realizations destroyed me, which is why I am only addressing it a week and a half later.

    Dissent was meant to be about observation and leaving the player to his own thoughts. That's why it's so drawn out, and why so little is laid out for you. The problem is that I never tell the player this, so people are annoyed rather than appreciative. This idea is contradictory, however, because that quest was meant for the Strong in Mind. I wanted to make a map that everyone would enjoy. This is where a sad reality comes into play. I got so wound up pouring my heart and soul into the map I ignored just about every rule of game(map)making. And while, sure, maybe 10 people might enjoy the map for all it has to say, 490 people will have their anticipations crushed.



    A lot of your comments tell me that you designed this map going for a more highbrow audience, people who try to analyze games and find deeper meanings hidden within them. But, like you said, neither Minecraft nor Hypixel really have or attract those audiences.


    Despite that, I don't think this map was totally wasted effort. Did the Hypixel team themselves give you any official exposure? That would have gotten some more people to know about it, at least.



    Finally, before we move on, it appears that your perspective of the map early on had a large impact on how you viewed it later. This is a rather valuable psychological observation to note for future maps (which I probably can't make because college), as well in addressing the objective quality of various areas, which, by the way is another thing I love about your feedback. You split it up very nicely.



    Here, you're right, but not necessarily because of the early areas - I initially heard about the map through the CTM community Discord server, who all told me it was terrible and I shouldn't play it. They ultimately inspired me to be a rebel and play it anyways, because I have a weird fascination with bad CTM maps. Because of that, I went into this prejudiced, and looking back that definitely affected my perception of the map.



    I can't help but ask early on, what difficulty were you using?



    I think normal for most, because I was being a cheater and playing with keepinventory on. I may have switched to easy at some point down the line, but I don't remember.



    It is true that lighting is an important factor. Not just with emerald discovery, but as a general assistance.

    You are also very correct about the lack of communication. I expect players to "observe," instead of handing things out to them on a silver platter like most game devs (which isn't a bad thing, it's just not what I was going for...). This might have made a nice gimmick if I addressed it earlier on, but as of now it is a thorn in the foot of the player.

    The exit should be much easier to find in the current version of the map, though, I am still very sorry you had to use spectator mode to find it.


    Yes! Dissent isn't a total failure :D

    It's the old VIP lobby, and yea, I put a lot of stress on the command blocks. Too much stress to be honest. That and making custom items/mobs really drew me away from making quality gameplay.

    You are probably right with the teleporters. There's really no reason to restrict the access besides encouraging exploration and the creation of "short-cuts".



    If you had put teleporters both ways, it would have discouraged exploration of the relatively small area, but it feels odd to have them all there as a central hub but only as one-way deals. It might have been better, or at least felt more consistent, to have a staircase up to the monument part of the area and not have had the teleporters at all.



    In regards to the emeralds, yes, there are quite a few poorly placed ones. Typically they are meant to be difficult to find, but I get what you mean about situations like that emerlad hidden away on a tiny island :I



    The TNT Wizards emerald made me say that. I was looking out, thinking: "Is that a chest up there? There wouldn't REALLY be one all the out there... right?"



    You are correct in regards to the town. I had actually noticed the buildup during alpha testing, so it's my fault for not doing more to fix it :( All it would have taken was a small spawner range or better spawner placement (then again, that's a lot easier to say now that I use commands versus then when I just used mcedit).


    Again, the long nature of the map is in part due to the thought it is meant to provoke. Unfortunately, I was blind to the fact that that makes terrible gameplay for the average joe.


    Long slog? But what about prisoner ;-; I see what you are saying though, however, this is one of the few things you mention I would have left in if I did it all again. The reason there are so many adventure maps is because they cater to Hypixel veterans, my primary audience. This is also why there are seemingly countless Blitz maps. Nearly all of those maps were removed, so to play them again was nostalgic.


    In revolving the map around Hypixel, though, there was one major flaw: The testing (and therefore the outcome), of the map. Most of my beta testers loved the map, and said the community would enjoy it. They gave me feedback from the inside, but how was I to know what this map looked like from the outside? Normal players don't get the references and aren't interested in a drawn out herobrine boss fight. Some of the major design flaws in Dissent come from me unintentionally excluding everyone else; as you beautifully stated (and probably underestimated), "Several players probably quit the map by now."



    I actually do play Hypixel casually, mostly Mega Walls(as you probably guessed from my comments down there). So I did get some of the references. While I did like Hypixel's adventure maps, the main reason I had a problem with it is because it took a very long time to get through, and did sort of drain me for when I finally did get to the minigames.


    I should probably mention this; I played through the whole map in two days, and was rushing through it by the end. It was a bad idea to try and consume it all at once without taking proper breaks, and that probably affected the review also.



    Thanks, glad yet another area wasn't a total failure. I had the void aspect in there to fit the troll theme, though you are right in that it is a bit overboard. It's strange the invisible maze didn't work. What's suppose to happen is the creepers that spawn in the back are supposed to chase towards you because they have a massive view distance, guess it's bugged. Though, it would probably still be more tedious than exciting regardless.


    Yea, the quest is way too long. I can definitely see people finding it nuisance to clear out the majority of a giant mansion just for a few measly emeralds. You are also correct about the quality of the cheesy potions. Another idea would have been to increase their duration, so you really only need a few and it's not bad when you die.



    That would have been a good idea - hunger immunity for 5 minutes, so you take a few in at the start and can just use as needed.



    A reoccurring issue seems to be the idea of hypixel gimmicks. I had so much potential to replicate various aspects of the server (like the creeper head), but got carried away with reflecting Hypixel in the items and mobs.



    You've gone and said something that I was feeling but couldn't quite put my finger on. This map could have been significantly better if it has used some of the neat ideas from the minigames, like Railguns or Paintballs or whatever else, rather than Hypixel-themed areas. It probably would have taken even more dev time, though. Some shout-outs to the server were well-placed, like the Creeper Head usage.



    I expected players to observe the mobs and their weaknesses, though, again, that doesn't play out well with the typical user. You're right about the horses, they ought to be much rarer. Same with the vampires, it's unreasonable the way it is. The reason everyone does heal is because I didn't have the redstone knowledge back then to make singular healing a reality, thus, it doesn't heal full health, just enough to force players to keep their distance, which obviously worked for you :)


    Yay for the second half! :3 That's when I actually started to get good at command blocks.


    Observation ;) :( There are essences (looks like purple glass) inside each spawner that release quite a few noticeable particles. They give you mining fatigue when you get too close to a spawner, and are destroyed with the spawner. The reason mining fatigue emerges at this point is due to the fact that you should already have an efficiency 4/5 iron pic, and be able to pretty much instantly destroy spawners (this is also why spawners become harder to find at this point). If you had known that the spawners gived you mining fatigue would this area be redeemable?



    Wait, really? It was the SPAWNERS giving me Mining Fatigue the entire time? I wish I had noticed! I was playing with a lot of the particles and animations turned off using Optifine so as to prevent lag, so I might have missed some such things because of it. If I HAD known, I still would have been annoyed, albeit less so. Since you're spending most of your time running straight for every spawner, and killing all the enemies in the spawners, it's hard to notice that you don't have mining fatigue anymore in spawner-cleared areas.



    There is something. It's right there when you enter the area xD You are presented with a button on mossy cobblestone. It spawns a flying horse, which you can ride to your heart's content. These are at the entrance to each intersecting area, every teleporter, and even skydeli's house (which judging by the image for the second to last area you didn't manage to find). If this is unnoticeable (as it apparently is), then yes, this intersection deserves all the rage you can give it. I'm relieved you used spectator mode to continue the map.



    I was skimming through pre-release materials for Dissent after posting the review, noticed your hype shot of the flying horses, and said "crap". Yes, I completely failed to notice them! A chest with a book or signs nearby would have cleared that right up, but I took one look at the weird "choice" horses, had no idea how to use them, and decided I'd rather cheat than build. So it is partially my fault here.



    The elevator took me precisely one minute, odd :I It makes sense though, my computer is faster, and despite the optimizations I made to the elevator (it used to be MUCH slower), I can't imagine putting up with that on a slow computer. I should have definitely added a quick teleport. It was such a neat idea to have an elevator. It's a shame its size kept the ride from being exciting.



    Okay, five minutes might have been a BIT of an exaggeration. I still say it took more time than it needed. Maybe if it grinded down for about 30 seconds then exploded... nahhh...



    You're right about the boss.


    You are 100% correct about the torches. I totally forgot about glowstone, and it's completely unreasonable to replace their torches without a head's up. Which mobs did you find the most aggravating?



    Which mobs? Hmm... I've kind of forgotten what all the area had. I remember the witches being mostly annoying more than deadly, but I think there was one other mob that REALLY ground my gears... I just forget which one.



    Wow, never thought about that with the wizard. That would have definitely been a good addition. I've seen that used several times in ctms, and it is always a breather. The beetles and monkeys have several weaknesses if you are keen enough to spot them, but again, that comes down the the failed implementation of an "observation" mechanic. All the mobs could have used some balancing/changes, though, you're right in that.


    It was indented to be :)


    I'm trying to find words to say this without sounding harsh, but, Mega Walls isn't a very historic part of Hypixel. At least not in the same way vampirez and the old Blitz Lobby is, and especially not when I planned the map. There are many other reasons I didn't (and couldn't) include Mega Walls, and this tidbit wasn't at all meant to represent its entirety. It was meant to be a challenging, emerald boss-fight with a bit of symbolism. Sorry I couldn't make that clearer. If the quality of the fight itself lacked, could you please explain?



    This is bias on my part, I went into the map with this expectation of finding a Mega Walls area with nothing to base that on, and was angry when the expectation was disappointed. I can't be too mad about that. I think the wither fight in and of itself was fine.



    Aww, those were my favorite mobs :( But looking back on them, you're right. Messing with user interface is not wise. The whole point of a game is that you have control over your character. That paired with the fact you have no idea what's going on, and are probably predisposed to wanting to get the map over with, makes you want to just gamemode 3 and pray you will locate the monument head somewhere in the area.



    I think it would have been okay if there was just LESS of it. Two steps into the area, everything was horrible, and looking around the place revealed no nearby end in sight. One of the reasons CTMs don't generally reveal the size of the entire area right at the start is because it can be overwhelming and make a player want to give up, so they'll design things carefully so that the player can't see everything all at once. A lot of the areas here just seem huge and overpowering right at the start.


    If I had to describe glitched in one word, it would be "overwhelming" - some of the gimmicks would have been okay, if there had been less of them, or if you had to deal with only one at a time, rather than taking on everything all at once. Like "this place has creepers that teleport you into them" or you could take an alternative route to the "enemies that take away your jumping abilities" part. Generally spacing things out a bit more.



    The chest mechanic was an experiment, and, well, I suppose it wasn't as fun as I thought it would be. The keys shouldn't be too pricey if you play the game steady, but, as we have pointed out, that only caters to certain players.


    Spawners also seem to be a reoccurring problem. Progression is fundimental to CTMS, so when you're at a stalemate with 3-4 hidden spawners it's unsatisfying, repetitive, and dulls otherwise interesting combat scenarios.



    I generally have 2 modes: "Rush straight through" and "Make a completely safe path". I want everything safe or nothing, so having that stalemate with hidden spawners is generally enough to make me decide to rush the entire area. That's just me, though. I prefer it when spawners have a "calling card", such as a stone brick in a grassy area, with spawners under the stone brick. It lets the spawners be harder to get to while also letting the player know where they are.



    <3 Also, thank you so much if you've actually read this far!


    True, could have been shorter :/


    To begin with, you should have very good gear by this point (sets, legendary armor, agility and enhanced speed pots, rune/legendary swords, etc.), so I don't see harm in the prospect in knocking you back to square one--which is really the point of this area. Still, its true that this nerf takes effort to appreciate (which you don't want to do because you just want to play a fun map... which is what I failed at).



    (Wait... Nostalgia... Back to square one... and I didn't even notice!)


    Looking back at my commentary, I did seem to have an idea already in my head about what exactly a final area in a CTM should be and look like. That's my fault. It's okay to have a slower area as your finale. It stuck out to me because of the jarring switch in pacing from the increasing build-up of peripheral memory access to the slog of Nostalgia.



    This area is the perfect example of an ultimate divide in development. I try to provide a straight path to the boss (but I guess it's not straight enough), whilst providing the most unsatisfying, dull experience possible. And yes, you heard that right, the final area is meant to be boring (aside from a few events, which each has its own purpose), so I was actually a bit happy when I heard it was accursed. Same as the conclusion to the map, though, I sense you were a bit more angry than left with a feeling of, "Whaaa?"



    That surprises me a lot to hear! I said earlier you were going for a very highbrow audience, and after reading this now I really feel like I'm below the mark. I can't see any point to making an area a dull slog just for the deeper meaning. This isn't like Undertale's Genocide route, where it isn't about the dull slog as much as it is the player's decision to continue anyways. After reading this I get the sense that some of the map just went over my head.



    I know I must sound insane to you at this point, but what really is sane? A map that creates nostalgia? Or a map that shows you what nostalgia really is? And this, my friend, is where I have falsely branded this map. There is no fun explaining what is true, and in branding it as fun, not only have I wasted many peoples' time, but I have also shattered the potential for those that seek meaning.


    Now this... this is the hard hitter. I wanted the final boss to be exciting. His death and conclusion not so much, but this battle was meant to be like any other in minecarft. This was one of the only times I followed the typical game formula (ironic, right?). The boss had to have a weak spot, and every so often you could get at it, hence, the rotations and fireball. I also wanted to have epic moves, and different stages, so I spent quite a bit of time on that. I believe I accomplished most of this rather well, but as you argued, there were a few kinks, and players aren't going to be prepared going into it.


    With the spare time you had you were expected to utilize potions, golden apples, etc. to prepare for the next move. You were also expected to have some of the best sets in the game, which you probably didn't have because I tested the fight on hard with only semi-good items and got by without too much effort.



    I should be honest. Don't trust my criticism of the final boss. I shouldn't have said anything about it, because I died 4 times easy and then just cheated my way through the rest, so I didn't get to experience most of the latter half.



    How so? (if you don't mind me asking)



    Alright. I sort of didn't want to say this, but... some of this comes off as edgy 14-year old stuff, or just laziness. There's a fine line between meaningless "modern art" trying to be avant-garde and genuinely meaningful work. It's very hard for any artist to toe that line, and that line changes for each person. What might be seen as some deep, meaningful art by one person is just fake edgy crap trying to cash in to another person. This can be clearly seen when studying art in history, when many critics considered art - that we today think are major pieces of the time - as meaningless. And, to me PERSONALLY, much of the philosophy stuff came out as random stuff thrown out that asks me to find some deep meaningful answer for the work, rather than the work making me think on its own.



    True, the story isn't apparent, it isn't meant to be. What there is is vague, you're meant to put the pieces together. You seem to have figured out most of what you needed to. You didn't get the motive though, which is pivotal to understanding the deeper lore (which it why isn't apparent). Where you are correct is how difficult this is to access. While most of what's going on can be inferred from the map itself, several of the books are trickier to find. I see from a design perspective, though, that the story itself being shrouded takes from the map as it leaves the players clueless. Sadly, all this takes us back to the fundamental flaw of the map (which I will discuss in a bit).



    Maybe this seems silly to ask after all I've said, but WAS the motive if I missed it? Herobrine possessing them? Frustration with newly raised coin taxes?



    Moving on to your next concern, yes there actually is someone to save: Skydeli, but since you missed most of I3 because you didn't see the flying horses, you didn't save skydeli (who is smack dab in the center of the second to last area). It's sad too, that's one of the most epic parts of the map :(



    First off, I didn't skip any of I3, I just used Spectator mode to get to the entrance of each area. Were you supposed to use the horses to fly into the areas? That would've been overpowered if I'd known. It certainly would have helped in Glitched...


    Aw, man... I actually did see Skydeli bawling their eyes out in their little cage, so I broke in to see them, but they didn't do anything. I'm sad I missed that, and I don't think it was all that I missed. By the end of the map, I wasn't skipping anything, but I was really on sprint mode to try and get through, so I wasn't trying to clear everything and explore every nook and cranny. The reason why Than the hacker is talking in the Mega Walls picture is because I didn't even notice he existed until I was going through each area over in Spectator to get the pictures after I beat the map. So I think I did miss some of those events, and I do regret that I didn't go a little slower.



    When it comes to the opposing forces, you are correct that you do not know their motives, therefore, how can they have won by killing Hypixel? In regards to the last area, it's not about the rebellion. That should be fairly apparent. "Peripheral Memory Access" "Nostalgia" the fact that literally none of the mobs are actual players.



    Killing Hypixel wasn't the end? I didn't know much about the rebellion as you said, so I assumed that once he was gone there wouldn't be anyone left (except me of course) to go against them.



    I would like to ask you some curious questions before we wrap up here:

    You seem to feel most of the mobs were poorly designed (and you give good reasons for your arguments), how about the items?



    The items? I didn't comment on them much, but I actually thought some of them were fairly creative. Some of the "can be used on enchanting table but not anvil" items seemed a little pointless to me, but that's just because I personally prefer the predictability of anvils over the luck-of-the-draw enchanting table style. Many of the potions were interesting, and some of the items like the forcefield-skulls were really neat concepts.



    Could you, with all this map's flaws, still have had fun if you understood what was going on, how the mobs worked, and the prospect that Dissent was designed to leave you to your own thoughts? How about visa versa?



    More understand would have definitely let me have more fun, yes. Less understanding of what was going on would probably only have made the problem worse.



    It seems like you really know how to spot good maps/concepts. What are some of your favorite ctms and minecraft maps?



    Ragecraft III: I can't say anything about the combat because it's on 1.8 while this map is on a post 1.9 version, and the combat works completely differently. However, one of the things I liked most about it(and I appreciate it all the more now) was that at the start of every area, it had a book that clearly said "THIS IS HOW THE AREA WORKS, THIS IS WHAT IS GOING TO HAPPEN TO YOU AND WHERE IT'S COMING FROM, THIS IS HOW TO DEAL WITH AND OVERCOME THE GIMMICKS". Maybe not all of its gimmicks were amazing, but at least I knew what they were. More books like the hint book for the Herobrine boss fight would have been very welcome.


    Terra Restore I and especially II: I wouldn't say that the gameplay in each has tons of substance, but the command blocks in each(but particularly II) are designed to be so cool and blows-everything-else-out-of-the-water-y that it makes up for it. This map does have a lot of really cool command blocks, but Terra Restore generally goes for simpler gameplay, easier difficulty, and standard stories to require less effort from the player. It's like the summer action flick of maps. Turn off your brain and watch the special effects.



    Sorry if all this was a lot to read, but it's really gotten a lot out of my system. It truly is painful to spend so much time on something to bring joy and meaning to others, only to have it fall flat. It seems the root of all our problems here is that I attempted to provide a quality experience for too many different groups of players. Primarily I wanted it to be meaningful, about observation, and about discussion with one's self. This left a scar in me attempting to make the map objectively enjoyable. Another damaging aspect to that fun nature is the fact that this map was made for Hypixel veterans. It was meant to provoke nostalgia, something that carried players through. That was flipped on its head, as all these references and excessive Blitz areas created a bore for the average minecraft player. It's like I made a product that was sweet, sour, and savory at the same time. While sure, it might be a good product for just the sweet or sour bits, together it just doesn't work.


    Thank you once again for your amazing feedback. I'm so sorry to disappoint you, and hope you play some super fun maps in the near future to make up for this bad one.


    Regards,

    link2012



    Thank you for responding! I don't think it was a total waste of time to play the map, and there were some parts I did enjoy. The map has problems, but we've talked enough about those. If you can make anything in the future, I'd be interested in seeing what you could do with the experience you now have!
    Posted in: Maps
  • 1

    posted a message on Dissent [2000+ hours of work] [600+ Downloads]
    Quote from Nbtrainor»

    For this map did you create your own interpretations of Hypixel builds that are simply "inspired" or did you directly copy and paste them into the areas or build them block for block?


    They are copy-pasted with only slight alterations (such as removing all the lighting) to make them CTM-suitable-ish.
    Posted in: Maps
  • 2

    posted a message on Dissent [2000+ hours of work] [600+ Downloads]

    I know I'm necroposting this thread, but I think this is enough of an addition that it's worth it.


    Review of Dissent

    By Moniker1(Still TT on here...)


    Note: Contains screenshots!




    Before I start, I’d just like to comment on the main gimmick of this map; taking Hypixel’s maps and making CTMs out of them. I actually don’t think it’s a bad idea, because it has some major benefits. For one thing, Hypixel does a VERY good job with their maps, and your area and aesthetic design is already done for you. I personally have played on Hypixel’s server, and enjoyed their minigames. So when I heard about this map, of course I had to at least give it a shot. Another advantage is that, with your map design covered, that takes out a lot of the time you would normally spend building area aesthetics, and lets you spend it on placing spawners, designing interesting encounters and loot, and doing command block stuff. With 2000+ advertised dev hours, I would not say its wrong at all to go into this map with high expectations.



    I’m just sad I was so disappointed.



    (Screenshots included by request)



    I may have burned it a little.


    Prisoner(game: Quakecraft): Rating… Just Okay

    For all the epicness this map claims to have, it starts off really slow. Nothing here is particularly difficult. I appreciated having little natural spawns. It was nice to only deal with spawner stuff. However, during this area, one of the major problems with the map rears its ugly head. Namely, lighting and guiding the player to important points. Most of the lighting was removed from the copied maps, leaving the only source of light most of the time as your own torches. This is actually really bad, since its hard to see important stuff. The little emerald chandelier? How the heck is anyone supposed to notice that? Its good form to put redstone torches on the important stuff, but as it is, the exit to the area and the pig fishing secret is REALLY hard to find, because there’s no lights or area design to guide your attention to it. I had to go into spectator mode just to see it!



    MONUMENT: Recovered Haven: Rating… Good


    I don’t know what lobby this is, but it looks fine. All the command blocks work (a consistent thing throughout the map, one of the things done right), a good base is given… everything is okay. I just wish the convenience teleporters were two-way… oh, and the emerald blocks were neat too, but many of the emerald locations were a bunch of crap. Hidden in some far-off island that requires a stack of blocks to get to and was just a little aesthetic thing in the Hypixel server? Was that really necessary?


    In any case, the next area is where some of the map’s problems start to really show.



    Wrath of th- I mean, LOST BRETHREN: Rating: The start of the problems


    This is where the central problem of the map shows up. The gameplay has exactly two modes: “Boring” and “Bullcrap”. The first part of this area is boring. Many of the spawners, here and elsewhere, aren’t primed, so if you’re fast you can just break them before stuff spawns. You walk down a long, winding path, and if the mobs do spawn, they’re the same every time. Boring.

    The town, on the other hand, is bullcrap. The buildings are all very close together, and things are packed tight. That means that while you’re dealing with the mobs from one spawner, the spawners in the floor above you are spawning, and mobs in the buildings near you are spawning. Basically, it builds up REALLY FAST, and if you want to loot all the buildings, multiple trips back to make them despawn are required. The good news is, you don’t need to beat all the buildings! You can just run right to the next place once you have the head in the town hall!



    (Do you need a screenshot here? It’s just Wrath of the Fallen…)


    Rustaay Castle: Rating: Boring

    There are all these huge areas in Hypixel, and you take them without cutting them down at all, and fill them all with spawners and some secrets… but there isn’t much interesting to do in many of them, so its just running around a big area and smashing spawners as you go. It wouldn’t have

    disappointed anyone if you just sealed off some of the castle and left it empty to streamline things. This applies to a lot of areas, really.



    Wisdom Mines: Rating: Okay:

    There wasn’t much to say here. It’s just the mines with a lot of spawners added. Honestly, the first few areas out of the monument, you’re just exploring a spawner-filled survival mode of Hypixel’s second map. It goes on way too long, and anyone who was hoping to get to playing on Hypixel’s minigame maps really has to slog through this and wait a while before they can. It would have been better to replace all of these areas with minigame renditions, or mini-size the whole map into one big area as opposed to 3 medium ones. The long haul through all three of these areas probably made several players give up before the map really got started.



    Intersection 1, Rotten Firstfruit: Rating: Eh

    Its an okay intersection. We’re all happy to be done with Wrath of the Fallen, this is essentially where the map REALLY starts. The most notable thing is the NPC villager dialogue at the bottom(or was it the I2 guy?), which I think was where we actually learned what the heck was happening, the rebellion in Hypixel. I’ll talk about the lore and how messed up it is at the very end.




    It takes just as long to run through as it looks!

    Formidable Resurrection(??? Whats with the name?)(game: Blitz SG): Rating: Long

    This area had okay mobs, but it got boring after a lot of running through them. This is not the last Blitz SG map. I have to say, a lot of the areas were Blitz maps. I feel it is overrepresented. I guess now is as good a time as any to note the custom mobs in this map; many of them were rather simplistic. Rather than creating new interesting situations, a few custom mobs were taken and had their spawners scattered throughout the area. You fight the same mobs in the same way many times, and it really wears on you. Much of the time, each new area only brings a slightly more powerful zombie than before, or a slightly more powerful skeleton than before. In that regard, I’d compare the map to Savage Realms, though that map had more redeeming qualities.



    No Such Thing as Magic(game: TNT Wizards): Rating: Above Average

    This area was alright! It was neat enough, running around, exploring buildings, and grabbing points. I do appreciate the witch changes! However, I feel like it could have been even better, by giving the player speed/jump boost buffs like in the real TNT wizards, and priming the spawners, putting more guard around the points and a miniboss mob instead of an obsidian-encased spawner. Then, you could have been dashing around, smacking mobs aside as they chased you, capturing all the points and trying to win the battle! It might have been good then. As it is, it goes really slowly, and the TNT Wizards maps weren't built for slow play.



    Under the Bridge(game: Paintball): Rating: Above Average

    This area, too, was okay. You had a fair choice of which route you wanted to take to get to the other side. The invisible maze was more an annoyance than anything, though. The worst part. The void almost felt unnecessary, not really being a threat if you played with any careful-ness. The only time it came into play was the Creeper Head usage, which was actually a nice shout-out to the real server. Good on you.



    Intersection 2:

    As an intersection, this place is nice, if a bit more dangerous than expected. As for the sidequest… well, once again, the entire upper part of the mansion was used when it really didn’t need to be. It felt like a really long slog for just 2 emeralds, even if the ability to instakill ghosts with glass was cool. The cheesy potions WOULD have been helpful… if they’d been given in stacks. As it is, with them taking up a lot of inventory when you can’t even use them at full efficiency, it’s really better to stick with conventional food.



    Quake Tribe(game: Quakecraft): Rating: Okay

    All the twisting hallways were tough to navigate! At least the next area and head are easy to find. Really, I can’t imagine anyone still trying to find the emeralds by this point… There isn’t too much to say, just that the map could’ve had so many neat Quakecraft-like gimmicks, and instead chose to just go with an above-average skeleton custom mob. Disappointing.



    On one hand, neat! On the other hand, a lot of running to do!

    Citadel of Legends(game: Blitz SG?): Rating: Okay

    The name and the Assassin generics made me expect something special, but its really a rather ordinary area. The blazes have a tendency to burn down the forest. This would’ve been a good place for a boss fight or a climax, but while its tense running along the top, there is again nothing too noteworthy.



    Gets two screenshots because they’re so different

    Ivory Fangs(game: VampireZ): Rating: Bullcrap, then Above Average

    Here, in both parts of the area, another major problem in the later areas of the map show up. Specifically, the custom mobs aren’t explained at ALL. The first part of the area, due to this, is an utter crapfest. First off, the headless horsemen. They might have been okay as rarely seen, almost miniboss-type enemies… not spammed everywhere as normal enemies! They give you blindness AND wither with when you’re in a couple block radius, and there isn’t anything you can do about it. And its hard to realize that it’s the HORSES, not the zombies, that give it to you! Not only that, but the nearby vampires heal up to almost full when they hit you, which would be okay… if not for the map detecting the damage you take from wither as them hitting you, constantly healing the swarms of vampires. A deadly combo I’m fairly certain is entirely accidental. The saving grace is that its all totally skippable, just run right to the other end of the town if you don’t care for the not-worth-it loot.

    The second part is pretty much a completely different area. Free infinite iron, yay! The jump boost and parkour design, combined with skeletons, but giving you knockback-resist items… it was actually pretty neat! I actually liked it! Good job!



    Blitzful Nightmare(game: Blitz SG): Rating: Annoying:

    So, this area would have been given an “Okay”, if not for one thing: You randomly have Mining Fatigue! There’s not a reason for it or anything! It’s just there! Why?? What’s the point? To make it more of a challenge? It felt totally pointless, and cast a shadow on what was otherwise an alright area. The mobs were somewhat challenging this time, although dealing with the swarms and spawners that spawned more spawners got annoying after a while. And this isn’t the last time the player is randomly debuffed…




    You start at the bottom. Have fun getting up!

    Intersection 3: Rating: Bad:

    Okay, I’m just going to yell this… WHY WOULD ANYONE EVER DESIGN AN INTERSECTION THIS WAY?! There’s no bridges, or ladders, o-or anything! Just empty space for you to bridge! I didn’t even bother. I fully admit to using spectator mode to get around places from this point onwards. It was just… so annoying! At LEAST give us a block chest at the bottom! You didn’t even do that!




    Looking at the torch trail, I think this screenshot represents the best way of playing the area.


    Blizzard(Game: Blitz SG… again): Rating: Okay

    I didn’t even stay long enough to see the blizzard mechanic. The main problem with the area is the elevator at the start; it takes WAY TOO LONG. Block by block by block… for what surely must have been at least 100 blocks… didn’t you notice it was a 5-minute trip during testing? For one way? It would have been FASTER to chop down trees, craft ladders, and use those to get back up!

    The boss fight was unexpected, but terrible. Once again, some explanation would have been nice. I wasn’t sure whether I was supposed to be killing or helping the villager. The boss mechanics result in tons of swarms while the villager heals up as you try to swat away the minions. However, if you use the Ground Pound axe, it becomes a little less terrible… so I hope you don’t lose that item!



    The Intestines of the Network: Rating: Awful

    To anyone reading this planning to play the map, go right ahead and skip the area. It’s bad. First off, the guy clinging to your back is annoying and laggy. Second off, the first thing you do at the start of the area is replace all the players current torches with redstone torches WITHOUT warning them. Hope you weren’t carrying too many! And it’s pointless too, since it’s perfectly possible to use glowstone. Once inside, it doesn’t get better. The mobs are numerous and aggravating, and its hard to find the spawners to break them. The only good part is that it isn’t THAT long. It would have been better as just a couple tunnels and a very short walk there.



    Thought you were done with Adventure maps? YOU THOUGHT WRONG.

    Developer’s Mansion: Rating: Ranges from bad to Above Average

    Okay, so this area was an odd mix. Simultaneously cool at some parts and bad at others. The wizard’s special items were cool, it would have been nice to be able to move him back to the monument. The monkeys and Beetles outside hit WAY too hard, and they swarmed! The inside of the mansion was SAFER!

    The inside of the mansion would have done much better with a proper explanation. The Indecisive Mages were neat with them going from extra-tanky to essentially a period of vulnerability. However, the Lightning they hit you with was totally unavoidable, and got really frustrating after a while. The Angel Boots were also cool. The crypt below was actually the best part, with a sort-of cool lantern gimmick and some good, simple mob encounters. That part with codename_b at the bottom, though… that was dark.



    Also. This was the worst part of the map for me. Not the crypt, but the side area in it. A lot of the areas in this map are biased towards Blitz SG, taking representation from a lot of the other games that could have been in. Blitz SG was an important game, but arguably more important were the games Walls and Mega Walls, some of Hypixel’s most influential works. Walls was only represented through one small transition area. Mega Walls? …Well, I went into the map wanting to play a Mega Walls area. Almost expecting it, as some major climax. A big epic area; it might have even made a good final area. What did we get to represent the biggest, the most epic game on Hypixel?



    THIS. One itty-bitty bedrock arena wither boss fight! As an optional emerald area! I guess it could have no representation, but… it’s SO boring! You could have had something amazing, not this! Maybe it was a plan for one of the future maps, maybe not, I don’t know…



    Glitched(game: Blitz SG… AGAIN!!): Rating: Accursed

    This area ties with the last for being the worst. It. Is. BAD. AWFUL. HORRIBLE!! Everything about it is imbalanced! It mostly messes with your interface, dragging your vision away as you try to break spawners, shifting you around… this would be okay as a little gimmick, but this is a HUGE area! You have to put up with it for WAY too long to get anywhere! And the mobs, oh goodness, the mobs… I have PTSD flashbacks to creepers that TELEPORTED YOU INTO THEM so they could IMMEDIATELY explode you, one enemy that gave poison(the easiest one), another that gave Mining Fatigue that prevented you from breaking spawners, and still another that gave Negative Jump Boost, preventing you from jumping… All with no explanation or warning, of course. I ran straight through, grabbed the head, and got out. Nope nope NOPE.



    The Main Attraction(Hypixel Main Lobby): Rating: Okay

    Alright, this one isn’t so bad. The chest mechanic was annoying… you could just give us the items, you don’t need to make us buy easy-to-lose very overpriced keys! Once you made it to the actual castle, it was actually a fun area, with some finally INTERESTING combat encounters rather than spawners everywhere(that’s totally what the outside is, though). The ending was so disappointing, though. No real conclusion to anything… I’ll talk about that in a bit.



    Peripheral Memory Access: Rating: Good

    We would have all been better off is this was the final area.

    The mobs take a lot of hits to kill – all the endgame mobs do, it makes fighting them more aggravating than anything – but other than, this area was okay. A neat mechanic, it kept itself fairly short, and felt like a really good buildup for the finale! I actually did like this one, at least a little.



    This was AFTER a very long mines segment.

    Nostalgia(Old Hypixel Lobby??): Rating: Double Accursed

    So… after all this buildup, all this time, what do you do for the final area? The map slows to an UTTER crawl. Why? Because you’re debuffed again! Weakness 11. Slowness 3. Mining Fatigue… 2. Because it NEEDS TO BE MORE OF A CHALLENGE. Seriously? The final area in a map is usually about you throwing everything you have at an insane challenge, not bringing you back down almost to the power level you had when you started, so you can VERY SLOWLY move through an incredibly long area!

    Now, I won’t go on. Because I fully admit it. I gave up. I went into Spectator mode and skipped straight to the final boss. I. was. DONE. I did not want any more.

    And the final boss… was even worse! Not only did you keep your debuffs, you went into adventure mode and lost block-placing power! Instead of fighting an actual enemy, you fought Herobrine, who hovered just out of the reach of your weapons. The ONLY opportunity you had to hurt him was when he shot a fireball… which happened about every 3 minutes. Good luck if you didn’t get it! The rest of the time rotated between A: Dealing with a ridiculously OP attack that killed you incredibly fast(even with the best armor, don’t expect to last more than a couple hits) or B: Waiting for Herobrine to do something. The final boss battle was just boring! It would have been better to just have a regular fight, instead of the slow waitfest we got.



    It is done.


    THE STORY AND LORE:

    All the philosophy stuff was just silly. I’m not going to comment on it.

    First off, the map does very little to establish the story, what’s going on, and what you’re doing in. What I COULD gather:

    *You’re trying to stop a rebellion

    *Almost everyone is on the rebellion’s side

    *There’s this person called “His Divinity”

    And all of this is hidden away in optional dialogue and books that are very possible to miss. It all falls flat. There’s nothing to save and nobody to help. It’s just you, murdering a bunch of people in a “rebellion” with no opposition except for yourself. You don’t know their motivations, just that at the end of the map in the second-to-last area, they successfully execute Hypixel and win. And in the real last area, you totally forget about the rebellion and go fight Herobrine instead. All of this together means no investment, or reason to care. The story might have done better with more fleshing out; establish the situation, motivations, and give it a proper conclusion. As it is, there isn’t any payoff for paying attention to it.




    All in all, I give the map a "bad". There are some good ideas, but they're lost and buried amidst everything else.

    Posted in: Maps
  • 2

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread

    Review of Dissent

    By Moniker1(Still TT on here...)


    Dissent can be found here.


    Note: Contains screenshots!




    Before I start, I’d just like to comment on the main gimmick of this map; taking Hypixel’s maps and making CTMs out of them. I actually don’t think it’s a bad idea, because it has some major benefits. For one thing, Hypixel does a VERY good job with their maps, and your area and aesthetic design is already done for you. I personally have played on Hypixel’s server, and enjoyed their minigames. So when I heard about this map, of course I had to at least give it a shot. Another advantage is that, with your map design covered, that takes out a lot of the time you would normally spend building area aesthetics, and lets you spend it on placing spawners, designing interesting encounters and loot, and doing command block stuff. With 2000+ advertised dev hours, I would not say its wrong at all to go into this map with high expectations.



    I’m just sad I was so disappointed.



    (Screenshots included by request)



    I may have burned it a little.


    Prisoner(game: Quakecraft): Rating… Just Okay

    For all the epicness this map claims to have, it starts off really slow. Nothing here is particularly difficult. I appreciated having little natural spawns. It was nice to only deal with spawner stuff. However, during this area, one of the major problems with the map rears its ugly head. Namely, lighting and guiding the player to important points. Most of the lighting was removed from the copied maps, leaving the only source of light most of the time as your own torches. This is actually really bad, since its hard to see important stuff. The little emerald chandelier? How the heck is anyone supposed to notice that? Its good form to put redstone torches on the important stuff, but as it is, the exit to the area and the pig fishing secret is REALLY hard to find, because there’s no lights or area design to guide your attention to it. I had to go into spectator mode just to see it!



    MONUMENT: Recovered Haven: Rating… Good


    I don’t know what lobby this is, but it looks fine. All the command blocks work (a consistent thing throughout the map, one of the things done right), a good base is given… everything is okay. I just wish the convenience teleporters were two-way… oh, and the emerald blocks were neat too, but many of the emerald locations were a bunch of crap. Hidden in some far-off island that requires a stack of blocks to get to and was just a little aesthetic thing in the Hypixel server? Was that really necessary?


    In any case, the next area is where some of the map’s problems start to really show.



    Wrath of th- I mean, LOST BRETHREN: Rating: The start of the problems


    This is where the central problem of the map shows up. The gameplay has exactly two modes: “Boring” and “Bullcrap”. The first part of this area is boring. Many of the spawners, here and elsewhere, aren’t primed, so if you’re fast you can just break them before stuff spawns. You walk down a long, winding path, and if the mobs do spawn, they’re the same every time. Boring.

    The town, on the other hand, is bullcrap. The buildings are all very close together, and things are packed tight. That means that while you’re dealing with the mobs from one spawner, the spawners in the floor above you are spawning, and mobs in the buildings near you are spawning. Basically, it builds up REALLY FAST, and if you want to loot all the buildings, multiple trips back to make them despawn are required. The good news is, you don’t need to beat all the buildings! You can just run right to the next place once you have the head in the town hall!



    (Do you need a screenshot here? It’s just Wrath of the Fallen…)


    Rustaay Castle: Rating: Boring

    There are all these huge areas in Hypixel, and you take them without cutting them down at all, and fill them all with spawners and some secrets… but there isn’t much interesting to do in many of them, so its just running around a big area and smashing spawners as you go. It wouldn’t have

    disappointed anyone if you just sealed off some of the castle and left it empty to streamline things. This applies to a lot of areas, really.



    Wisdom Mines: Rating: Okay:

    There wasn’t much to say here. It’s just the mines with a lot of spawners added. Honestly, the first few areas out of the monument, you’re just exploring a spawner-filled survival mode of Hypixel’s second map. It goes on way too long, and anyone who was hoping to get to playing on Hypixel’s minigame maps really has to slog through this and wait a while before they can. It would have been better to replace all of these areas with minigame renditions, or mini-size the whole map into one big area as opposed to 3 medium ones. The long haul through all three of these areas probably made several players give up before the map really got started.



    Intersection 1, Rotten Firstfruit: Rating: Eh

    Its an okay intersection. We’re all happy to be done with Wrath of the Fallen, this is essentially where the map REALLY starts. The most notable thing is the NPC villager dialogue at the bottom(or was it the I2 guy?), which I think was where we actually learned what the heck was happening, the rebellion in Hypixel. I’ll talk about the lore and how messed up it is at the very end.




    It takes just as long to run through as it looks!

    Formidable Resurrection(??? Whats with the name?)(game: Blitz SG): Rating: Long

    This area had okay mobs, but it got boring after a lot of running through them. This is not the last Blitz SG map. I have to say, a lot of the areas were Blitz maps. I feel it is overrepresented. I guess now is as good a time as any to note the custom mobs in this map; many of them were rather simplistic. Rather than creating new interesting situations, a few custom mobs were taken and had their spawners scattered throughout the area. You fight the same mobs in the same way many times, and it really wears on you. Much of the time, each new area only brings a slightly more powerful zombie than before, or a slightly more powerful skeleton than before. In that regard, I’d compare the map to Savage Realms, though that map had more redeeming qualities.



    No Such Thing as Magic(game: TNT Wizards): Rating: Above Average

    This area was alright! It was neat enough, running around, exploring buildings, and grabbing points. I do appreciate the witch changes! However, I feel like it could have been even better, by giving the player speed/jump boost buffs like in the real TNT wizards, and priming the spawners, putting more guard around the points and a miniboss mob instead of an obsidian-encased spawner. Then, you could have been dashing around, smacking mobs aside as they chased you, capturing all the points and trying to win the battle! It might have been good then. As it is, it goes really slowly, and the TNT Wizards maps weren't built for slow play.



    Under the Bridge(game: Paintball): Rating: Above Average

    This area, too, was okay. You had a fair choice of which route you wanted to take to get to the other side. The invisible maze was more an annoyance than anything, though. The worst part. The void almost felt unnecessary, not really being a threat if you played with any careful-ness. The only time it came into play was the Creeper Head usage, which was actually a nice shout-out to the real server. Good on you.



    Intersection 2:

    As an intersection, this place is nice, if a bit more dangerous than expected. As for the sidequest… well, once again, the entire upper part of the mansion was used when it really didn’t need to be. It felt like a really long slog for just 2 emeralds, even if the ability to instakill ghosts with glass was cool. The cheesy potions WOULD have been helpful… if they’d been given in stacks. As it is, with them taking up a lot of inventory when you can’t even use them at full efficiency, it’s really better to stick with conventional food.



    Quake Tribe(game: Quakecraft): Rating: Okay

    All the twisting hallways were tough to navigate! At least the next area and head are easy to find. Really, I can’t imagine anyone still trying to find the emeralds by this point… There isn’t too much to say, just that the map could’ve had so many neat Quakecraft-like gimmicks, and instead chose to just go with an above-average skeleton custom mob. Disappointing.



    On one hand, neat! On the other hand, a lot of running to do!

    Citadel of Legends(game: Blitz SG?): Rating: Okay

    The name and the Assassin generics made me expect something special, but its really a rather ordinary area. The blazes have a tendency to burn down the forest. This would’ve been a good place for a boss fight or a climax, but while its tense running along the top, there is again nothing too noteworthy.



    Gets two screenshots because they’re so different

    Ivory Fangs(game: VampireZ): Rating: Bullcrap, then Above Average

    Here, in both parts of the area, another major problem in the later areas of the map show up. Specifically, the custom mobs aren’t explained at ALL. The first part of the area, due to this, is an utter crapfest. First off, the headless horsemen. They might have been okay as rarely seen, almost miniboss-type enemies… not spammed everywhere as normal enemies! They give you blindness AND wither with when you’re in a couple block radius, and there isn’t anything you can do about it. And its hard to realize that it’s the HORSES, not the zombies, that give it to you! Not only that, but the nearby vampires heal up to almost full when they hit you, which would be okay… if not for the map detecting the damage you take from wither as them hitting you, constantly healing the swarms of vampires. A deadly combo I’m fairly certain is entirely accidental. The saving grace is that its all totally skippable, just run right to the other end of the town if you don’t care for the not-worth-it loot.

    The second part is pretty much a completely different area. Free infinite iron, yay! The jump boost and parkour design, combined with skeletons, but giving you knockback-resist items… it was actually pretty neat! I actually liked it! Good job!



    Blitzful Nightmare(game: Blitz SG): Rating: Annoying:

    So, this area would have been given an “Okay”, if not for one thing: You randomly have Mining Fatigue! There’s not a reason for it or anything! It’s just there! Why?? What’s the point? To make it more of a challenge? It felt totally pointless, and cast a shadow on what was otherwise an alright area. The mobs were somewhat challenging this time, although dealing with the swarms and spawners that spawned more spawners got annoying after a while. And this isn’t the last time the player is randomly debuffed…




    You start at the bottom. Have fun getting up!

    Intersection 3: Rating: Bad:

    Okay, I’m just going to yell this… WHY WOULD ANYONE EVER DESIGN AN INTERSECTION THIS WAY?! There’s no bridges, or ladders, o-or anything! Just empty space for you to bridge! I didn’t even bother. I fully admit to using spectator mode to get around places from this point onwards. It was just… so annoying! At LEAST give us a block chest at the bottom! You didn’t even do that!




    Looking at the torch trail, I think this screenshot represents the best way of playing the area.


    Blizzard(Game: Blitz SG… again): Rating: Okay

    I didn’t even stay long enough to see the blizzard mechanic. The main problem with the area is the elevator at the start; it takes WAY TOO LONG. Block by block by block… for what surely must have been at least 100 blocks… didn’t you notice it was a 5-minute trip during testing? For one way? It would have been FASTER to chop down trees, craft ladders, and use those to get back up!

    The boss fight was unexpected, but terrible. Once again, some explanation would have been nice. I wasn’t sure whether I was supposed to be killing or helping the villager. The boss mechanics result in tons of swarms while the villager heals up as you try to swat away the minions. However, if you use the Ground Pound axe, it becomes a little less terrible… so I hope you don’t lose that item!



    The Intestines of the Network: Rating: Awful

    To anyone reading this planning to play the map, go right ahead and skip the area. It’s bad. First off, the guy clinging to your back is annoying and laggy. Second off, the first thing you do at the start of the area is replace all the players current torches with redstone torches WITHOUT warning them. Hope you weren’t carrying too many! And it’s pointless too, since it’s perfectly possible to use glowstone. Once inside, it doesn’t get better. The mobs are numerous and aggravating, and its hard to find the spawners to break them. The only good part is that it isn’t THAT long. It would have been better as just a couple tunnels and a very short walk there.



    Thought you were done with Adventure maps? YOU THOUGHT WRONG.

    Developer’s Mansion: Rating: Ranges from bad to Above Average

    Okay, so this area was an odd mix. Simultaneously cool at some parts and bad at others. The wizard’s special items were cool, it would have been nice to be able to move him back to the monument. The monkeys and Beetles outside hit WAY too hard, and they swarmed! The inside of the mansion was SAFER!

    The inside of the mansion would have done much better with a proper explanation. The Indecisive Mages were neat with them going from extra-tanky to essentially a period of vulnerability. However, the Lightning they hit you with was totally unavoidable, and got really frustrating after a while. The Angel Boots were also cool. The crypt below was actually the best part, with a sort-of cool lantern gimmick and some good, simple mob encounters. That part with codename_b at the bottom, though… that was dark.



    Also. This was the worst part of the map for me. Not the crypt, but the side area in it. A lot of the areas in this map are biased towards Blitz SG, taking representation from a lot of the other games that could have been in. Blitz SG was an important game, but arguably more important were the games Walls and Mega Walls, some of Hypixel’s most influential works. Walls was only represented through one small transition area. Mega Walls? …Well, I went into the map wanting to play a Mega Walls area. Almost expecting it, as some major climax. A big epic area; it might have even made a good final area. What did we get to represent the biggest, the most epic game on Hypixel?



    THIS. One itty-bitty bedrock arena wither boss fight! As an optional emerald area! I guess it could have no representation, but… it’s SO boring! You could have had something amazing, not this! Maybe it was a plan for one of the future maps, maybe not, I don’t know…



    Glitched(game: Blitz SG… AGAIN!!): Rating: Accursed

    This area ties with the last for being the worst. It. Is. BAD. AWFUL. HORRIBLE!! Everything about it is imbalanced! It mostly messes with your interface, dragging your vision away as you try to break spawners, shifting you around… this would be okay as a little gimmick, but this is a HUGE area! You have to put up with it for WAY too long to get anywhere! And the mobs, oh goodness, the mobs… I have PTSD flashbacks to creepers that TELEPORTED YOU INTO THEM so they could IMMEDIATELY explode you, one enemy that gave poison(the easiest one), another that gave Mining Fatigue that prevented you from breaking spawners, and still another that gave Negative Jump Boost, preventing you from jumping… All with no explanation or warning, of course. I ran straight through, grabbed the head, and got out. Nope nope NOPE.



    The Main Attraction(Hypixel Main Lobby): Rating: Okay

    Alright, this one isn’t so bad. The chest mechanic was annoying… you could just give us the items, you don’t need to make us buy easy-to-lose very overpriced keys! Once you made it to the actual castle, it was actually a fun area, with some finally INTERESTING combat encounters rather than spawners everywhere(that’s totally what the outside is, though). The ending was so disappointing, though. No real conclusion to anything… I’ll talk about that in a bit.



    Peripheral Memory Access: Rating: Good

    We would have all been better off is this was the final area.

    The mobs take a lot of hits to kill – all the endgame mobs do, it makes fighting them more aggravating than anything – but other than, this area was okay. A neat mechanic, it kept itself fairly short, and felt like a really good buildup for the finale! I actually did like this one, at least a little.



    This was AFTER a very long mines segment.

    Nostalgia(Old Hypixel Lobby??): Rating: Double Accursed

    So… after all this buildup, all this time, what do you do for the final area? The map slows to an UTTER crawl. Why? Because you’re debuffed again! Weakness 11. Slowness 3. Mining Fatigue… 2. Because it NEEDS TO BE MORE OF A CHALLENGE. Seriously? The final area in a map is usually about you throwing everything you have at an insane challenge, not bringing you back down almost to the power level you had when you started, so you can VERY SLOWLY move through an incredibly long area!

    Now, I won’t go on. Because I fully admit it. I gave up. I went into Spectator mode and skipped straight to the final boss. I. was. DONE. I did not want any more.

    And the final boss… was even worse! Not only did you keep your debuffs, you went into adventure mode and lost block-placing power! Instead of fighting an actual enemy, you fought Herobrine, who hovered just out of the reach of your weapons. The ONLY opportunity you had to hurt him was when he shot a fireball… which happened about every 3 minutes. Good luck if you didn’t get it! The rest of the time rotated between A: Dealing with a ridiculously OP attack that killed you incredibly fast(even with the best armor, don’t expect to last more than a couple hits) or B: Waiting for Herobrine to do something. The final boss battle was just boring! It would have been better to just have a regular fight, instead of the slow waitfest we got.



    It is done.


    THE STORY AND LORE:

    All the philosophy stuff was just silly. I’m not going to comment on it.

    First off, the map does very little to establish the story, what’s going on, and what you’re doing in. What I COULD gather:

    *You’re trying to stop a rebellion

    *Almost everyone is on the rebellion’s side

    *There’s this person called “His Divinity”

    And all of this is hidden away in optional dialogue and books that are very possible to miss. It all falls flat. There’s nothing to save and nobody to help. It’s just you, murdering a bunch of people in a “rebellion” with no opposition except for yourself. You don’t know their motivations, just that at the end of the map in the second-to-last area, they successfully execute Hypixel and win. And in the real last area, you totally forget about the rebellion and go fight Herobrine instead. All of this together means no investment, or reason to care. The story might have done better with more fleshing out; establish the situation, motivations, and give it a proper conclusion. As it is, there isn’t any payoff for paying attention to it.




    All in all, I give the map a "bad". There are some good ideas, but they're lost and buried amidst everything else.

    Posted in: Maps Discussion
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