Inferno Mines is HARDLY an aesthetics 10. Probably a 6 at max in some areas, really.
Inferno Mines
Difficulty: 7 Overall Enjoyment: 5
Comments: Hardly up to par with the other maps of its time. It uses concepts like stacked mobs and custom potions, but barely utilizes them to a level past a single area or so each. The difficulty fluctuates massively, with areas going from a minute's run through minimal spawners and an hour's trek through a million spawners in the same intersection. The use of witches and cave spiders is uncreative most of the time, usually resulting in crybox strategies all around the map. The aesthetics aren't spectacular either, but the use of the 43:9 block in the latest update makes the map a bit different compared to being just another Legendary. The areas that don't use sandstone as a base aren't something to admire, as they usually overuse their own base material as well. The creativity in areas is there, but mostly executed the wrong way. There was no consistency in terms of ideas being used other than 2 or 3 recurring mobs, and the sign-off shelters. All in all, it's at least something to play, but not something that comes up to par with other maps of its time.
Inferno Mines is HARDLY an aesthetics 10. Probably a 6 at max in some areas, really.
Inferno Mines
Difficulty: 7 Overall Enjoyment: 5
Comments: Hardly up to par with the other maps of its time. It uses concepts like stacked mobs and custom potions, but barely utilizes them to a level past a single area or so each. The difficulty fluctuates massively, with areas going from a minute's run through minimal spawners and an hour's trek through a million spawners in the same intersection. The use of witches and cave spiders is uncreative most of the time, usually resulting in crybox strategies all around the map. The aesthetics aren't spectacular either, but the use of the 43:9 block in the latest update makes the map a bit different compared to being just another Legendary. The areas that don't use sandstone as a base aren't something to admire, as they usually overuse their own base material as well. The creativity in areas is there, but mostly executed the wrong way. There was no consistency in terms of ideas being used other than 2 or 3 recurring mobs, and the sign-off shelters. All in all, it's at least something to play, but not something that comes up to par with other maps of its time.
I think this is a very fair review. I feel that the last few areas were very rushed, and considering he took many months to make the map, it's very disappointing. If I were him, I would recreate the last few areas from scratch, and actually not rush them this time.
I think this is a very fair review. I feel that the last few areas were very rushed, and considering he took many months to make the map, it's very disappointing. If I were him, I would recreate the last few areas from scratch, and actually not rush them this time.
Agreed. I'd give it about a 20 myself, but I won't bother reviewing it right now. I'm busy making mac 'n' cheese like a big kid.
Although I would have given the gameplay slightly higher, I have to agree with Hybran's review more. That's not to say Redstone's review isn't valid, however, it could just have been worded slightly less... personally subjective.
Well I guess you're right that I may have given it a little too high of a rating, but that's honestly my opinion. I thought it was really good. :\
Well maybe i'm not the best person to ask for aesthetics because thats kinda my weakness in CTM mapmaking.
Although I would have given the gameplay slightly higher, I have to agree with Hybran's review more. That's not to say Redstone's review isn't valid, however, it could just have been worded slightly less... personally subjective.
Well, good luck trying to get a completely objective review of any map. While some people can be more objective than others, the personal experience of the reviewer is probably going to play a big part in any grading. Another thing is if mapmakers and reviewers are friends with each other. Would a reviewer be able to divorce themselves from any personal feelings to give the map an objective review? Not necessarily. That's a problem with criticism in general though; the best way around it is to have multiple reviews and maybe some reviews from people "outside" the CTM community. Last thing we would want is for any thread like this to turn into a self-congratulatory hugbox (is there a better word than that?).
If I had been online when you posted this, I would have been the first to disagree with you. I would have made comments on your review, but it would have been a, "No, it doesn't" after every sentence. I guess it's just a demonstration of the disconnect between more long-term and vocal CTM players (veterans), and newer, less-vocal CTM players. The issue is, newer players have less experience with truly good maps, and thus, will be impressed by almost anything they intake.
Right now, I'm talking with the other admins about whether or not your review should be taken into consideration on the OP, since your perspective is just as valid as anyone else's.
Well, good luck trying to get a completely objective review of any map. While some people can be more objective than others, the personal experience of the reviewer is probably going to play a big part in any grading. Another thing is if mapmakers and reviewers are friends with each other. Would a reviewer be able to divorce themselves from any personal feelings to give the map an objective review? Not necessarily. That's a problem with criticism in general though; the best way around it is to have multiple reviews and maybe some reviews from people "outside" the CTM community. Last thing we would want is for any thread like this to turn into a self-congratulatory hugbox (is there a better word than that?).
I don't think it will turn into a "self-congratulatory hugbox", as you put it (love that term, btw. :P) When the first review of RH popped up, Skeeto decided to let someone else decide if they should go up on the OP, just to be wary of possibly over-positive reviews. I went over the review, and after adding my own, decided to put them both on the OP because I thought they were fair. I would have a very hard time putting an over-positive review of any map, be it Vechs' maps or a map made by a friend of mine.
That said, if you want the blunt truth, most of us make some pretty killer maps that deserve high reviews.
If I had been online when you posted this, I would have been the first to disagree with you. I would have made comments on your review, but it would have been a, "No, it doesn't" after every sentence. I guess it's just a demonstration of the disconnect between more long-term and vocal CTM players (veterans), and newer, less-vocal CTM players. The issue is, newer players have less experience with truly good maps, and thus, will be impressed by almost anything they intake.
Right now, I'm talking with the other admins about whether or not your review should be taken into consideration on the OP, since your perspective is just as valid as anyone else's.
Newbie or not, it's a valid perspective. Certainly someone can develop their tastes after playing a lot of CTM maps, but one can still have a good or bad experience regardless if it's their first or 100th map. Interesting point about the disconnect between the more and less vocal people. How many people actually feel positive/negative about a map is hard to tell.
I don't think it will turn into a "self-congratulatory hugbox", as you put it (love that term, btw. ) When the first review of RH popped up, Skeeto decided to let someone else decide if they should go up on the OP, just to be wary of possibly over-positive reviews. I went over the review, and after adding my own, decided to put them both on the OP because I thought they were fair. I would have a very hard time putting an over-positive review of any map, be it Vechs' maps or a map made by a friend of mine.
That said, if you want the blunt truth, most of us make some pretty killer maps that deserve high reviews.
I don't doubt you guys can make some killer maps. Vechs and three_two aren't the only good mapmakers out there, and it wouldn't surprise me if there were even better mapmakers than them. If you think you can make a fair review of a map, go for it.
Question to the community: How do you feel about Continental-style maps, or at least the general concept? What are the advantages/disadvantages of the type versus other popular CTM types (Open World, Linear-Branching and the like)?
Question to the community: How do you feel about Continental-style maps, or at least the general concept? What are the advantages/disadvantages of the type versus other popular CTM types (Open World, Linear-Branching and the like)?
If there's differences in the terrain (not just subtle ones) and lots to do/explore, I'm all for them. If it's another Lethamyr or BDlol with un-varied terrain and dungeons hundreds of blocks apart, no thank you.
Okay fine. My review is bothering so many people that I've decided to remove it.
I am sorry I took the review way too subjectively, as I mentioned I am NOT a map reviewer.
It was my opinion.
And no I am not a noob.
I thought the map was great, despite it lacking in some things, which I did not mention but all of you did.
I am sorry, and now we resume normal CTM forum activity.
Okay fine. My review is bothering so many people that I've decided to remove it.
I am sorry I took the review way too subjectively, as I mentioned I am NOT a map reviewer.
It was my opinion.
And no I am not a noob.
I thought the map was great, despite it lacking in some things, which I did not mention but all of you did.
I am sorry, and now we resume normal CTM forum activity.
Comments:
I thought this map was above average for a Vechs map. My experience with this map has been very positive. This map utilizes all of the new 1.5 features and does a pretty inventive job of it, although some things get repetitive if you stop and think about it too much. Vechs is really generous in giving out loot, although you'll definitely need it. A lot of areas seem to vary in difficulty depending on your play style, so if you watch someone on YouTube breeze through an area, it may not be as easy to you. The map is mostly balanced and the only negative thing I have to say about Inferno Mines is that the final areas seem rushed and difficulty seems to stand in place of inventive map design. In my opinion it is a pretty decent map, but not an amazing one. I would recommend it!
Agreed with Dylan about the review. It's much better than last time, still a higher score than I would have given it, but that's where opinion comes in. The word "good" is a bit overused, especially since you're only using it in reference to "the map". Again, like Dylan said, more detail about the loot and overall balance would be great. If you take a look at Hybran's review, you'll see he mentioned the fluctuation between areas was far too much. Did you feel the same way, or did you think the areas flowed seamlessly? Just something to consider adding.
Page get :3
Yush, I am continuing this from the old thread.
Also, Red, that review is a lot more opinionated than last time, which is good... But I have to say it's a bit vague...
(I'm really sorry for being picky again! I don't want you to completely lose hope in this thread >.<)
But after taking my English course, I can't stand people just using "good"... Maybe add a few examples in... Go a bit more in-depth with certain areas. Was the loot enough? Was the difficulty spread out through the map?
But yeah, that review seems a lot better than the previous one
Thanks, I updated my review with most of your suggestions.
Comments:The map looks and plays really well for just another Linear-Branching map, as it uses many block combinations that seem Kaizo Caverns-esque but refined in a 1.5 format. The difficulty curve is smooth but provides decent challenge to any playstyle. It is also a fairly big map, at least once you get to the last areas, which will keep you entertained with risk vs reward and horrifying situations. Aima Caves is a great first map, and it will quench your Linear-Branching thirst.
Inferno Mines
Difficulty: 7
Overall Enjoyment: 5
Comments: Hardly up to par with the other maps of its time. It uses concepts like stacked mobs and custom potions, but barely utilizes them to a level past a single area or so each. The difficulty fluctuates massively, with areas going from a minute's run through minimal spawners and an hour's trek through a million spawners in the same intersection. The use of witches and cave spiders is uncreative most of the time, usually resulting in crybox strategies all around the map. The aesthetics aren't spectacular either, but the use of the 43:9 block in the latest update makes the map a bit different compared to being just another Legendary. The areas that don't use sandstone as a base aren't something to admire, as they usually overuse their own base material as well. The creativity in areas is there, but mostly executed the wrong way. There was no consistency in terms of ideas being used other than 2 or 3 recurring mobs, and the sign-off shelters. All in all, it's at least something to play, but not something that comes up to par with other maps of its time.
SCORE
Aesthetics: 5
Creativity: 7
Gameplay: 4
TOTAL: 16
I think this is a very fair review. I feel that the last few areas were very rushed, and considering he took many months to make the map, it's very disappointing. If I were him, I would recreate the last few areas from scratch, and actually not rush them this time.
Agreed. I'd give it about a 20 myself, but I won't bother reviewing it right now. I'm busy making mac 'n' cheese like a big kid.
Well I guess you're right that I may have given it a little too high of a rating, but that's honestly my opinion. I thought it was really good. :\
Well maybe i'm not the best person to ask for aesthetics because thats kinda my weakness in CTM mapmaking.
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Well, good luck trying to get a completely objective review of any map. While some people can be more objective than others, the personal experience of the reviewer is probably going to play a big part in any grading. Another thing is if mapmakers and reviewers are friends with each other. Would a reviewer be able to divorce themselves from any personal feelings to give the map an objective review? Not necessarily. That's a problem with criticism in general though; the best way around it is to have multiple reviews and maybe some reviews from people "outside" the CTM community. Last thing we would want is for any thread like this to turn into a self-congratulatory hugbox (is there a better word than that?).
If I had been online when you posted this, I would have been the first to disagree with you. I would have made comments on your review, but it would have been a, "No, it doesn't" after every sentence. I guess it's just a demonstration of the disconnect between more long-term and vocal CTM players (veterans), and newer, less-vocal CTM players. The issue is, newer players have less experience with truly good maps, and thus, will be impressed by almost anything they intake.
Right now, I'm talking with the other admins about whether or not your review should be taken into consideration on the OP, since your perspective is just as valid as anyone else's.
I don't think it will turn into a "self-congratulatory hugbox", as you put it (love that term, btw. :P) When the first review of RH popped up, Skeeto decided to let someone else decide if they should go up on the OP, just to be wary of possibly over-positive reviews. I went over the review, and after adding my own, decided to put them both on the OP because I thought they were fair. I would have a very hard time putting an over-positive review of any map, be it Vechs' maps or a map made by a friend of mine.
That said, if you want the blunt truth, most of us make some pretty killer maps that deserve high reviews.
Newbie or not, it's a valid perspective. Certainly someone can develop their tastes after playing a lot of CTM maps, but one can still have a good or bad experience regardless if it's their first or 100th map. Interesting point about the disconnect between the more and less vocal people. How many people actually feel positive/negative about a map is hard to tell.
I don't doubt you guys can make some killer maps. Vechs and three_two aren't the only good mapmakers out there, and it wouldn't surprise me if there were even better mapmakers than them. If you think you can make a fair review of a map, go for it.
Question to the community: How do you feel about Continental-style maps, or at least the general concept? What are the advantages/disadvantages of the type versus other popular CTM types (Open World, Linear-Branching and the like)?
If there's differences in the terrain (not just subtle ones) and lots to do/explore, I'm all for them. If it's another Lethamyr or BDlol with un-varied terrain and dungeons hundreds of blocks apart, no thank you.
Anyone want to guess the name of the area? No cheating!
_ _ _ / _ _ _ _ _ _ _ _ _ / _ _ _ _ _ _ _ _ _ _ _
I am sorry I took the review way too subjectively, as I mentioned I am NOT a map reviewer.
It was my opinion.
And no I am not a noob.
I thought the map was great, despite it lacking in some things, which I did not mention but all of you did.
I am sorry, and now we resume normal CTM forum activity.
Thanks -Red
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Hey, no, put it back!
Difficulty: 8
Overall Enjoyment: 10
Comments:
I thought this map was above average for a Vechs map. My experience with this map has been very positive. This map utilizes all of the new 1.5 features and does a pretty inventive job of it, although some things get repetitive if you stop and think about it too much. Vechs is really generous in giving out loot, although you'll definitely need it. A lot of areas seem to vary in difficulty depending on your play style, so if you watch someone on YouTube breeze through an area, it may not be as easy to you. The map is mostly balanced and the only negative thing I have to say about Inferno Mines is that the final areas seem rushed and difficulty seems to stand in place of inventive map design. In my opinion it is a pretty decent map, but not an amazing one. I would recommend it!
SCORE
Aesthetics: 7
Creativity: 8
Gameplay: 8
TOTAL: 23/30
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Thanks, I updated my review with most of your suggestions.
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Difficulty: 6
Overall Enjoyment: 8
Comments:The map looks and plays really well for just another Linear-Branching map, as it uses many block combinations that seem Kaizo Caverns-esque but refined in a 1.5 format. The difficulty curve is smooth but provides decent challenge to any playstyle. It is also a fairly big map, at least once you get to the last areas, which will keep you entertained with risk vs reward and horrifying situations. Aima Caves is a great first map, and it will quench your Linear-Branching thirst.
SCORE
Aesthetics: 6
Creativity: 7
Gameplay: 9
TOTAL: 22