Review Summary
Survive on a series of desert islands, with the additional complication of thirst and cold. I enjoyed the scarcity of resources, and the light exploration. The new mechanics are ok - although thirst is simple to handle and coldness really only comes into play if you swim for too long. There are no mob spawns, and a bed can be immediately crafted to deal with night/rain. There are in-game challenges, but they are not automated. Overall, I enjoyed the theme, but not quite challenging enough for a survival map.
Review Summary
Navigate the abandoned subway system while utilizing a series of tools. The map is fairly linear, but well built such that it feels more maze-like than it is. Visually appealing. An overall creepy vibe with intentionally absent background. Your exploration is the story. Level design is good as well - nice and twisty loops alongside previous areas. Pretty challenging, particularly in the webbed areas. Overall, I liked it - simple, but well-made.
Hi Ron! I was inspired by you to start reviewing maps in an effort to help improve my own work by seeing what works and doesn't from a player's perspective and was looking at classifying map genres. I wrote a quite long post about it and was wondering if you could have a look and give me some feedback on how I could improve it. I'll put it in a spoiler as it is quite long and I wouldn't want to spam your thread. Thanks!
To me, these are map 'types'. Genres would be things like; scifi, fantasy, modern, etc...
I'm mostly on board with your wording, although I think it could be tweaked to stress things a bit. e.g. the first sentence under Adventure should be that these maps stress story. Then you can add that they often include multiple elements. Otherwise you're making adventure sound like the catch-all bucket which it totally is not.
I'll definitely follow your review thread and discuss over there!
Review Summary
The third of eight custom maps, recreating a famous painting from the Tate Gallery. The Toyshop is an open-world scavenger hunt and series of minigames. Along the journey, you will encounter multiple puzzle types; scavenging, archery, parkour, light combat, crafting, and even a farming/breeding challenge. As you collect 12 records, you learn a little bit about the history of the art, voiced by Stampy Longnose. The visual build is once again top notch, and allows you a unique mirror perspective so that you can enjoy the entire diorama. Wonderful effects and clever mechanics throughout, including the best implementation of a grappling hook I've seen yet. My favorite visual are the baby zombies remodeled as toy planes. The map scales for a team-based multiplayer race. Everything is open-world with plenty to do, with the only drawback being that I got a bit frustrated not being able to find some of the records (until I found the easter egg hint vendor!)
Review Summary
Search through complex, dark spaces for a sleep aid. It's not your typical jumpscare map, although I did jump twice. This one is more of a journey through nightmare. I like the initial effects of time passing, and the jump scare was well done. Although it relies a lot on darkness, the color pallete in the build is good. From a challenge perspective, the navigation is fairly linear with a bit of parkour. I did encounter 2 points where I had to cheat to progress (one where I lost a key to lava, and one where I didn't die fast enough). Otherwise, I found it to be pretty good.
Thanks for reviewing my map! I'm happy with the rating you gave it, and wasn't expecting much higher, considering it was made almost a year ago and was just re-released for 1.8. I'll be sure to take your comments into consideration for my next creations!
Review Summary
The small town of Chesters Mill, ME has been surrounded by an impenetrable dome. Can you find a way to free the people? Inspired by the book and tv series by Stephen King, but not following the same storyline. This is a well-scripted, humorous adventure. The build is very detailed and colorful. Challenge primarily focuses on navigation/fetch quests with one bit of mild parkour and some simple/short combat. Utilizes a custom resource pack for NPC voice-acting, but also colored chat text to differentiate voices. Overall, very enjoyable!
800 REVIEWS! Letter Grades! After closely monitoring the numeric ratings and feedback of my 1.8+ system, I am announcing an improvement!
Starting with my 800th map review, I will be communicating my ratings using letter grades (A through F). All of the numerics will still be use behind the scenes, with no changes to the definitions of each rating category. However, when I communicate the rating, I will using the letter system. This change is to alleviate some concern about seemingly low ratings (e.g. 10/20 is still considered a GOOD rating in my system, but many map makers see that as a failure). I believe the letter system will feel more familiar. This goes into effect immediately.
Here's how it maps out:
The 6 individual ratings will still be on a 4-point scale.
0 = D (below average)
1 = C (average)
2 = B (above average)
3 = A (excellent)
When I add them together and apply my curve to the overall score:
0 = F (failure)
1 - 5 = D (below average)
6 = C- (average)
7 = C (average)
8 = C+ (average)
9 & 10 = B- (above average)
11 & 12 = B (above average)
13 & 14 = B+ (above average)
15 & 16 = A- (excellent)
17 & 18 = A (excellent)
19 = A+ (excellent)
20 = A++ (perfection)
I believe this will help with interpretation of ratings, without changing the underlying system. Special thanks to JayMineCrafton for the inspiration!
Review Summary
Once again, Bigre delivers amazing mechanics, excellent level design, and challenging gameplay. Warp yourself betwen the dimensions of Heaven and Hell to navigate through this world. Nicely melds elements of the traditional dimension jumping with droppers and reverse droppers, but also introduces a new twist - merging dimensions into one via various markers. The visual build is great, and the resource pack is nice for the architecture and organic/hell blocks, but I didn't care for the flashy trees. The overworld felt a little empty - wide, open world but nothing to find/do. I did Tower (moderately difficult), then temple (easy), then shrine (difficult); so progression didn't quite feel linear. But still overall fun.
Rating: A- (16/20)
Gameplay: A
Effects: A
Build: B
Experience: B
Challenge: A
Pacing: B
Review Summary
The giant model is great, as are all of the special effects for the powers. Technically gargantuan - no observable lag. But I just couldn't get over the Field of View angle. A little too hard to see what you're doing, and several times I struck myself with lightning which really took me out of the experience. It's definitely cool, but after a few minutes, the novelty kinda wore off on me. No real challenge that I'm aware of - just destroy the city.
Total Rating: B+ (13/20)
Gameplay - A
Effects - A
Build - A
Experience - B (technically great, but hard to appreciate in 3rd person FoV)
Challenge - C (easy)
Pacing - C (no real progression/pacing)
Review Summary
Come out of retirement to vanquish an evil. This map is an update of an old build which maintains its classic fantasy feel, but works in current effects nicely. The story is fairly straight forward, and it's worth noting that the player's laize-faire attitude comes across pretty well in the dialog. You're given a lot of food and armor in rapid succession - although I found myself at a loss for arrows. Challenge is focused on combat with moderate parkour and light fetch/search qeusts. One of the rules is to use an uncustomized resource pack (Aetherys Ascended), which felt pretty optional.
Total Rating: C+ (8/20)
Gameplay - C
Effects - B
Build - C
Experience - C
Challenge - B
Pacing - C
[Survival] Stranded Raft, by Ermin Caft
http://www.minecraftforum.net/forums/mapping-and-modding/maps/1555041-ermin-caft
Review Summary
Survive on a series of desert islands, with the additional complication of thirst and cold. I enjoyed the scarcity of resources, and the light exploration. The new mechanics are ok - although thirst is simple to handle and coldness really only comes into play if you swim for too long. There are no mob spawns, and a bed can be immediately crafted to deal with night/rain. There are in-game challenges, but they are not automated. Overall, I enjoyed the theme, but not quite challenging enough for a survival map.
Total Rating: 9/20 (Average)
Gameplay - 2 (above average)
Effects - 1 (average)
Build - 1 (average)
Experience - 2 (above average)
Challenge - 1 (fairly easy)
Pacing - 2 (above average)
Ermin Caft's Trailer
Review #796!
[Adventure] Mole People, by JayMineCrafton
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2409689-mole
Review Summary
Navigate the abandoned subway system while utilizing a series of tools. The map is fairly linear, but well built such that it feels more maze-like than it is. Visually appealing. An overall creepy vibe with intentionally absent background. Your exploration is the story. Level design is good as well - nice and twisty loops alongside previous areas. Pretty challenging, particularly in the webbed areas. Overall, I liked it - simple, but well-made.
Total Rating: 10/20
Gameplay - 2
Effects - 1
Build - 2
Experience - 1
Challenge - 2
Pacing - 2
Long time no see!
I think the categorization is too black-and-white. IMO, the whole concept of a 'genre' is malleable. Otherwise, well written.
My Minecraft Maps: coldfusionmaps.com
To me, these are map 'types'. Genres would be things like; scifi, fantasy, modern, etc...
I'm mostly on board with your wording, although I think it could be tweaked to stress things a bit. e.g. the first sentence under Adventure should be that these maps stress story. Then you can add that they often include multiple elements. Otherwise you're making adventure sound like the catch-all bucket which it totally is not.
I'll definitely follow your review thread and discuss over there!
Map Review #797!
[Adv] Tate Worlds: The Toyshop, by Dragnoz, TheCommonPeople, and Team
http://www.dragnoz.com/tateworld-toyshop-minecraft-map/
Review Summary
The third of eight custom maps, recreating a famous painting from the Tate Gallery. The Toyshop is an open-world scavenger hunt and series of minigames. Along the journey, you will encounter multiple puzzle types; scavenging, archery, parkour, light combat, crafting, and even a farming/breeding challenge. As you collect 12 records, you learn a little bit about the history of the art, voiced by Stampy Longnose. The visual build is once again top notch, and allows you a unique mirror perspective so that you can enjoy the entire diorama. Wonderful effects and clever mechanics throughout, including the best implementation of a grappling hook I've seen yet. My favorite visual are the baby zombies remodeled as toy planes. The map scales for a team-based multiplayer race. Everything is open-world with plenty to do, with the only drawback being that I got a bit frustrated not being able to find some of the records (until I found the easter egg hint vendor!)
Total Rating: 17/20
Gameplay - 3
Effects - 3
Build - 3
Experience - 2
Challenge - 3
Pacing - 3
Review #798!
[Adventure] Sleepless Nights, by Generator of Cubes
http://www.minecraftmaps.com/adventure-maps/sleepless-nights/viewdownload
Review Summary
Search through complex, dark spaces for a sleep aid. It's not your typical jumpscare map, although I did jump twice. This one is more of a journey through nightmare. I like the initial effects of time passing, and the jump scare was well done. Although it relies a lot on darkness, the color pallete in the build is good. From a challenge perspective, the navigation is fairly linear with a bit of parkour. I did encounter 2 points where I had to cheat to progress (one where I lost a key to lava, and one where I didn't die fast enough). Otherwise, I found it to be pretty good.
Total Rating: 8/20
Gameplay - 1 (average)
Effects - 2 (above average)
Build - 1 (average)
Experience - 2 (above average)
Challenge - 1 (easy)
Pacing - 1 (average)
Thanks for reviewing my map! I'm happy with the rating you gave it, and wasn't expecting much higher, considering it was made almost a year ago and was just re-released for 1.8. I'll be sure to take your comments into consideration for my next creations!
Eccccccccccccccccccccccccccccccccccccccccc
Review #799!!!
[Adv] Under the Dome, by DVS Design
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2290595-under-the-dome
Review Summary
The small town of Chesters Mill, ME has been surrounded by an impenetrable dome. Can you find a way to free the people? Inspired by the book and tv series by Stephen King, but not following the same storyline. This is a well-scripted, humorous adventure. The build is very detailed and colorful. Challenge primarily focuses on navigation/fetch quests with one bit of mild parkour and some simple/short combat. Utilizes a custom resource pack for NPC voice-acting, but also colored chat text to differentiate voices. Overall, very enjoyable!
Total Rating: 15/20
Gameplay - 2
Effects - 2
Build - 3
Experience - 3
Challenge - 2
Pacing - 3
A new map making challenge begins May 1, 2015. #Vanilla3
Join these amazing map makers in a survival experience like never before (well, unless you count #Vanilla1 and #Vanilla2)...
ABrightmoore
Bongotezz
ColdFusionGaming
cpm4001
Fellonius the Wizard
GhostVortex
GrannyGamer1
jGazMom
Jigarbov
QMagnet
Map makers take note - Unicorn Mounts for pumpkin head NPCs!
Hey Rsmalec, I was wondering if you could review my latest map. It's an adventure map that shouldn't take much more than 20-30 minutes to complete.
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2422299-dungeonrunner-adventure-map-series-the-biome-stone
Eccccccccccccccccccccccccccccccccccccccccc
Looks pretty good. It'll be a while before I get to it, due to other projects but it's on the list
Thank you!
Eccccccccccccccccccccccccccccccccccccccccc
800 REVIEWS! Letter Grades! After closely monitoring the numeric ratings and feedback of my 1.8+ system, I am announcing an improvement!
Starting with my 800th map review, I will be communicating my ratings using letter grades (A through F). All of the numerics will still be use behind the scenes, with no changes to the definitions of each rating category. However, when I communicate the rating, I will using the letter system. This change is to alleviate some concern about seemingly low ratings (e.g. 10/20 is still considered a GOOD rating in my system, but many map makers see that as a failure). I believe the letter system will feel more familiar. This goes into effect immediately.
Here's how it maps out:
The 6 individual ratings will still be on a 4-point scale.
0 = D (below average)
1 = C (average)
2 = B (above average)
3 = A (excellent)
When I add them together and apply my curve to the overall score:
0 = F (failure)
1 - 5 = D (below average)
6 = C- (average)
7 = C (average)
8 = C+ (average)
9 & 10 = B- (above average)
11 & 12 = B (above average)
13 & 14 = B+ (above average)
15 & 16 = A- (excellent)
17 & 18 = A (excellent)
19 = A+ (excellent)
20 = A++ (perfection)
I believe this will help with interpretation of ratings, without changing the underlying system. Special thanks to JayMineCrafton for the inspiration!
You should use S instead of A++, even if it's not really fitting.
S ?
800th Map Review!
[Puzzle] Dimension Jumper 2, by Bigre
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2409701-dj2
Review Summary
Once again, Bigre delivers amazing mechanics, excellent level design, and challenging gameplay. Warp yourself betwen the dimensions of Heaven and Hell to navigate through this world. Nicely melds elements of the traditional dimension jumping with droppers and reverse droppers, but also introduces a new twist - merging dimensions into one via various markers. The visual build is great, and the resource pack is nice for the architecture and organic/hell blocks, but I didn't care for the flashy trees. The overworld felt a little empty - wide, open world but nothing to find/do. I did Tower (moderately difficult), then temple (easy), then shrine (difficult); so progression didn't quite feel linear. But still overall fun.
Rating: A- (16/20)
Gameplay: A
Effects: A
Build: B
Experience: B
Challenge: A
Pacing: B
It's the higher score in games like Sonic.
It means Special and usually it's really difficult to reach.
I propose this also because A++ is the only score with two plus.
[Creation] Godzilla, by Team Wooloo
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2421673-godzilla
Review Summary
The giant model is great, as are all of the special effects for the powers. Technically gargantuan - no observable lag. But I just couldn't get over the Field of View angle. A little too hard to see what you're doing, and several times I struck myself with lightning which really took me out of the experience. It's definitely cool, but after a few minutes, the novelty kinda wore off on me. No real challenge that I'm aware of - just destroy the city.
Total Rating: B+ (13/20)
Gameplay - A
Effects - A
Build - A
Experience - B (technically great, but hard to appreciate in 3rd person FoV)
Challenge - C (easy)
Pacing - C (no real progression/pacing)
[Adventure] The Biome Stone, by Generator of Cubes
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2422299-biome-stone
Review Summary
Come out of retirement to vanquish an evil. This map is an update of an old build which maintains its classic fantasy feel, but works in current effects nicely. The story is fairly straight forward, and it's worth noting that the player's laize-faire attitude comes across pretty well in the dialog. You're given a lot of food and armor in rapid succession - although I found myself at a loss for arrows. Challenge is focused on combat with moderate parkour and light fetch/search qeusts. One of the rules is to use an uncustomized resource pack (Aetherys Ascended), which felt pretty optional.
Total Rating: C+ (8/20)
Gameplay - C
Effects - B
Build - C
Experience - C
Challenge - B
Pacing - C