Review Summary
Escape a colorful cube filled with traps. Inspired by the horror movie, Cube. In my opinion, the adventure/story aspects outweigh the survival aspects - there's no focus on farming a food source or building and only mild crafting. Effects are well done - primarily the unique mob traps in each room, and interactions with the other prisoners following you are kinda fun too. Traps are unavoidable but mostly survivable, often resulting in mild combat as long as you keep your wits about you.
Review Summary
Get at the other side of 15 levels by crafting, building, and jumping with an assortments of items. Inspired by G.A.T.O.S., this one requires some real out of the box thinking, as you are given very limited inventory of items and red herrings, and are required to find a way to climb to a raised platform. Visuals and effects are straight forward, focusing on the puzzle itself. Most have a unique solve and a pretty wide variety of mechanics are used. 11 feels like the peak of difficulty, and most of the time it's pretty clear which items are red herrings.
Review Summary
Classic adventure feel, with mostly-current tech. Story has multiple arcs, with decent motivations and direction. I particularly liked trying to impress the Thieves Guild. Challenge is primarily in the series of fetch quests, with limited combat and one section of parkour that might a little too challenging. There are some nuances that limited my enjoyability - they aren't game-breaking, but a little disappointing; quest buttons only appear when pre-requisites are met, but the signs and buttons aren't cleared after completion; some of the NPC dialog is a wall of text, with multiple voices all in white; a few minor places where invisible barriers block what appears to be an open passage; a few exploits for unlimited money. The visual build is good - a bit sparsely furnished, but you can tell effort was put into angles and architecture. Interesting finale.
Review Summary
Before I begin, I need to state that this map was played with 7 people on hard difficulty. And I have to say, it was HARD. I don't see a smaller group being able to get through there - just too many mobs. We had to cheat. We also had to go into creative mode to figure out why some testfor commands weren't triggering. It was long. 3 hours long. And somewhat confusing. Right off the bat, we realized that giving directions via coordinates was not very effective due to the fact that you're in a fairly small contained area of a city. Then, we basically ran back and forth fighting bigger and bigger hordes of mobs. I do see other commenters in the forum thread stating too many mobs - so I think I'm safe in saying... too many mobs. The visual build was nice. I liked some of the story arcs; in particular when the city gets covered in lava and now you have to parkour and 'rescue' the citizens. I also liked that a faction of the Lithians were actually neutral. The story is pretty complex through numerous betrayals and twists. Lastly; way too many times we were all forcibly teleported forward in the story - that was jarring. And some teleports randomly sent players outside the map (possibly relative teleporting instead of precise coordinates).
Review Summary
REALLY straight forward story with one humorous NPC and a lot of toilets. To be honest, I was hoping for some kind of plot twist. Cutscenes are nice. The resource pack looks nice enough, although the buildings are mostly empty. Zombies were cool. Granted, the map was made in only 72 hours, but felt a bit more like a tech demo than a full adventure. Light scavenger hunting. A few places that look entirely climbable/passable but blocked by barrier blocks, one place where you can jump up and see outside the world.
Review Summary
In space, no one can hear you cook. Except the nanites. In this map, you are left behind on a spaceship while the rest of your crew beams down to a moon with a mysterious call for help. The ship itself is well detailed and contains many humorous wall signs/paintings. Think; the enormous ark ship from Wall-E. Which means that the majority of the map is navigating an enormous open-world ship, performing a series of scavenger hunts, which seem further and further paced apart the more confused you get in the layout of rooms. There are some clever mechanics and effects here; weightlessness, oxygen management, fixing breaches in the hull, and transporter room mayhem, the voice-acted clue books. From a challenge perspective, there is a sequence of running from mobs (you can't hit), a very small bit of parkour, the aforementioned navigation, and every 2 minutes you will be faced with an annoying swarm of nanites (endermites). We played this with 3 people, which helped shorten the scavenger hunts, but it still took 2.5 hours and we really struggled to not give up for the increasing feeling that we were lost.
Review Summary
"Crash landed on a dry, dusty planet you must survive, establish a base, source of water and resources, and craft a series of custom recipes until you find a way off of the planet. First and foremost, the custom gameplay mechanics and crafting is absolutely awesome. Wonderful special effects. Fantastic quest system. The first 30 to 60 minutes really accentuates the survival experience. The middle stretch of the map however is a bit grindy, unless you go exploring; punching sand by hand, sifting it block by block to get base ingredients, and then crafting those ingredients through a complex series of recipes to progress the next quest. The visual build of the map is intentionally bleak, with some really great 3d models that make it come alive.
I feel obligated to point out that the quest book feels more like a tutorial than an actual story, but to be honest that didn't detract from my experience. I felt like I was actually trapped on a hostile planet and really had to work my butt off to survive. I do wish that there was a bit more emphasis on exploration/scavenging and a little written lore to be found, but again I don't see that as a detractor. I was hesitant to explore, as I felt I couldn't risk going too far from my water supply and had no method of avoiding hostile mobs through the night. After completing the map, I did look around - there are reasons to explore - but in the end I feel like the effort to do so would have outweighted the rewards and the effort I spent on the main quests (staying mostly in sight of the ship). Similarly, I wish there was some more obvious reason to make and use the grappling hook - it's cool, but not sure how it progresses the story.
Unfortunately, there's one more aspect to this map that really sticks out in a negative way, so much so that I don't even mind spoiling it - a vanilla Ender Dragon as the second to last boss fight. This map has SO MUCH brilliant customization and then you're dumped into the End with only leather gear and a basic bow. I can't imagine the average player will be able to tackle this portion legit without getting frustrated. That said, the final boss is a great reference, and I appreciated the humor, even if it was a bit easy to avoid and defeat. A small adjustment to the drop frequency of Zinc, and some customization or resequence of the Ender Dragon would move this map into my 'favorites' column."
Review Summary
Adventure map sprawling through the wild west. Lots of fun mechanics in this one; scavenger hunt, horse riding, short parkour, short combat, puzzling, even a boss fight of sorts. The visual build is very detailed and thematic across several areas. Mild humor. Good effects for a 1.7.10 map. Pacing was ok, with the first real parkour being a bit too tough and there are some portions I'm not sure the character's actions are completely justified.
Review Summary
Fight your way through randomly spawning events and dungeons as the world levels up around you. Your goal is to face four Withers and the ultimate Dragon Tower. You could play this as a survival world, but there's really no need to - gear progression is built into the world with lots of random loot. The towers have themed color pallete with random stacked architecture. Not much in the way of lore or story - but still fun way to spice up any randomly generated world by simply dropping in the schematic.
Review Summary
Escape a series of 5x5x5 cubes by solving challenging puzzles. Classic quartz puzzler feel, with unique puzzles in a combined space. As expected, there are no instructions - you must first figure out what is a puzzle, then the rules, and then the puzzle itself. As puzzles go, I felt this was quite challenging, and I had a good laugh at the end.
I know you prefer shorter maps, but I spent a lot of time ironing out this map's features and it's a quick map if you're keen on solving puzzles. Some of my friends could finish it in two hours. Perhaps if it catches your eye you could rate it, as it hasn't gotten much exposure as of yet.
Test Post, please ignore. Apologies for spam.
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Retest: March 29, 2015
http://www.minecraftmaps.com/survival-maps/mega-cube/viewdownload
Review Summary
Escape a colorful cube filled with traps. Inspired by the horror movie, Cube. In my opinion, the adventure/story aspects outweigh the survival aspects - there's no focus on farming a food source or building and only mild crafting. Effects are well done - primarily the unique mob traps in each room, and interactions with the other prisoners following you are kinda fun too. Traps are unavoidable but mostly survivable, often resulting in mild combat as long as you keep your wits about you.
Total Rating: 10/20
Gameplay - 1
Effects - 2
Build - 1
Experience - 2
Challenge - 2
Pacing - 2
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2352004-up
Review Summary
Get at the other side of 15 levels by crafting, building, and jumping with an assortments of items. Inspired by G.A.T.O.S., this one requires some real out of the box thinking, as you are given very limited inventory of items and red herrings, and are required to find a way to climb to a raised platform. Visuals and effects are straight forward, focusing on the puzzle itself. Most have a unique solve and a pretty wide variety of mechanics are used. 11 feels like the peak of difficulty, and most of the time it's pretty clear which items are red herrings.
Total Rating: 11/20
Gameplay - 2
Effects - 1
Build - 1
Experience - 2
Challenge - 3
Pacing - 2
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2338715-a-merchants-quest
Review Summary
Classic adventure feel, with mostly-current tech. Story has multiple arcs, with decent motivations and direction. I particularly liked trying to impress the Thieves Guild. Challenge is primarily in the series of fetch quests, with limited combat and one section of parkour that might a little too challenging. There are some nuances that limited my enjoyability - they aren't game-breaking, but a little disappointing; quest buttons only appear when pre-requisites are met, but the signs and buttons aren't cleared after completion; some of the NPC dialog is a wall of text, with multiple voices all in white; a few minor places where invisible barriers block what appears to be an open passage; a few exploits for unlimited money. The visual build is good - a bit sparsely furnished, but you can tell effort was put into angles and architecture. Interesting finale.
Total Rating: 7/20
Gameplay - 2
Effects - 1
Build - 1
Experience - 1
Challenge - 1
Pacing - 1
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2297332-volcano
Total Rating: 8/20
Gameplay - 1 (average)
Effects - 2
Build - 1
Experience - 1
Challenge - 2
Pacing - 1
Review Summary
Before I begin, I need to state that this map was played with 7 people on hard difficulty. And I have to say, it was HARD. I don't see a smaller group being able to get through there - just too many mobs. We had to cheat. We also had to go into creative mode to figure out why some testfor commands weren't triggering. It was long. 3 hours long. And somewhat confusing. Right off the bat, we realized that giving directions via coordinates was not very effective due to the fact that you're in a fairly small contained area of a city. Then, we basically ran back and forth fighting bigger and bigger hordes of mobs. I do see other commenters in the forum thread stating too many mobs - so I think I'm safe in saying... too many mobs. The visual build was nice. I liked some of the story arcs; in particular when the city gets covered in lava and now you have to parkour and 'rescue' the citizens. I also liked that a faction of the Lithians were actually neutral. The story is pretty complex through numerous betrayals and twists. Lastly; way too many times we were all forcibly teleported forward in the story - that was jarring. And some teleports randomly sent players outside the map (possibly relative teleporting instead of precise coordinates).
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2361420-gazis
Total Rating: 8/20
Gameplay - 2
Effects - 2
Build - 1
Experience - 1
Challenge - 1
Pacing - 1
Review Summary
REALLY straight forward story with one humorous NPC and a lot of toilets. To be honest, I was hoping for some kind of plot twist. Cutscenes are nice. The resource pack looks nice enough, although the buildings are mostly empty. Zombies were cool. Granted, the map was made in only 72 hours, but felt a bit more like a tech demo than a full adventure. Light scavenger hunting. A few places that look entirely climbable/passable but blocked by barrier blocks, one place where you can jump up and see outside the world.
It was built in only SIXTY minutes (what?!?!?!) as part of CDFDMAN and Recabilly's "60 Minute Maps" challenge!
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2351813-atmosfear2
Total Rating: 11/20
Gameplay - 2
Effects - 3
Build - 2
Experience - 1
Challenge - 2
Pacing - 1
Review Summary
In space, no one can hear you cook. Except the nanites. In this map, you are left behind on a spaceship while the rest of your crew beams down to a moon with a mysterious call for help. The ship itself is well detailed and contains many humorous wall signs/paintings. Think; the enormous ark ship from Wall-E. Which means that the majority of the map is navigating an enormous open-world ship, performing a series of scavenger hunts, which seem further and further paced apart the more confused you get in the layout of rooms. There are some clever mechanics and effects here; weightlessness, oxygen management, fixing breaches in the hull, and transporter room mayhem, the voice-acted clue books. From a challenge perspective, there is a sequence of running from mobs (you can't hit), a very small bit of parkour, the aforementioned navigation, and every 2 minutes you will be faced with an annoying swarm of nanites (endermites). We played this with 3 people, which helped shorten the scavenger hunts, but it still took 2.5 hours and we really struggled to not give up for the increasing feeling that we were lost.
(revised review text 2/10/15)
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2361752-confinement
Total Rating: 14/20 (above average)
Gameplay - 3
Effects - 3
Build - 2
Experience - 2
Challenge - 2
Pacing - 2
Review Summary
"Crash landed on a dry, dusty planet you must survive, establish a base, source of water and resources, and craft a series of custom recipes until you find a way off of the planet. First and foremost, the custom gameplay mechanics and crafting is absolutely awesome. Wonderful special effects. Fantastic quest system. The first 30 to 60 minutes really accentuates the survival experience. The middle stretch of the map however is a bit grindy, unless you go exploring; punching sand by hand, sifting it block by block to get base ingredients, and then crafting those ingredients through a complex series of recipes to progress the next quest. The visual build of the map is intentionally bleak, with some really great 3d models that make it come alive.
I feel obligated to point out that the quest book feels more like a tutorial than an actual story, but to be honest that didn't detract from my experience. I felt like I was actually trapped on a hostile planet and really had to work my butt off to survive. I do wish that there was a bit more emphasis on exploration/scavenging and a little written lore to be found, but again I don't see that as a detractor. I was hesitant to explore, as I felt I couldn't risk going too far from my water supply and had no method of avoiding hostile mobs through the night. After completing the map, I did look around - there are reasons to explore - but in the end I feel like the effort to do so would have outweighted the rewards and the effort I spent on the main quests (staying mostly in sight of the ship). Similarly, I wish there was some more obvious reason to make and use the grappling hook - it's cool, but not sure how it progresses the story.
Unfortunately, there's one more aspect to this map that really sticks out in a negative way, so much so that I don't even mind spoiling it - a vanilla Ender Dragon as the second to last boss fight. This map has SO MUCH brilliant customization and then you're dumped into the End with only leather gear and a basic bow. I can't imagine the average player will be able to tackle this portion legit without getting frustrated. That said, the final boss is a great reference, and I appreciated the humor, even if it was a bit easy to avoid and defeat. A small adjustment to the drop frequency of Zinc, and some customization or resequence of the Ender Dragon would move this map into my 'favorites' column."
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http://www.planetminecraft.com/project/mesa-valley---a-western-adventure-map-by-walschaerts-build-team/
Minecraft Version: 1.7.10
Total Rating: 13/20
Gameplay - 3
Effects - 3
Build - 2
Experience - 2
Challenge - 2
Pacing - 1
Review Summary
Adventure map sprawling through the wild west. Lots of fun mechanics in this one; scavenger hunt, horse riding, short parkour, short combat, puzzling, even a boss fight of sorts. The visual build is very detailed and thematic across several areas. Mild humor. Good effects for a 1.7.10 map. Pacing was ok, with the first real parkour being a bit too tough and there are some portions I'm not sure the character's actions are completely justified.
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http://www.minecraftforum.net/forums/mapping-and-modding/maps/2349541-automatormc
Total Rating: 13/20
Gameplay - 2
Effects - 2
Build - 2
Experience - 2
Challenge - 2
Pacing - 3
Review Summary
Fight your way through randomly spawning events and dungeons as the world levels up around you. Your goal is to face four Withers and the ultimate Dragon Tower. You could play this as a survival world, but there's really no need to - gear progression is built into the world with lots of random loot. The towers have themed color pallete with random stacked architecture. Not much in the way of lore or story - but still fun way to spice up any randomly generated world by simply dropping in the schematic.
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2369288-five-cubed
Total Rating: 13/20
Gameplay - 2
Effects - 2
Build - 1
Experience - 2
Challenge - 3
Pacing - 3
Review Summary
Escape a series of 5x5x5 cubes by solving challenging puzzles. Classic quartz puzzler feel, with unique puzzles in a combined space. As expected, there are no instructions - you must first figure out what is a puzzle, then the rules, and then the puzzle itself. As puzzles go, I felt this was quite challenging, and I had a good laugh at the end.
"Mario" was built in only 60 minutes, during a Twitch livestream!
Seriously, 60 minutes. It even has these Features
I challenge YOU to build a map in 60 minutes! Here's a list of folks who have done it successfully:
CDFDMAN
Recabilly
Deathwind31
Chokoboy
Watch the build process in action!
Thanks in advance.
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2232272-the-realm-of-dunminveng-version-2-0-1-1500
"Break In" a new map built in only 60 minutes during a Twitch Livestream, based on a random theme from the viewers!
New maps will be build every Saturday 1pm cst -