Canias is a god at unfair parkour, 200+ downloads needing a celebration? How about killing two bird with one stone (and many players as a result), with the second training map, IQ Agility! True to how I create these training maps, this one is very Fog of Demise-esque in difficulty. This map is also the first ever to use the "Looping Linear" map design. Hope you like it!
Your mind and skill will be pushed to the limits in this intense hybrid of parkour and puzzle. Fluid physics, doors and hatches, split second reactions, thinking outside the box is the only way to survive here. This is also the first map to ever use the "Looping Linear" map classification.
Screenshots:
EDIT:
WARNING: Some unforseen problems exist in this map, try if you want, and I'll fix it soon.
Oh man, I love IQ Agility probably one of the funniest and most rage inducing maps I've ever played. I will make a video of it, but it'll take some time to get all the different moves perfect.
Again, great map Xekaj, I can't wait to see the "real" big maps
Looking forward to making an LP of the impossible, or maybe IQ agility, I'm assuming they're compatible with anvil? Which one would you recommend?
Yep, all of my maps have been created in anvil from the start. The Impossible is probably something you would make one video on for lulz, but not something you would repeatedly play on camera. IQ Agility has some bugs which I will be fixing later today (game bugs, not design flaws), but it's a good one. The most LP worthy one right now is Dragonstone Keep since it incorporates all gameplay elements (combat, exploration, etc.). Note that if you do choose to try Dragonstone you may have to install last_username's Lights Out Mod to fix any light glitches that may arise.
*Fix entering The End clearing your inventory (Redstone is buggy…)
*Changed door stack in Area 2
*Changed lava pillar in Area 4
*Changed the tip on a sign
*Made the water pillar in The End to the sky limit
Ohk cheers, took a quick look at the impossible and the beginning is pretty trippy Might do IQ agility as a one off and then do Dragonstone keep as a longer term map? :))
Yeah, The Impossible is pretty much made to screw with you as much as possible with one of the simplest things ;).
Whichever you choose to play is great, just depends on what kind of map you're looking for (linear/parkour/puzzle, open/combat/exploration).
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Posts:
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theminemaster2
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Wow... The Impossible is just mean... after making that jump the height of it will kill you anyway, even if you DO make it! No wonder it's called "Unfair"...
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Check out my Zelda Adventure Modpack, currently in alpha!
--------------------------------------------------------------------------------
Look at my avatar. A few of you may know what this is from. Most will not. Probably because it shut down several years ago. But those were fun times while they lasted.
Wow... The Impossible is just mean... after making that jump the height of it will kill you anyway, even if you DO make it! No wonder it's called "Unfair"...
Are you sure you didn't just miss? There's a single raised glass block in the center of the 5x5 platform which will leave you with half a heart, and missing it will kill you.
I have to say, kudos to you; these are great maps.
I love the ideas for CTMs, I love the difficulty, and I love insane enchantments.
One thing I do NOT love is Hardcore Mode. Why? I am the sort of person who dies. And the motto only death, and lots implies you will respawn.
Like I said, enjoyable maps, outside of Hardcore Mode.
PS: It would be nice to have a version in and out of Hardcore available.
I have to say, kudos to you; these are great maps.
I love the ideas for CTMs, I love the difficulty, and I love insane enchantments.
One thing I do NOT love is Hardcore Mode. Why? I am the sort of person who dies. And the motto only death, and lots implies you will respawn.
Like I said, enjoyable maps, outside of Hardcore Mode.
PS: It would be nice to have a version in and out of Hardcore available.
I've been considering switching Dragonstone Keep to survival but I haven't for several reasons:
1. The difficulty and design means that if you die, it's very unlikely that you would be able to retrieve your supplies with absolutely nothing, and leaving some gear behind probably wouldn't get you through either
2. The hunger effect could just be removed by a quick suicide
3. Hardcore locks the difficulty to "Hard", which I like
I'll probably make a modified non-hardcore version, with more spawners at the cost of no hunger effect and some more supplies.
I've been considering switching Dragonstone Keep to survival but I haven't for several reasons:
1. The difficulty and design means that if you die, it's very unlikely that you would be able to retrieve your supplies with absolutely nothing, and leaving some gear behind probably wouldn't get you through either
2. The hunger effect could just be removed by a quick suicide
3. Hardcore locks the difficulty to "Hard", which I like
I'll probably make a modified non-hardcore version, with more spawners at the cost of no hunger effect and some more supplies.
Okay Xekaj, lets not get soft here, the name is after all "zero mercy"...
I think you should keep it at hardcore
Okay Xekaj, lets not get soft here, the name is after all "zero mercy"...
I think you should keep it at hardcore
Well non-hardcore is pretty expensive, so I think it would cost the addition of ~30 cave spider, blaze, and ghast spawners along with some heavy payload proxy bombs and alterations to supplies.
I made this on a strange nostalgic whim over about 3 days, based on a map I made and then played on YouTube. It was created long before I made this map series though, so I feel like it's been missing that little spark of difficulty. And so, here's Devastation Gauntlet under the title ZERO MERCY! If you played the first one you won't recognize it one bit, so I suggest you check it out!
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
Screenshots:
This is also my first map that includes the Map Schematic pack, which is included in this download with a ReaMe file that has more information.
I did a quick update on Devastation Gauntlet (v1.1, download above or in main post), making it easier in some ways, and much more difficult in others ;). I'll also be updating Dragonstone Keep, not just to be non-hardcore but also with some small changes I've been wanted to do, so you can expect that very soon.
I'm also working on a small trailer for Devastation Gauntlet which I may or may not get done this weekend.
Will the hardcore version of Dragonstone Keep also be updated? I'm looking forward to playing it, just gotta finish off the stuff I'm doing at the moment.
Yep, I'll be updating the hardcore one first, then creating the non-hardcore. I should hopefully have them done later today.
This is almost too good to be true, a guy who makes "high quality maps" and uploads them this frequently! AWESOME :3
Anyways, I got kinda carried away while updating Dragonstone Keep...
...and ended up putting in 5 mini dungeons with various awesome loot pertaining to their theme. This means a slight delay on the update, but it'll have more awesomeness when it comes out. The two dungeons shown in those screenshots are named Ignis and Caelum, I've already done another two, and have plans for one more.
Yeah, I did, but I play on a laptop.
I was updating/reformatting the downloads earlier with the 1.1 versions, something must have gone amiss. Anyways, fixed it now.
Easy Link
IQ Agility (v1.0): Download!
Type: Looping Linear, Training
Overall Difficulty: 7/10
Mobs: 0/10
Environment: 10/10
Supplies: 10/10
Spawning: Unlimited
Rating: Strenuous
Description:
EDIT:
WARNING: Some unforseen problems exist in this map, try if you want, and I'll fix it soon.
Again, great map Xekaj, I can't wait to see the "real" big maps
Yep, all of my maps have been created in anvil from the start. The Impossible is probably something you would make one video on for lulz, but not something you would repeatedly play on camera. IQ Agility has some bugs which I will be fixing later today (game bugs, not design flaws), but it's a good one. The most LP worthy one right now is Dragonstone Keep since it incorporates all gameplay elements (combat, exploration, etc.). Note that if you do choose to try Dragonstone you may have to install last_username's Lights Out Mod to fix any light glitches that may arise.
Looking forward to any potential videos!
IQ Agility (v1.1): Easy Link
Change Log (v1.1):
*Changed door stack in Area 2
*Changed lava pillar in Area 4
*Changed the tip on a sign
*Made the water pillar in The End to the sky limit
Yeah, The Impossible is pretty much made to screw with you as much as possible with one of the simplest things ;).
Whichever you choose to play is great, just depends on what kind of map you're looking for (linear/parkour/puzzle, open/combat/exploration).
--------------------------------------------------------------------------------
Look at my avatar. A few of you may know what this is from. Most will not. Probably because it shut down several years ago. But those were fun times while they lasted.
RIP http://playcrafter.com
Are you sure you didn't just miss? There's a single raised glass block in the center of the 5x5 platform which will leave you with half a heart, and missing it will kill you.
I love the ideas for CTMs, I love the difficulty, and I love insane enchantments.
One thing I do NOT love is Hardcore Mode. Why? I am the sort of person who dies. And the motto only death, and lots implies you will respawn.
Like I said, enjoyable maps, outside of Hardcore Mode.
PS: It would be nice to have a version in and out of Hardcore available.
I've been considering switching Dragonstone Keep to survival but I haven't for several reasons:
1. The difficulty and design means that if you die, it's very unlikely that you would be able to retrieve your supplies with absolutely nothing, and leaving some gear behind probably wouldn't get you through either
2. The hunger effect could just be removed by a quick suicide
3. Hardcore locks the difficulty to "Hard", which I like
I'll probably make a modified non-hardcore version, with more spawners at the cost of no hunger effect and some more supplies.
Okay Xekaj, lets not get soft here, the name is after all "zero mercy"...
I think you should keep it at hardcore
Well non-hardcore is pretty expensive, so I think it would cost the addition of ~30 cave spider, blaze, and ghast spawners along with some heavy payload proxy bombs and alterations to supplies.
Enjoy
Devastation Gauntlet (v1.1): Download!
Type: Linear
Overall Difficulty: 7/10
Mobs: 8/10
Environment: 9/10
Supplies: 3/10
Spawning: Unlimited
Rating: Strenuous
Description:
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
This is also my first map that includes the Map Schematic pack, which is included in this download with a ReaMe file that has more information.
I'm also working on a small trailer for Devastation Gauntlet which I may or may not get done this weekend.
Yep, I'll be updating the hardcore one first, then creating the non-hardcore. I should hopefully have them done later today.
Anyways, I got kinda carried away while updating Dragonstone Keep...
...and ended up putting in 5 mini dungeons with various awesome loot pertaining to their theme. This means a slight delay on the update, but it'll have more awesomeness when it comes out. The two dungeons shown in those screenshots are named Ignis and Caelum, I've already done another two, and have plans for one more.