If my suggestion helped you or was funny, please click that little green + in my corner. I'm waiting for you to click it.....c'mon you know you wnat to click it..........................JUST CLICK THE BUTTON ALREADY! oh. sorry. I must have over-reacted back there.
I have to agree with lolo on this matter. People would surely not wait half a year for one single friggin' map. Besides, many of the mods that lolo uses to enhance the experience cannot be implemented into AdventureCraft.
And beg pardon? You say this map is not unique? What other f*cking map out there features a seven hour long quest line in a fantastic medieval-fantasy, and bonus side quests, along with amazing builds... and managed to keep you immersed for the entire thing? Play the entire map before you comment, and then we'll see whether or not this map is suited for Minecraft.
AdventureCraft would enhance the experience, yes, but going back to what I said before, people are not going to wait 6-7 months just for a map. You'll enjoy it a lot even after completing the main quest line, I promise you, so please don't comment on the map as a whole without first playing the entire thing.
Unique? Well, I say this with hesitation, but yes, I suppose this map could be considered 'unique'. But the fact is, anyone could have slapped this together. But more on that below!
AdventureCraft would definitely enhance the game, and I feel we have no disagreements there - but you seem to miss one key point. The '6-7 month' wait would be non-existent if no-one knew about it! This map was hyped to high hell and I think its suffered from it. I'm sure even you could admit its been rushed and has attempted to cram as much in as possible.
Anyhow, I've played this map through to Mission 3. Now wait, before you go on babbling about how I haven't seen the entirety of the map. Trust me, I've seen enough to make a few observations. I'll list them below:
Lack of polish: My first and most important complaint. It would seem some things in this map are sub-par with what could be achieved with a bit more time for testing. Indeed, it seems as if lolo slapped features on then tried to make a new aspect to the map without even checking the first one. A major time I noticed this was on the Observation Tower at Semnar. Even despite the eyesore (seriously, one-block towers are a MAJOR no-no in adventure maps; they look amazingly ugly), as I neared the top, my journey came to a jarring end when it seemed that ladders had not been placed on certain blocks, blocking my way up. If anything, this goes to show how much lolo was rushing when he created this map, no doubt trying to deliver the ungodly amount of hype created by this map. The map, from what I played, was also rife with spelling and grammatical mistakes, but maybe that's just me being my Grammar-Nazi self.
Lack of detail: Aramis had this problem too, but to a lesser degree than Flatham. But a major problem from Aramis has returned - flat buildings. Nobody likes a house with a flat roof. They are extremely ugly and sort of tie back in with my first point, that these areas obviously weren't quality checked before release. Also, some real-life aspects have been implemented poorly - boats don't have their decks in line with the ocean, or else flooding would be a major issue. Houses are also generally one block type. Mix it up a little.
It's too damned big: In an effort to pack the map with as much content as possible (which you certainly have done, lolo), you've made some areas unnecessarily big. Semnar - why does it need two (as far as I know; there may be more that I didn't see) churches? Why not get rid of them and create one, massive cathedral and show off your building skills (which I know you have - I was blown away by Birch City in Aramis).
Lack of progression: Tying in with the above point, the level progression is confusing, and, as a result, I'm stuck at Mission 3 trying to find the minecart station to get to the castle (I know there's one in front of me, but where is the one I need for the mission?). In fact, I tried going along that minecart track straight on from the South entrance of Semnar, and found myself at an NPC village which I was sure I was not meant to be at. I wandered around, lost, and when I came to the forum to get help, I thought I would throw in my two cents about the map. And thus, this post was born!
Eyesores and (presumed) laziness: Yeah, I said a bit about eyesores early on; you know, the observation tower and whatnot. But on my confusing expeditions through Mission 3, I saw that the random stone floating minecart tracks had returned from Aramis. All I can say here is aesthetics, aesthetics, aesthetics. Train tracks don't float, bud. Give it a realistic touch and add supports. What's more, I noticed as I tried to ride said track that there was a complete lack of powered rails, which, you know, are needed to even get the cart going. Powered rails were added in 1.7! Either you created the rail pre-1.7 (and then didn't playtest it - anyway, even in pre-1.7 days, there's still no visible way the cart could even start moving) or you originally left it in, telling yourself you'd come back to it later and fix it up. Again, showing a lack of playtesting.
Please, please, PLEASE playtest your maps before releasing them. Trust me, it helps.
Finally, I walked along the railway line, still confused about my destination, and stumbled upon an NPC village. When I realised it was a part of the map, I was genuinely surprised that there were no additions or improvements made on the village, bar a few blocks inside houses. The paths weren't even fixed up! Again, this is a sign of rushing.
Relating to one of my points above, its not a good idea to work with an infinite map as generated in Minecraft. It usually gives an incentive to include a bunch of content and spread everything out and make areas as large as possible, and this works against maps as players get lost and confused. For example, in my map I'm working on at the moment (and I'm not trying to make my map seem better than yours) I flew around until I found a gigantic island separated from the mainland. I deleted the mainland and filled it with water, and by that time I knew exactly how much space I had within the island, and I could plan sizes of structures and cities accordingly. Just a little tip.
Holy crap, I just realised how titanic this post is getting, so I'll wrap it up. The moral of the story is, stop rushing and take your time. This map could be amazing, but too much has been crammed in and a lack of real polish is showing. Right now, the main selling point of this map is its size. And to me, that's the only real thing this map has going for it.
Quantity =/= Quality
Much love,
-HuddoCoates
TL;DR: I'm not giving you the satisfaction. Go back and read it, or kindly move on.
Unique? Well, I say this with hesitation, but yes, I suppose this map could be considered 'unique'. But the fact is, anyone could have slapped this together. But more on that below!
AdventureCraft would definitely enhance the game, and I feel we have no disagreements there - but you seem to miss one key point. The '6-7 month' wait would be non-existent if no-one knew about it! This map was hyped to high hell and I think its suffered from it. I'm sure even you could admit its been rushed and has attempted to cram as much in as possible.
Anyhow, I've played this map through to Mission 3. Now wait, before you go on babbling about how I haven't seen the entirety of the map. Trust me, I've seen enough to make a few observations. I'll list them below:
Lack of polish: My first and most important complaint. It would seem some things in this map are sub-par with what could be achieved with a bit more time for testing. Indeed, it seems as if lolo slapped features on then tried to make a new aspect to the map without even checking the first one. A major time I noticed this was on the Observation Tower at Semnar. Even despite the eyesore (seriously, one-block towers are a MAJOR no-no in adventure maps; they look amazingly ugly), as I neared the top, my journey came to a jarring end when it seemed that ladders had not been placed on certain blocks, blocking my way up. If anything, this goes to show how much lolo was rushing when he created this map, no doubt trying to deliver the ungodly amount of hype created by this map. The map, from what I played, was also rife with spelling and grammatical mistakes, but maybe that's just me being my Grammar-Nazi self.
Lack of detail: Aramis had this problem too, but to a lesser degree than Flatham. But a major problem from Aramis has returned - flat buildings. Nobody likes a house with a flat roof. They are extremely ugly and sort of tie back in with my first point, that these areas obviously weren't quality checked before release. Also, some real-life aspects have been implemented poorly - boats don't have their decks in line with the ocean, or else flooding would be a major issue. Houses are also generally one block type. Mix it up a little.
It's too damned big: In an effort to pack the map with as much content as possible (which you certainly have done, lolo), you've made some areas unnecessarily big. Semnar - why does it need two (as far as I know; there may be more that I didn't see) churches? Why not get rid of them and create one, massive cathedral and show off your building skills (which I know you have - I was blown away by Birch City in Aramis).
Lack of progression: Tying in with the above point, the level progression is confusing, and, as a result, I'm stuck at Mission 3 trying to find the minecart station to get to the castle (I know there's one in front of me, but where is the one I need for the mission?). In fact, I tried going along that minecart track straight on from the South entrance of Semnar, and found myself at an NPC village which I was sure I was not meant to be at. I wandered around, lost, and when I came to the forum to get help, I thought I would throw in my two cents about the map. And thus, this post was born!
Eyesores and (presumed) laziness: Yeah, I said a bit about eyesores early on; you know, the observation tower and whatnot. But on my confusing expeditions through Mission 3, I saw that the random stone floating minecart tracks had returned from Aramis. All I can say here is aesthetics, aesthetics, aesthetics. Train tracks don't float, bud. Give it a realistic touch and add supports. What's more, I noticed as I tried to ride said track that there was a complete lack of powered rails, which, you know, are needed to even get the cart going. Powered rails were added in 1.7! Either you created the rail pre-1.7 (and then didn't playtest it - anyway, even in pre-1.7 days, there's still no visible way the cart could even start moving) or you originally left it in, telling yourself you'd come back to it later and fix it up. Again, showing a lack of playtesting.
Please, please, PLEASE playtest your maps before releasing them. Trust me, it helps.
Finally, I walked along the railway line, still confused about my destination, and stumbled upon an NPC village. When I realised it was a part of the map, I was genuinely surprised that there were no additions or improvements made on the village, bar a few blocks inside houses. The paths weren't even fixed up! Again, this is a sign of rushing.
Relating to one of my points above, its not a good idea to work with an infinite map as generated in Minecraft. It usually gives an incentive to include a bunch of content and spread everything out and make areas as large as possible, and this works against maps as players get lost and confused. For example, in my map I'm working on at the moment (and I'm not trying to make my map seem better than yours) I flew around until I found a gigantic island separated from the mainland. I deleted the mainland and filled it with water, and by that time I knew exactly how much space I had within the island, and I could plan sizes of structures and cities accordingly. Just a little tip.
Holy crap, I just realised how titanic this post is getting, so I'll wrap it up. The moral of the story is, stop rushing and take your time. This map could be amazing, but too much has been crammed in and a lack of real polish is showing. Right now, the main selling point of this map is its size. And to me, that's the only real thing this map has going for it.
Quantity =/= Quality
Much love,
-HuddoCoates
TL;DR: I'm not giving you the satisfaction. Go back and read it, or kindly move on.
Thank you, now this is a serious review :smile.gif:, but just some things, the minecart tracks things, its the same thing if i use a mod or the minecraft original booster tracks, about the 1 church instead the 2 church thing, sounds kinda stupid, the flat structure rooftops, you must know that like other rpg's, every city has its own structure, the semnar structure its like that, as you may see, pontamur structure is a lot different, you will like it, but what i will really fix, its the quest path thing, i will try to fix it and release the next version ASAP. Again, thanks for review :smile.gif:
EDIT: Now that i think a little bit... Not even Semnar has flat rooftops, only a couple of houses... So i don't see your point there.
The good thing about HuddoCoates's post is that he clearly likes the map, and thus all his opinions are free from sarcasm and the like. Lolo should take his criticism to heart!
Thank you, now this is a serious review :smile.gif:, but just some things, the minecart tracks things, its the same thing if i use a mod or the minecraft original booster tracks, about the 1 church instead the 2 church thing, sounds kinda stupid, the flat structure rooftops, you must know that like other rpg's, every city has its own structure, the semnar structure its like that, as you may see, pontamur structure is a lot different, you will like it, but what i will really fix, its the quest path thing, i will try to fix it and release the next version ASAP. Again, thanks for review :smile.gif:
EDIT: Now that i think a little bit... Not even Semnar has flat rooftops, only a couple of houses... So i don't see your point there.
No problem =) Just trying to help.
I'm fine with there being 2 churches, and if that's your building style, I have no problems. It was merely a suggestion :smile.gif:
It's also nice to hear that you plan on working on the quest pathing.
And about the rooftop thing, I guess I just noticed them, particularly at the beginning of the map on the dock, and recalled them from Aramis, so that was sort of the first thing I criticised. Anyhow, I'm glad to hear you're taking my criticism to heart, and I plan to keep playing Flatham, and take a look at Pontamur, because from the screenshots, it looks pretty nice :smile.gif:
This map has amazing potential, so I'm just trying to give a few suggestions to make it the best it can be.
EDIT: Herp derp. Ignore my point about the minecart tracks in my review. I'd completely forgotten that Zombe's modpack was turned on, and that you could control the cart yourself >.< Sorry about my ignorance... :tongue.gif: Sorry for any discomfort caused. :smile.gif:
I'm fine with there being 2 churches, and if that's your building style, I have no problems. It was merely a suggestion :smile.gif:
It's also nice to hear that you plan on working on the quest pathing.
And about the rooftop thing, I guess I just noticed them, particularly at the beginning of the map on the dock, and recalled them from Aramis, so that was sort of the first thing I criticised. Anyhow, I'm glad to hear you're taking my criticism to heart, and I plan to keep playing Flatham, and take a look at Pontamur, because from the screenshots, it looks pretty nice :smile.gif:
This map has amazing potential, so I'm just trying to give a few suggestions to make it the best it can be.
EDIT: Herp derp. Ignore my point about the minecart tracks in my review. I'd completely forgotten that Zombe's modpack was turned on, and that you could control the cart yourself >.< Sorry about my ignorance... :tongue.gif: Sorry for any discomfort caused. :smile.gif:
I already started the quest pathing and some bug fixing, its almost done, it has took me some hours, i might release a new version of the map tomorrow or after tomorrow, it will fix all the confusion with the quests and fix some bugs, it will be very useful this feature that i'll include :smile.gif:
I don't know if this is only me or if other people have the same problem, but the books that tell i'm supposed to read aren't working right. They have a bug where everything is on the top line and is mashed on top of eachtoher and can't read anything. Please help cause its annoying and can't move from the beginning.
Well im exited hearing about the next version soon :biggrin.gif: And yeah huddocoates criticism is a good thing to listen too, I've been playing skyrim and been wanting to play this with new sidequests :biggrin.gif: Can't wait.
The map isn't perfect, as you've stated. I was just thinking that for what lolo has done so far, there doesn't seem to be a whole lot positive feedback. However, the criticism was well meant. Thank you.
What I meant to address in my post is that the map IS unique, not that its flawless. Great job on that huge-ass review by the way! LOL
Just thought that I'd clear that up so there'd be no disputes.
This seems like a fairly decent map so far, though I've got to agree, even though you've already put a good amount of time forward, the architecture of this map could use a little work (most of Aramis was spectacular, however). However, I'm not saying that the designs aren't innovative or anything like that, simply that I find the repeated structures in semnar a bit monotonous, and some of them are smaller than I like my buildings to be, including the house you purchase (that's just my personal opinion, however).
Other than that, the quest lines themselves seem fairly engaging; I found myself "wandering" a bit at a few parts, but if you keep the right mindset that can simply add to the 'journey' part of a quest line. However, there is one problem (not sure if anyone else has had this happen or not):
When I got to the part with the dragon, as soon as I loaded into the End, I only had enough time to read the two signs before I was blasted into the void by the dragon... and when I return to the End, I discover the signs, level, and chest destroyed, and then get shot into the void again... is he supposed to be so close to where you spawn? It's no serious impediment to the battle as I still managed to get past that and defeat him, it's just a minor inconvenience to be killed off so quickly... and to be unable to activate the boss music.
As such, I'd give this 4/5 since, despite a few personal inconveniences, it is a good map, and, being still in development, I look forward to seeing what you add.
Oh, and also...
"Pull the lever then go in the hole"? "Break these two dirt blocks"? "You have failed. Commit suicide"? Lol, while the last one makes sense, if you want to be like Vechs, what you're supposed to do is create a TnT mechanism in MCedit that is triggered by either a block update or a very hard-to-see pressure plate, so that when someone triggers it only a smoking crater will be left. Filled with lava. In the spawn. =P
Rollback Post to RevisionRollBack
You see that little button down in the right-hand corner there? Don't press it because there is a high probability my comment was not helpful at all and possibly even insulting.
Yeah but npc scripting is pretty hard atleast for me, But he would have to do a whole bunch of stuff to implement it into AC and he would have to get rid of the books npc's and everything and have to place new ones, But yeah it would be better :smile.gif: I hope he makes an AC map in the future
Yeah but npc scripting is pretty hard atleast for me, But he would have to do a whole bunch of stuff to implement it into AC and he would have to get rid of the books npc's and everything and have to place new ones, But yeah it would be better :smile.gif: I hope he makes an AC map in the future
I suppose.
Rollback Post to RevisionRollBack
A reckoning is not to be postponed indefinitely. Lacre cannot bury the law. All shall be well and all manner of things shall be well.
I started it (even though I didn't finish aramis, cause 1.5 was pissing me off >.> and I have to say it pretty good. Just one or two things though (so you know it...) first of all, the prices. How come, in the same city, a diamond sword is 5G.I at the High Elf Tool Shop, and only 5 I.I at the Defencer Shop (south entrance). Then there is the quest: Vengance... did you actually do the dungeon? (you could be more precise than "--> of the chest"), but yeah, it's pretty well done.
Oh, and before I forget... YUPIX! ^^
I hope I could take library's money o.o... it's the only money I found ^^"
Stop playing right now, wait for v0.1.5, probably coming today, at the current version, you might get lost at some quests, especially the first ones. I suggest you to wait for v0.1.5, it might come today as said before. And about the prices, thats the point of having lots of stores, not all stores have the same prices :smile.gif:
This seems like a fairly decent map so far, though I've got to agree, even though you've already put a good amount of time forward, the architecture of this map could use a little work (most of Aramis was spectacular, however). However, I'm not saying that the designs aren't innovative or anything like that, simply that I find the repeated structures in semnar a bit monotonous, and some of them are smaller than I like my buildings to be, including the house you purchase (that's just my personal opinion, however).
Other than that, the quest lines themselves seem fairly engaging; I found myself "wandering" a bit at a few parts, but if you keep the right mindset that can simply add to the 'journey' part of a quest line. However, there is one problem (not sure if anyone else has had this happen or not):
When I got to the part with the dragon, as soon as I loaded into the End, I only had enough time to read the two signs before I was blasted into the void by the dragon... and when I return to the End, I discover the signs, level, and chest destroyed, and then get shot into the void again... is he supposed to be so close to where you spawn? It's no serious impediment to the battle as I still managed to get past that and defeat him, it's just a minor inconvenience to be killed off so quickly... and to be unable to activate the boss music.
As such, I'd give this 4/5 since, despite a few personal inconveniences, it is a good map, and, being still in development, I look forward to seeing what you add.
Oh, and also...
"Pull the lever then go in the hole"? "Break these two dirt blocks"? "You have failed. Commit suicide"? Lol, while the last one makes sense, if you want to be like Vechs, what you're supposed to do is create a TnT mechanism in MCedit that is triggered by either a block update or a very hard-to-see pressure plate, so that when someone triggers it only a smoking crater will be left. Filled with lava. In the spawn. =P
All the things you just said, tsome of the structures (btw, visit pontamur, structures are really different and better than Semnar, thats just the city architecture),the thing about getting lost during quests (especially this one) and some bugs, they have been ALL fixed in the v0.1.5 that i will probably be uploading today. The commit suicide thing has not been fixed cuz its a simple detail, don't really see any problems with it, but i might try to change it in v0.2 :smile.gif:
About the end thing, copy the map files you download named DIM1, and paste it at the map save file, it will replace the end and it will be just like before.
All the things you just said, tsome of the structures (btw, visit pontamur, structures are really different and better than Semnar, thats just the city architecture),the thing about getting lost during quests (especially this one) and some bugs, they have been ALL fixed in the v0.1.5 that i will probably be uploading today. The commit suicide thing has not been fixed cuz its a simple detail, don't really see any problems with it, but i might try to change it in v0.2 :smile.gif:
About the end thing, copy the map files you download named DIM1, and paste it at the map save file, it will replace the end and it will be just like before.
Alright, thanks for the tip involving the end, I didn't know replacing it was that easy... and about the commit suicide thing, I never said that it was a problem, as it really seems to fit the 'labyrinth' feel; that comment was simply a reference to how similar it was to something I saw in one of Vechs maps.
Rollback Post to RevisionRollBack
You see that little button down in the right-hand corner there? Don't press it because there is a high probability my comment was not helpful at all and possibly even insulting.
Unique? Well, I say this with hesitation, but yes, I suppose this map could be considered 'unique'. But the fact is, anyone could have slapped this together. But more on that below!
AdventureCraft would definitely enhance the game, and I feel we have no disagreements there - but you seem to miss one key point. The '6-7 month' wait would be non-existent if no-one knew about it! This map was hyped to high hell and I think its suffered from it. I'm sure even you could admit its been rushed and has attempted to cram as much in as possible.
Anyhow, I've played this map through to Mission 3. Now wait, before you go on babbling about how I haven't seen the entirety of the map. Trust me, I've seen enough to make a few observations. I'll list them below:
Lack of polish: My first and most important complaint. It would seem some things in this map are sub-par with what could be achieved with a bit more time for testing. Indeed, it seems as if lolo slapped features on then tried to make a new aspect to the map without even checking the first one. A major time I noticed this was on the Observation Tower at Semnar. Even despite the eyesore (seriously, one-block towers are a MAJOR no-no in adventure maps; they look amazingly ugly), as I neared the top, my journey came to a jarring end when it seemed that ladders had not been placed on certain blocks, blocking my way up. If anything, this goes to show how much lolo was rushing when he created this map, no doubt trying to deliver the ungodly amount of hype created by this map. The map, from what I played, was also rife with spelling and grammatical mistakes, but maybe that's just me being my Grammar-Nazi self.
Lack of detail: Aramis had this problem too, but to a lesser degree than Flatham. But a major problem from Aramis has returned - flat buildings. Nobody likes a house with a flat roof. They are extremely ugly and sort of tie back in with my first point, that these areas obviously weren't quality checked before release. Also, some real-life aspects have been implemented poorly - boats don't have their decks in line with the ocean, or else flooding would be a major issue. Houses are also generally one block type. Mix it up a little.
It's too damned big: In an effort to pack the map with as much content as possible (which you certainly have done, lolo), you've made some areas unnecessarily big. Semnar - why does it need two (as far as I know; there may be more that I didn't see) churches? Why not get rid of them and create one, massive cathedral and show off your building skills (which I know you have - I was blown away by Birch City in Aramis).
Lack of progression: Tying in with the above point, the level progression is confusing, and, as a result, I'm stuck at Mission 3 trying to find the minecart station to get to the castle (I know there's one in front of me, but where is the one I need for the mission?). In fact, I tried going along that minecart track straight on from the South entrance of Semnar, and found myself at an NPC village which I was sure I was not meant to be at. I wandered around, lost, and when I came to the forum to get help, I thought I would throw in my two cents about the map. And thus, this post was born!
Eyesores and (presumed) laziness: Yeah, I said a bit about eyesores early on; you know, the observation tower and whatnot. But on my confusing expeditions through Mission 3, I saw that the random stone floating minecart tracks had returned from Aramis. All I can say here is aesthetics, aesthetics, aesthetics. Train tracks don't float, bud. Give it a realistic touch and add supports. What's more, I noticed as I tried to ride said track that there was a complete lack of powered rails, which, you know, are needed to even get the cart going. Powered rails were added in 1.7! Either you created the rail pre-1.7 (and then didn't playtest it - anyway, even in pre-1.7 days, there's still no visible way the cart could even start moving) or you originally left it in, telling yourself you'd come back to it later and fix it up. Again, showing a lack of playtesting.
Please, please, PLEASE playtest your maps before releasing them. Trust me, it helps.
Finally, I walked along the railway line, still confused about my destination, and stumbled upon an NPC village. When I realised it was a part of the map, I was genuinely surprised that there were no additions or improvements made on the village, bar a few blocks inside houses. The paths weren't even fixed up! Again, this is a sign of rushing.
Relating to one of my points above, its not a good idea to work with an infinite map as generated in Minecraft. It usually gives an incentive to include a bunch of content and spread everything out and make areas as large as possible, and this works against maps as players get lost and confused. For example, in my map I'm working on at the moment (and I'm not trying to make my map seem better than yours) I flew around until I found a gigantic island separated from the mainland. I deleted the mainland and filled it with water, and by that time I knew exactly how much space I had within the island, and I could plan sizes of structures and cities accordingly. Just a little tip.
Holy crap, I just realised how titanic this post is getting, so I'll wrap it up. The moral of the story is, stop rushing and take your time. This map could be amazing, but too much has been crammed in and a lack of real polish is showing. Right now, the main selling point of this map is its size. And to me, that's the only real thing this map has going for it.
Quantity =/= Quality
Much love,
-HuddoCoates
TL;DR: I'm not giving you the satisfaction. Go back and read it, or kindly move on.
Thank you, now this is a serious review :smile.gif:, but just some things, the minecart tracks things, its the same thing if i use a mod or the minecraft original booster tracks, about the 1 church instead the 2 church thing, sounds kinda stupid, the flat structure rooftops, you must know that like other rpg's, every city has its own structure, the semnar structure its like that, as you may see, pontamur structure is a lot different, you will like it, but what i will really fix, its the quest path thing, i will try to fix it and release the next version ASAP. Again, thanks for review :smile.gif:
EDIT: Now that i think a little bit... Not even Semnar has flat rooftops, only a couple of houses... So i don't see your point there.
No problem =) Just trying to help.
I'm fine with there being 2 churches, and if that's your building style, I have no problems. It was merely a suggestion :smile.gif:
It's also nice to hear that you plan on working on the quest pathing.
And about the rooftop thing, I guess I just noticed them, particularly at the beginning of the map on the dock, and recalled them from Aramis, so that was sort of the first thing I criticised. Anyhow, I'm glad to hear you're taking my criticism to heart, and I plan to keep playing Flatham, and take a look at Pontamur, because from the screenshots, it looks pretty nice :smile.gif:
This map has amazing potential, so I'm just trying to give a few suggestions to make it the best it can be.
EDIT: Herp derp. Ignore my point about the minecart tracks in my review. I'd completely forgotten that Zombe's modpack was turned on, and that you could control the cart yourself >.< Sorry about my ignorance... :tongue.gif: Sorry for any discomfort caused. :smile.gif:
I already started the quest pathing and some bug fixing, its almost done, it has took me some hours, i might release a new version of the map tomorrow or after tomorrow, it will fix all the confusion with the quests and fix some bugs, it will be very useful this feature that i'll include :smile.gif:
The map isn't perfect, as you've stated. I was just thinking that for what lolo has done so far, there doesn't seem to be a whole lot positive feedback. However, the criticism was well meant. Thank you.
What I meant to address in my post is that the map IS unique, not that its flawless. Great job on that huge-ass review by the way! LOL
Just thought that I'd clear that up so there'd be no disputes.
Happy gaming!
Other than that, the quest lines themselves seem fairly engaging; I found myself "wandering" a bit at a few parts, but if you keep the right mindset that can simply add to the 'journey' part of a quest line. However, there is one problem (not sure if anyone else has had this happen or not):
Oh, and also...
A reckoning is not to be postponed indefinitely. Lacre cannot bury the law. All shall be well and all manner of things shall be well.
I suppose.
A reckoning is not to be postponed indefinitely. Lacre cannot bury the law. All shall be well and all manner of things shall be well.
Stop playing right now, wait for v0.1.5, probably coming today, at the current version, you might get lost at some quests, especially the first ones. I suggest you to wait for v0.1.5, it might come today as said before. And about the prices, thats the point of having lots of stores, not all stores have the same prices :smile.gif:
All the things you just said, tsome of the structures (btw, visit pontamur, structures are really different and better than Semnar, thats just the city architecture),the thing about getting lost during quests (especially this one) and some bugs, they have been ALL fixed in the v0.1.5 that i will probably be uploading today. The commit suicide thing has not been fixed cuz its a simple detail, don't really see any problems with it, but i might try to change it in v0.2 :smile.gif:
About the end thing, copy the map files you download named DIM1, and paste it at the map save file, it will replace the end and it will be just like before.
Alright, thanks for the tip involving the end, I didn't know replacing it was that easy... and about the commit suicide thing, I never said that it was a problem, as it really seems to fit the 'labyrinth' feel; that comment was simply a reference to how similar it was to something I saw in one of Vechs maps.