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.
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!
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!)
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!
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!
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)
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)