My school's term starts next week, so I will stop making the map until around February or March next year in order to focus on my studies. If I have time during my studying period, I will expand this map. Wish me luck for my studies!
My school's term starts next week, so I will stop making the map until around February or March next year in order to focus on my studies. If I have time during my studying period, I will expand this map. Wish me luck for my studies!
Good luck, I hope you will do well, as well as find time to work on the map.
Ver 2.2.1 (20 Oct 2011)
- Changed Challenge 5's difficulty to 'Extreme'.
- Edited Challenge 5 (Stage 5-7 to 5-10) with several mini-checkpoints. (You can say that I nerfed it)
- Edited Stage 10-2 slightly.
- Added Challenge Difficulty Ranking for all challenges.
- Updated the Hall of Records.
- Added Construction Site next to Challenge 13 (this will be Challenge 14 in the future)
I really, REALLY like this map. You have some great ideas in the works and I can't wait to see the rest. however, there are several things that I really think you could improve on, Tetrix.
One aspect of it that I have found is that it can be excruciatingly frustrating simply because of the awkward difficulty curve. Some stages randomly ramp up in difficulty where others suddenly go down in difficulty. It's something that I find that bothers me more than helps me in liking this, even if the map is well designed. The maps are all doable, it is just a matter of whether or not you can deal with a super hard one when it comes around. (You have gotten better about this in your latest challenges, though).
The second thing that majorly bugs me is the length that a player has to go through without messing up. I can understand, to a degree, length in a stage. It makes it more challenging. But there is nothing more demoralizing towards the game and having more potential for rage quit than to make it all the way to the end and then fall all the way back down after having to go through a very long, and difficult, stage. One such stage is the launcher in your carnival challenge. I can't recall how many times I almost rage quit after falling all the way back down to the ground after just missing a jump. Perhaps you could help create some more "rebound" room? Like, even if a person messes up, they can still have a shot at completing the challenge. You have done that to some extent in a few challenges but mostly, there is no rebound room. It's "you fall, you go all the way back to the beginning of the stage" which I have found can be frustrating to deal with.
Other than that, I do appreciate this map. There is still plenty of room to improve, however, and I hope that you take what criticism that you have to heart. I'm looking forward to your later maps. :happy.gif:
Edited Challenge 1, 4, 8 and 9 to make it slightly easier to complete.
Edited Stage 2-4.
Edited Stage 6-8, 6-9, and 6-10.
Allowed Sprint Jump in Challenge 6, except Stage 6-5, 6-6, 6-8, 6-9 and 6-10.
Changed the difficulty level of Challenge 6 to 'Very Hard'.
Edited Stage 7-5 slightly.
DOWNLOAD: Version 2.2.2
The two files below are both the same save file, but you will spawn in a different area. You need Beta 1.8. Choose a zone to spawn at by downloading the appropriate file: (Look at the map for the spawn. You do not need to download both.) Ver 2.2.2 (Zone A ) (Spawn in Zone A ) Ver 2.2.2 (Zone B ) (Spawn in Zone B )
This map may take more than 4 hours to complete (for most people without cheating).
<Note: If you want to quote the link, please quote the link to this thread, not to the download link.>
Does your computer lag when playing my map? It may be due to the large number of items in a single map, making the map lag. You can play each challenge seperately:
Partial Download (One challenge in one map, and .schematic file)
Does your computer lag when playing my map? It may be due to the large number of items in a single map, making the map lag. You can play each challenge seperately:
Partial Download (One challenge in one map, and .schematic file)
Note: There is a flaw in Stage 8-16. Please ignore the flaw please.
EDIT
There are a total of 92 diamonds in the map.
41 of them can be obtainable at the end of each challenge.
Another 51 of them is a bonus in the challenge - most of them are hidden very well.
This means the highest score you can get is 92 points.
The list below shows how many bonus diamonds can be found in each challenge:
Challenge 1 - 0
Challenge 2 - 0
Challenge 3 - 0
Challenge 4 - 1
Challenge 5 - 2
Challenge 6 - 10
Challenge 7 - 2
Challenge 8 - 13
Challenge 9 - 3
Challenge 10 - 1
Challenge 11 - 4
Challenge 12 - 4
Challenge 13 - 11
Well Tetrix, I think you have done it. I think you might have made the best Minecraft Parkour map ever. I LOVE this map and recommend it to any person reading this post. When anyone asks me what my favorite Mineraft map is, I say t3c. To me, I believe that this map deserves more credit. But in my opinion, there are a few things that you could do to improve it.
I think that it would be cool to add more humor into this map, like for example, when you enter one of the rooms in chalenge 9 that has squids swimming around in the water, you could put up a sign that says something like this: "Please, dont hurt the squids... they are our friends, not punching bags". I really like how you added humor into this map, but i feel that it could use a little more, like maybe even one statement every two or three rounds.
Another thing that you could do to improve this map would be to add Easter eggs or even mini challenges with two to four stages. For example, in the 12th course when you came across that sewer, you could put up a sign that says "mini course" and add two or three optional stages that would have a similar theme to the area in which you found it.(sewer themed).
Something else that you could add to the map could be a zone challenge round that you could only access by completing all of the courses in a specific zone. You could even make this course as large as the size of four courses combined, and it would contain 50-100 stages, and would have a large adventure map feel.
I also thought of a few course ideas that would be cool to see in the map: You could add a jungle themed course that would have many vines and maybe even a small mossy cobblestone temple in the center of the forest, you could call this "Jungle Descent". You could also add a course that containes water or height like maybe a mountian waterfall course. Another adventure course could be a radioactive factory that you would have to shut down or something.
A final thing I would like to see added is more scenery and cool looking landscape, like something that would just make you want to stop and stare at when you enter a room.
You are doing a great job Tetrix and I hope that you consider adding some of these things into your map, and i am greatly anticipating new new updates on this map.
A random and weird suggestion...you should make a challenge centered around FOV Quake Pro. That mode is interesting and ever since I started doing it on my Minecraft, I've been a little bit addicted to doing it that way. It'd be fun to see a challenge based around using that and having the difficulty being specific towards that. lol...maybe I'm just turning as pure evil as can be? I don't know.
Thanks to everyone who give compliments and feedbacks to me! I will improve this map further based on the feedbacks. :biggrin.gif: I have to fix Challenge 7 because of the changes made to the fences in Beta 1.9.
Well, I finally beat your challenge 13. I didn't realize just how EVIL you could be with that place on that ending stage, thank goodness it was only ten stages long. Well then, that's finally all of your challenges so far defeated and I can say?...I'm looking forward to your next set of challenges. I'll take 'em all on (maybe even record what I can do so far, if I can find a good recorder for my laptop).
The more that I play your map, the better that I become at platforming in Minecraft. XD Also, BananaPieLord seems to have been getting better at this too, seeing as I'm watching him and he has rather improved since he he started the map. You have really designed your map well. It can be frustrating at points, as I still have qualms about the challenges. Now I'm seeing something that isn't more an issue of rebound room, I can understand some areas not having that. But rather there is some stuff that has a little something that not everyone has a good amount of sometimes.
Luck.
For example, in challenge 5, one of the ones that is now rated up at the top, luck can be a very big part. Sometimes you fall off at the edge, sometimes you don't. It can be a matter of timing but then lag can also hurt it and Minecraft does have quite the tendency to lag for some people. And when some challenges require extreme precision as well as luck, that can't be happening. For example, your glass house has something that I've found rather annoying. It's when several of the jumps are actually stopped by a block above, somehow, or they the walls stop me for some reason. It makes it frustrating having to do the beginning set of jumps (where it happens more frequently) over and over and over again.
Perhaps something you could is create more challenges that are not necessarily luck based. In challenge 5, perhaps change some of the alternating speed pistons to be a tad bit more fair about how they are so that luck doesn't require as much of a factor. Doesn't have to be a big change but could be enough to where people aren't going to rage quit once they are there. Then again, perhaps you shouldn't because the jumps wouldn't be as difficult if you did that? I am merely stating what I think is perhaps a good idea. It is up to you whether you use that feedback. I hope this comes in useful.
The more that I play your map, the better that I become at platforming in Minecraft. XD Also, BananaPieLord seems to have been getting better at this too, seeing as I'm watching him and he has rather improved since he he started the map. You have really designed your map well. It can be frustrating at points, as I still have qualms about the challenges. Now I'm seeing something that isn't more an issue of rebound room, I can understand some areas not having that. But rather there is some stuff that has a little something that not everyone has a good amount of sometimes.
Luck.
For example, in challenge 5, one of the ones that is now rated up at the top, luck can be a very big part. Sometimes you fall off at the edge, sometimes you don't. It can be a matter of timing but then lag can also hurt it and Minecraft does have quite the tendency to lag for some people. And when some challenges require extreme precision as well as luck, that can't be happening. For example, your glass house has something that I've found rather annoying. It's when several of the jumps are actually stopped by a block above, somehow, or they the walls stop me for some reason. It makes it frustrating having to do the beginning set of jumps (where it happens more frequently) over and over and over again.
Perhaps something you could is create more challenges that are not necessarily luck based. In challenge 5, perhaps change some of the alternating speed pistons to be a tad bit more fair about how they are so that luck doesn't require as much of a factor. Doesn't have to be a big change but could be enough to where people aren't going to rage quit once they are there. Then again, perhaps you shouldn't because the jumps wouldn't be as difficult if you did that? I am merely stating what I think is perhaps a good idea. It is up to you whether you use that feedback. I hope this comes in useful.
To me, there is no luck-based challenges in the map, but 100% of the challenges are skill-based. In Challenge 5, it depends on perfect timing and coordination - it does not depends on luck. As for the glass house, you are going to wrong way. The correct way does not have any blocks that is above that will stop the jumps.
First Episode!
Also Gl on studies
Uuum problem how do you delete a post!
Good luck, I hope you will do well, as well as find time to work on the map.
Ver 2.2.1 (20 Oct 2011)
- Changed Challenge 5's difficulty to 'Extreme'.
- Edited Challenge 5 (Stage 5-7 to 5-10) with several mini-checkpoints. (You can say that I nerfed it)
- Edited Stage 10-2 slightly.
- Added Challenge Difficulty Ranking for all challenges.
- Updated the Hall of Records.
- Added Construction Site next to Challenge 13 (this will be Challenge 14 in the future)
Ver 2.2.1 (Zone A ) (Spawn in Zone A )
Ver 2.2.1 (Zone B ) (Spawn in Zone B )
One aspect of it that I have found is that it can be excruciatingly frustrating simply because of the awkward difficulty curve. Some stages randomly ramp up in difficulty where others suddenly go down in difficulty. It's something that I find that bothers me more than helps me in liking this, even if the map is well designed. The maps are all doable, it is just a matter of whether or not you can deal with a super hard one when it comes around. (You have gotten better about this in your latest challenges, though).
The second thing that majorly bugs me is the length that a player has to go through without messing up. I can understand, to a degree, length in a stage. It makes it more challenging. But there is nothing more demoralizing towards the game and having more potential for rage quit than to make it all the way to the end and then fall all the way back down after having to go through a very long, and difficult, stage. One such stage is the launcher in your carnival challenge. I can't recall how many times I almost rage quit after falling all the way back down to the ground after just missing a jump. Perhaps you could help create some more "rebound" room? Like, even if a person messes up, they can still have a shot at completing the challenge. You have done that to some extent in a few challenges but mostly, there is no rebound room. It's "you fall, you go all the way back to the beginning of the stage" which I have found can be frustrating to deal with.
Other than that, I do appreciate this map. There is still plenty of room to improve, however, and I hope that you take what criticism that you have to heart. I'm looking forward to your later maps. :happy.gif:
Ver 2.2.2
DOWNLOAD:
Version 2.2.2
The two files below are both the same save file, but you will spawn in a different area. You need Beta 1.8. Choose a zone to spawn at by downloading the appropriate file: (Look at the map for the spawn. You do not need to download both.)
Ver 2.2.2 (Zone A ) (Spawn in Zone A )
Ver 2.2.2 (Zone B ) (Spawn in Zone B )
This map may take more than 4 hours to complete (for most people without cheating).
<Note: If you want to quote the link, please quote the link to this thread, not to the download link.>
Partial Download (One challenge in one map, and .schematic file)
Challenge 1 - Beginner's Playground
Challenge 2 - Serene Garden
Challenge 3 - Prickly Desert
Challenge 4 - Snowy Land
Challenge 5 - Rocky Temple
Challenge 6 - Parkour Town
Challenge 7 - Tetrix's Carnival
Challenge 8 - Cave Ruins
Challenge 9 - Golden Heights
Challenge 10 - Desert Temple
Challenge 11 - Insane Laboratory
Challenge 12 - Chinatown
Challenge 13 - Extreme Facility
THANKS
Follow @selib1230
EDIT
There are a total of 92 diamonds in the map.
41 of them can be obtainable at the end of each challenge.
Another 51 of them is a bonus in the challenge - most of them are hidden very well.
This means the highest score you can get is 92 points.
The list below shows how many bonus diamonds can be found in each challenge:
Challenge 1 - 0
Challenge 2 - 0
Challenge 3 - 0
Challenge 4 - 1
Challenge 5 - 2
Challenge 6 - 10
Challenge 7 - 2
Challenge 8 - 13
Challenge 9 - 3
Challenge 10 - 1
Challenge 11 - 4
Challenge 12 - 4
Challenge 13 - 11
Something else that you could add to the map could be a zone challenge round that you could only access by completing all of the courses in a specific zone. You could even make this course as large as the size of four courses combined, and it would contain 50-100 stages, and would have a large adventure map feel.
I can't play this map with the lag.
Any ideas on how to reduce lag on the map?
Luck.
For example, in challenge 5, one of the ones that is now rated up at the top, luck can be a very big part. Sometimes you fall off at the edge, sometimes you don't. It can be a matter of timing but then lag can also hurt it and Minecraft does have quite the tendency to lag for some people. And when some challenges require extreme precision as well as luck, that can't be happening. For example, your glass house has something that I've found rather annoying. It's when several of the jumps are actually stopped by a block above, somehow, or they the walls stop me for some reason. It makes it frustrating having to do the beginning set of jumps (where it happens more frequently) over and over and over again.
Perhaps something you could is create more challenges that are not necessarily luck based. In challenge 5, perhaps change some of the alternating speed pistons to be a tad bit more fair about how they are so that luck doesn't require as much of a factor. Doesn't have to be a big change but could be enough to where people aren't going to rage quit once they are there. Then again, perhaps you shouldn't because the jumps wouldn't be as difficult if you did that? I am merely stating what I think is perhaps a good idea. It is up to you whether you use that feedback. I hope this comes in useful.
You can download each challenges seperately to reduce the lag. Click 'Partial Download' under 'Download' and download the challenges.
To me, there is no luck-based challenges in the map, but 100% of the challenges are skill-based. In Challenge 5, it depends on perfect timing and coordination - it does not depends on luck. As for the glass house, you are going to wrong way. The correct way does not have any blocks that is above that will stop the jumps.