Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
I'm pretty sure he's been updating the OP, but maybe I'm mistaken, I guess the banner really may be true in saying, "Here's a sight you'll never manage to see..."
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Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Will you be able to read it if I post it another time? ;P Yes...
Rollback Post to RevisionRollBack
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Anyways, I suppose this is rather overdue. I briefly considered trying to finish Syncquential, but just couldn't get back to the mapping level I was at before. So instead of indecisively holding on to this stuff, never to use it, I'm finally putting it up for download so you guys can make something of it.
In the spoiler below are images and notes of what's included.
Syncquential Map
Area List:
INTERSECTION I (Echoblast Island (Self-Inversion)):
Annular Garden (Inversion - Shadelight Garden) (1st Temple)
Hanging Overgrowth
Blue Sky Palace
R.I.N.G. (Resonating Intermittent Nexus Gates)
INTERSECTION II (Scintillating Basin (Gold), VESTIGE Mining Corporation Deep Water Outpost):
Sands of Insanity (Inversion - Broken Mind)
Empire of Dissident
Shores of Cataclysm
Shadows of the Swamp (Irradiated Marsh - Music Disk)
INTERSECTION III (Battleplex Warzone):
Shadows of the Swamp
Gears of Industry (Ember Fields-Iron, Ragesteel Forge)
The Aftermath (Temple)
Swarmheart (Fang/Venom - Music Disk) (Entrance Area - VESTIGE Mining Corporation Complex)
INTERSECTION IV (Spindledepth Mines)
Swarmheart
Archer's Guild (Inversion - Sniper's Roost)
Dragonlight Depthstorm (Temple)
Stonewall Death Maze (Portal to I5) (Inversion - Firewalled)
INTERSECTION V (The End, Containment Cell ZM):
Chaos Corridor (Diamond OR Weapons OR Armor OR Potions)
The Zenithal Army
Mortality Trials
Zero Mercy
Summaries of each area and its intended design:
INTERSECTION I (Echoblast Island)
An floating island mirrored at its base and the inverted area having a different block scheme. The player spawns in at the top of the central mountain, surrounded in the lower sections, outside a ring of trees, by accelerated charged creepers that can only be destroyed by their own detonations.
Annular Garden (Inversion - Shadelight Garden)
Player must navigate down from the upper tiers of the garden to the unlit lower section, containing copious amounts of wheat as an early food source, as well as a wool.
Hanging Overgrowth
An inverted mass of spires covered in vines, providing no walkable ground except for a network of wooden bridges. Skeletons are the prime enemy, spawned in the upper reaches and dropped down the vines.
Blue Sky Palace (Inversion - Red Sun Stronghold)
Tranquil palace floating in the sky, laid out around a central tower. Proceeding to the top of the tower, it can be entered, and traversed to its bottom, where the wool lays. In the inversion the lapis block composition is replaced by netherrack, and many of the palace decorations are repurposed as defensive infrastructure.
R.I.N.G (Resonating Intermittent Nexus Gates)
The teleporter linking I1 to the rest of the map, located at the top of a network of platforms spiraling around a central pillar. Roaming ghosts are the primary threat, and secondarily columns of platforms with beacons providing slowing debuffs.
INTERSECTION II (Scintillating Basin, VESTIGE Mining Corporation Deep Water Outpost):
Two tiers of sandy alcoves cut into the main cavern, populated by pools of water. The mining outpost provides a suitable base from which to explore the intersection and travel to its areas. The basin itself extends ~100 blocks deep, filled with water and guarded against sand/gravel filling through half block coverage on the basin floor. Several hundred blocks of gold ore and gold are embedded into the bottom, minable from initial visit to the area by use of single provided iron pickaxe, allowing the for the assembly of several enchanted gold apples.
Empire of Dissident (The Old Empire)
Subterranean city above lake of lava, positioned at the top of lavafalls, and in cavern wall across the gap. Wool in located in lower cavern above lake. Tertiary cavern below lava is also accessible through ravine with elevator, containing decaying pyramids and illuminated by leaking lava from the lake above.
Shores of Cataclysm
Sandy cliff overlooking an expansive ocean of lava that has tendrils intricately twisting and rising above the sea level. The path along the wall is rigged with explosives and creepers, and gradually slopes downwards to the sea level shore where a fragmented extension of land leads out into the sea to the wool.
Sands of Insanity (Inversion - Broken Mind)
Chaotic but consistent matrix of caverns composed of sand, soul sand, and web. Projected sounds, generated torches, and water extinguishers eliminate any bearing and make exit difficult once the wool is retrieved. Inversion is the inversion of the cavern (land where there's cave, air where there was cave wall) suspended in the air.
Shadows of the Swamp (Irradiated Marsh - Music Disk)
Standard underground swamp. Many zombies, some invisible and slow moving, rise out of the many pools of water. The Irradiated Marsh provides a powerful starvation status effect, preventing sprinting and slowly killing the player if extensive time without food is spent there.
INTERSECTION III (Battleplex Warzone)
Gladiator arena stationed below the intersection. Betting and fighting for loot is possible here. Technological theme, redstone devices play a prominent role in the functioning of the intersection and travel around it.
Gear of Industry (Ember Fields, Ragesteel Forge)
Extensive factory that refines and utilizes ore mined from the Ember Fields nearby. Broken mob farming traps provide the primary challenge, but can be utilized if repaired and not destroyed. The Ember Fields is an extensive and open area, but bedrock roofed to prevent sunlight. The floor of the area mirrors that of floor utilized in the VA area of Mini-map Lightstorm Quarry, with iron instead of diamond, and more prevalent. The border of the area is a drop off of the lava into void. Fort Fengrov is located a ways out into the fields, holding a storehouse of iron in its vaults.
The Aftermath
Run down, modern-day city similar to Mini-map Cinereal. Multiple variants of zombies populate the areas in large quantities, making street travel near impossible. Ramshackle bridges between building serve as the main means of transportation in the inner city.
Swarmheart (Fang/Venom, VESTIGE Mining Corporation Complex)
The mining complex holds much equipment and many ores in storage for use, and borders on a mine entrance to a hive of spiders/silverfish. Design as a whole is akin to Mini-map Sleeping Hive (II). Fang/Venom (from the cancelled map) guard the music disk in an offshoot cavern. The wool is at the center of the hive. Possible spread of hive through use of spawners/snowmen.
INTERSECTION IV (Spindledepth Mines)
A narrow hole leading into the ground, branching off into multiple thinner passageways that likewise continue to branch/shrink. Upon reaching the bottom where the loot is located, water/lava floods into the passageways, turning the final, very thin ones into death traps.
Archer's Guild (Inversion - Sniper's Roost)
A tall castle embedded into the wall of a likewise tall cavern, tiered in steps, each one allowing the archers above to fire down below. Inversion if similar, but with void as the cavern floor and more lethal archers and defense setup, including artillery encampments in the upper keep. Reference Pic
Dragonlight Depthstorm Dragonstone Keep, Scalelight Citadel, Frostflare Depths, Lightstorm Quarry. An amalgamation of all four maps. Upper section of the cavern is frostflare, middle section is dragonstone, lower section is lightstorm, and center is the scalelight citadel structure reworked.
Stonewall Death Maze (Inversion - Firewalled)
Stone maze, grass floor, open sky. Traps and varied sections (e.g. missing floor, mob encampment, etc.) are scattered throughout. The maze loops into itself, with a smaller maze encapsulated within the main walls. Relatively straightforward area to avoid unnecessary exploration. In inversion the walls are replaced with lava, behind which ranged mobs are placed. Similar to Mini-map Devastation Gauntlet.
INTERSECTION (Containment Cell ZM)
Located in 'The End' dimension. Spawn point is in a small cell above void with pathways leading outwards. Mobs/Dispenser traps maintain an outer section around the cell. Falling into the void teleports the player back to the cell.
Chaos Corridor
Bedrock passageway centered around the concept of making basic mobs extremely hazardous solely through area design and manual redstone traps. Along with wool the player is given the option of choosing between a massive supply of diamonds, very powerful weapons, very powerful armor, or very powerful potions.
The Zenithal Army
A massive cavern with the wool atop a plateau in the center. Diamond ore is sparsely distributed around the cavern. A system of mob spawners randomly spawn mobs throughout the cavern. Each mob is entirely unique from all others, meaning each enemy encountered is completely different and thus eliminating logical anticipation.
Mortality Trials
Red Wool Area. Teleporter brings player to wool room immediately, with a full chest of 27 wool, and instructions. Player must then traverse 1 of 26 short but difficult trials with a single wool. At the end of the trial, the player must still be in possession of the wool, and then kill themselves (losing the gear that they used for that trial). Upon successfully completing each trial and dying 26 times with 26 wool, the player may finally bring the 27th piece to the Victory Altar. If the player fails to complete any trial with a wool, they will be unable to obtain the red wool for the altar.
Zero Mercy
Embodiment of the series in one final area that's a castle/battleground cross. Each death in the area makes the area more difficult.
You may encounter a lot of random signs, usually marked 'note' or 'devnote.' These are all just reminders I made to myself for later passes through the map, when I would add mobs/loot/traps. Likewise, filler blocks are employed in areas that would be replaced in MCEdit with blocks that couldn't be placed in-game, such as lava. Lapis ore was also used in conjunction with Zombe's ore finder so that I could keep track of loot chests for later filling (see 'Hanging Overgrowth' in I1).
Now, for a quick rundown on some areas not previously seen…
This is where the player would spawn upon first opening the map. It's located in the save file "Syncquential - Spawn Area." Here you could read the rules, set the type of death counter you wanted, etc. etc. As an added bonus you're in creative mode and can fly, though can't cheat due to the safeguards located below the platform.
My favorite (looking) area, Annular Garden. Pretty self explanatory here. It was the second area I ever conceptualized (after Echoblast), but went through some reworking until it was playable and pretty enough.
Blue Sky Palace. It has some nice architecture, a little blocky for my liking, which was why I was eventually planning on reworking the outer sections. There's an additional dungeon on the roof with a nice view.
One of the more epic views, particularly with a sunset in the back. Hanging Overgrowth was actually made on the fly despite extensive, previous planning to make it something different. It's a pretty interesting area, with no natural floor to stand on, making it rather precarious despite the vines.
Never could get a design down for this one. Really it was just a glorified teleportation station to the next intersection, nothing too special. Possibly would have looked nice with the aesthetic of my experimenting world ("Zero Mercy - Prep. World 2").
Intersection 2 - Scintillating Basin. It's built on the simple idea of diving down ~100 blocks, a task which seems trivial until it's tried. Half blocks and an overhang around the edge prevent any easy sanding/building down to the gold at the bottom. The gold itself is enough for a good number of Super Golden Apples, many of which would definitely be needed by I3.
Sands of Insanity. Very laggy when loading. It's concept was a very surreal environment that was difficult to navigate and be easy to get lost in. Projected noise and torches, as well as extinguishing water would be setup throughout to prevent any easy backtracking. Evil stuff and all.
A real time waster, this one. Even though it only has 1 wool, I ended up building on it until it could easily house 5. Very detailed, with lots to explore. Each house on top of the lavafalls is unique to its location, so they can be fun to look around.
Haven Base, the main base for the player, accessible from any intersection. It includes living space, teleporters, shop, dungeon, Victory Altar, and fireworks display*! The shop and teleporters have a lot of redstone to prevent cheating, but I believe both are wired up if you want to use them. (*not functional)
That covers Syncquential, here's everything else…
(Last picture shows where to access redstone). Sleeping Hive II. I just flat gave up on this one after it failed to function despite everything being correct and tested. It's basically the same as SHI, but just reworked and more complex. Taking the second wool would trigger earthquakes, waking up the hive. Silverfish would destroy the floor, revealing lava, and the initial mining base would also be destroyed and overrun on the sprint back to the VA. Pretty fun, usable, just forego the cinematic.
Merry Christmas (1.5 years late)! I'm not particularly well with the whole 'finishing maps' idea, as seen here. Despite creating the entire map with areas for all 12 wool in two days, populating chests and placing spawners was something that I could never get around to finishing. It's semi-playable, though, only the final areas remain un-finalized, as well as a gimmick at spawn, so you can try it out, if you want.
Also, my testing/preparation world. Here you can find all my loot boxes, custom mobs, and inventions, most intended for Sync. Not a whole lot else to say, though if you want a quick way back to the main platform just jump into the void and you'll get teleported on up.
Zero Mercy - Legacy Included:
1. Syncquential (Spawn point, I1, I2, base)
2. Advent Map 2012 - Sleeping Hive II
3. Advent Map 2012 25/25
4. Zero Mercy Test World
5. Text Files with dev notes on Sync. layout, enemies, books, and rules.
6. Map of Syncquential (one from above)
Feel free to use anything for your own maps, and let me know if you do, I'd love to see what's made of it!
Oh curse you Xekaj, you sick, evil man. This is worse than anything you could put in a CTM map. Memories and dreams that could have been. Well. I suppose I have no choice. I'm going to play through the finished work, even though it pains me to do so.
I guess I'll give my impressions later, if you're still around... *sobs violently*
Oh curse you Xekaj, you sick, evil man. This is worse than anything you could put in a CTM map. Memories and dreams that could have been. Well. I suppose I have no choice. I'm going to play through the finished work, even though it pains me to do so. I guess I'll give my impressions later, if you're still around... *sobs violently*
>: D
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Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
He just posted that he has abandoned the map. He even put it up for download.
ಠ_ಠ
yes I've been reading this thread for a while now... my comment came from watching the pics of said map. Honestly I think it's for the best, large maps are very difficult to complete content-wise and if he doesn't think he'll be able to keep up the overall quality that's completely understandable. Not every mapmaker need to build a gigantic 16 wool map...
Still I hope he'll get back sometimes for some short map, like the advent ones or something like that.
yes I've been reading this thread for a while now... my comment came from watching the pics of said map. Honestly I think it's for the best, large maps are very difficult to complete content-wise and if he doesn't think he'll be able to keep up the overall quality that's completely understandable. Not every mapmaker need to build a gigantic 16 wool map...
Still I hope he'll get back sometimes for some short map, like the advent ones or something like that.
Don't worry, I just said I'm done with Sync and ZM, not with mapping.
Don't worry, I just said I'm done with Sync and ZM, not with mapping.
*is suspicious*
Random update:
Nightmares of Ice
Wools: 0 (carrying: 3)
Deaths: 5
Brittlestone Keep (I think that's what it's called?) - Light Blue Wool:
I'll readily admit that I went up to the bridge first and found the wool before realizing it was part of the dungeon. Might go back and loot it later. Although I have no idea why you decided to do something like that with the wool. :/
Death #1: Zombie hit me through a corner. While I was cryboxing.
Illusional Ice Skating - Yellow Wool:
Upon seeing the many fleecy boxes I decided to tunnel from one fleecy box to another using the light blue wool to plug up the resulting water. The low-level loot in the non-wool chests were pretty useful, at least this early in the game.
Boxes of Fun - Lime Wool: Oh god. I never wanted to come down here. The only reason I decided to assault the area was because I fell off while trying to get to the VA. The original plan was to dig through the tree, but I quickly found bedrock (exploring the tree made that clear though). So I built a safe bridge around the tree.
Death #2: Spider popped up to bridge to say hi when I was on top of the fleecy box.
Death #3: I decided to screw everything and rush right in. Actually made it into the fleecy box. Picked up wool. Chicken jockey entered fleecy box and we killed each other at the same time.
Death #4: Shot in water trying to get to lime wool.
Death #5: Escaped fleecy box and got back up to the safe bridge. Made a tiny base in the tree with a bed, which I couldn't sleep in because it was day. Decided to bridge to VA from tree, made it but was killed by zombie waiting there. Luckily I only brought building materials, and had used all of them up anyway.
TODO:
Find stone, although I'm starting to doubt there's any.
Take the furnace from VA before anything bad happens to it.
Finish the dungeons I missed back at the start, specifically Brittlestone Dungeon, Frosty Foliage and Iceflow.
Somehow obtain gold block from tree.
So on top of having slow and unwieldy editing, the new forum design apparently cuts off the second half of the OP due to a character limit. I guess I'll just link it to here.
EDIT: The download links also don't appear to be working properly in the BB code, so I guess you'll just have to copy the links from the url=LINK_HERE things, sorry!
Crystalline water fountains from the peaks of paradisal hills, cascading down beneath the verdant leaves and cleansing all it touches. This map is designed as a quick rush, optimized for speedruns.
#02: [url=http://www.mediafire.com/download/5ubvc36bbafeoya/%C2%A7fOrnate+Cage%C2%A78+-+By+Xekaj%C2%A70.zip]Map #02: Ornate Cage[/url]
Locked and sealed with the power of the first mages, this cage imprisons and protects the foundational magics of the universe, lest the untapped power within be exploited for depraved deeds. This map is designed as a quick rush, optimized for speedruns.
#03: [url=http://www.mediafire.com/download/agt79qw1isc3b03/%C2%A7fDesert+Prime%C2%A78+-+By+Xekaj%C2%A70.zip]Map #03: Desert Prime[/url]
An unholy vestige of a primordial wasteland burning through the stars, carrying its corrupt passengers along for the destructive voyage as it spills molten cargo from its belly. This map is moderately difficult, with a similar length.
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MINI-MAPS
These map feature a variety of themes, styles, and concepts. All of them have small monuments than the standard 19 block type, but make up in difficulty for what they lack in size. Most of the time they are hardcore, meaning it's all or nothing, to encourage radical decisions and cunning strategies.
Hewn by the mighty beasts themselves, this cavern hold their impenetrable fortress. Guarded by the fiery creatures of the nether, re-animated monsters from the overworld, and terrifying arachnids from the deepest depths, this hellish citadel has stood strong against all those who dare challenge it.
Do you have what it takes to brave the cavern, conquer the castle, and succeed above all others?
v1.0: [url=http://www.mediafire.com/?7z7v6p86796470u]Download![/url]
--- TYPE: Linear PLAYERS: 1-4 SSP/SMP MC VERSION: 1.2.5 or prior OVERALL DIFFICULTY: 7/10 MOBS: 8/10 ENVIRONMENT: 9/10 SUPPLIES: 3/10 SPAWNING: Unlimited RATING: Strenuous
Dedicated to the 23 people who played the original
A while back I made a small map entitled Devastation Gauntlet that I played and released on YouTube. The basis was you had virtually unlimited supplies, meaning stacks upon stacks of every block, item, and tool in the game. The challenge you were faced with was thusly paramount in difficulty.
However, I was somewhat disappointed. Devastation Gauntlet was actually rather easy under this premise, composed of a long 1 block wide walkway above the void with lava-falls on either side about 5 blocks out. Ghast and blaze spawners on the other sides would produce monsters which would sequentially shoot through the lava unhindered at the player. While normally a terrifying concept, the vast amount of gear made it trivial to construct safety rails, ceiling, etc. and simply walk across untouched.
So now there's this.
Everything the original should have been: Hard, rage-inducing, and spewing diamonds in your face so you can die with them. I have made minor tweaks in the supplies given, but the concept still remains.
This fortress of light, fueled by the eternal flame has guarded the great treasures against the darkest of the depths. Tendrils of the purest glowstone spread across the caverns walls, purifying the evil they shroud. Igneous demons float above the blazing lake while ghoulish monstrosities roam the forsaken ruins nearby, vigilant of the rare adventurer.
TYPE: Open World/Fortress Assault/Boss Battle PLAYERS: 1 SSP MC VERSION: 1.2.5 or prior OVERALL DIFFICULTY: 8/10 MOBS: 8/10 ENVIRONMENT: 8/10 SUPPLIES: 6/10 SPAWNING: Hardcore RATING: Strenuous
»»» 3rd map of the Dragonstone Series
These twisted, icy depths reach far below the inferno that is the nether. Where only source of warmth comes from the leaking magma through the cavern roof. The perpetual winter and unworldly terrain claims the lives of many adventures, each torn apart by the harsh wind currents and transformed into the countless undead that haunt these grounds. The fire seeping from above also brings many riches, attracting more to their sure demise.
---
Originally "Flameflare Tendrils," this freezing hellscape started as a burning cave with lava floating eerily through the air. However the original design was too typical, as more 'fire' related caverns tend to be.
Thus I decided on the polar opposite, "Frostflare Tendrils" which would be an cold cave combined with the same ethereal lava formations creating a contrasting sight.
When I set out to create the general layout of the map I was left with a confusing mass of snow and ice with little or no places to anchor the crucial tendril formations. As they were primarily an aesthetic touch in this variation, I forewent then and opted to add lava as light for the ceiling, creating the final design "Frostflare Depths".
TYPE: Open World PLAYERS: 1 SSP MC VERSION: 1.2.5 or prior OVERALL DIFFICULTY: 4/10 MOBS: 5/10 ENVIRONMENT: 5/10 SUPPLIES: 3/10 SPAWNING: Hardcore RATING: Easy
»»» 4th map of the Dragonstone Series
The greed of miners has brought civilization down to the once dark depths of the planet. Lava and precious minerals, unearthed by the negligent blast mining of rich corporation, now spill freely through caves. But with with light and wealth comes the monstrosities that wish to reclaim it...
MORE SCREENSHOTS:
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ZERO MERCY CHALLENGES (i.e. Unfair Maps)
GG no re. You will not succeed. You will not win. What is here will be the full extent of my power to destroy you.
ZERO MERCY - THE IMPOSSIBLE (v1.1): [url=http://www.mediafire.com/?xaztj6cn8p6o9xu]Download![/url]
v1.0: [url=http://www.mediafire.com/?bvy18zi6twpcm9o]Download![/url]
--- PLAYERS: 1 SSP MC VERSION: Designed for 1.2.5 or prior, should work up to 1.5 OVERALL DIFFICULTY: 10/10
A 10/10 basically designed to be as hard as possible while being simple as possible. Don't understand? You'll have to see for yourself.
ZERO MERCY - THE ACTUAL IMPOSSIBLE (v1.2): [url=http://www.mediafire.com/?h0fqtfm1bc706nl]Download![/url]
v1.1 [url=http://www.mediafire.com/?2xx8k1z94p08xyw]Download![/url]
v1.0 [url=http://www.mediafire.com/?t441i7stobxc15x]Download![/url]
--- PLAYERS: 1 SSP MC VERSION: 1.4 or after OVERALL DIFFICULTY: 10/10
Because the first was so easy it was a joke.
MORE SCREENSHOTS:
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PvP MAPS
Perhaps I'll become bored of devising death traps, and instead let you and your friends tear each other apart. The game types of these maps range from RFW (Race for Wool), CTW (Capture the Wool, a.k.a CTF), or just plain deathmatch. With the already large collection of these maps in existence I will attempt to put a unique spin on every one.
To come!
MAP STATISTICS:
Number of Spawners:
Fog of Demise: 24
IQ Agility I: 0
IQ Agility II: 3
Complete Training: 479
The Actual Impossible: wiiwierdo - [url=http://www.youtube.com/watch?v=HUlKNq1y5nA]Video[/url] | [url=http://www.youtube.com/user/wiiwierdo]Channel[/url]
WALKTHROUGHS/TIPS:
NOTE: THIS SECTION IS OUTDATED AND WILL BE UPDATED. WARNING: This section obviously contains spoilers to the maps, do not read on if you wish to complete them "legitimately," as looking at the walkthroughs is cheating (looking at the tips are not as much). Lots of spoiler-tags are used here so you can find what you want, and nothing more.
Training Map #01: Fog of Demise
Tips:
•Before jumping down, shoot the initial creepers first
•Two fully charged shots from the bow will kill a creeper
•You don't have to charge the bow all the way for the knockback to take effect
•Walk backwards mainly, it's unlikely a creeper will spawn and make its way in front of you
•Don't stop moving, creeper explosion will do minimal damage
•Use insta-kill swords as a last resort when swarmed
•More insta-kill swords can be found in the gap between the switchbacks
•Wool is in the first switchback in the right corner
•Music disk is under the regular half-slab in the hall by the end
•Keep the creepers on one side of you
•Don't enter the Victory Altar room without the wool
Walkthrough:
N/A
Mini-CTM #01: Dragonstone Keep
Tips:
•Read the rules fast, blazes are imminent
•Grab the armor first, then Wildfire, the latter of which is rigged to a trap that spawns 2 blazes, 8 zombies, and 1 cave spider
•Moving down into the lower section triggers a host of zombies to spawn by the entrance
•The porkchop is infinite, and won't run out
•Stoneheart is rigged to a scare device, no hard is done triggering it
•Some pressure plates are trapped
•Turn sand into sandstone
•Supply chests are scattered around the cavern tunnels containing:
-Cooked Porkchops
-Splash Instant Health II Potions
-Regeneration Potions
-Strength II Potions
-Speed Potions
-TNT
-Flint & Steel
-Bottle o' Enchantings
-Arrows
-One chest contains a wolf egg, and is marked by a sign
•Random ProximityBombs are scattered around, usually under long tunnels
•No spawners in the tunnels are skeletons spawners, only zombie, spider, and creeper
•The island with the Magma Cubes has a gold chestplate with Fire Protection VII
•The island with the blazes contains another bucket
•At the beginning of the bridge is a blaze spawner hidden one block deep
•The Victory Altar is in the cube section of the fortress
•The Red Wool is behind the web/bedrock combo in the Victory Altar room. Use a boat or Enderpearl to get through
•The Red Wool is trapped with a lava block above it
•The Black Wool is in the layered tower on top of the cube.
•The Black Wool chest has a blaze spawner on top of it
•The Music Disk is in the 3x3 hole in the lava beneath the fortress
•All the stone around the Music Disk chamber starting at the bottom of the stairs is Silverfish Blocks (Block 97)
Attempting to destroy the ghast spawner in the Music Disk cavern will result in blazes spawning from unreachable spawners
[80x80px]
A compromise between showing and not showing.
Previous Sneak Peeks:
They sought too far, into the sand, heedless of the cost...
They ran for light that never was, never to understand...
They lie now in the bones of us, to echo forevermore.
A city of stars, beneath the ground, above the sun.
Brace yourselves, winter is coming! (well not quite yet...)
An area in an area in an area. I'm never going to finish making this map :/
So does anybody still check down here?
Rating? 10/10 unfair. Yeah
I've decided to create Arduum Forest as my second map, Apocalyptic Inferno being my first. My plans for Arduum Forest are... big, to say the least.
In light of editable books being introduced I'll be creating a comprehensive storyline for my maps which is something I've debated about before. I don't want any story to draw away from the gameplay of these map so they'll take place in the new book form. This way you can have as much, or as little of it as you please.
Now for the actual map. It'll be based around you being a survivor from a fiery armageddon, setting out to explore the newly devastated world. I have some very big plans for this, including fully cinematic story elements. Oh, and here's a screenshot for fun:
I felt like just posting a fancy thread and training map was a little bland, so I've spent a couple of hours working on a mini-map (currently unnamed). I'm nearing completion so I thought I'd put up a teaser screenshot. Enjoy!
The first major map that I'm creating is The Arduum Forest here's a pictures of The Swamp of Vanquished Heros (still in progress), A.K.A the spawn
[url=http://creativecommons.org/licenses/by-nd/3.0/][/url] This work is licensed under a [url=http://creativecommons.org/licenses/by-nd/3.0/] Creative Commons Attribution-NoDerivs 3.0 Unported License[/url].
Basically you are free to download, play, and make videos of these maps as long as you give credit to the creator (Me). You MAY NOT alter or transform these maps.
Thanks to the new update the entire CTM Speedrun Leaderboards page got deleted, I made an google drive document of it instead, though I haven't added all the video links yet........
So as I said, I'm pretty much done with Sync and ZM at this point, just too much to update and do, and things are just falling apart keeping track of everything. Thus, I'm switching over to a new series, Lodestone, for a fresh start and more relaxed development cycle. The trailer for the first map can be seen , which I hope to have out around the release of 1.8. Thanks all for sticking around with the series for so long, I hope to keep the spirit alive with this new one!
Well, I finally decide to use your lobby of Syncquential for my open-world map called Voyage, in its second form. Its like Wayward Wonders, but I published a map of that style first (in a spanish forum)
It will be and honor to use a building made from The Lord of Zero Mercy, Xekaj. Because in the map I will use the style of giving the wools from Pantheon.
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Anyways, I suppose this is rather overdue. I briefly considered trying to finish Syncquential, but just couldn't get back to the mapping level I was at before. So instead of indecisively holding on to this stuff, never to use it, I'm finally putting it up for download so you guys can make something of it.
In the spoiler below are images and notes of what's included.
Area List:
INTERSECTION I (Echoblast Island (Self-Inversion)):
Annular Garden (Inversion - Shadelight Garden) (1st Temple)
Hanging Overgrowth
Blue Sky Palace
R.I.N.G. (Resonating Intermittent Nexus Gates)
INTERSECTION II (Scintillating Basin (Gold), VESTIGE Mining Corporation Deep Water Outpost):
Sands of Insanity (Inversion - Broken Mind)
Empire of Dissident
Shores of Cataclysm
Shadows of the Swamp (Irradiated Marsh - Music Disk)
INTERSECTION III (Battleplex Warzone):
Shadows of the Swamp
Gears of Industry (Ember Fields-Iron, Ragesteel Forge)
The Aftermath (Temple)
Swarmheart (Fang/Venom - Music Disk) (Entrance Area - VESTIGE Mining Corporation Complex)
INTERSECTION IV (Spindledepth Mines)
Swarmheart
Archer's Guild (Inversion - Sniper's Roost)
Dragonlight Depthstorm (Temple)
Stonewall Death Maze (Portal to I5) (Inversion - Firewalled)
INTERSECTION V (The End, Containment Cell ZM):
Chaos Corridor (Diamond OR Weapons OR Armor OR Potions)
The Zenithal Army
Mortality Trials
Zero Mercy
Summaries of each area and its intended design:
INTERSECTION I (Echoblast Island)
An floating island mirrored at its base and the inverted area having a different block scheme. The player spawns in at the top of the central mountain, surrounded in the lower sections, outside a ring of trees, by accelerated charged creepers that can only be destroyed by their own detonations.
Annular Garden (Inversion - Shadelight Garden)
Player must navigate down from the upper tiers of the garden to the unlit lower section, containing copious amounts of wheat as an early food source, as well as a wool.
Hanging Overgrowth
An inverted mass of spires covered in vines, providing no walkable ground except for a network of wooden bridges. Skeletons are the prime enemy, spawned in the upper reaches and dropped down the vines.
Blue Sky Palace (Inversion - Red Sun Stronghold)
Tranquil palace floating in the sky, laid out around a central tower. Proceeding to the top of the tower, it can be entered, and traversed to its bottom, where the wool lays. In the inversion the lapis block composition is replaced by netherrack, and many of the palace decorations are repurposed as defensive infrastructure.
R.I.N.G (Resonating Intermittent Nexus Gates)
The teleporter linking I1 to the rest of the map, located at the top of a network of platforms spiraling around a central pillar. Roaming ghosts are the primary threat, and secondarily columns of platforms with beacons providing slowing debuffs.
INTERSECTION II (Scintillating Basin, VESTIGE Mining Corporation Deep Water Outpost):
Two tiers of sandy alcoves cut into the main cavern, populated by pools of water. The mining outpost provides a suitable base from which to explore the intersection and travel to its areas. The basin itself extends ~100 blocks deep, filled with water and guarded against sand/gravel filling through half block coverage on the basin floor. Several hundred blocks of gold ore and gold are embedded into the bottom, minable from initial visit to the area by use of single provided iron pickaxe, allowing the for the assembly of several enchanted gold apples.
Empire of Dissident (The Old Empire)
Subterranean city above lake of lava, positioned at the top of lavafalls, and in cavern wall across the gap. Wool in located in lower cavern above lake. Tertiary cavern below lava is also accessible through ravine with elevator, containing decaying pyramids and illuminated by leaking lava from the lake above.
Shores of Cataclysm
Sandy cliff overlooking an expansive ocean of lava that has tendrils intricately twisting and rising above the sea level. The path along the wall is rigged with explosives and creepers, and gradually slopes downwards to the sea level shore where a fragmented extension of land leads out into the sea to the wool.
Sands of Insanity (Inversion - Broken Mind)
Chaotic but consistent matrix of caverns composed of sand, soul sand, and web. Projected sounds, generated torches, and water extinguishers eliminate any bearing and make exit difficult once the wool is retrieved. Inversion is the inversion of the cavern (land where there's cave, air where there was cave wall) suspended in the air.
Shadows of the Swamp (Irradiated Marsh - Music Disk)
Standard underground swamp. Many zombies, some invisible and slow moving, rise out of the many pools of water. The Irradiated Marsh provides a powerful starvation status effect, preventing sprinting and slowly killing the player if extensive time without food is spent there.
INTERSECTION III (Battleplex Warzone)
Gladiator arena stationed below the intersection. Betting and fighting for loot is possible here. Technological theme, redstone devices play a prominent role in the functioning of the intersection and travel around it.
Gear of Industry (Ember Fields, Ragesteel Forge)
Extensive factory that refines and utilizes ore mined from the Ember Fields nearby. Broken mob farming traps provide the primary challenge, but can be utilized if repaired and not destroyed. The Ember Fields is an extensive and open area, but bedrock roofed to prevent sunlight. The floor of the area mirrors that of floor utilized in the VA area of Mini-map Lightstorm Quarry, with iron instead of diamond, and more prevalent. The border of the area is a drop off of the lava into void. Fort Fengrov is located a ways out into the fields, holding a storehouse of iron in its vaults.
The Aftermath
Run down, modern-day city similar to Mini-map Cinereal. Multiple variants of zombies populate the areas in large quantities, making street travel near impossible. Ramshackle bridges between building serve as the main means of transportation in the inner city.
Swarmheart (Fang/Venom, VESTIGE Mining Corporation Complex)
The mining complex holds much equipment and many ores in storage for use, and borders on a mine entrance to a hive of spiders/silverfish. Design as a whole is akin to Mini-map Sleeping Hive (II). Fang/Venom (from the cancelled map) guard the music disk in an offshoot cavern. The wool is at the center of the hive. Possible spread of hive through use of spawners/snowmen.
INTERSECTION IV (Spindledepth Mines)
A narrow hole leading into the ground, branching off into multiple thinner passageways that likewise continue to branch/shrink. Upon reaching the bottom where the loot is located, water/lava floods into the passageways, turning the final, very thin ones into death traps.
Archer's Guild (Inversion - Sniper's Roost)
A tall castle embedded into the wall of a likewise tall cavern, tiered in steps, each one allowing the archers above to fire down below. Inversion if similar, but with void as the cavern floor and more lethal archers and defense setup, including artillery encampments in the upper keep.
Reference Pic
Dragonlight Depthstorm
Dragonstone Keep, Scalelight Citadel, Frostflare Depths, Lightstorm Quarry. An amalgamation of all four maps. Upper section of the cavern is frostflare, middle section is dragonstone, lower section is lightstorm, and center is the scalelight citadel structure reworked.
Stonewall Death Maze (Inversion - Firewalled)
Stone maze, grass floor, open sky. Traps and varied sections (e.g. missing floor, mob encampment, etc.) are scattered throughout. The maze loops into itself, with a smaller maze encapsulated within the main walls. Relatively straightforward area to avoid unnecessary exploration. In inversion the walls are replaced with lava, behind which ranged mobs are placed. Similar to Mini-map Devastation Gauntlet.
INTERSECTION (Containment Cell ZM)
Located in 'The End' dimension. Spawn point is in a small cell above void with pathways leading outwards. Mobs/Dispenser traps maintain an outer section around the cell. Falling into the void teleports the player back to the cell.
Chaos Corridor
Bedrock passageway centered around the concept of making basic mobs extremely hazardous solely through area design and manual redstone traps. Along with wool the player is given the option of choosing between a massive supply of diamonds, very powerful weapons, very powerful armor, or very powerful potions.
The Zenithal Army
A massive cavern with the wool atop a plateau in the center. Diamond ore is sparsely distributed around the cavern. A system of mob spawners randomly spawn mobs throughout the cavern. Each mob is entirely unique from all others, meaning each enemy encountered is completely different and thus eliminating logical anticipation.
Mortality Trials
Red Wool Area. Teleporter brings player to wool room immediately, with a full chest of 27 wool, and instructions. Player must then traverse 1 of 26 short but difficult trials with a single wool. At the end of the trial, the player must still be in possession of the wool, and then kill themselves (losing the gear that they used for that trial). Upon successfully completing each trial and dying 26 times with 26 wool, the player may finally bring the 27th piece to the Victory Altar. If the player fails to complete any trial with a wool, they will be unable to obtain the red wool for the altar.
Zero Mercy
Embodiment of the series in one final area that's a castle/battleground cross. Each death in the area makes the area more difficult.
You may encounter a lot of random signs, usually marked 'note' or 'devnote.' These are all just reminders I made to myself for later passes through the map, when I would add mobs/loot/traps. Likewise, filler blocks are employed in areas that would be replaced in MCEdit with blocks that couldn't be placed in-game, such as lava. Lapis ore was also used in conjunction with Zombe's ore finder so that I could keep track of loot chests for later filling (see 'Hanging Overgrowth' in I1).
Now, for a quick rundown on some areas not previously seen…
This is where the player would spawn upon first opening the map. It's located in the save file "Syncquential - Spawn Area." Here you could read the rules, set the type of death counter you wanted, etc. etc. As an added bonus you're in creative mode and can fly, though can't cheat due to the safeguards located below the platform.
My favorite (looking) area, Annular Garden. Pretty self explanatory here. It was the second area I ever conceptualized (after Echoblast), but went through some reworking until it was playable and pretty enough.
Blue Sky Palace. It has some nice architecture, a little blocky for my liking, which was why I was eventually planning on reworking the outer sections. There's an additional dungeon on the roof with a nice view.
One of the more epic views, particularly with a sunset in the back. Hanging Overgrowth was actually made on the fly despite extensive, previous planning to make it something different. It's a pretty interesting area, with no natural floor to stand on, making it rather precarious despite the vines.
Never could get a design down for this one. Really it was just a glorified teleportation station to the next intersection, nothing too special. Possibly would have looked nice with the aesthetic of my experimenting world ("Zero Mercy - Prep. World 2").
Intersection 2 - Scintillating Basin. It's built on the simple idea of diving down ~100 blocks, a task which seems trivial until it's tried. Half blocks and an overhang around the edge prevent any easy sanding/building down to the gold at the bottom. The gold itself is enough for a good number of Super Golden Apples, many of which would definitely be needed by I3.
Sands of Insanity. Very laggy when loading. It's concept was a very surreal environment that was difficult to navigate and be easy to get lost in. Projected noise and torches, as well as extinguishing water would be setup throughout to prevent any easy backtracking. Evil stuff and all.
A real time waster, this one. Even though it only has 1 wool, I ended up building on it until it could easily house 5. Very detailed, with lots to explore. Each house on top of the lavafalls is unique to its location, so they can be fun to look around.
Haven Base, the main base for the player, accessible from any intersection. It includes living space, teleporters, shop, dungeon, Victory Altar, and fireworks display*! The shop and teleporters have a lot of redstone to prevent cheating, but I believe both are wired up if you want to use them.
(*not functional)
That covers Syncquential, here's everything else…
(Last picture shows where to access redstone). Sleeping Hive II. I just flat gave up on this one after it failed to function despite everything being correct and tested. It's basically the same as SHI, but just reworked and more complex. Taking the second wool would trigger earthquakes, waking up the hive. Silverfish would destroy the floor, revealing lava, and the initial mining base would also be destroyed and overrun on the sprint back to the VA. Pretty fun, usable, just forego the cinematic.
Merry Christmas (1.5 years late)! I'm not particularly well with the whole 'finishing maps' idea, as seen here. Despite creating the entire map with areas for all 12 wool in two days, populating chests and placing spawners was something that I could never get around to finishing. It's semi-playable, though, only the final areas remain un-finalized, as well as a gimmick at spawn, so you can try it out, if you want.
Also, my testing/preparation world. Here you can find all my loot boxes, custom mobs, and inventions, most intended for Sync. Not a whole lot else to say, though if you want a quick way back to the main platform just jump into the void and you'll get teleported on up.
Zero Mercy - Legacy
Included:
1. Syncquential (Spawn point, I1, I2, base)
2. Advent Map 2012 - Sleeping Hive II
3. Advent Map 2012 25/25
4. Zero Mercy Test World
5. Text Files with dev notes on Sync. layout, enemies, books, and rules.
6. Map of Syncquential (one from above)
Feel free to use anything for your own maps, and let me know if you do, I'd love to see what's made of it!
~Xek
I guess I'll give my impressions later, if you're still around... *sobs violently*
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
yes I've been reading this thread for a while now... my comment came from watching the pics of said map. Honestly I think it's for the best, large maps are very difficult to complete content-wise and if he doesn't think he'll be able to keep up the overall quality that's completely understandable. Not every mapmaker need to build a gigantic 16 wool map...
Still I hope he'll get back sometimes for some short map, like the advent ones or something like that.
Don't worry, I just said I'm done with Sync and ZM, not with mapping.
Are you going to release the 2013 advent maps? Are you going to make advent maps for this 2014? Would be so awesome...
Have a nice day
*is suspicious*
Random update:
Nightmares of Ice
Wools: 0 (carrying: 3)
Deaths: 5
Brittlestone Keep (I think that's what it's called?) - Light Blue Wool:
I'll readily admit that I went up to the bridge first and found the wool before realizing it was part of the dungeon. Might go back and loot it later. Although I have no idea why you decided to do something like that with the wool. :/
Death #1: Zombie hit me through a corner. While I was cryboxing.
Illusional Ice Skating - Yellow Wool:
Upon seeing the many fleecy boxes I decided to tunnel from one fleecy box to another using the light blue wool to plug up the resulting water. The low-level loot in the non-wool chests were pretty useful, at least this early in the game.
Boxes of Fun - Lime Wool: Oh god. I never wanted to come down here. The only reason I decided to assault the area was because I fell off while trying to get to the VA. The original plan was to dig through the tree, but I quickly found bedrock (exploring the tree made that clear though). So I built a safe bridge around the tree.
Death #2: Spider popped up to bridge to say hi when I was on top of the fleecy box.
Death #3: I decided to screw everything and rush right in. Actually made it into the fleecy box. Picked up wool. Chicken jockey entered fleecy box and we killed each other at the same time.
Death #4: Shot in water trying to get to lime wool.
Death #5: Escaped fleecy box and got back up to the safe bridge. Made a tiny base in the tree with a bed, which I couldn't sleep in because it was day. Decided to bridge to VA from tree, made it but was killed by zombie waiting there. Luckily I only brought building materials, and had used all of them up anyway.
TODO:
Find stone, although I'm starting to doubt there's any.
Take the furnace from VA before anything bad happens to it.
Finish the dungeons I missed back at the start, specifically Brittlestone Dungeon, Frosty Foliage and Iceflow.
Somehow obtain gold block from tree.
EDIT: The download links also don't appear to be working properly in the BB code, so I guess you'll just have to copy the links from the url=LINK_HERE things, sorry!
HOLIDAY 2013:
Crystalline water fountains from the peaks of paradisal hills, cascading down beneath the verdant leaves and cleansing all it touches. This map is designed as a quick rush, optimized for speedruns.
#02: [url=http://www.mediafire.com/download/5ubvc36bbafeoya/%C2%A7fOrnate+Cage%C2%A78+-+By+Xekaj%C2%A70.zip]Map #02: Ornate Cage[/url]
Locked and sealed with the power of the first mages, this cage imprisons and protects the foundational magics of the universe, lest the untapped power within be exploited for depraved deeds. This map is designed as a quick rush, optimized for speedruns.
#03: [url=http://www.mediafire.com/download/agt79qw1isc3b03/%C2%A7fDesert+Prime%C2%A78+-+By+Xekaj%C2%A70.zip]Map #03: Desert Prime[/url]
An unholy vestige of a primordial wasteland burning through the stars, carrying its corrupt passengers along for the destructive voyage as it spills molten cargo from its belly. This map is moderately difficult, with a similar length.
MINI-MAPS
These map feature a variety of themes, styles, and concepts. All of them have small monuments than the standard 19 block type, but make up in difficulty for what they lack in size. Most of the time they are hardcore, meaning it's all or nothing, to encourage radical decisions and cunning strategies.
DRAGONSTONE KEEP (v1.1): [url=http://www.mediafire.com/?0w86s7ndvpvtthc]Download![/url]
DRAGONSTONE KEEP NON-HARDCORE (v1.0): [url=http://www.mediafire.com/?v3zg25ta6t604d3]Download![/url]
---
TYPE: Fortress Assault
PLAYERS: 1 SSP
MC VERSION: 1.2.5 or prior
OVERALL DIFFICULTY: 5/10
MOBS: 8/10
ENVIRONMENT: 5/10
SUPPLIES: 3/10
SPAWNING: Hardcore
RATING: Moderate
»»» 1st map of the Dragonstone Series
Hewn by the mighty beasts themselves, this cavern hold their impenetrable fortress. Guarded by the fiery creatures of the nether, re-animated monsters from the overworld, and terrifying arachnids from the deepest depths, this hellish citadel has stood strong against all those who dare challenge it.
Do you have what it takes to brave the cavern, conquer the castle, and succeed above all others?
MORE SCREENSHOTS:
DEVASTATION GAUNTLET (v1.1): [url=http://www.mediafire.com/?idobfd6l4x29o19]Download![/url]
---
TYPE: Linear
PLAYERS: 1-4 SSP/SMP
MC VERSION: 1.2.5 or prior
OVERALL DIFFICULTY: 7/10
MOBS: 8/10
ENVIRONMENT: 9/10
SUPPLIES: 3/10
SPAWNING: Unlimited
RATING: Strenuous
Dedicated to the 23 people who played the original
A while back I made a small map entitled Devastation Gauntlet that I played and released on YouTube. The basis was you had virtually unlimited supplies, meaning stacks upon stacks of every block, item, and tool in the game. The challenge you were faced with was thusly paramount in difficulty.
However, I was somewhat disappointed. Devastation Gauntlet was actually rather easy under this premise, composed of a long 1 block wide walkway above the void with lava-falls on either side about 5 blocks out. Ghast and blaze spawners on the other sides would produce monsters which would sequentially shoot through the lava unhindered at the player. While normally a terrifying concept, the vast amount of gear made it trivial to construct safety rails, ceiling, etc. and simply walk across untouched.
So now there's this.
Everything the original should have been: Hard, rage-inducing, and spewing diamonds in your face so you can die with them. I have made minor tweaks in the supplies given, but the concept still remains.
Major difficulty.
Manifold supplies.
Millions of deaths.
-Xekaj
P.S. Enjoy the 1065 spawners
MORE SCREENSHOTS:
SCALELIGHT CITADEL (v1.0): [url=http://www.mediafire.com/?8885g1cqi0inmcn]Download![/url]
PLAYERS: 1 SSP
MC VERSION: 1.2.5 or prior
OVERALL DIFFICULTY: 6/10
MOBS: 8/10
ENVIRONMENT: 5/10
SUPPLIES: 5/10
SPAWNING: Hardcore
RATING: Moderate
»»» 2nd map of the Dragonstone Series
This fortress of light, fueled by the eternal flame has guarded the great treasures against the darkest of the depths. Tendrils of the purest glowstone spread across the caverns walls, purifying the evil they shroud. Igneous demons float above the blazing lake while ghoulish monstrosities roam the forsaken ruins nearby, vigilant of the rare adventurer.
MORE SCREENSHOTS:
FROSTFLARE DEPTHS (v1.0): [url=http://www.mediafire.com/?02jybzbffup2x7m]Download![/url]
PLAYERS: 1 SSP
MC VERSION: 1.2.5 or prior
OVERALL DIFFICULTY: 8/10
MOBS: 8/10
ENVIRONMENT: 8/10
SUPPLIES: 6/10
SPAWNING: Hardcore
RATING: Strenuous
»»» 3rd map of the Dragonstone Series
These twisted, icy depths reach far below the inferno that is the nether. Where only source of warmth comes from the leaking magma through the cavern roof. The perpetual winter and unworldly terrain claims the lives of many adventures, each torn apart by the harsh wind currents and transformed into the countless undead that haunt these grounds. The fire seeping from above also brings many riches, attracting more to their sure demise.
---
Originally "Flameflare Tendrils," this freezing hellscape started as a burning cave with lava floating eerily through the air. However the original design was too typical, as more 'fire' related caverns tend to be.
Thus I decided on the polar opposite, "Frostflare Tendrils" which would be an cold cave combined with the same ethereal lava formations creating a contrasting sight.
When I set out to create the general layout of the map I was left with a confusing mass of snow and ice with little or no places to anchor the crucial tendril formations. As they were primarily an aesthetic touch in this variation, I forewent then and opted to add lava as light for the ceiling, creating the final design "Frostflare Depths".
MORE SCREENSHOTS:
LIGHTSTORM QUARRY (v1.0): [url=http://www.mediafire.com/?4l4xmlkp7y83sgi]Download![/url]
PLAYERS: 1 SSP
MC VERSION: 1.2.5 or prior
OVERALL DIFFICULTY: 4/10
MOBS: 5/10
ENVIRONMENT: 5/10
SUPPLIES: 3/10
SPAWNING: Hardcore
RATING: Easy
»»» 4th map of the Dragonstone Series
The greed of miners has brought civilization down to the once dark depths of the planet. Lava and precious minerals, unearthed by the negligent blast mining of rich corporation, now spill freely through caves. But with with light and wealth comes the monstrosities that wish to reclaim it...
MORE SCREENSHOTS:
ZERO MERCY CHALLENGES (i.e. Unfair Maps)
GG no re. You will not succeed. You will not win. What is here will be the full extent of my power to destroy you.
ZERO MERCY - THE IMPOSSIBLE (v1.1): [url=http://www.mediafire.com/?xaztj6cn8p6o9xu]Download![/url]
---
PLAYERS: 1 SSP
MC VERSION: Designed for 1.2.5 or prior, should work up to 1.5
OVERALL DIFFICULTY: 10/10
A 10/10 basically designed to be as hard as possible while being simple as possible. Don't understand? You'll have to see for yourself.
ZERO MERCY - THE ACTUAL IMPOSSIBLE (v1.2): [url=http://www.mediafire.com/?h0fqtfm1bc706nl]Download![/url]
v1.0 [url=http://www.mediafire.com/?t441i7stobxc15x]Download![/url]
---
PLAYERS: 1 SSP
MC VERSION: 1.4 or after
OVERALL DIFFICULTY: 10/10
Because the first was so easy it was a joke.
MORE SCREENSHOTS:
PvP MAPS
Perhaps I'll become bored of devising death traps, and instead let you and your friends tear each other apart. The game types of these maps range from RFW (Race for Wool), CTW (Capture the Wool, a.k.a CTF), or just plain deathmatch. With the already large collection of these maps in existence I will attempt to put a unique spin on every one.
To come!
MAP STATISTICS:
Number of Spawners:
IQ Agility I: 0
IQ Agility II: 3
Complete Training: 479
Dragonstone Keep: 424
Devastation Gauntlet: 1180
Scalelight Citadel: 301
Frostflare Depths: 257
Lightstorm Quarry: 76
Sandswarm: 1
Quagmire Jungle: 59
Dancing Shadows: 12
Goldthread Lattice: 1
Archincarceron: 37
Centric Elements: 7
Spiraled Floodgates: 60
Forsaken City: 44
Drowning Terror: 8
Overdose: 15
Hidden Shadows: 21
Sleeping Hive: 14
Cycles of Creation: 4
Inevitability: 18
Tectonicide: 30
Lake Infernus: 62
Fireland Bunker: 14
Longfall Basin: 4
C.U.B.E: 87
Citadel of Entropy: 60
Extinction: 68
Redlight Reactor: 135
Emaciation Zone: 81
Overkill: 3
The Actual Impossible: 15
TOTAL: 3604
Number of Chests:
IQ Agility I: 10
IQ Agility II: 4
Complete Training: 24
Dragonstone Keep: 94
Devastation Gauntlet: 36
Scalelight Citadel: 66
Frostflare Depths: 106
Lightstorm Quarry: 9
Sandswarm: 3
Quagmire Jungle: 3
Dancing Shadows: 3
Goldthread Lattice: 3
Archincarceron: 3
Centric Elements: 3
Spiraled Floodgates: 2
Forsaken City: 3
Drowning Terror: 2
Overdose: 3
Hidden Shadows: 3
Sleeping Hive: 2
Cycles of Creation: 5
Inevitability: 3
Tectonicide: 3
Lake Infernus: 3
Fireland Bunker: 23
Longfall Basin: 3
C.U.B.E: 2
Citadel of Entropy: 4
Extinction: 15
Redlight Reactor: 4
Emaciation Zone: 3
Overkill: 1
The Actual Impossible: 0
TOTAL: 451
Fog of Demise II:
Ragirk - [url=http://www.youtube.com/watch?v=Zxdhzm6RXBU]Video[/url] | [url=http://www.youtube.com/user/ragirk]Channel[/url]
IQ Agility II:
wiiwierdo - Videos: [url=http://www.youtube.com/watch?v=pyGz4sM5vQE]1[/url],[url=http://www.youtube.com/watch?v=NDEdiDdY9g0]2[/url] | [url=http://www.youtube.com/user/wiiwierdo]Channel[/url]
Fog of Demise I:
AbsolutePsychopath - [url=http://www.youtube.com/watch?v=2RNzJFQ6yRQ]Video[/url] | [url=http://www.youtube.com/user/AbsolutePsychopath]Channel[/url]
Ragirk - [url=http://www.youtube.com/watch?v=vSwl_KeehZE]Video[/url] | [url=http://www.youtube.com/user/ragirk]Channel[/url]
johnvak01 - [url=http://www.youtube.com/watch?v=6siRRQ_TQCs]Video[/url] | [url=http://www.youtube.com/user/johnvak01]Channel[/url]
tacogamer20 - [url=http://www.youtube.com/watch?v=-FnH89Jrzsg]Video[/url] | [url=http://www.youtube.com/user/tacogamer20]Channel[/url]
AkmalX300 - [url=http://www.youtube.com/watch?v=mGEuVkw0sao]Video[/url] | [url=http://www.youtube.com/user/AkmalX300]Channel[/url]
vincentyification - [url=http://www.youtube.com/watch?v=vGsrSkRRaVc]Video[/url] | [url=http://www.youtube.com/user/vincentyification]Channel[/url]
MaximGenesis - [url=http://www.youtube.com/watch?v=PC3A-DidLcA]Video[/url] | [url=http://www.youtube.com/user/MaximGenesis]Channel[/url]
IQ Agility I:
Crafterdark - [url=http://www.youtube.com/watch?v=bM6i3OvufvA]Video[/url] | [url=http://www.youtube.com/user/Crafterdark]Channel[/url]
MaximGenesis - Videos: [url=http://www.youtube.com/watch?v=frH-lXIIGoo]1[/url],[url=http://www.youtube.com/watch?v=NROZyzfcTPY]2[/url],[url=http://www.youtube.com/watch?v=z4XmO56crmI]3[/url] | [url=http://www.youtube.com/user/MaximGenesis]Channel[/url]
Complete Training & Preparedness Test:
johnvak01 - Videos: [url=http://www.youtube.com/watch?v=R3tnkpip4Y8]1[/url],[url=http://www.youtube.com/watch?v=2IuOdVlqq6A]2[/url],[url=http://www.youtube.com/watch?v=OyPQiuRmvCA]3[/url] | [url=]Playlist | [url=http://www.youtube.com/user/johnvak01]Channel[/url]
Zero Mercy #01: Syncquential:
These maps have not been released!
Winter Holiday 2012:
three_two - [url=http://www.youtube.com/playlist?list=PL3qHqslWKH1lVZNYyzkeKlWBDaT9PdfuG]Playlist[/url] | [url=http://www.youtube.com/user/threetwolp]Channel[/url]
Crafterdark - [url=http://www.youtube.com/playlist?list=PLsc41if1OFDJFrAReWro0tTdQdGNfxCKQ]Playlist[/url] | [url=http://www.youtube.com/user/Crafterdark]Channel[/url]
Ragirk - [url=http://www.youtube.com/playlist?list=PLLWgJTscHSz9wxFikrsp36HWhUaqUMDjf]Playlist[/url] | [url=http://www.youtube.com/user/ragirk]Channel[/url]
TheFacetiousFolk - Videos: [url=http://www.youtube.com/watch?v=JBcIVBP4XVc]Sandswarm[/url],[url=http://www.youtube.com/watch?v=NCZL8SLaoxM]Quagmire Jungle[/url],[url=http://www.youtube.com/watch?v=09wPj34Abc4]Dancing Shadows[/url],[url=http://www.youtube.com/watch?v=3EbP3JeefMc]Goldthread Lattice[/url],[url=http://www.youtube.com/watch?v=iBuWvsRg5jw]Archincarceron[/url],[url=http://www.youtube.com/watch?v=UkKk_5Mh3XY]Centric Elements[/url],[url=http://www.youtube.com/watch?v=83lB8GwI_Ek]Spiraled Floodgates[/url] | [url=http://www.youtube.com/user/TheFacetiousFolk]Channel[/url]
wiiwierdo - [url=http://www.youtube.com/watch?v=X5RxCj7HerM]Video (Sandswarm)[/url] | [url=http://www.youtube.com/user/wiiwierdo]Channel[/url]
ZeBests - [url=http://www.youtube.com/watch?v=-eAA-RNMwCU]Video (Sandswarm)[/url] | [url=http://www.youtube.com/user/ZeBests]Channel[/url]
orchard28 - Videos: [url=http://www.youtube.com/watch?v=fBq_upBgAME]Sandswarm[/url],[url=http://www.youtube.com/watch?v=ZULMfecQbRM&feature=c4-overview&list=UU1ixVrQlmLlmj72u4CplrDg]Sandswarm (No supplies)[/url]| [url=http://www.youtube.com/user/ElitexParadoX]Channel[/url]
FloppehFeesh - [url=http://www.youtube.com/watch?v=oYPirHRDCpg]Video (Sandswarm)[/url] | [url=http://www.youtube.com/user/XxSparxPwnxX]Channel[/url]
Skeletonguy LP - [url=http://www.youtube.com/watch?v=mPaL4g8yH9c]Video (Sandswarm)[/url] | [url=http://www.youtube.com/channel/UCMO3V45EBle2IWmU1BonKKw]Channel[/url]
EzekielFilms - [url=http://www.youtube.com/watch?v=wGorD549uKg]Video (Sandswarm)[/url] | [url=http://www.youtube.com/user/EzekielFilms]Channel[/url]
Winter Holiday 2013:
These maps have not been released!
Dragonstone Keep:
EmpGrevious - [url=http://www.youtube.com/watch?v=1-chHPUUzIA]Video[/url] | [url=http://www.youtube.com/user/EmpGrevious]Channel[/url]
Ragirk - [url=http://www.youtube.com/watch?v=LrL4zAtJPcU]Video[/url] | [url=http://www.youtube.com/user/ragirk]Channel[/url]
DragonfaceGaming - [url=http://www.youtube.com/watch?v=oFuNUB3wsWw]Video[/url] | [url=http://www.youtube.com/user/DragonfaceGaming]Channel[/url]
Zenxization - [url=http://www.youtube.com/watch?v=XyOV2X61bX4]Video[/url] | [url=http://www.youtube.com/user/Zenxization]Channel[/url]
Devastation Gauntlet:
Esai2005 - Videos: [url=http://www.youtube.com/watch?v=vwRPCQguvIk]1[/url],[url=http://www.youtube.com/watch?v=LnRJBmadS88]2[/url],[url=http://www.youtube.com/watch?v=2EsT_HCJNlU]3[/url],[url=http://www.youtube.com/watch?v=hL63zG8SlPE]4[/url], | [url=http://www.youtube.com/user/Esai2005]Channel[/url]
Crafterdark - [url=http://www.youtube.com/watch?v=IjCsah4E5qA]Video[/url] | [url=http://www.youtube.com/Crafterdark]Channel[/url]
Ragirk - [url=http://www.youtube.com/watch?v=KtUBZtjqWos]Video[/url] | [url=http://www.youtube.com/user/ragirk]Channel[/url]
Scalelight Citadel:
Ragirk - [url=http://www.youtube.com/watch?v=NGKo1NPZZes]Video[/url] | [url=http://www.youtube.com/user/ragirk]Channel[/url]
Frostflare Depths:
Ragirk - [url=http://www.youtube.com/watch?v=iGvxA9VZTUc]Video[/url] | [url=http://www.youtube.com/user/ragirk]Channel[/url]
Lightstorm Quarry:
Crafterdark - [url=http://www.youtube.com/watch?v=Eh7NMaePk7A]Video[/url] | [url=http://www.youtube.com/user/Crafterdark]Channel[/url]
Ragirk - [url=http://www.youtube.com/watch?v=xyxcS14LWok]Video[/url] | [url=http://www.youtube.com/user/ragirk]Channel[/url]
The Impossible:
wiiwierdo - [url=http://www.youtube.com/watch?v=g-Dmuik2GPI]Video[/url] | [url=http://www.youtube.com/user/wiiwierdo]Channel[/url]
haydenhayden011 - [url=http://www.youtube.com/watch?v=H_uEam7nF-o]Video[/url] | [url=http://www.youtube.com/user/haydenhayden011]Channel[/url]
ZeBests - [url=http://www.youtube.com/watch?v=u1E_rU-XiAc]Video[/url] | [url=http://www.youtube.com/user/ZeBests]Channel[/url]
TheChiefwiggy - [url=http://www.youtube.com/watch?v=9tkEVFgaH_I]Video[/url] | [url=http://www.youtube.com/user/TheChiefwiggy]Channel[/url]
The Actual Impossible:
wiiwierdo - [url=http://www.youtube.com/watch?v=HUlKNq1y5nA]Video[/url] | [url=http://www.youtube.com/user/wiiwierdo]Channel[/url]
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WALKTHROUGHS/TIPS:
NOTE: THIS SECTION IS OUTDATED AND WILL BE UPDATED.
WARNING: This section obviously contains spoilers to the maps, do not read on if you wish to complete them "legitimately," as looking at the walkthroughs is cheating (looking at the tips are not as much). Lots of spoiler-tags are used here so you can find what you want, and nothing more.
Tips:
•Two fully charged shots from the bow will kill a creeper
•You don't have to charge the bow all the way for the knockback to take effect
•Walk backwards mainly, it's unlikely a creeper will spawn and make its way in front of you
•Don't stop moving, creeper explosion will do minimal damage
•Use insta-kill swords as a last resort when swarmed
•More insta-kill swords can be found in the gap between the switchbacks
•Wool is in the first switchback in the right corner
•Music disk is under the regular half-slab in the hall by the end
•Keep the creepers on one side of you
•Don't enter the Victory Altar room without the wool
Walkthrough:
N/A
Mini-CTM #01: Dragonstone Keep
Tips:
•Grab the armor first, then Wildfire, the latter of which is rigged to a trap that spawns 2 blazes, 8 zombies, and 1 cave spider
•Moving down into the lower section triggers a host of zombies to spawn by the entrance
•The porkchop is infinite, and won't run out
•Stoneheart is rigged to a scare device, no hard is done triggering it
•Some pressure plates are trapped
•Turn sand into sandstone
•Supply chests are scattered around the cavern tunnels containing:
-Cooked Porkchops
-Splash Instant Health II Potions
-Regeneration Potions
-Strength II Potions
-Speed Potions
-TNT
-Flint & Steel
-Bottle o' Enchantings
-Arrows
-One chest contains a wolf egg, and is marked by a sign
•Random ProximityBombs are scattered around, usually under long tunnels
•No spawners in the tunnels are skeletons spawners, only zombie, spider, and creeper
•The island with the Magma Cubes has a gold chestplate with Fire Protection VII
•The island with the blazes contains another bucket
•At the beginning of the bridge is a blaze spawner hidden one block deep
•The Victory Altar is in the cube section of the fortress
•The Red Wool is behind the web/bedrock combo in the Victory Altar room. Use a boat or Enderpearl to get through
•The Red Wool is trapped with a lava block above it
•The Black Wool is in the layered tower on top of the cube.
•The Black Wool chest has a blaze spawner on top of it
•The Music Disk is in the 3x3 hole in the lava beneath the fortress
•All the stone around the Music Disk chamber starting at the bottom of the stairs is Silverfish Blocks (Block 97)
Attempting to destroy the ghast spawner in the Music Disk cavern will result in blazes spawning from unreachable spawners
Walkthrough:
Coming Soon!
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Map Creation Progress & Sneak Peek Screenshots:
I create maps using:
•[url=http://www.minecraftforum.net/topic/94310-125-single-player-commands-v322-official-download/]Single Player Commands/WorldEdit[/url]
•[url=http://www.minecraftforum.net/topic/91055-v125-zombes-modpack-26-mods-v62-upd-6apr/]ZombeModpack (Fly, Cheater, Safe)[/url]
•[url=http://www.minecraftforum.net/topic/140684-125-toomanyitems-in-game-invedit-apr-10/]TooManyItems[/url]
•[url=http://www.minecraftforum.net/topic/249637-125-optifine-hd-a2-fps-boost-hd-textures-aa-af-and-more/]OptiFine[/url]
•[url=http://www.minecraftforum.net/topic/13807-mcedit-minecraft-world-editor-now-open-source/]MCEdit[/url]
•[url=http://www.sethbling.com/downloads/mcedit-filters/]Sethbling's MCEdit Filters[/url]
•[url=http://www.planetminecraft.com/mod/custom-spiral-generator-worldedit-script/][CS] Super Spiral Generator[/url]
•[url=http://www.planetminecraft.com/mod/magic-circles/][CS] Magic Circles[/url]
•[url=http://www.planetminecraft.com/mod/terraforming-toolkit/][CS] Terraforming Toolkit[/url]
[80x80px]
A compromise between showing and not showing.
Previous Sneak Peeks:
They ran for light that never was, never to understand...
They lie now in the bones of us, to echo forevermore.
A city of stars, beneath the ground, above the sun.
Brace yourselves, winter is coming! (well not quite yet...)
An area in an area in an area. I'm never going to finish making this map :/
So does anybody still check down here?
Rating? 10/10 unfair. Yeah
I've decided to create Arduum Forest as my second map, Apocalyptic Inferno being my first. My plans for Arduum Forest are... big, to say the least.
In light of editable books being introduced I'll be creating a comprehensive storyline for my maps which is something I've debated about before. I don't want any story to draw away from the gameplay of these map so they'll take place in the new book form. This way you can have as much, or as little of it as you please.
Now for the actual map. It'll be based around you being a survivor from a fiery armageddon, setting out to explore the newly devastated world. I have some very big plans for this, including fully cinematic story elements. Oh, and here's a screenshot for fun:
I felt like just posting a fancy thread and training map was a little bland, so I've spent a couple of hours working on a mini-map (currently unnamed). I'm nearing completion so I thought I'd put up a teaser screenshot. Enjoy!
The first major map that I'm creating is The Arduum Forest here's a pictures of The Swamp of Vanquished Heros (still in progress), A.K.A the spawn
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SIGNATURES:
Support these maps by pasting any of these codes into your signature:
[url=http://www.minecraftforum.net/topic/1155984-ctmdifficult-zero-mercy-a-series-of-insanely-hard-maps/][/url]
[url=http://www.minecraftforum.net/topic/1155984-ctmdifficult-zero-mercy-a-series-of-insanely-hard-maps/][/url]
[url=http://www.minecraftforum.net/topic/1155984-ctmdifficult-zero-mercy-a-series-of-insanely-hard-maps/][/url]
[url=http://www.minecraftforum.net/topic/1155984-ctmdifficult-zero-mercy-a-series-of-insanely-hard-maps/][/url]
[url=http://www.minecraftforum.net/topic/1155984-ctmdifficult-zero-mercy-a-series-of-insanely-hard-maps/][/url]
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LEGAL:
[url=http://creativecommons.org/licenses/by-nd/3.0/][/url] This work is licensed under a [url=http://creativecommons.org/licenses/by-nd/3.0/] Creative Commons Attribution-NoDerivs 3.0 Unported License[/url].
Basically you are free to download, play, and make videos of these maps as long as you give credit to the creator (Me). You MAY NOT alter or transform these maps.
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https://docs.google.com/spreadsheets/d/1_QWXdiZy_kDXM37mVF0ompTPrAHkS5_XLfDvQkMmtR4/edit#gid=0
Well, I finally decide to use your lobby of Syncquential for my open-world map called Voyage, in its second form. Its like Wayward Wonders, but I published a map of that style first (in a spanish forum)
It will be and honor to use a building made from The Lord of Zero Mercy, Xekaj. Because in the map I will use the style of giving the wools from Pantheon.
Thx, and hope you are working on it secretly.
Hey, Xekaj! I just started a series where I play through mini-CTMs and am currently doing your advent maps. Here's the first episode:
Thanks for making these! I have a feeling I'm going to thoroughly enjoy them.
~A CTM Addict
Check out my channel here.
Hi, anyone have the map number 14? the link is down
In the Holiday Series (2012), the 14th can't dowload. Please, can you fix the link?
Sending DM's to you guys with the 14th map since Xekaj is no longer active