Many people don't like reviewing this map because it's a survival map (same with almost any other survival map), and for that reason, I have only gotten 1 review out of around 25 people I've asked. I hope you'll try it though, it seems like reviewing survival maps is difficult.
Thanks in advance.
I actually have had less trouble reviewing survival than I originally anticipated. I'll stick you in the queue.
The forest of silence is an adventure map where you act as an adventurer trying to find to cure to save your village from a disease. You end up jumping through all sorts of hoops (and trees) to accomplish this. To get ahead of myself, the map has plenty to pick on that doesn't work, and it's behind on a few minecraft updates which can make it a bit bugged at times. Luckily for us, Fangride is planning an overhaul of the map from the ground up. So this review is an interesting experience since it's like giving the mapmaker advice before he makes the map. At any rate, the potential of the map shines through the age and bugs. Here we go...
Function:
I don't need to say some things are busted. Climbable vines break pretty much everything. Redstone and rails can't be placed on minetracks anymore, so I had water hit one track near the end and watched every track pop off instantly. Since this map isn't getting more bug fixes, there's really no point in me listing all these. The timing of some map aspects got strange. I was told I could place levers on black wool, and then by the time I got the levers to use, there was another sign telling me that I could place levers now. And then I used them both at once which seems a bit lazy that you gave me two levers to use at one specific place instead of wiring it so that one lever hit both pistons. The water carrying the brick puzzle didn't work for me at all- the lever that started the water carrying it also turned on a piston that blocked its flow. I still think there's an answer to that puzzle that I'm just missing, but I never figured it out. The list of 7 levers seemed to have to be wrong. The chief gave me one lever and told me to take it to the smith to have it fixed, but since they each gave me a lever I got 2 from one list entry. And then there was both "forest" and "lost" levers listed, but I only found 1 lever lost in the forest. I still ended up with 7 levers though, so it seems like the list is just wrong. And then in the nether at the end, I just got lost, found no way to light the obsidian frame I made, and cheated to finish the map. So yeah, the end part was not easy to follow. And one more thing I had a problem with, the zombies spawners in the tree was a very efficient lag machine. I was fine until I fell once, and the second time through, the lag cause by the mob of 50 or so zombies jumping at me from underneath made the jumping almost unfinishable. Having the water flow like that cleared the area around the spawners at the top of the flow, making it so that the mob of zombies was essentially limitless and that's bad when you need to do precision jumping. But, the vast majority of the challenges went well without a hitch, and the water block placing over lava was just fun.
6/10
Form:
The map was pretty pretty. It was styled for its purpose. In most of the outside areas, the map borders were made to be fairly subtle. The buildings and scenery were all acceptable, though not breathtaking. I didn't like the sharp contrast between outside and inside though. There is very distinct contrast between being outside with NPCs and being inside buildings with puzzles without any reason for it, meaning the outside is made to look natural and scenic, but most of the puzzles are blocky rooms shaped just for purpose. And in a map that is this driven by story, it wants to feel more organic all the way through. Also, the nether section was unpleasant.
5/10
Flavor:
This map seemed very confused about what it was doing. I was like one of the rhymes that lists an ever expanding series of things- like the old lady swallowing the bird to catch the spider to catch the fly... This map had a village with a disease that is cured by an apple that is grown on the tree that has a curse that's caused by a mad man that opens the nether that leads to someone blowing up a village that leads to... a big mess. Two thirds of the way through the map I had gotten what I came for and was just playing around in the nether for unfollowable reasons. The finish line kept getting pushed out of reach whenever I got close and even when I got past the original finish line, the map didn't end. It's like the endless stairs in mario 64 that you can never get to the top of, so even though the map works the gameplay and story together nicely to a point, the story doesn't make you like it and then eventually you lose track of it entirely. The ultimate display of this problem is the end, where you escape the nether and have the cure to save your village from the horrible disease, and you get "thanks for playing" with no village. The player successfully succeeds in getting the cure for their people and escaping with it into the widerness with no village in sight.
4/10
Uniqueness:
It's an adventure map! That's mostly it. It certainly has a storyline that hasn't been used, and it has the aged to get granfathered high on this scale, so it's somewhere in the middle.
Overall Score?: 15/30 and
Would I recommend it?
- I have good expectations for the remade version.
does the A2 path (and the other paths that dont have a button) remain broken for the entire map or will we be able to get to those paths as we progress through the map?
After completing a certain amount of paths, the broken buttons become unlocked.
Maybe half of them hve all the blocks in the same state when you leave, a handful, maybe 6 or 7 and completely impassable after the first time through, but your real problem will be that almost all of them give the player items they need for the level and I don't know how you make them self replace.
Hold the House is one of the larger scaled survival maps that I'm sad are so few and far between. Survival maps have become small survival islands so much of the time, that people seem to forget that any randomly generated seed is really a survival map. A user created survival map is just imposing challenges and/or restrictions on the normal minecraft gameplay. Most survival maps accomplish this by limiting the size and resources of the map, but that is not the only way to add challenge to minecraft, and Hold the House does so by eliminating all the grass and blocking out the sun permanently. It's an interesting map.
Function:
Firstly, I will specify that I am reviewing the eternal night mode. Having the easier difficulty there is a nice touch for the easy-going player, but I think you should recommend the eternal night mode since the no cloud mode is a bit too easy. On to my rants...
Because a survival map doesn't generally have the large buildng projects and puzzle making of the other custom map types, the biggest challenge a survival mapmaker has to undergo is balancing the maps difficulty level. And because survival maps lack the big build projects and puzzles to distract from standard minecraft gameplay, the basic challenge level of surviving comes under much greater scrutiny. Hold the House has an issue with its challenge difficulty, not because it is too hard or too easy, but because it is inconsistent. The difficulty to accomplish a task and its reward are not balanced. For example, had I headed down to the beach or the craters right away, I would have been fighting through god-forsaken wasteland and been rewarded with extremely little useful items and met with hundreds of mobs. On the contrary, though, my first instinct was to check the hills first, and in about 10 minutes I had a bucket of lava, a bucket of water, infinite wood (with all my bonemeal), full golden armor, a diamond sword, and enough coal and iron to rule the world. Survival maps are always a clock to see how long it takes until I'm invincible, and finding Dirtydishdog's hobo camp was a food supply away from me being invincible. (I hit invincible when I found a red mushroom to go with my brown mushroom.) I tried no cloud mode first, so I understood most of the landscape before starting eternal night, but mostly because of the supplies at the hobo camp, I could light up about 60% of the surface with close to 700 torches in little more than an hour. All this because I happened to find the most broken secret area first.
This lack of balance applies to all the challenges as well. I don't expect all the challenges to be equally difficult because that would be stupid and probably boring, but I do expect the effort and reward to have some sort of proportionality. Exploring the caves and caverns is not overly challenging and gives many immediate rewards. Going to the End and slaying the dragon is quite difficult and gets practically no reward. At any rate, the map does have quite a daunting list of challenges and an entertaing collection of map features and does a nice job of getting the player involved in the map. I'm not sure if this was intentional, but the landmines at the beginning were a good way of getting the player started with a few stacks of construction materials to work with. I don't like that the single sectioned-off challenge was a maze.
6/10
Form:
The dirt wasteland looked pretty good. The man-made terrain blended in quite well with the game generated areas, which I know from experience is more difficult that it sounds. Each little landmark was appealing in its own way, and most of the joke signs were fun. Some pieces were a bit undermade, like the spectators booth was a little plain and the enchanting table was just sort of there, an undecorated challenge completion just sitting in the air. Basically, on a wide macro scale, the map had nice aesthetic features. On a micro scale, the individual landmarks and secret areas could use more detail.
5/10
Flavor:
I like the back story and the way you explained the walls and ceilings. It took a little imagination, but getting the player's imagination involved is a good thing in minecraft. I have one issues with the story itself. I don't like that 2 year time period line. I think 2 weeks surviving alone would accomplish the same thing without making the player wonder why the character accomplished nothing in two years but could light the whole surface with a couple of hours of work. I don't like the name of the map. I don't think it fits, since the first thing any reasonable player will do is dismantle the house to use the wood. I don't know what you would call it, though.
Anyway, most of the map focused little or none on the backstory, but the feel was consistent that the secret areas were more like easter eggs than plot points, and they were just there to find while I undertook the real task of fighting back and scaring off the hordes of monsters trying to kill me.
6/10
Uniqueness:
I like the sun blocking and I like that you incorporated that into a story. The same goes for the elimination of the grass. These made for a good challenge and were well explained. It was very much its own map and definitely is a unique experience.
Overall Score: 17/30 and
Would I recommend it?
- I had to think about this one. I'd definitely only recommend the eternal night mode. The challenge of no grass and eternal darkness is what makes this fun, so the only time I'd recommend this would be hard mode to a more veteran survivor.
Hold the House is one of the larger scaled survival maps that I'm sad are so few and far between. Survival maps have become small survival islands so much of the time, that people seem to forget that any randomly generated seed is really a survival map. A user created survival map is just imposing challenges and/or restrictions on the normal minecraft gameplay. Most survival maps accomplish this by limiting the size and resources of the map, but that is not the only way to add challenge to minecraft, and Hold the House does so by eliminating all the grass and blocking out the sun permanently. It's an interesting map.
Function:
Firstly, I will specify that I am reviewing the eternal night mode. Having the easier difficulty there is a nice touch for the easy-going player, but I think you should recommend the eternal night mode since the no cloud mode is a bit too easy. On to my rants...
Because a survival map doesn't generally have the large buildng projects and puzzle making of the other custom map types, the biggest challenge a survival mapmaker has to undergo is balancing the maps difficulty level. And because survival maps lack the big build projects and puzzles to distract from standard minecraft gameplay, the basic challenge level of surviving comes under much greater scrutiny. Hold the House has an issue with its challenge difficulty, not because it is too hard or too easy, but because it is inconsistent. The difficulty to accomplish a task and its reward are not balanced. For example, had I headed down to the beach or the craters right away, I would have been fighting through god-forsaken wasteland and been rewarded with extremely little useful items and met with hundreds of mobs. On the contrary, though, my first instinct was to check the hills first, and in about 10 minutes I had a bucket of lava, a bucket of water, infinite wood (with all my bonemeal), full golden armor, a diamond sword, and enough coal and iron to rule the world. Survival maps are always a clock to see how long it takes until I'm invincible, and finding Dirtydishdog's hobo camp was a food supply away from me being invincible. (I hit invincible when I found a red mushroom to go with my brown mushroom.) I tried no cloud mode first, so I understood most of the landscape before starting eternal night, but mostly because of the supplies at the hobo camp, I could light up about 60% of the surface with close to 700 torches in little more than an hour. All this because I happened to find the most broken secret area first.
This lack of balance applies to all the challenges as well. I don't expect all the challenges to be equally difficult because that would be stupid and probably boring, but I do expect the effort and reward to have some sort of proportionality. Exploring the caves and caverns is not overly challenging and gives many immediate rewards. Going to the End and slaying the dragon is quite difficult and gets practically no reward. At any rate, the map does have quite a daunting list of challenges and an entertaing collection of map features and does a nice job of getting the player involved in the map. I'm not sure if this was intentional, but the landmines at the beginning were a good way of getting the player started with a few stacks of construction materials to work with. I don't like that the single sectioned-off challenge was a maze.
6/10
Form:
The dirt wasteland looked pretty good. The man-made terrain blended in quite well with the game generated areas, which I know from experience is more difficult that it sounds. Each little landmark was appealing in its own way, and most of the joke signs were fun. Some pieces were a bit undermade, like the spectators booth was a little plain and the enchanting table was just sort of there, an undecorated challenge completion just sitting in the air. Basically, on a wide macro scale, the map had nice aesthetic features. On a micro scale, the individual landmarks and secret areas could use more detail.
5/10
Flavor:
I like the back story and the way you explained the walls and ceilings. It took a little imagination, but getting the player's imagination involved is a good thing in minecraft. I have one issues with the story itself. I don't like that 2 year time period line. I think 2 weeks surviving alone would accomplish the same thing without making the player wonder why the character accomplished nothing in two years but could light the whole surface with a couple of hours of work. I don't like the name of the map. I don't think it fits, since the first thing any reasonable player will do is dismantle the house to use the wood. I don't know what you would call it, though.
Anyway, most of the map focused little or none on the backstory, but the feel was consistent that the secret areas were more like easter eggs than plot points, and they were just there to find while I undertook the real task of fighting back and scaring off the hordes of monsters trying to kill me.
6/10
Uniqueness:
I like the sun blocking and I like that you incorporated that into a story. The same goes for the elimination of the grass. These made for a good challenge and were well explained. It was very much its own map and definitely is a unique experience.
Overall Score: 17/30 and
Would I recommend it?
- I had to think about this one. I'd definitely only recommend the eternal night mode. The challenge of no grass and eternal darkness is what makes this fun, so the only time I'd recommend this would be hard mode to a more veteran survivor.
0
After much fighting with the front post formatting, you're in the list.
0
I actually have had less trouble reviewing survival than I originally anticipated. I'll stick you in the queue.
0
It was my pleasure.
0
But I'm not mature.
Oh well! Guess I'll just have to make my own maps...
0
by Fangride
Thread- http://www.minecraftforum.net/topic/568215-
The forest of silence is an adventure map where you act as an adventurer trying to find to cure to save your village from a disease. You end up jumping through all sorts of hoops (and trees) to accomplish this. To get ahead of myself, the map has plenty to pick on that doesn't work, and it's behind on a few minecraft updates which can make it a bit bugged at times. Luckily for us, Fangride is planning an overhaul of the map from the ground up. So this review is an interesting experience since it's like giving the mapmaker advice before he makes the map. At any rate, the potential of the map shines through the age and bugs. Here we go...
Function:
I don't need to say some things are busted. Climbable vines break pretty much everything. Redstone and rails can't be placed on minetracks anymore, so I had water hit one track near the end and watched every track pop off instantly. Since this map isn't getting more bug fixes, there's really no point in me listing all these. The timing of some map aspects got strange. I was told I could place levers on black wool, and then by the time I got the levers to use, there was another sign telling me that I could place levers now. And then I used them both at once which seems a bit lazy that you gave me two levers to use at one specific place instead of wiring it so that one lever hit both pistons. The water carrying the brick puzzle didn't work for me at all- the lever that started the water carrying it also turned on a piston that blocked its flow. I still think there's an answer to that puzzle that I'm just missing, but I never figured it out. The list of 7 levers seemed to have to be wrong. The chief gave me one lever and told me to take it to the smith to have it fixed, but since they each gave me a lever I got 2 from one list entry. And then there was both "forest" and "lost" levers listed, but I only found 1 lever lost in the forest. I still ended up with 7 levers though, so it seems like the list is just wrong. And then in the nether at the end, I just got lost, found no way to light the obsidian frame I made, and cheated to finish the map. So yeah, the end part was not easy to follow. And one more thing I had a problem with, the zombies spawners in the tree was a very efficient lag machine. I was fine until I fell once, and the second time through, the lag cause by the mob of 50 or so zombies jumping at me from underneath made the jumping almost unfinishable. Having the water flow like that cleared the area around the spawners at the top of the flow, making it so that the mob of zombies was essentially limitless and that's bad when you need to do precision jumping. But, the vast majority of the challenges went well without a hitch, and the water block placing over lava was just fun.
6/10
Form:
The map was pretty pretty. It was styled for its purpose. In most of the outside areas, the map borders were made to be fairly subtle. The buildings and scenery were all acceptable, though not breathtaking. I didn't like the sharp contrast between outside and inside though. There is very distinct contrast between being outside with NPCs and being inside buildings with puzzles without any reason for it, meaning the outside is made to look natural and scenic, but most of the puzzles are blocky rooms shaped just for purpose. And in a map that is this driven by story, it wants to feel more organic all the way through. Also, the nether section was unpleasant.
5/10
Flavor:
This map seemed very confused about what it was doing. I was like one of the rhymes that lists an ever expanding series of things- like the old lady swallowing the bird to catch the spider to catch the fly... This map had a village with a disease that is cured by an apple that is grown on the tree that has a curse that's caused by a mad man that opens the nether that leads to someone blowing up a village that leads to... a big mess. Two thirds of the way through the map I had gotten what I came for and was just playing around in the nether for unfollowable reasons. The finish line kept getting pushed out of reach whenever I got close and even when I got past the original finish line, the map didn't end. It's like the endless stairs in mario 64 that you can never get to the top of, so even though the map works the gameplay and story together nicely to a point, the story doesn't make you like it and then eventually you lose track of it entirely. The ultimate display of this problem is the end, where you escape the nether and have the cure to save your village from the horrible disease, and you get "thanks for playing" with no village. The player successfully succeeds in getting the cure for their people and escaping with it into the widerness with no village in sight.
4/10
Uniqueness:
It's an adventure map! That's mostly it. It certainly has a storyline that hasn't been used, and it has the aged to get granfathered high on this scale, so it's somewhere in the middle.
Overall Score?: 15/30 and
Would I recommend it?
- I have good expectations for the remade version.
0
That it does.
0
Play it.
0
Yup, that's how you do it.
0
Now name that literary reference and get a cookie!
0
After completing a certain amount of paths, the broken buttons become unlocked.
0
0
Thank you, sir. That creeper explosion from the beginning is about to become an issue.
0
0
by Warhawk193
Thread- http://www.minecraftforum.net/topic/1028003-
Hold the House is one of the larger scaled survival maps that I'm sad are so few and far between. Survival maps have become small survival islands so much of the time, that people seem to forget that any randomly generated seed is really a survival map. A user created survival map is just imposing challenges and/or restrictions on the normal minecraft gameplay. Most survival maps accomplish this by limiting the size and resources of the map, but that is not the only way to add challenge to minecraft, and Hold the House does so by eliminating all the grass and blocking out the sun permanently. It's an interesting map.
Function:
Firstly, I will specify that I am reviewing the eternal night mode. Having the easier difficulty there is a nice touch for the easy-going player, but I think you should recommend the eternal night mode since the no cloud mode is a bit too easy. On to my rants...
Because a survival map doesn't generally have the large buildng projects and puzzle making of the other custom map types, the biggest challenge a survival mapmaker has to undergo is balancing the maps difficulty level. And because survival maps lack the big build projects and puzzles to distract from standard minecraft gameplay, the basic challenge level of surviving comes under much greater scrutiny. Hold the House has an issue with its challenge difficulty, not because it is too hard or too easy, but because it is inconsistent. The difficulty to accomplish a task and its reward are not balanced. For example, had I headed down to the beach or the craters right away, I would have been fighting through god-forsaken wasteland and been rewarded with extremely little useful items and met with hundreds of mobs. On the contrary, though, my first instinct was to check the hills first, and in about 10 minutes I had a bucket of lava, a bucket of water, infinite wood (with all my bonemeal), full golden armor, a diamond sword, and enough coal and iron to rule the world. Survival maps are always a clock to see how long it takes until I'm invincible, and finding Dirtydishdog's hobo camp was a food supply away from me being invincible. (I hit invincible when I found a red mushroom to go with my brown mushroom.) I tried no cloud mode first, so I understood most of the landscape before starting eternal night, but mostly because of the supplies at the hobo camp, I could light up about 60% of the surface with close to 700 torches in little more than an hour. All this because I happened to find the most broken secret area first.
This lack of balance applies to all the challenges as well. I don't expect all the challenges to be equally difficult because that would be stupid and probably boring, but I do expect the effort and reward to have some sort of proportionality. Exploring the caves and caverns is not overly challenging and gives many immediate rewards. Going to the End and slaying the dragon is quite difficult and gets practically no reward. At any rate, the map does have quite a daunting list of challenges and an entertaing collection of map features and does a nice job of getting the player involved in the map. I'm not sure if this was intentional, but the landmines at the beginning were a good way of getting the player started with a few stacks of construction materials to work with. I don't like that the single sectioned-off challenge was a maze.
6/10
Form:
The dirt wasteland looked pretty good. The man-made terrain blended in quite well with the game generated areas, which I know from experience is more difficult that it sounds. Each little landmark was appealing in its own way, and most of the joke signs were fun. Some pieces were a bit undermade, like the spectators booth was a little plain and the enchanting table was just sort of there, an undecorated challenge completion just sitting in the air. Basically, on a wide macro scale, the map had nice aesthetic features. On a micro scale, the individual landmarks and secret areas could use more detail.
5/10
Flavor:
I like the back story and the way you explained the walls and ceilings. It took a little imagination, but getting the player's imagination involved is a good thing in minecraft. I have one issues with the story itself. I don't like that 2 year time period line. I think 2 weeks surviving alone would accomplish the same thing without making the player wonder why the character accomplished nothing in two years but could light the whole surface with a couple of hours of work. I don't like the name of the map. I don't think it fits, since the first thing any reasonable player will do is dismantle the house to use the wood. I don't know what you would call it, though.
Anyway, most of the map focused little or none on the backstory, but the feel was consistent that the secret areas were more like easter eggs than plot points, and they were just there to find while I undertook the real task of fighting back and scaring off the hordes of monsters trying to kill me.
6/10
Uniqueness:
I like the sun blocking and I like that you incorporated that into a story. The same goes for the elimination of the grass. These made for a good challenge and were well explained. It was very much its own map and definitely is a unique experience.
Overall Score: 17/30 and
Would I recommend it?
- I had to think about this one. I'd definitely only recommend the eternal night mode. The challenge of no grass and eternal darkness is what makes this fun, so the only time I'd recommend this would be hard mode to a more veteran survivor.
0
by Warhawk193
Thread- http://www.minecraftforum.net/topic/1028003-
Hold the House is one of the larger scaled survival maps that I'm sad are so few and far between. Survival maps have become small survival islands so much of the time, that people seem to forget that any randomly generated seed is really a survival map. A user created survival map is just imposing challenges and/or restrictions on the normal minecraft gameplay. Most survival maps accomplish this by limiting the size and resources of the map, but that is not the only way to add challenge to minecraft, and Hold the House does so by eliminating all the grass and blocking out the sun permanently. It's an interesting map.
Function:
Firstly, I will specify that I am reviewing the eternal night mode. Having the easier difficulty there is a nice touch for the easy-going player, but I think you should recommend the eternal night mode since the no cloud mode is a bit too easy. On to my rants...
Because a survival map doesn't generally have the large buildng projects and puzzle making of the other custom map types, the biggest challenge a survival mapmaker has to undergo is balancing the maps difficulty level. And because survival maps lack the big build projects and puzzles to distract from standard minecraft gameplay, the basic challenge level of surviving comes under much greater scrutiny. Hold the House has an issue with its challenge difficulty, not because it is too hard or too easy, but because it is inconsistent. The difficulty to accomplish a task and its reward are not balanced. For example, had I headed down to the beach or the craters right away, I would have been fighting through god-forsaken wasteland and been rewarded with extremely little useful items and met with hundreds of mobs. On the contrary, though, my first instinct was to check the hills first, and in about 10 minutes I had a bucket of lava, a bucket of water, infinite wood (with all my bonemeal), full golden armor, a diamond sword, and enough coal and iron to rule the world. Survival maps are always a clock to see how long it takes until I'm invincible, and finding Dirtydishdog's hobo camp was a food supply away from me being invincible. (I hit invincible when I found a red mushroom to go with my brown mushroom.) I tried no cloud mode first, so I understood most of the landscape before starting eternal night, but mostly because of the supplies at the hobo camp, I could light up about 60% of the surface with close to 700 torches in little more than an hour. All this because I happened to find the most broken secret area first.
This lack of balance applies to all the challenges as well. I don't expect all the challenges to be equally difficult because that would be stupid and probably boring, but I do expect the effort and reward to have some sort of proportionality. Exploring the caves and caverns is not overly challenging and gives many immediate rewards. Going to the End and slaying the dragon is quite difficult and gets practically no reward. At any rate, the map does have quite a daunting list of challenges and an entertaing collection of map features and does a nice job of getting the player involved in the map. I'm not sure if this was intentional, but the landmines at the beginning were a good way of getting the player started with a few stacks of construction materials to work with. I don't like that the single sectioned-off challenge was a maze.
6/10
Form:
The dirt wasteland looked pretty good. The man-made terrain blended in quite well with the game generated areas, which I know from experience is more difficult that it sounds. Each little landmark was appealing in its own way, and most of the joke signs were fun. Some pieces were a bit undermade, like the spectators booth was a little plain and the enchanting table was just sort of there, an undecorated challenge completion just sitting in the air. Basically, on a wide macro scale, the map had nice aesthetic features. On a micro scale, the individual landmarks and secret areas could use more detail.
5/10
Flavor:
I like the back story and the way you explained the walls and ceilings. It took a little imagination, but getting the player's imagination involved is a good thing in minecraft. I have one issues with the story itself. I don't like that 2 year time period line. I think 2 weeks surviving alone would accomplish the same thing without making the player wonder why the character accomplished nothing in two years but could light the whole surface with a couple of hours of work. I don't like the name of the map. I don't think it fits, since the first thing any reasonable player will do is dismantle the house to use the wood. I don't know what you would call it, though.
Anyway, most of the map focused little or none on the backstory, but the feel was consistent that the secret areas were more like easter eggs than plot points, and they were just there to find while I undertook the real task of fighting back and scaring off the hordes of monsters trying to kill me.
6/10
Uniqueness:
I like the sun blocking and I like that you incorporated that into a story. The same goes for the elimination of the grass. These made for a good challenge and were well explained. It was very much its own map and definitely is a unique experience.
Overall Score: 17/30 and
Would I recommend it?
- I had to think about this one. I'd definitely only recommend the eternal night mode. The challenge of no grass and eternal darkness is what makes this fun, so the only time I'd recommend this would be hard mode to a more veteran survivor.