can you do me a favor and just put my map on hold til further notice so i can work out a few bugs and wait for 1.3 for some things i need to mkae the map better? thank you for your time (map is project johto if you didnt catch that from my sig)
A map solely dedicated to testing a player's knowledge of Minecraft? It might seem boring to some, but to me, it felt like an interesting idea, and I had high hopes for it. I knew it wasn't going to be an Eronev Mansion or an Into the Depths, but I was hoping that it would be something entirely unique and different. I imagined it as a game/puzzle hybrid. It is the sort of thing that I felt could go big if executed well. The only problem was, the map seemed to fall short in all the areas that that would have helped it get big.
First off, this map was lacking in perhaps the most important area, the questions. Ideally, this map would have questions that got harder as you advanced, and the questions would all be relevant and well thought out. In reality, the questions started off easy, and gradually became dedicated to your knowledge of the history of minecraft. Many of the questions just had to do with when items/mobs were introduced, and seemed to leave out many important minecraft aspects. This made it so that if you hadn't played since 1.2, you would have to guess many of the questions. These questions are not fun to answer, and really don't fairly test new players who are knowledgeable of minecraft. It's too bad, the question were such a huge player in this maps success, and it is unfortunate that they weren't implemented well.
Next, the map needs improvement in another game-breaking aspect: When you get a question wrong, I was hoping for a puzzle or something related to that to complete. Now, the creator does do this, but only for 2 of 17 questions. The rest are just a auto death. I believe that if you have a score implemented, you should not kill off your players when the get a question. If you get a question wrong, I think that you should be dropped into a puzzle of some sort, and then NOT get a chance to re do the question. If you get it wrong you should not get another chance. This would have added an extra element to the map, and really would have made it great.
Other then that, this map's scoring system needs improving. It basically makes you count the amount of question you got right yourself, and has no end scoring table. If a scoring table was to be added in game, I would predict that the amount of comments on the thread would double. It would have also made this map more re-playable.
I hate to go on a rant about this maps problems, but the truth is, these problems are what is preventing this map from becoming a huge success. It's really a shame, because I would like to see this idea properly executed. With what I have talked about fixed, I would definitely recommend this map, but as it stands, ignore it.
Bugs/tips
-Fix all those little spelling and punctuation mistakes.
-In the piston puzzles, you can easily avoid death by standing on the ledge
-less diamonds in each chest, make it only 1 or 2
-The ladder after the snow golem question doesn't extend far enough. At least for 1.1, it is impossible to get up after that point.
Hello all! Makers of Boulefield and Spawners and Co. your reviews have been finished. I am revamping my previous review of Nostalgia and expect to have it done within the next one or two weeks. I am also beginning Wizard Gandy and should have the review up around the same time!
Goddarnit I said I didn't want you to play it yet D: (Boulefield) I wouldn't mind, it's just that the map is no where as complete as it is now, and I was just about to release an update..
I do hope my score isn't hindered too much as the endings aren't finished, as to be honest I did say multiple times that it shouldn't be reviewed yet.
Never mind, thanks for playing it
Sorry! It was really awesome so far, I'll make sure I review the newest version before the review is released.
Username(creator): Dyz69
Map Name: Castlevania NES
Forum Link: http://www.minecraftforum.net/topic/1283202-adv125castlevania-nes/page__fromsearch__1
Genre: Adventure
Requirements(mods,texture packs,ect.): a texture pack is included within the world download
Estimated Completion Time: 40+ minutes
Additional Info(optional): this is a redux version of my old custom map that StreamofAdventure reviewed before, he gave me my best review and he had fun playing it, but after a few months i decided to fix my map to make it more appealing to new comers and now im hoping i was succesful and that i did not ruin the map SoA found very amazing at the time
A map solely dedicated to testing a player's knowledge of Minecraft? It might seem boring to some, but to me, it felt like an interesting idea, and I had high hopes for it. I knew it wasn't going to be an Eronev Mansion or an Into the Depths, but I was hoping that it would be something entirely unique and different. I imagined it as a game/puzzle hybrid. It is the sort of thing that I felt could go big if executed well. The only problem was, the map seemed to fall short in all the areas that that would have helped it get big.
First off, this map was lacking in perhaps the most important area, the questions. Ideally, this map would have questions that got harder as you advanced, and the questions would all be relevant and well thought out. In reality, the questions started off easy, and gradually became dedicated to your knowledge of the history of minecraft. Many of the questions just had to do with when items/mobs were introduced, and seemed to leave out many important minecraft aspects. This made it so that if you hadn't played since 1.2, you would have to guess many of the questions. These questions are not fun to answer, and really don't fairly test new players who are knowledgeable of minecraft. It's too bad, the question were such a huge player in this maps success, and it is unfortunate that they weren't implemented well.
Next, the map needs improvement in another game-breaking aspect: When you get a question wrong, I was hoping for a puzzle or something related to that to complete. Now, the creator does do this, but only for 2 of 17 questions. The rest are just a auto death. I believe that if you have a score implemented, you should not kill off your players when the get a question. If you get a question wrong, I think that you should be dropped into a puzzle of some sort, and then NOT get a chance to re do the question. If you get it wrong you should not get another chance. This would have added an extra element to the map, and really would have made it great.
Other then that, this map's scoring system needs improving. It basically makes you count the amount of question you got right yourself, and has no end scoring table. If a scoring table was to be added in game, I would predict that the amount of comments on the thread would double. It would have also made this map more re-playable.
I hate to go on a rant about this maps problems, but the truth is, these problems are what is preventing this map from becoming a huge success. It's really a shame, because I would like to see this idea properly executed. With what I have talked about fixed, I would definitely recommend this map, but as it stands, ignore it.
Bugs/tips
-Fix all those little spelling and punctuation mistakes.
-In the piston puzzles, you can easily avoid death by standing on the ledge
-less diamonds in each chest, make it only 1 or 2
-The ladder after the snow golem question doesn't extend far enough. At least for 1.1, it is impossible to get up after that point.
Thank you for reviewing my map Kmilley. I never had my expectations high on this review. I just really wanted my map to be put out there. It was way too young and had way too many flaws. Im glad you gave me a really thorough review. All the others dont really take the time to give a review like this. Some of these ideas I never really thought of and im definatly going to add in. The map is somewhat better now but I dont expect you to try it with all of the fame your getting. But when the map is re-molded and shaped better would you be willing to do another review?
Thank you for reviewing my map Kmilley. I never had my expectations high on this review. I just really wanted my map to be put out there. It was way too young and had way too many flaws. Im glad you gave me a really thorough review. All the others dont really take the time to give a review like this. Some of these ideas I never really thought of and im definatly going to add in. The map is somewhat better now but I dont expect you to try it with all of the fame your getting. But when the map is re-molded and shaped better would you be willing to do another review?
Absolutely. I know a lot more can be done with this idea, and I would be interested in seeing a better version of this. I am glad the review helped you, and I am thankful myself that you didn't take the score negatively. It is a lower score of course, but that's not the point. Learning from it to create something great should be your main goal.
i just found a great reason for you not to do my map any time soon (i know you wernt in the first place but still) i just found a game breaking bug : p
hey, just checking in to let you guys know i'm still active. just ghosting around.
fyi, before you start reviewing my map, is it possible you could shoot me a PM notifying me? since it's still in development, i'm constantly tweaking, bugfixing, and adding new content. i'd like you guys to recieve the most stable build, so it doesn't just end abrubtly and confuse you.
judging by your speed and my place on the list, my map probably won't be finished by the time you roll around to it, but it will be close. so i'll just try to end the beta as smoothly as possible.
Rollback Post to RevisionRollBack
The pen is mightier than the sword...but actions speak louder than words. Think about it.
I'm afraid I won't be able to play the map until this coming weekend. My video card/CPU (not sure which) is shot, and as we're already getting a computer this weekend, my brother and I figured we might as well wait until Saturday or Sunday so I can play it on higher settings. Until then I will only be able to post the review for Spawners and Co., which is coming out today. Nostalgia, The Wizard Gandy, and this map should all have their reviews out by Sunday or Monday. Very sorry for the long delay!
Alrighty, here's my first review since March, for Spawners and Co. I apologize for the delay!
Spawners and Co. 3.5/10
This map isn't exactly what I expected of it. The rather plain name doesn't imply grand success or failure, but gives the reader the slightest impression that the adventure will be like the majority out there: simple, plain, and fun. I feel that the map maker tried too hard for something he wasn't able to accomplish, and failed spectacularly mainly because of that single flaw. I won't go so far as to say that the map's flaws prevented me from entirely enjoying the map, but when I factored in how plentiful and effective they were, my overall impression on the map plummeted. The atmosphere was a dull grey, the story was practically non-existent, and while the main aspect of the map, its puzzles, were decent, they weren't enough to save it. So what exactly are these flaws? How do they compare with the successes of the puzzle-adventure?
Well, the most prominent of these flaws is the unprofessionalism and lack of creativity that is consistent throughout the entire map. It doesn't even appear that the map maker was overly joyous with his product; one can see this clearly through the lack of grammatical, spelling, and punctuational errors that are abundant on the signs that decorate the linear path. As a critic I understand many map-makers feel like making the conversational aspects on the map grammatically proper is a large burden, but even a small flaw such as misspelling a simple word or not starting a sentence with capitalized letters (both of which the map maker accomplished in this short puzzler) gives the player the feeling that the creator doesn't give a sh*t about what they're making. This particular flaw was too apparent and strong to be ignored, and it is for this reason that I cite it as a major issue.
The second of the three primary flaws the puzzle-adventure contained was the story, or in this case, lack of one. I won't condemn the map-maker for leaving a strong story out of the map, or for attempting to place one into a puzzler of this ordinary-state, but I will say that what little was given was ineffective. It tried to evoke a Cube Inc meets Portal meets Escape the Puzzlemaster feeling, but even if that wasn't the intentional case, I didn't care for it. Furthermore, the flawed gameplay element that often forces you to die interrupts the infrequent story, and does so until the player stops caring about what any of the signs, story-related or not, say. I also found the ending to be anticlimatic and almost cliched, but I'll leave it to you, my fellow players, to decide whether you agree.
The final, and in my opinion, most effective of the flaws found in the map is the gameplay element, which is frayed and broken in ways that simply cannot be fixed. This flaw can be dissected and disassembled into separate ones, but for the sake of public impression, I'll collect the ideas into this. For one, the scoring system was ineffective, and quite frankly silly. While innovative, and in my experience innovative, having a score that decreases by one everytime you die is a little annoying when played through. Worse yet, this scoring system was put at the centre of the map, in the heart of the content within, so it played a prominent role. And it was quite the nuisance! I'd remove the scoring system, or make the deaths less frequent, to improve my overall impression and receive a far higher rating if I were the map-maker. The other element that negatively affected the gameplay noticably was the puzzle difficulty. Often you were told directly what to do in the instance of a thinking or redstone puzzle, and I also found the difficulty of combat and skill-testing puzzles to be inconsistent.
But the map did do some things right, even though I'm not entirely sure whether they were on purpose or not. It evokes a dungeon-crawler, mystery feeling when delved-into, and its puzzles are well crafted, even if the map is visually unappealing (it isn't the most aesthetically pleasing map I've seen, to be sure). In fact, though the difficulty pacing could use some work, the parkour was great fun, and so was progressing from puzzle to puzzle. The offbeat way that they were lead out might confuse some and anger others, and while as a critic I found myself annoyed, I loved it as a player. Not everything was as it seems, and when something comes out of the blue, fascination grows into appreciation.
Spawners and Co. has potential. It isn't the best or worst of adventures, and is somewhat redundant after a while, but its successes are noticeable admist what might otherwise be considered a mess. Don't give up, minijack! With some tweaks, adjustment, and a MAJOR grammar overhaul, this map's appeal could soar. If what I've mentioned above and listed below is achieved, I can guarantee a rating increase of at least 1.5.
Bugs/Tips:
-grammar overhauls, so on, so forth, as mentioned before
-better pacing of the puzzles and their difficulty so that it gets progressively harder as the map goes on
-scoring system must be fixed; either give the player a way to gain points, or make the deathly appearances less frequent
-either omit the story entirely from the map, or make it stronger - look to maps like Cube Inc that drew heavy inspiration from video games/other maps but felt original or unique on their own
Alrighty, here's my first review since March, for Spawners and Co. I apologize for the delay!
-Review Snip-
[/spoiler]
Finally!
Wow, your review was top-notch, it was professionally written, and it was very detailed and coherent, and the transition between the aspects of the map seemed flawless. It is great to see you back critiquing and reviewing maps, in my opinion, this feedback is essential to the map makers, so keep up with the good work. Oh, i did spot an grammatical error in the second paragraph. Quote: This particularly particular flaw was too apparent and strong to be ignored...'' Please mind if am a little too particular about the grammar of the review, but i am just trying to help you omit unnecessary errors.
Wow, your review was top-notch, it was professionally written, and it was very detailed and coherent, and the transition between the aspects of the map seemed flawless. It is great to see you back critiquing and reviewing maps, in my opinion, this feedback is essential to the map makers, so keep up with the good work. Oh, i did spot an grammatical error in the second paragraph. Quote: This particularly particular flaw was too apparent and strong to be ignored...'' Please mind if am a little too particular about the grammar of the review, but i am just trying to help you omit unnecessary errors.
Former Lead Modeler of Pixelmon
Former Lead Modeler of Pixelmon
Here is Kmilley's review of Minecraft IQ-
First off, this map was lacking in perhaps the most important area, the questions. Ideally, this map would have questions that got harder as you advanced, and the questions would all be relevant and well thought out. In reality, the questions started off easy, and gradually became dedicated to your knowledge of the history of minecraft. Many of the questions just had to do with when items/mobs were introduced, and seemed to leave out many important minecraft aspects. This made it so that if you hadn't played since 1.2, you would have to guess many of the questions. These questions are not fun to answer, and really don't fairly test new players who are knowledgeable of minecraft. It's too bad, the question were such a huge player in this maps success, and it is unfortunate that they weren't implemented well.
Next, the map needs improvement in another game-breaking aspect: When you get a question wrong, I was hoping for a puzzle or something related to that to complete. Now, the creator does do this, but only for 2 of 17 questions. The rest are just a auto death. I believe that if you have a score implemented, you should not kill off your players when the get a question. If you get a question wrong, I think that you should be dropped into a puzzle of some sort, and then NOT get a chance to re do the question. If you get it wrong you should not get another chance. This would have added an extra element to the map, and really would have made it great.
Other then that, this map's scoring system needs improving. It basically makes you count the amount of question you got right yourself, and has no end scoring table. If a scoring table was to be added in game, I would predict that the amount of comments on the thread would double. It would have also made this map more re-playable.
I hate to go on a rant about this maps problems, but the truth is, these problems are what is preventing this map from becoming a huge success. It's really a shame, because I would like to see this idea properly executed. With what I have talked about fixed, I would definitely recommend this map, but as it stands, ignore it.
Bugs/tips
-Fix all those little spelling and punctuation mistakes.
-In the piston puzzles, you can easily avoid death by standing on the ledge
-less diamonds in each chest, make it only 1 or 2
-The ladder after the snow golem question doesn't extend far enough. At least for 1.1, it is impossible to get up after that point.
It's great to be back!
Sorry! It was really awesome so far, I'll make sure I review the newest version before the review is released.
Map Name: Castlevania NES
Forum Link: http://www.minecraftforum.net/topic/1283202-adv125castlevania-nes/page__fromsearch__1
Genre: Adventure
Requirements(mods,texture packs,ect.): a texture pack is included within the world download
Estimated Completion Time: 40+ minutes
Additional Info(optional): this is a redux version of my old custom map that StreamofAdventure reviewed before, he gave me my best review and he had fun playing it, but after a few months i decided to fix my map to make it more appealing to new comers and now im hoping i was succesful and that i did not ruin the map SoA found very amazing at the time
Thank you for reviewing my map Kmilley. I never had my expectations high on this review. I just really wanted my map to be put out there. It was way too young and had way too many flaws. Im glad you gave me a really thorough review. All the others dont really take the time to give a review like this. Some of these ideas I never really thought of and im definatly going to add in. The map is somewhat better now but I dont expect you to try it with all of the fame your getting. But when the map is re-molded and shaped better would you be willing to do another review?
Absolutely. I know a lot more can be done with this idea, and I would be interested in seeing a better version of this. I am glad the review helped you, and I am thankful myself that you didn't take the score negatively. It is a lower score of course, but that's not the point. Learning from it to create something great should be your main goal.
Glad I could help!
Former Lead Modeler of Pixelmon
Username(creator): SlySlasher
Map Name: Castlevania: Black Widow
Forum Link: http://www.minecraftforum.net/topic/1104369-collectioncombat-castlevania-a-series-of-adrenalin-pumping-combat-maps-7500-dlscastlevania-ii-available-nowfeedback-appreciated/page__hl__castlevania
Genre: COMBAT/ADV/PUZ
Requirements(mods,texture packs,ect.): Toomanyitems and Lights out (fixes the 1.2.5 lighting bug ) recommended
Estimated Completion Time: 30-120 mins
Additional Info(optional): There is a custom compiled soundtrack, copy the link and play it on youtube while playing the stages.
http://www.minecraftforum.net/topic/1104369-125adv-castlevania-blood-moon-v13-adrenalin-pumping-combat-map-2100-downloads/
fyi, before you start reviewing my map, is it possible you could shoot me a PM notifying me? since it's still in development, i'm constantly tweaking, bugfixing, and adding new content. i'd like you guys to recieve the most stable build, so it doesn't just end abrubtly and confuse you.
judging by your speed and my place on the list, my map probably won't be finished by the time you roll around to it, but it will be close. so i'll just try to end the beta as smoothly as possible.
I'm afraid I won't be able to play the map until this coming weekend. My video card/CPU (not sure which) is shot, and as we're already getting a computer this weekend, my brother and I figured we might as well wait until Saturday or Sunday so I can play it on higher settings. Until then I will only be able to post the review for Spawners and Co., which is coming out today. Nostalgia, The Wizard Gandy, and this map should all have their reviews out by Sunday or Monday. Very sorry for the long delay!
This map isn't exactly what I expected of it. The rather plain name doesn't imply grand success or failure, but gives the reader the slightest impression that the adventure will be like the majority out there: simple, plain, and fun. I feel that the map maker tried too hard for something he wasn't able to accomplish, and failed spectacularly mainly because of that single flaw. I won't go so far as to say that the map's flaws prevented me from entirely enjoying the map, but when I factored in how plentiful and effective they were, my overall impression on the map plummeted. The atmosphere was a dull grey, the story was practically non-existent, and while the main aspect of the map, its puzzles, were decent, they weren't enough to save it. So what exactly are these flaws? How do they compare with the successes of the puzzle-adventure?
Well, the most prominent of these flaws is the unprofessionalism and lack of creativity that is consistent throughout the entire map. It doesn't even appear that the map maker was overly joyous with his product; one can see this clearly through the lack of grammatical, spelling, and punctuational errors that are abundant on the signs that decorate the linear path. As a critic I understand many map-makers feel like making the conversational aspects on the map grammatically proper is a large burden, but even a small flaw such as misspelling a simple word or not starting a sentence with capitalized letters (both of which the map maker accomplished in this short puzzler) gives the player the feeling that the creator doesn't give a sh*t about what they're making. This particular flaw was too apparent and strong to be ignored, and it is for this reason that I cite it as a major issue.
The second of the three primary flaws the puzzle-adventure contained was the story, or in this case, lack of one. I won't condemn the map-maker for leaving a strong story out of the map, or for attempting to place one into a puzzler of this ordinary-state, but I will say that what little was given was ineffective. It tried to evoke a Cube Inc meets Portal meets Escape the Puzzlemaster feeling, but even if that wasn't the intentional case, I didn't care for it. Furthermore, the flawed gameplay element that often forces you to die interrupts the infrequent story, and does so until the player stops caring about what any of the signs, story-related or not, say. I also found the ending to be anticlimatic and almost cliched, but I'll leave it to you, my fellow players, to decide whether you agree.
The final, and in my opinion, most effective of the flaws found in the map is the gameplay element, which is frayed and broken in ways that simply cannot be fixed. This flaw can be dissected and disassembled into separate ones, but for the sake of public impression, I'll collect the ideas into this. For one, the scoring system was ineffective, and quite frankly silly. While innovative, and in my experience innovative, having a score that decreases by one everytime you die is a little annoying when played through. Worse yet, this scoring system was put at the centre of the map, in the heart of the content within, so it played a prominent role. And it was quite the nuisance! I'd remove the scoring system, or make the deaths less frequent, to improve my overall impression and receive a far higher rating if I were the map-maker. The other element that negatively affected the gameplay noticably was the puzzle difficulty. Often you were told directly what to do in the instance of a thinking or redstone puzzle, and I also found the difficulty of combat and skill-testing puzzles to be inconsistent.
But the map did do some things right, even though I'm not entirely sure whether they were on purpose or not. It evokes a dungeon-crawler, mystery feeling when delved-into, and its puzzles are well crafted, even if the map is visually unappealing (it isn't the most aesthetically pleasing map I've seen, to be sure). In fact, though the difficulty pacing could use some work, the parkour was great fun, and so was progressing from puzzle to puzzle. The offbeat way that they were lead out might confuse some and anger others, and while as a critic I found myself annoyed, I loved it as a player. Not everything was as it seems, and when something comes out of the blue, fascination grows into appreciation.
Spawners and Co. has potential. It isn't the best or worst of adventures, and is somewhat redundant after a while, but its successes are noticeable admist what might otherwise be considered a mess. Don't give up, minijack! With some tweaks, adjustment, and a MAJOR grammar overhaul, this map's appeal could soar. If what I've mentioned above and listed below is achieved, I can guarantee a rating increase of at least 1.5.
Bugs/Tips:
-grammar overhauls, so on, so forth, as mentioned before
-better pacing of the puzzles and their difficulty so that it gets progressively harder as the map goes on
-scoring system must be fixed; either give the player a way to gain points, or make the deathly appearances less frequent
-either omit the story entirely from the map, or make it stronger - look to maps like Cube Inc that drew heavy inspiration from video games/other maps but felt original or unique on their own
Finally!
Wow, your review was top-notch, it was professionally written, and it was very detailed and coherent, and the transition between the aspects of the map seemed flawless. It is great to see you back critiquing and reviewing maps, in my opinion, this feedback is essential to the map makers, so keep up with the good work. Oh, i did spot an grammatical error in the second paragraph. Quote:
This
particularlyparticular flaw was too apparent and strong to be ignored...''Please mind if am a little too particular about the grammar of the review, but i am just trying to help you omit unnecessary errors.
http://www.minecraftforum.net/topic/1104369-125adv-castlevania-blood-moon-v13-adrenalin-pumping-combat-map-2100-downloads/
Sly,
When are we going to continue the reviews?