Objectives: 16 wool, 12 optional, (very)hidden records, and four named swords.
Length: 25-35 hours playtime
Difficulty: Medium
Style: Linear-Branching
I began this map way back after finishing my first one, A Shattered Realm. However, due to a memory-wipe half way through, I became uninspired and went on hiatus. However, lockdown got me back into it, so I've finally finished it! It's very out of date now, version-wise, but I promise it's still got my heart poured into it (five years of that in fact).
The map began as a response to the oversaturation, at the time, of named items, signs, books, lore text on items, etc. It felt like in a lot of maps the player was being bombarded with information like an RPG, and the wanderlust of a daunting and fascinating survival world - that was so appealing in the early days with the likes of Super Hostile - was being overshadowed by the cool new tricks we'd learned, like chaotic boss fights and named mobs from left and right.
So, I made a vow to not include any signs in this map, and the only meta aspect are the three books at the start with an intro, rules and explanation of the mechanics. You have to let the geometry guide you. Redstone torches indicate secrets or puzzles nearby. Go with your gut when picking areas, each area defined by the terrain on its side of the intersection. Even the victory monument doesn't look like a typical one, and has no sign to denote it, but it's clear where to put the wools once you find it. I also hope that by stripping back the named items, when you find each of the four named swords throughout the map, it should feel more special and impactful.
The map is in constant daytime, and there are checkpoints throughout that allow you set your spawn point, and later teleports that unlock shortcuts.
Winterspell
A winter-themed CTM map for 1.8.9
Objectives: 16 wool, 12 optional, (very)hidden records, and four named swords.
Length: 25-35 hours playtime
Difficulty: Medium
Style: Linear-Branching
I began this map way back after finishing my first one, A Shattered Realm. However, due to a memory-wipe half way through, I became uninspired and went on hiatus. However, lockdown got me back into it, so I've finally finished it! It's very out of date now, version-wise, but I promise it's still got my heart poured into it (five years of that in fact).
The map began as a response to the oversaturation, at the time, of named items, signs, books, lore text on items, etc. It felt like in a lot of maps the player was being bombarded with information like an RPG, and the wanderlust of a daunting and fascinating survival world - that was so appealing in the early days with the likes of Super Hostile - was being overshadowed by the cool new tricks we'd learned, like chaotic boss fights and named mobs from left and right.
So, I made a vow to not include any signs in this map, and the only meta aspect are the three books at the start with an intro, rules and explanation of the mechanics. You have to let the geometry guide you. Redstone torches indicate secrets or puzzles nearby. Go with your gut when picking areas, each area defined by the terrain on its side of the intersection. Even the victory monument doesn't look like a typical one, and has no sign to denote it, but it's clear where to put the wools once you find it. I also hope that by stripping back the named items, when you find each of the four named swords throughout the map, it should feel more special and impactful.
The map is in constant daytime, and there are checkpoints throughout that allow you set your spawn point, and later teleports that unlock shortcuts.
Anyways, enjoy!
Images:
https://imgur.com/a/Fn2IqpT
Download:
https://www.mediafire.com/file/mik295y2wg4zvas/Winterspell CTM.zip/file
My other map, A Shattered Realm: https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/maps/2502387-a-shattered-realm-16-thematically-diverse-areas
A Shattered Realm is currently being reworked for 1.17.1, while I work on its sequel, A Realm Now Whole, for the same version.