Try Terra Restore by Mithey, I am currently playing it, it is AWESOME, it has so many new features and the areas are amazing. You can also try Savage Realm (when Krose reuploads the download link)
Difficulty : 7 [6 without the bosses] Overall Enjoyment : 4
Comments :
Terra Restore is a map with high ambitions. Custom music for each dungeon, unique bosses, an upgradable base, and even cutscenes. And indeed, all of these features are present. Unfortunately, this high ambition comes at the expense of details and proper fundamentals.
Appearance-wise, the map is heavily lacking. Block variation is almost non-existant, with most landscapes or being monochromatic fields with occasional blobs of different color blocks. Interior decoration fares a bit better, with actual variation, but still feels repetitious and empty. Brush strokes and obvious filters abound (most egregious was a large tree made by exactly scaling up a small tree 2x). While there are some areas with decent detail and aesthetics, they are few and far between and primarily serve to make the plain and boring areas look worse.
The features promised are all present in the map, yet were mostly disappointing. Bosses mostly consist of absurdly high HP enemies with minions and attacks that consist of summoning more minions. Custom crafting consists of trading raw materials to a villager or throwing them in a hopper, and the items were of such minimal increase that I mostly didn't bother. The base upgrades were nice, but unlocking them required grinding special elemental mobs, which again, in general I didn't feel was worth it. While all of these were cool ideas, I felt that they were squandered; added more as afterthoughts than a fundamental part of the design. The exception to this trend was the custom music which was fantastic and really added to the atmosphere. If there is one thing of Terra Restore's design to mimic it's the music.
Finally, the core gameplay itself. The map thread mentions being inspired by Legend of Zelda and World of Warcraft, and it shows. Dungeons are all highly linear affairs, with sequence breaking sometimes prevented by bedrock doors or literal forcefields. The gameplay of the early levels is simple and boring, and, with a few exceptions the later levels resort to spawner spam of blazes, charged creepers, and overpowered custom mobs. There are a few standout levels though; the Red Wool dungeon had some brilliant features and the Tropical Islands of Nalu were quite fun to explore and delve into. For the rest of the levels though, the gameplay was average at best and frustrating at worst.
tl;dr : Clever and ambitious ideas with very flawed executions
To follow up on kaladun's review of Terra Restore... I though the map was a bit too ambitious, i felt overwhelmed with the base upgrades and really made playing it more stressdul than it probably should have been. I do agree with the fact that it is a plain map in some places, however the gameplay was still enjoyable for me when i wasnt figuring out the upgrades... in fact i thought the dungeons were great, it appears to me as if he wasnt paying much attention to aesthetics, and instead worried about making the areas as fun as possible with great balancing. If this map were to have an update dedicated to an aesthetic boost, it would be a filled package
i know multiple people that actually enjoy crazy hard maps due to how fun they are, look and Sandswarm and Nightmare-Realm, They are insane difficult but people love them. There will always be one person that likes stupidly insane difficulties..
Besides i give a warning that it is stupidly hard, if they download then complain i tell them that i warned them.
Insane difficulties are fun to make, but hard to balance, my way of balancing is make 2 areas, one really hard and one easy, so if they have a hard time in the area they can tp to a easier less insane area.
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CTM maker, Rom-Hack Hard Enthusiast, Lover of Tacos and Coder
The Meaning of Life, the Universe, and Everything.
Join Date:
6/25/2012
Posts:
43
Minecraft:
joni11101
Member Details
Hi guys!
I noticed that almost all of the maps are linear-branching ctm maps, with intersections. Some are open world and a few are hub-based. Most people use intersections so the player won't get lost in the caves, but i think getting lost is somewhat exciting. Think of an underground map with no intersections, and instead there are cave-systems to connect all the areas. Because the player will get lost at some point, the areas should be a bit forgiving so he could keep playing without needing to return to his original base. What is your opinion?
1.7 is too laggy for me
rip in pizza
Try Terra Restore by Mithey, I am currently playing it, it is AWESOME, it has so many new features and the areas are amazing. You can also try Savage Realm (when Krose reuploads the download link)
¿Which map do you recommend me? This is my map list: Carlus' CTM Map List
I hope you guys can help me
Krose's new map is out!
Difficulty : 7 [6 without the bosses]
Overall Enjoyment : 4
Comments :
Terra Restore is a map with high ambitions. Custom music for each dungeon, unique bosses, an upgradable base, and even cutscenes. And indeed, all of these features are present. Unfortunately, this high ambition comes at the expense of details and proper fundamentals.
Appearance-wise, the map is heavily lacking. Block variation is almost non-existant, with most landscapes or being monochromatic fields with occasional blobs of different color blocks. Interior decoration fares a bit better, with actual variation, but still feels repetitious and empty. Brush strokes and obvious filters abound (most egregious was a large tree made by exactly scaling up a small tree 2x). While there are some areas with decent detail and aesthetics, they are few and far between and primarily serve to make the plain and boring areas look worse.
The features promised are all present in the map, yet were mostly disappointing. Bosses mostly consist of absurdly high HP enemies with minions and attacks that consist of summoning more minions. Custom crafting consists of trading raw materials to a villager or throwing them in a hopper, and the items were of such minimal increase that I mostly didn't bother. The base upgrades were nice, but unlocking them required grinding special elemental mobs, which again, in general I didn't feel was worth it. While all of these were cool ideas, I felt that they were squandered; added more as afterthoughts than a fundamental part of the design. The exception to this trend was the custom music which was fantastic and really added to the atmosphere. If there is one thing of Terra Restore's design to mimic it's the music.
Finally, the core gameplay itself. The map thread mentions being inspired by Legend of Zelda and World of Warcraft, and it shows. Dungeons are all highly linear affairs, with sequence breaking sometimes prevented by bedrock doors or literal forcefields. The gameplay of the early levels is simple and boring, and, with a few exceptions the later levels resort to spawner spam of blazes, charged creepers, and overpowered custom mobs. There are a few standout levels though; the Red Wool dungeon had some brilliant features and the Tropical Islands of Nalu were quite fun to explore and delve into. For the rest of the levels though, the gameplay was average at best and frustrating at worst.
tl;dr : Clever and ambitious ideas with very flawed executions
SCORE
Aesthetics : 4
Creativity : 8
Gameplay : 5
TOTAL : 17
http://www.minecraft...red-emblem-ctm/
Would be happy to! Was going to start playing today anyway, so it'd be a nice excuse!
I can see now. Looks good
Btw krose get your post-beta-test done already jeez.
It's DELTA.
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Awesome! I had gotten through to I01 in its laggy state. Probably just restart the map though, the beginning was really cool.
Yay I did the thing bark bark.
Congratz on releasing, happy it's finally out. And to everyone else, never use fill clocks going from redstone to air, always redstone to stone.
Any Beta (open) that are at least 1.8, 1.7 is laggy for me
Yeah, I need to get the team on the server to do that sometime soon!
Are you stalking me?
My Minecraft Maps: coldfusionmaps.com
I like the layout. Perhaps add some redstone torches to the walls so there's some moody lighting?
My Minecraft Maps: coldfusionmaps.com
Besides i give a warning that it is stupidly hard, if they download then complain i tell them that i warned them.
Insane difficulties are fun to make, but hard to balance, my way of balancing is make 2 areas, one really hard and one easy, so if they have a hard time in the area they can tp to a easier less insane area.
I noticed that almost all of the maps are linear-branching ctm maps, with intersections. Some are open world and a few are hub-based. Most people use intersections so the player won't get lost in the caves, but i think getting lost is somewhat exciting. Think of an underground map with no intersections, and instead there are cave-systems to connect all the areas. Because the player will get lost at some point, the areas should be a bit forgiving so he could keep playing without needing to return to his original base. What is your opinion?
P.S. There might already be a map like that...