You haven't played Legendary or Nightmare Realm have you? Or seen the practically hundreds of LPs of Legendary, and dozens of Nightmare Realm?
What you describe is basically the difficulty classification known as "ROMHack Hard".
You're welcome to have your opinion, but if you don't like the new Kaizo Caverns, you don't like and you honestly don't need to pain the thread by starting six pages of resulting arguments between both sides. If you don't like it the best thing to do is to leave and play another map.
After all if it was really so bad it will die out, and remember that mapmakers create these things for fun. and at no cost.
Okay now can we please resume the LPs, help requests, and die-in-a-fire-rages and forget about this shitstorm.
Maybe my new phrase should be "I hate you, die in a pile of silverfish."?
I have. I enjoyed Legendary. From making a nether portal before leaving Humble Start (opened in bedrock unfortunatly to getting trolled.
Nightmare realm was... Not his best work. I find it boring and go back to it now and again. Every once in a while there's something nice and interesting, but once you've whacked a thousand mobs, whacking the next several dozen thousands loses it's charm.
What is the thread for if not feedback?
You know, I love constructive criticism, it's how I learn how to make better maps, but to be honest, looking back over your posts, all you have done is complain about not being able having a difficult time making shortcut tunnels through some areas of the map. I'm never going to please everybody (although I try to make a variety of difficulties and environments -- for free -- so that hopefully everyone can have at least one map they really like.)
You keep mentioning that nether portal. Yet to make it would require using the SMP water pillar. So much for rules I guess.
The water was easily replaced with a staircase, but was not. There were also other ways to disable it's use. slope over distance for example, None of which were utilized.
And besides I didn't really think entering the nether, especially Vechs's nether, armed with a sign, etc was altogether going to end well. It was more of a thought experiment.
I don't allow myself to be scripted. Especially on a Vechs map as that only leads to death. You may like sticking your head in a noose when someone asks you to, but not everyone does. If he didn't want to allow the use of the water, then it shouldn't have been there.
You know, I love constructive criticism, it's how I learn how to make better maps, but to be honest, looking back over your posts, all you have done is complain about not being able having a difficult time making shortcut tunnels through some areas of the map. I'm never going to please everybody (although I try to make a variety of difficulties and environments -- for free -- so that hopefully everyone can have at least one map they really like.)
My original post on this matter was respectful and stated merely that silverfish were essentially tedious. It's still my contention. I find very little that's positive about their addition. They add no real difficulty. They're not particularly dangerous. They just waste time. They make short tasks long for no particular reason. They are not a detterent. They are not motivational. They are simple tedious. As such they detract from the map. Which has always been my favourite. I think they were used too extensively and not very creatively and are intrinsically not worth inclusion.
The tunnels were not difficult. Not in the slightest. The 'problem' as such (for me) was the addition of the tedium to an otherwise enjoyable map. Nothing more. As stated in my original post.
Any subsequent comments were rebuttels to comments made, and yes, some of them were hastily composed and probably shouldn't have been.
All I'm saying is that silverfish are boring, please don't use them.
1) Find and complete the Victory Monument.
2) Find wool in chests scattered around the map, do NOT use dyes or spider string for wools!
3) You may craft the Iron, Gold, and Diamond blocks.
4) Use at least Easy difficulty, and never Peaceful.
5) Do not leave the boundaries of the map and go into normally generated Minecraft terrain.
6) Survive in any way you can think of. (Yes, you can mine, craft, and place blocks.)
7) You may use spider string wool and sheep wool to craft beds and other items, but not for the Victory Monument.
8) I hate you, die in a pile of silverfish.
For the most part, Super Hostile is like playing Minecraft normally, but it's more difficult, has more silverfish and you have a long-term goal to work towards. Also you may find yourself surrounded by an unusual amount of silverfish. Oh, and the map is designed to annoy you with silverfish, so keep that in mind.
I don't allow myself to be scripted. Especially on a Vechs map as that only leads to death. You may like sticking your head in a noose when someone asks you to, but not everyone does. If he didn't want to allow the use of the water, then it shouldn't have been there.
So basically you prefer Open-World maps to Linear Branching maps. Ok, point taken, now let's not hear anything on the subject of silverfish for the next few pages. Ok?
So basically you prefer Open-World maps to Linear Branching maps. Ok, point taken, now let's not hear anything on the subject of silverfish for the next few pages. Ok?
1) Find and complete the Victory Monument while avoiding silverfish.
2) Find wool in chests scattered around the map, do NOT use dyes or spider string for wools!
3) You may craft the Iron, Gold, and Diamond blocks.
4) Use at least Easy difficulty, and never Peaceful. If you're on Peaceful, no silverfish spawn. D:
5) Do not leave the boundaries of the map and go into normally generated Minecraft terrain.
6) Survive in any way you can think of. (Yes, you can kill silverfish, mine, craft, and place blocks.)
7) You may use spider string wool and sheep wool to craft beds and other items, but not for the Victory Monument.
8) I love silverfish, go die in a pile of silverfish.
For the most part, Super Hostile is like playing Minecraft normally, but it's more difficult, has more silverfish and you have a long-term goal to work towards. Also you may find yourself surrounded by an unusual amount of silverfish. Oh, and the map is designed to annoy you with silverfish, so keep that in mind.
So awhile ago I started to record myself playing the older version of Sea of flame II (this was before you announced you were going to do a 1.0 update.) I have up to episode 5 posted, 3 more waiting to be posted, and enough raw footage for 2 more episodes. Doing well so far, I've only died about 6 times, although I'm somewhat familiar with the earlier areas of the map. Grab a look see, maybe you'll find it enjoyable. I plan on recording Kaizo 2.1 when I'm done with Sea of Flame.
Ah bugger it, I'm bored as so i thought i may give my own little review of each of the maps so far in the super hostile series. Ive been here a while i suppose, but reviews seem to becoming all the rage and vechs seems to appreciate them.
So:
Sea of Flame(II): I never really full on. I did watch zisteau play some of the original but i didnt get minecraft untill around the time black desert came out. I have sort of played the original, and i thought it was great fun as a survival-island esque map. I get alot of enjoyment out of survival island maps, but i also lose intrest in them alot quicker too with the lack of a clear goal. I stomped through number II for about 10 minutes so didnt get a huge impression of it. It looked good, no doubt, but i didnt really do much.
Endless deep: I really dont know what the **** was going on here haha, I started this after fire had been nerfed so nothing really happened at the beginning, the extent of my play was just swimming down the monument then to a ship somewhere and drowning. Without a clearer water mod this map isnt fantastic, and i think its true calling is being more survival that CTM. But really not much to review on.
Infernal Sky(II): This was the first map I made a legitimate attempt to play. I loved it because the original really did have the "zen" feeling to it. It was relaxing and enjoyable. I'd have to say it was pretty far from the super hostile genre from which it gets its name, but i really did like it alot. The sprint for the tree and the first house sort of thing was alot of fun. The most frustrating thing was actually losing everything when you fell off the edge, so you couldn't just go grab it off the floor. I learned alot of how to survive from this map, as dying had a true consequence in this map. Well for me it did, i died alot considering it was an easy rating, yet it was my first real custom map to play. I like the revamp alot aswell, but with the addition of all the extra areas it lost alot of its zenniness. I wont spoil much but i did hang around in the clouds area (cloud seven was it called?), as even though it was nothing at all like the original, it was the biggest throwback for me, in terms of feeling anyway. I'm about 9 or 10 blocks into number 2 i think, but its on indefinite hiatus, and has been for a while now.
Kaizo Caverns: This is defiantly my outright favorite map of the series. I played it back when most of the traps weren't broken, so it was still a bit challenging, yet I knew about what nearly the entire first half of the map entailed before i played it, because I was watching zisteau play it while i played infernal sky. I owe alot of actually finishing this map to zisteau, because even if i stopped watching his playthrough from when he found intersection 3 so i could beat the rest myself I wouldnt have had the willpower to actually beat the map. I honestly dont know what it is about kaizo either. It frustrates me, makes me swear and break things yet i absolutely love it. Im currently playing the revamp of it and I'm very cose to returning all silverfish blocks to stone, because they are ruining the map for me. The biggest beef i have with notch and minecraft is the inclusion of silverfish. their not hard to avoid, i know, but there just annoying. Its nice seeing it with a new coat of paint though, makes me feel like hes still loved....by others anyway.
Black desert: Ive also only had a short stint on this map. 2 actually, the first time i played i only went underground, and it was pretty incredible i must say. Its enjoyable, but open world isnt really for me. I like maps like kaizo and legendary where its still open world, but several of them linked by a central chain. Completing it wasnt a huge goal for me in Black desert, I find completing a map thats open world alot harder than linear-branching. Its harder to stay focused and be committed. Im one of those easily distracted guys who finds something, 3/4 finishes it then starts something else. I did really like the design of the map though.
Canopy Carnage: I havnt so much played this map as i have explored it. Ive spent hours just running across the forest floor (pre-void-fog) and just seeing everything it has to offer. The enormity of the forest is amazing and i must say, the actually artiness and design this map is probably my favorite. The sheer size and diversity of the trees, and how each one has their own significant trait and function is pretty cool. The weird oil rig thing though can get F**ked. Man, that was the one part of the map i actually tried to accomplish, and i never really got close. Clould you imagine that place with every second spider spawner being baby spiders??? I like the map, but more or less from a visual and art standpoint. Im not committed enough to beat an open world map.
Legendary: This is the third map I legitimately completed, but not until very recently. I downloaded it the day it came out and played all the way into the nether (you can still see me posting about it in around page 85, i made a curse account just to talk about this map), but then just completely lost interest in this map and put it on hiatus. After doing that is when i explored canopy carnage and black desert, and i didnt play (and beat) legendary until after nightmare realm came out. I love this map though, its size, and the variation of the environments within is really something that cant be fully appreciated unless you play it yourself. I hate peaceful lake, ****ing hate it so much, but past that i really did enjoy this map. I spent more than half my time playing in the east commons alone though. I spent nearly a whole week simply repairing the abandoned village. I dont know why, but i rebuild everyhting (leaving what was there already, and using wood. I really liked how it gave it a "patched up" look), and even converted the building opposite the general store into a train station. The huge fun-box in the nether was over-rated though, to be honest, with a few stacks of cobble and arrows its not that hard at all. Taco was harder i think (f**cking lava cheese).
Nightmare Realm: This is the second map I legitimately played and beat, and much like kaizo being owed to Zisteau, I owe beating nightmare realm to Joe Hills. This is the only Open-World map i have actually been able to focus on and play properly, and i really enjoyed it. I beat the map well before joe finished his videos, yet if I wasnt watching them i probably wouldn't have ever finished it. Overall im not sure if its really deserving of the "ROMhack" difficulty, because even though my concept of difficulty changing alot as i play, nightmare realm was harm at times, but it was never ROMhack. The very beginning is the only part of the map truly worthy of the title i think, but the rest of the map isnt unfair enough, you dont get ripped off anywhere near enough. I beat heart of the swarm without releasing a single silverfish (from blocks anyway). There needs to be more outright "********" in this map i think, things that are blatantly unfair, like the fort in east commons, and the loot within. Personally i didnt feel ripped off enough, and have the olds stack against me enough for it to be overall romhack. Dont take me saying that in the way that i didnt love this map, because i did, things like never touching actual ground in swarm, or building an enormous structure around the monument to protect it, and an expansive railway connecting all the supply rich areas all made the expernce of this map that much better for me.
Sunburn islands: I have only played this briefly, and from what ive seen, LPer or not, I dont know if i could find this map enjoyable. I dont like the whole numbered dungeon diving escapade it had going on, which is something i didn't mention about sea of flame 2 that i didnt like either. Not everything is going to please everybody, and i know some people in the community and in really life who have enjoyed this map. Its sad for poor old sunburn though, hes kind of a mixture of everything i dont love, dungeon diving (yet i love diablo.... pfffffft????), open world (again, diablo) and sandy beaches. Its not his fault he was born this way, how can he change who he is? But yeah, i have nothing against it, but i just didnt find a great deal of enjoyment out of this map.
Wow, this turned out to be a huge review, I was planning on this being maybe a paragraph, or two. Guess not.
A couple of side notes covering the whole super hostile maps, or just some extra things i think stick out to me.
anyway:
The nether: The way it was included in legendary really suited the map, it was kind of like a theme building the a huge crescendo, it was the big explosion at the end of a Micheal bay film, The map was ROMhack, and it slowly built to the point where then end of the map, and its diffuculty deserved to be played in hell. That very much suited the map.
But I dont like how its used at all in a map like Infernal Sky II, To be honest it feels really out of place there. The undersky made sense, and that was pretty cool, but i just didnt think the inclusion of the nether in that map was really comfortable. Im reviewing this, not making the map, so this is a purely opinionated standpoint, but its just like this jutting scar on the map. Sure the entrance is 4x5 blocks big but its an essential, integral part of the map that dosnt feel like it need to be there.
I think (again, see, opinion) you have stated to find your footing with how to use it in the revamped kaizo. The "we now interrupt your" thing was really good I think, yet it would have been even better if you didnt include wool at all in there (Im up to this point, havnt beaten the castle yet, but since the portal is exactly where the wool use to be im guessing its going to be).
I dont know if you have, but i would assume you would have played Diablo2: LoD. (c'mon, who hasnt played that?). To me I see the nether like this. In Act 5 as your climbing the hill through armies of monsters you come across those abandons, or gates to hell or whatever you call it. The were right there, in the middle of the road, yet they had no importance on the advancement of the game at all, they were entirely optional dungeons with exceptionally hard monsters in there, that when you conquered them gave you some sweet bonus loot. Thats how I (I cannot stress how opinionated this is, im not saying anything is wrong or right, i know you probably get tat already but...urgh) see it working so well in you maps. Just random portals around the map that lead to small yet exceptionally difficult areas the when beaten, give you some epic loot, something that makes the game a bit easier, yet if you walked past it ans saved yourself an hour yet the map itself is still very possible to complete.
And lastly, silverfish: **** silverfish man, **** then, that **** is ********. **** them. URGH! **** NOTCH! (Sorry little kiddies, but man i hate those little pricks).
Well thats my two....or seven thousand cents on you super hostile maps anyway. Like i said before this turned out way, what bigger than i thought but oh well. Nobody is forced to read this crap. I suppose it gives you a better idea on how to please 1 in the 100000 people who play your maps now days anyway. In grand total, i love these maps in all its ego-stroking glory, and i can only hope you love making them as much as we do playing them. Or that you start getting paid to make them, so that way theres plenty of more fun to be had by everyone in the future.
I eagerly await your new "spellbound caves" map, as i have no friends to play any of the multiplayer maps with.
Oh yeah (****), btw, id like to say i really like the MCedit tutorials. I doubt you remember, but about 500 pages ago i tried to convince you to make a post apocolyptic city survival/CTM map cause i had no chance in hell of making it. Well with every tutorial you make makes me that much more educated on how to make maps that hopefully somebody enjoys.
Ill say it, because not alot do, THANKS VECHS!And to you^^^ up there, blazes are also bad, but i just nurse a pet hate for silverfish and their extreme ability to mess **** up, spread their bullshittyness and lag the absolute crap out of my game. All i wanted to do is dig a house dammit!Fuuuuuuck me thats a long ass post
Ok, so I played Sea of Flame II again since it's been updated with 1.0 content. I gotta say, I really like some of the stuff that's been thrown in. The enchanted signs were awesome, although possibly a bit overpowered, they are easy to lose if you die or place them by accident. I also like the various enchanted weapons you put in secret chests. I spent a good portion of the map using an ax I found in one of your chests. Never dreamed I would use an ax as my primary weapon, but it was annihilating mobs lol. I also enjoyed the various potion chests scattered about, and I put them to good use.
Honestly though, I was surprised just how easy things could be if you really prepared for it. Perhaps it was because I already knew what to expect since I'd played through this map before in the previous version. For example, dungeon 15, going for the red wool was a real struggle for me in the previous version. This time I came prepared. With my trusty enchanted weapons and enchanted diamond armor I'd made, along with a strength potion and regeneration potion, I was nearly invincible. I used an ender pearl to teleport behind all the dispensers and with my efficiency V diamond pick, I could destroy mob spawners in no time flat. I hardly felt threatened at all, but I thoroughly enjoyed tearing this dungeon to pieces in a matter of minutes after remembering how much a struggled on my previous play through the map.
I really enjoyed what you'd done with the new content. I can't wait to see the rest of the maps updated, and especially can't wait for #10. I imagine it's only going to keep getting better and better.
Maybe my new phrase should be "I hate you, die in a pile of silverfish."?
Why would you ever need a shortcut tunnel from spawn to the VM? (makes me wonder about your other shortcuts too :blink.gif: )
You keep mentioning that nether portal. Yet to make it would require using the SMP water pillar. So much for rules I guess.
Only one really. A lot of people seemed to miss it in the old version too.
I thought there were two, might be my imagination, though.
Well, two I guess.
You know, I love constructive criticism, it's how I learn how to make better maps, but to be honest, looking back over your posts, all you have done is complain about
not being ablehaving a difficult time making shortcut tunnels through some areas of the map. I'm never going to please everybody (although I try to make a variety of difficulties and environments -- for free -- so that hopefully everyone can have at least one map they really like.)How dare somebody give me a compliment or say that they liked a map. Such an outrage.
The water was easily replaced with a staircase, but was not. There were also other ways to disable it's use. slope over distance for example, None of which were utilized.
And besides I didn't really think entering the nether, especially Vechs's nether, armed with a sign, etc was altogether going to end well. It was more of a thought experiment.
I don't allow myself to be scripted. Especially on a Vechs map as that only leads to death. You may like sticking your head in a noose when someone asks you to, but not everyone does. If he didn't want to allow the use of the water, then it shouldn't have been there.
My original post on this matter was respectful and stated merely that silverfish were essentially tedious. It's still my contention. I find very little that's positive about their addition. They add no real difficulty. They're not particularly dangerous. They just waste time. They make short tasks long for no particular reason. They are not a detterent. They are not motivational. They are simple tedious. As such they detract from the map. Which has always been my favourite. I think they were used too extensively and not very creatively and are intrinsically not worth inclusion.
The tunnels were not difficult. Not in the slightest. The 'problem' as such (for me) was the addition of the tedium to an otherwise enjoyable map. Nothing more. As stated in my original post.
Any subsequent comments were rebuttels to comments made, and yes, some of them were hastily composed and probably shouldn't have been.
All I'm saying is that silverfish are boring, please don't use them.
Yeah but you've given six pages of feedback. About exactly the same thing. Vechs has said his opinion and you're still trying to force-feed it to him.
That would be good, but sadly silverfish struggle to deal damage. Somebody tell Jeb!
EDIT: Here we go:
Also, sigged.
So basically you prefer Open-World maps to Linear Branching maps. Ok, point taken, now let's not hear anything on the subject of silverfish for the next few pages. Ok?
You just lost the game.
Soooo... back to Vechs and Cleo dating?
I also have a bunch of mods here: http://www.minecraftforum.net/topic/851974-
(Ironically, I was the one who INSISTED you to put tons of silverfish when 1.8 was announced. What a twist of fate.)
The chest labeled "Potions - Medium" at X:156 Y:66 Z:274 is empty...
Also, I was wondering... is Pigget Panic gonna get a 2.0 update?
Pigget Panic doesn't need a 2.0 update, it was built for 1.0.
Your right. But we have the technology. We could make it bigger. Better. MILLBEE. Just think of the possibilities :ohmy.gif:
P.s. Hallucinogenic drugs are not in my system.
Winkleson mentioned you said this on skype and I just had to find the comment and give it rep, made my night LMAO.
He probably saved the endercrystal in a MCEdit schematic. At least that's what I do, and that's what codewarrior does.
Hmm.
So:
Sea of Flame(II): I never really full on. I did watch zisteau play some of the original but i didnt get minecraft untill around the time black desert came out. I have sort of played the original, and i thought it was great fun as a survival-island esque map. I get alot of enjoyment out of survival island maps, but i also lose intrest in them alot quicker too with the lack of a clear goal. I stomped through number II for about 10 minutes so didnt get a huge impression of it. It looked good, no doubt, but i didnt really do much.
Endless deep: I really dont know what the **** was going on here haha, I started this after fire had been nerfed so nothing really happened at the beginning, the extent of my play was just swimming down the monument then to a ship somewhere and drowning. Without a clearer water mod this map isnt fantastic, and i think its true calling is being more survival that CTM. But really not much to review on.
Infernal Sky(II): This was the first map I made a legitimate attempt to play. I loved it because the original really did have the "zen" feeling to it. It was relaxing and enjoyable. I'd have to say it was pretty far from the super hostile genre from which it gets its name, but i really did like it alot. The sprint for the tree and the first house sort of thing was alot of fun. The most frustrating thing was actually losing everything when you fell off the edge, so you couldn't just go grab it off the floor. I learned alot of how to survive from this map, as dying had a true consequence in this map. Well for me it did, i died alot considering it was an easy rating, yet it was my first real custom map to play. I like the revamp alot aswell, but with the addition of all the extra areas it lost alot of its zenniness. I wont spoil much but i did hang around in the clouds area (cloud seven was it called?), as even though it was nothing at all like the original, it was the biggest throwback for me, in terms of feeling anyway. I'm about 9 or 10 blocks into number 2 i think, but its on indefinite hiatus, and has been for a while now.
Kaizo Caverns: This is defiantly my outright favorite map of the series. I played it back when most of the traps weren't broken, so it was still a bit challenging, yet I knew about what nearly the entire first half of the map entailed before i played it, because I was watching zisteau play it while i played infernal sky. I owe alot of actually finishing this map to zisteau, because even if i stopped watching his playthrough from when he found intersection 3 so i could beat the rest myself I wouldnt have had the willpower to actually beat the map. I honestly dont know what it is about kaizo either. It frustrates me, makes me swear and break things yet i absolutely love it. Im currently playing the revamp of it and I'm very cose to returning all silverfish blocks to stone, because they are ruining the map for me. The biggest beef i have with notch and minecraft is the inclusion of silverfish. their not hard to avoid, i know, but there just annoying. Its nice seeing it with a new coat of paint though, makes me feel like hes still loved....by others anyway.
Black desert: Ive also only had a short stint on this map. 2 actually, the first time i played i only went underground, and it was pretty incredible i must say. Its enjoyable, but open world isnt really for me. I like maps like kaizo and legendary where its still open world, but several of them linked by a central chain. Completing it wasnt a huge goal for me in Black desert, I find completing a map thats open world alot harder than linear-branching. Its harder to stay focused and be committed. Im one of those easily distracted guys who finds something, 3/4 finishes it then starts something else. I did really like the design of the map though.
Canopy Carnage: I havnt so much played this map as i have explored it. Ive spent hours just running across the forest floor (pre-void-fog) and just seeing everything it has to offer. The enormity of the forest is amazing and i must say, the actually artiness and design this map is probably my favorite. The sheer size and diversity of the trees, and how each one has their own significant trait and function is pretty cool. The weird oil rig thing though can get F**ked. Man, that was the one part of the map i actually tried to accomplish, and i never really got close. Clould you imagine that place with every second spider spawner being baby spiders??? I like the map, but more or less from a visual and art standpoint. Im not committed enough to beat an open world map.
Legendary: This is the third map I legitimately completed, but not until very recently. I downloaded it the day it came out and played all the way into the nether (you can still see me posting about it in around page 85, i made a curse account just to talk about this map), but then just completely lost interest in this map and put it on hiatus. After doing that is when i explored canopy carnage and black desert, and i didnt play (and beat) legendary until after nightmare realm came out. I love this map though, its size, and the variation of the environments within is really something that cant be fully appreciated unless you play it yourself. I hate peaceful lake, ****ing hate it so much, but past that i really did enjoy this map. I spent more than half my time playing in the east commons alone though. I spent nearly a whole week simply repairing the abandoned village. I dont know why, but i rebuild everyhting (leaving what was there already, and using wood. I really liked how it gave it a "patched up" look), and even converted the building opposite the general store into a train station. The huge fun-box in the nether was over-rated though, to be honest, with a few stacks of cobble and arrows its not that hard at all. Taco was harder i think (f**cking lava cheese).
Nightmare Realm: This is the second map I legitimately played and beat, and much like kaizo being owed to Zisteau, I owe beating nightmare realm to Joe Hills. This is the only Open-World map i have actually been able to focus on and play properly, and i really enjoyed it. I beat the map well before joe finished his videos, yet if I wasnt watching them i probably wouldn't have ever finished it. Overall im not sure if its really deserving of the "ROMhack" difficulty, because even though my concept of difficulty changing alot as i play, nightmare realm was harm at times, but it was never ROMhack. The very beginning is the only part of the map truly worthy of the title i think, but the rest of the map isnt unfair enough, you dont get ripped off anywhere near enough. I beat heart of the swarm without releasing a single silverfish (from blocks anyway). There needs to be more outright "********" in this map i think, things that are blatantly unfair, like the fort in east commons, and the loot within. Personally i didnt feel ripped off enough, and have the olds stack against me enough for it to be overall romhack. Dont take me saying that in the way that i didnt love this map, because i did, things like never touching actual ground in swarm, or building an enormous structure around the monument to protect it, and an expansive railway connecting all the supply rich areas all made the expernce of this map that much better for me.
Sunburn islands: I have only played this briefly, and from what ive seen, LPer or not, I dont know if i could find this map enjoyable. I dont like the whole numbered dungeon diving escapade it had going on, which is something i didn't mention about sea of flame 2 that i didnt like either. Not everything is going to please everybody, and i know some people in the community and in really life who have enjoyed this map. Its sad for poor old sunburn though, hes kind of a mixture of everything i dont love, dungeon diving (yet i love diablo.... pfffffft????), open world (again, diablo) and sandy beaches. Its not his fault he was born this way, how can he change who he is? But yeah, i have nothing against it, but i just didnt find a great deal of enjoyment out of this map.
Wow, this turned out to be a huge review, I was planning on this being maybe a paragraph, or two. Guess not.
A couple of side notes covering the whole super hostile maps, or just some extra things i think stick out to me.
anyway:
The nether: The way it was included in legendary really suited the map, it was kind of like a theme building the a huge crescendo, it was the big explosion at the end of a Micheal bay film, The map was ROMhack, and it slowly built to the point where then end of the map, and its diffuculty deserved to be played in hell. That very much suited the map.
But I dont like how its used at all in a map like Infernal Sky II, To be honest it feels really out of place there. The undersky made sense, and that was pretty cool, but i just didnt think the inclusion of the nether in that map was really comfortable. Im reviewing this, not making the map, so this is a purely opinionated standpoint, but its just like this jutting scar on the map. Sure the entrance is 4x5 blocks big but its an essential, integral part of the map that dosnt feel like it need to be there.
I think (again, see, opinion) you have stated to find your footing with how to use it in the revamped kaizo. The "we now interrupt your" thing was really good I think, yet it would have been even better if you didnt include wool at all in there (Im up to this point, havnt beaten the castle yet, but since the portal is exactly where the wool use to be im guessing its going to be).
I dont know if you have, but i would assume you would have played Diablo2: LoD. (c'mon, who hasnt played that?). To me I see the nether like this. In Act 5 as your climbing the hill through armies of monsters you come across those abandons, or gates to hell or whatever you call it. The were right there, in the middle of the road, yet they had no importance on the advancement of the game at all, they were entirely optional dungeons with exceptionally hard monsters in there, that when you conquered them gave you some sweet bonus loot. Thats how I (I cannot stress how opinionated this is, im not saying anything is wrong or right, i know you probably get tat already but...urgh) see it working so well in you maps. Just random portals around the map that lead to small yet exceptionally difficult areas the when beaten, give you some epic loot, something that makes the game a bit easier, yet if you walked past it ans saved yourself an hour yet the map itself is still very possible to complete.
And lastly, silverfish: **** silverfish man, **** then, that **** is ********. **** them. URGH! **** NOTCH! (Sorry little kiddies, but man i hate those little pricks).
Well thats my two....or seven thousand cents on you super hostile maps anyway. Like i said before this turned out way, what bigger than i thought but oh well. Nobody is forced to read this crap. I suppose it gives you a better idea on how to please 1 in the 100000 people who play your maps now days anyway. In grand total, i love these maps in all its ego-stroking glory, and i can only hope you love making them as much as we do playing them. Or that you start getting paid to make them, so that way theres plenty of more fun to be had by everyone in the future.
I eagerly await your new "spellbound caves" map, as i have no friends to play any of the multiplayer maps with.
Oh yeah (****), btw, id like to say i really like the MCedit tutorials. I doubt you remember, but about 500 pages ago i tried to convince you to make a post apocolyptic city survival/CTM map cause i had no chance in hell of making it. Well with every tutorial you make makes me that much more educated on how to make maps that hopefully somebody enjoys.
Ill say it, because not alot do, THANKS VECHS!And to you^^^ up there, blazes are also bad, but i just nurse a pet hate for silverfish and their extreme ability to mess **** up, spread their bullshittyness and lag the absolute crap out of my game. All i wanted to do is dig a house dammit!Fuuuuuuck me thats a long ass post
Honestly though, I was surprised just how easy things could be if you really prepared for it. Perhaps it was because I already knew what to expect since I'd played through this map before in the previous version. For example, dungeon 15, going for the red wool was a real struggle for me in the previous version. This time I came prepared. With my trusty enchanted weapons and enchanted diamond armor I'd made, along with a strength potion and regeneration potion, I was nearly invincible. I used an ender pearl to teleport behind all the dispensers and with my efficiency V diamond pick, I could destroy mob spawners in no time flat. I hardly felt threatened at all, but I thoroughly enjoyed tearing this dungeon to pieces in a matter of minutes after remembering how much a struggled on my previous play through the map.
I really enjoyed what you'd done with the new content. I can't wait to see the rest of the maps updated, and especially can't wait for #10. I imagine it's only going to keep getting better and better.