Wow! That's a pretty impressive build Mithey!
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Sep 13, 2017doggieboy9 posted a message on [Collection] Mithey's Maps ~ Chunk Restore 0.2 Alpha is now out!Posted in: Maps
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Sep 2, 2017Mithey posted a message on [Collection] Mithey's Maps ~ Chunk Restore 0.2 Alpha is now out!Posted in: Maps
---WARNING REVIEW CONTAINS MILD SPOILERS---
So i reached the end of the current version, what did i think?
Let me 1st say that i was playing on challenging difficulty as the past main maps have been a bit easy on the normal setting.
It sets up the story very nicely with the 1st area, Issue one i had to update the armor myself so i would get the buffs, it caused me to die because of that.
I died 3 times in the 1st area so there is a spike of challenge that i like and overall the 1st area you play in and fight was great.
Now we come to the main "base" area, it's a lovely place even without any of the buildings but what did annoy me is that there was no place i could build a place of my own, now i'm not the one to build places for myself but i do know others do.
So after the base area you go onto the next area the tower. I had so many issues and it was because of the food, I was always under half hp dyeing all the time as i could not heal up, I would highly suggest you have an auto heal kick in after a while out of combat with the current food as it's just painful waiting to restore the hearts you have. Mix this in with the challenging difficulty i had a really hard time with this area, even tho it was supposed to be an easy area. Now i have a mod that shows me my armor but also creatures HP and i have to say the weapons to the amount of HP some monsters have are painful and i will get talking about this next.
So after that there is an airship section now the dmg you do, with the pressure of killing the ghasts you have to kill the 3 other mobs that land on the airship, 1 skelly with a bow, 1 skelly without a bow and one zombie. Compared to the skeletons the zombie has way to much HP and dmg, at least have high of one of the aspects as i was having a hard time with this part, I already commented about the issue with the fireballs in my last post so i wont bring it up here.
Now all that out of the way.... this map every area is amazing, the amount of work seen put into this is breath taking, each area just looks amazing! I cannot wait to see the later areas!
Now current what i have seen what would i rate this?
Features: N/A (Because what is up with the level system and what not, don't know so its why its an N/A)
Overall playing: 7
FPS/LAG: 1 (Lower is better)
Overall i give the current version a 7/10
Keep up the AWESOME work!
Yeah the health regeneration is pretty slow since the food quality isn't the best which I like/dislike. I like it because you can prioritize eating better quality food when you really need it, like for a boss fight or event or when close to death. I dislike it when it creates too much down time. That's where I was actually considering having Legend of Zelda like hearts hidden throughout the tower that you could pickup and they would instantly heal you.
An area which you can make your own base was something I really considered, but it would of been pretty tricky to implement. I was at first considering having it so you had to explore areas and find items to unlock certain blocks to build with at your player base. I was also thinking of having it so when new people move into your town that instead of Vuco restoring the land you would instead be tasked by the person to make a certain build for them to live in. But again that would be a bit complicated to try and implement and I figured not everyone would enjoy such a thing either.
The leveling system currently can give you strength+resistance buffs in areas that you are high enough level in. Your level vs. the zone's level dictates how much exp you get per mob kill and what buffs you receive. In the future I'm hoping to add in some sort of custom player ability system which may or may not tie in with the leveling system too. Since the map will likely end up being partially open world I may also end up making it so you can't enter certain areas until you're X level to prevent players from getting overpowered gear for their level.
Yes, for tools you can. However for food which has no durability, and for armor which gets rendered differently when the player is wearing it you can't
Yeah I was 1/2 considering getting rid of that and 1/2 considering leaving it in to see if anyone smart enough would notice xD
There are no apples at spawn this time I was going to but then it didn't make much sense with the whole prologue dungeon being a thing
Hello, Mithey. It's been a long time since I've seen your wonderful and awesome maps popping out in the notifications.
By playing your latest map, Chunk Restore, I've seen that you put a lot of effort in it and try to improve the map mechanic by adding new features that aren't in your previous map, it makes the game doesn't feel like Minecraft anymore! Moreover, the returning character and plot is there as well, which brings much nostalgia to me.
Though I just started the map, I've already seen a bug: http://imgur.com/a/DDl7J
You see, when I get close to Vuco, she seems to turn into white completely, I may think it's an Optifine error I guess?
Also, you have linked the wrong website of Optifine, the map is v1.12.1 right? However, the link you have provided is v1.12 instead.
Anyways, I'll be uploading this errors by the time when I'm playing the game, and I hope you have an AWESOME day.
EDIT: It looks like Optifine has some errors when loading the RP, so about Vuco turning white, don't worry much about her.
Whenever you get close to things you can right click they start to glow with the Minecraft status effect. But yeah, it's not suppose to be completely white like that. You might have some sort of Optifine option or something else enabled which is causing that.
Chunk restore is awesome The buildings and environment look MUCH better then previous your previous "restore maps"! I despised the visible command blocks! Some really cool textures and models. Music is nice and fitting as always. Nice to see that the story continues litteraly where TR1 left off! The fasttravel systems (both interregional and local) are simple looking, yet pleasant to use. Also the animation of the airship was amazing!
Of course there's some criticism too:
WHERES THE LAVAFLOOR???? please add it
CR is distincting itself from TR1 & TR2 with the change from survival to adventure. Part of the fun of TR was the freedom that came with survival mode.
Yet the same change enables you to involve puzzles and challenges through the whole map! So I'm not certain about this change...
I found it very annoying that chests get destroyed on opening. My inventory became bloated with worn armor! Also it's difficult to determine what was in the chest.
Although it only being the first dungeon, I felt like it was lacking content. The only treasures were coconuts (lol) and a weapon which was not even hidden... It took some adventuring to find bob's lost armor I recall. And it was fun!
Also not really critisizing, but will the upgradable base return (have I missed it?) ? The idea get's worn out pretty fast, so I would not mind if it didn't.
Bug 1: In the starting scene, I click on Vuco and take her view instead of continuing the scene
Bug 2: Some mobs are invisible?
Bug 3: I can combine damaged tools/armor and create a normal item...
Bug 4?: I can't pull mobs with a fishing rod who have not noticed me
The lava floor is actually there in the player base but pretty hidden this time xD
My issues with survival mode is that it constantly limits what I can do mechanic wise and how it can enable players to easily overcome challenges by simply placing blocks or digging. Digging and placing blocks can still be cool mechanics though which is one of the reasons why I went ahead and added the power-up system. Occasionally you will find tools which will allow you to destroy certain blocks like mob spawners, and place blocks on top of other certain blocks. It's a lot more limited in terms of freedom for sure but it's better this way imo.
I'm still considering having chests the old way, or at least just for the normal chests but I'll have to see. Some reasons for the new way includes quicker looting, an added animation to the loot, and making it so the player won't accidentally store stuff in the chest as anything stored outside of the player base will get deleted when the area unloads. The big downside though of course is you can't easily see what exactly was in the chest.
There were two chests with enchanted armor in the tower dungeon but yeah. I'm trying to give out weapons/armor less often this time in comparison to TR2. The reasons being I want items that you gain to actually really "feel" like an upgrade, and not something you will just end up replacing in a hour or so with something better. I also wanted it this way so that each time you gain an item it feels special and later on you can probably easily remember where you got the item from. Not to mention item creation now takes slightly longer with there being custom textures/models involved. Future dungeon areas will likely have more than 1 void chest in them for sure though.
The upgradable base has been slightly merged with the structures you restore themselves. For example a feature of the first structure you restore is that you can talk to Melissa before heading out and she will fully restore your health and hunger/saturation. Other structures that you restore are planned to have features attached to them too.
I did notice once that silverfish became invisible for some reason until I relogged.
Combining tools/armor to create a normal item is something I'm hoping will get removed when Minecraft 1.13 adds in custom recipes.
Not being able to pull mobs with a fishing rod like ones that haven't noticed you yet is intended.
Mithey, you've done it again! Even the Alpha of this map was amazing! I loved almost everything about it! There are a couple of gripes I have though. For one, the charm of being in Survival Mode and having more freedom is gone, which is a little disappointing. It was also kind of annoying how rather than just simply opening a chest, it disappears, spilling its contents everywhere, which is especially annoying when you only want a couple of things in the chest. The areas are also surprisingly smaller than the other maps, with absolutely nothing at the barriers of areas and the small size of your base. It'd be nicer if you could see a little past the barriers rather than just seeing emptiness on the other side, and if the main hub was a little more open.
I suppose all of this criticism is a little discouraging, so why don't I balance it out with everything I love about the map? I love how you start off at the end of Terra Restore 1 (That is the end of TR1, right?). I also love the seasons system and how there's a notice in the form of a howl or a cluck to indicate when it's day or night. Even the small things amaze me, like the apples hanging from the trees, the tiny locations in the area selection menu, and the custom textures for everything. I was especially blown away by Bob's Airship, with all of the details from the clouds flying by, to even the water flowing underneath.
Anyways, I can't wait for you to finish this map! I haven't been this excited for a map in a long time.
I went with smaller areas this time on purpose for a number of reasons, mainly for aesthetics and performance. For example:
*The map requires 8 chunk render distance so that I can guarantee that the whole area that the player is in is loaded at any point. That helps drastically with bugs where commands can't run because certain chunks or entities are not loaded in because they are too far away
*I actually personally really liked the aesthetics of games like Paper Mario and some older games where areas are "screen" based. It's pretty unique too in a Minecraft map setting
*Smaller areas are way more enjoyable to work with and allow me to greatly focus in on smaller details that I would not bother with if the areas were bigger
*Smaller areas in general allows me to focus in on gameplay more and creating interesting combat scenarios/puzzles
*Less area loading time; Nearly all areas get loaded in via structure blocks.
*Helps with the season system
*And so on
And yeah, the map starts off during the very end of TR1. Some small things have been changed of course but it's still pretty similar to it.
I found the whole airship thing to be pretty impressive too, hopefully I can continue to make events and boss fights that sweet looking lol
I finished the Chunk Restore and I immediately fell in love with it, it's such a good work that it may be the new generation of mapmaking in the Minecraft community. Just~ Kiss
The only question I have encountered in the process is, what's with the stackable emerald blocks? Are they going to do something if I put all of them in front of Coco's shop? (Speaking of Coco, the jokes of "THE GENERATION OF COCOS" never stopped.)
Also, I'm so excited for the map that I've done this: https://imgur.com/a/DKkak
BEHOLD! THE BEST ARMOUR OF MINECRAFT HISTORY IN 2017!
The stackable emerald blocks are used for one of two things in the tower area. It can help you skip the parkour if you find that too annoying or can be used later on in the area to gain access to a chest with some pretty decent stuff in it.
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