• 4

    posted a message on [CTM][COLLECTION] Xekaj's LODESTONE - A Series of Unique Maps (Monolith Indev)
    Glad to see everyone's excited :). Anyways, here are a some answers and the important bits from the OP summarized.

    The tutorial/introductory map (Proving Stones) is structurally complete, and I'm planning on putting it up alongside Monolith shortly after the release of 1.8. If there a major want for it beforehand however, I'll consider taking a break from Monolith and just finish it early on a snapshot.

    The 5 main maps' difficulties are generally planned to ramp up, but that doesn't mean the first one will be easy. As said, it'll be about on par with an average CTM map.

    Current Completion Update:
    Monolith: 53% Complete (+6% from 47%)

    Quote from soupbob

    have you been working on these maps in secret since zm was scrapped?

    Nope, just started a couple weeks into summer.

    Quote from Zap_12100

    Some hardcore stuff you've got going on here

    Hah, yeah, probably a little excessive, so far I've just used it for making the head statues. Might find another use later...


    Speaking of Proving Stones, here's a peek:
    Posted in: Maps
  • 20

    posted a message on [CTM][COLLECTION] Xekaj's LODESTONE - A Series of Unique Maps (Monolith Indev)

    CTM Maps by Xekaj


    Since the beginning of time monuments have stood as markers of importance, reminders of power long passed.

    Some stand for the frail souls of the forgotten who passed through the world leaving nothing else behind.
    Others stand for the resolute reigns of kings who commanded armies and empires that stretched the globe.
    And still more stand for the mighty achievements of civilizations that triumphed over insurmountable odds in face of annihilation.

    But the greatest monument of these all is The Lodestone.

    By its primordial strength the lawless cardinal powers of the universe were bent into order, and life was allowed to form amidst the chaos.
    But in the end every grave crumbles, every statue sinks beneath sands, every memorial decays and is forgotten, and so too will The Lodestone come to and end, and with it, the world.
    Unless…

    …unless an immortal watchman stands over it.
    …unless an eternal defender protects it from harm.
    …unless an everlasting guardian maintains its sanctity.

    Lest chaos again claim all.

    NEWS:
    Teaser trailer for Monolith:

    Welcome to Lodestone! If you haven't seen my other CTM maps, ZERO MERCY, check them out here.



    TABLE OF CONTENTS:
    Rules and Objectives
    Map Classifications
    Downloads & Installation
    ••••Proving Stones
    ••••Monolith
    ••••Megalith
    ••••Menhir
    ••••Obelisk
    ••••Architrave

    ••••MiniCTM: Unword
    ••••MiniCTM: Warren
    ••••MiniCTM: Zeroed
    Statistics
    Videos
    Map Creation Progress
    Achivements & Signature
    Other
    Legal


    Like all Complete the Monument maps, the objectives of these ones are, you guessed it, to complete the monument! 16 colors of wool and 3 types of metal blocks (iron, gold, diamond) must be obtained from around the map and placed on the monument to achieve victory. All 12 music disks are also hidden, though in much less obvious places, and can likewise be collected as a bonus objective.

    Standard LODESTONE Rules:
    1) Complete the Lodestone Monument with the specified blocks to win.
    2) Do NOT use mobs drops to craft any of the objective blocks.
    3) Never play on peaceful difficulty, use at least easy.
    4) Do not use any mods or 3rd party tools to give an unfair advantage.
    5) Do not use any glitches or exploits to give an unfair advantage.
    6) Do not build new nether portals, you may only relight ones.

    To clarify: Mods non-gameplay related are fine (e.g. OptiFine, most shaders, etc). All texture packs are fine so long as they aren't something like X-Ray, though I build these maps with the default textures in mind, so for best results I suggest the vanilla textures or ones similar (e.g. Faithful 32x32 or Gravel Pack).




    Each map has a different layout and difficulty, and descriptions for all are below. Read them through to help find a map that's a fit for you (though I recommend playing all of them!).

    0/5 - Newbie: (Tutorial) For the average Minecraft player who has no CTM experience
    1/5 - Novice: For players who have little CTM experience
    2/5 - Adept: For players who have a moderate amount of CTM experience
    3/5 - Expert: For CTM veterans
    4/5 - Master: For CTM veterans of high difficulty maps
    5/5 - Hero: For only the most skilled players

    These maps are balanced around Minecraft's in-game difficulty setting of 'NORMAL'. If you find a map too easy/hard, change it appropriately (just not to peaceful).

    Branching-Linear: Composed of intersections that branch outwards to areas
    Open World: You are free to find your own path and go wherever you please
    Fortress Assault: Objectives lie in challenging strongholds that must be conquered
    Inversion: Contains portals leading to alternate, more difficult versions of areas





    Here you can find the downloads for all maps as well as additional content that's related to them, such as schematics.

    PROVING STONES: In Development - 95%
    ABOUT:
    Map Version: 1.0
    Difficulty: 0/5
    Type: Branching-Linear
    Objectives: 16 Wool, 3 Metal, 12 Bonus Discs, 1 Extra Bonus
    Players: 1
    Minecraft Version: 1.7+
    Estimated Length: 2 hours


    At the top of the world lies a ring of 16 stones that only otherwise exist in whispered story. It is said that one who wishes to become a Guardian of The Lodestone must brave the trials set by the stones in order to prove worthy, though none have succeeded in memory.

    If you have never played a CTM map before, or just want to get a feel for the series, here's the place to start. This map is designed to give you an idea of how to play CTM maps, done through varied and progressively harder challenges that mimic an actual CTM map design.

    Current Speedrun Records (Must be video verified):
    1. N/A - [00:00:00]
    2. N/A - [00:00:00]
    3. N/A - [00:00:00]

    Pronunciation Guide (For LP'ers):
    Xekaj - ZEE-kaj

    MONOLITH: In Development - 53%
    ABOUT:
    Map Version: 0.0
    Difficulty: 1/5
    Type: Branching-Linear
    Objectives: 16 Wool, 3 Metal, 12 Bonus Discs, 1 Extra Bonus
    Players: 1-4
    Minecraft Version: 1.8+
    Estimated Length: ??? hours


    Current Speedrun Records (Must be video verified):
    1. N/A - [00:00:00]
    2. N/A - [00:00:00]
    3. N/A - [00:00:00]

    Pronunciation Guide (For LP'ers):
    Xekaj - ZEE-kaj
    Monolith - MON-OH-LITH

    MEGALITH: In Development - 0%
    ABOUT:
    Map Version: 0.0
    Difficulty: 2/5
    Type: [REDACTED]
    Objectives: 16 Wool, 3 Metal, 12 Bonus Discs, 1 Extra Bonus
    Players: 1-4
    Minecraft Version: 1.8+
    Estimated Length: ??? hours


    Current Speedrun Records (Must be video verified):
    1. N/A - [00:00:00]
    2. N/A - [00:00:00]
    3. N/A - [00:00:00]

    Pronunciation Guide (For LP'ers):
    Xekaj - ZEE-kaj
    Megalith - MEG-AH-LITH

    MENHIR: In Development - 0%
    ABOUT:
    Map Version: 0.0
    Difficulty: 3/5
    Type: [REDACTED]
    Objectives: 16 Wool, 3 Metal, 12 Bonus Discs, 1 Extra Bonus
    Players: 1-4
    Minecraft Version: 1.8+
    Estimated Length: ??? hours


    Current Speedrun Records (Must be video verified):
    1. N/A - [00:00:00]
    2. N/A - [00:00:00]
    3. N/A - [00:00:00]

    Pronunciation Guide (For LP'ers):
    Xekaj - ZEE-kaj
    Menhir - MEN-HERE or MEN-EER

    OBELISK: In Development - 0%
    ABOUT:
    Map Version: 0.0
    Difficulty: 4/5
    Type: [REDACTED]
    Objectives: 16 Wool, 3 Metal, 12 Bonus Discs, 1 Extra Bonus
    Players: 1-4
    Minecraft Version: 1.8+
    Estimated Length: ??? hours


    Current Speedrun Records (Must be video verified):
    1. N/A - [00:00:00]
    2. N/A - [00:00:00]
    3. N/A - [00:00:00]

    Pronunciation Guide (For LP'ers):
    Xekaj - ZEE-kaj
    Obelisk - OB-EH-LISK

    ARCHITRAVE: In Development - 0%
    ABOUT:
    Map Version: 0.0
    Difficulty: 5/5
    Type: [REDACTED]
    Objectives: 16 Wool, 3 Metal, 12 Bonus Discs, 1 Extra Bonus
    Players: 1-4
    Minecraft Version: 1.8+
    Estimated Length: ??? hours


    Current Speedrun Records (Must be video verified):
    1. N/A - [00:00:00]
    2. N/A - [00:00:00]
    3. N/A - [00:00:00]

    Pronunciation Guide (For LP'ers):
    Xekaj - ZEE-kaj
    Architrave - ARK-IH-TRAVE



    UNWORLD: In Development - 0%
    ABOUT:
    Map Version: 0.0
    Difficulty: [REDACTED]
    Type: Branching-Linear
    Objectives: 3
    Players: 1
    Minecraft Version: 1.8+
    Estimated Length: ??? hours


    Current Speedrun Records (Must be video verified):
    1. N/A - [00:00:00]
    2. N/A - [00:00:00]
    3. N/A - [00:00:00]

    Pronunciation Guide (For LP'ers):
    Xekaj - ZEE-kaj

    WARREN: In Development - 0%
    ABOUT:
    Map Version: 0.0
    Difficulty: [REDACTED]
    Type: Open World
    Objectives: [REDACTED]
    Players: 1
    Minecraft Version: 1.8+
    Estimated Length: ??? hours


    Current Speedrun Records (Must be video verified):
    1. N/A - [00:00:00]
    2. N/A - [00:00:00]
    3. N/A - [00:00:00]

    Pronunciation Guide (For LP'ers):
    Xekaj - ZEE-kaj

    ZEROED: In Development - 0%
    ABOUT:
    Map Version: 0.0
    Difficulty: 6/5
    Type: Branching-Linear
    Objectives: 3
    Players: 1
    Minecraft Version: 1.8+
    Estimated Length: ??? hours


    Current Speedrun Records (Must be video verified):
    1. N/A - [00:00:00]
    2. N/A - [00:00:00]
    3. N/A - [00:00:00]

    Pronunciation Guide (For LP'ers):
    Xekaj - ZEE-kaj



    After downloading a map you with receive a .zip file/folder containing:
    •The map (Install this using directions below)
    •ReadMe.txt (For basic info repeated from here)

    Installing these maps:
    Alternative Instructures

    WINDOWS INSTALLATION:
    1. Press (⊞ Windows) + R (To open the Run dialog bow)
    2. Type into the box "%appdata%" and click OK
    3. Click ".minecraft" then "saves"
    4. Copy the downloaded map into this folder

    MAC INSTALLATION:
    1. Click on the desktop, then press (⌘ Command) + N (To get to your Users folder)
    2. Click "Library" then "Application Support" then "minecraft" then "saves"
    3. Copy the downloaded map into this folder

    LINUX INSTALLATION:
    1. Open your Home folder
    2. Press Ctrl + H
    3. Open ".minecraft"
    4. Copy the downloaded map into the "saves" folder


    Downloads:
    ___ _, 2014 -

    Map Specifics:
    Monolith:
    Spawners - ???
    Chests - ???
    Command Blocks - ???




    Let's Plays, walkthroughs, speedruns, and streams. If you feature a map in any such way, post a link in this thread and I'll add you to this section!

    None at the moment, be the first!




    These maps were created using:
    Single Player Commands/World Edit
    Zombe's Modpack (Fly, Cheat, Safe, Info)
    TooManyItems
    MCEdit
    Sethbling's MCEdit Filters
    [CS] Build Commands
    [CS] Super Spiral Generator
    Blender and BinVox




    Support the maps by copy/pasting any of the following codes into your signature:


    [url=http://www.minecraftforum.net/forums/mapping-and-modding/maps/2176112-ctm-collection-xekajs-lodestone-a-series-of][img]http://i.imgur.com/Fut9UqX.png[/img][/url]


    Looking for an awesome place to discuss CTM in general? Check out:


    For a creative CTM building jam that any can participate in:




    Just generic restrictions. The big idea is just don't go around redistributing/selling these maps. Both making and monetizing videos of them are fine however, and indeed I'd love it if you would!

    Users are free (and encouraged) to create videos of the MAPS and share the videos online, using websites such as YouTube. Users are also free to include advertisements and monetize their videos of my maps.

    TERMS AND CONDITIONS

    MAP (MAPS, plural) - Data that interfaces with the Minecraft client to extend, add, change or remove game content.
    MOJANG - Mojang AB
    OWNER - , Original author(s) of the MAP. Under the copyright terms accepted when purchasing Minecraft (https://account.mojang.com/documents/minecraft_eula) the OWNER has full rights over their MAP despite use of MOJANG code.
    USER - End user of the map, person installing the map.

    THESE MAPS ARE PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THESE MAPS TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THESE MAPS. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THESE MAPS FALL ON THE USER.

    Use of these MAPS to be installed, manually or automatically, is given to the USER without restriction.

    These MAPS may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of these MAPS must have advance written permission from the OWNER. ANY attempts to make money off of these MAPS (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.

    These MAPS are provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of these MAPS require advance written permission of the OWNER and may be subject to certain terms.

    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Zero Mercy - A Series of Insanely Hard Maps (Legacy Download Available!)
    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!
    Posted in: Maps
  • 16

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Woo! 1000 Pages! I was hoping to have a little more to show by this time, but hopefully this is enough.




    HD Images from trailer:




    Click on signature for forum thread \/
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM][Collection] Zero Mercy - A Series of Insanely Hard Maps (Legacy Download Available!)
    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!

    HOLIDAY 2013:

    #01: [url=http://www.mediafire.com/download/qul3l31wt4j9wyk/%C2%A7fWaterfall+Steppes%C2%A78+-+By+Xekaj%C2%A70.zip]Map #01: Waterfall Steppes[/url]

    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]
    v1.0: [url=http://www.mediafire.com/?qs69799ywgv2xbw]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]
    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 :D

    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]
    TYPE: Fortress Assault
    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]
    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".



    MORE SCREENSHOTS:


    LIGHTSTORM QUARRY (v1.0): [url=http://www.mediafire.com/?4l4xmlkp7y83sgi]Download![/url]
    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:


    ----------

    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:

    ----------

    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!



    :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock:

    MAP STATISTICS:

    Number of Spawners:
    Fog of Demise: 24
    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:
    Fog of Demise: 3
    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


    :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock:


    Number of unique LP'ers: 23

    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]

    :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange:

    Zero Mercy #01: Syncquential:
    These maps have not been released!

    :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange:

    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!

    :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange:

    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]

    :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange: :Orange:

    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]



    Section in progress!



    Section in progress!

    Return to ToC
    :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock:

    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


    Walkthrough:
    Coming Soon!


    Return to ToC
    :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock:

    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 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 :D

    Return to ToC
    :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock:

    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/][img]http://i.imgur.com/s3CHLhg.png[/img][/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/][img]http://i.imgur.com/FZklMfl.png[/img][/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/][img]http://i.imgur.com/QE3zPvY.png[/img][/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/][img]http://i.imgur.com/AClNFDp.png[/img][/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/][img]http://i.imgur.com/mWHHazn.png[/img][/url]


    Return to ToC
    :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock:

    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.


    Return to ToC
    Posted in: Maps
  • 37

    posted a message on [CTM][Collection] Zero Mercy - A Series of Insanely Hard Maps (Legacy Download Available!)
    IMPORTANT: The new forum design cuts the second half of this post, so the link to the rest is here.

    NEWS:
    Well, this is it, I'm done. If you're interested in seeing my unfinished work, you can find it here as the legacy download. It's been fun!

    Holiday Advent Maps 2013 are being released. Check the Downloads section for them as they come up.

    If you're looking for something to play, check out my entry and others' of the 1st CTM Jam that recently concluded. I'll also be reworking this main post over the next couple of days, check out the new videos section for awesome let's plays!

    Fog of Demise II is now available in the Downloads section, check out the change log for more details.




    CTM Maps by Xekaj



    Complete the Monument maps were created because Minecraft became too easy. The darkest nights and deepest caves no longer held any threat, any challenge, or any adventure, and so we turned to explore the new and fantastical lands of perilous excitement. But when you finally reach the pinnacle of this boundless world, and it too falls before you like the challenges before it, then where do you turn?

    Here.

    No expectations.

    No victory.

    No mercy.

    Only death, and lots.




    Table of Contents:
    Rules and Objectives
    Rating System
    Map Classifications
    Map Downloads
    Map Statistics
    Videos
    Walkthroughs & Tips
    Map Creation Progress & Sneak Peek Screenshots
    Map Signatures
    Legal


    :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock:

    Rules and Objectives:
    The objective of these maps, like most other CTMs, is to complete the Victory Altar with the 16 blocks of wool scattered throughout the map along with 3 ore blocks (Iron, gold, and diamond). All 11 music disks are also hidden (albeit in more concealed and out of the way places) and can be collected for a bonus victory.

    While there exist different types of maps with slightly different design and objectives, these are the general rules below. More info on the maps can be found in the ReadMe file included in the map download.

    Standard ZERO MERCY Rules:
    1) Complete the Victory Altar with the specified wool
    2) Do NOT use mob drops to craft metal blocks for the VA.
    3) Never play on Peaceful difficulty, use at LEAST easy
    4) Do not leave the boundaries of the map (usually bedrock walls/roof)
    5) Do not use any mods or 3rd party tools to assist you in the map
    6) Do not use any glitches or exploits to give you an advantage in any way
    7) Do not build any new nether portals (relighting ones are fine)
    8) Do not break command blocks.

    Return to ToC
    :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock:

    RATING SYSTEM:
    Map ratings are based on 4 levels of criteria: Mobs, Environment, Supplies, and Spawning.

    Mobs: How much area if left dark for monsters to naturally spawn, how many mob spawners are placed.
    Environment: How likely you are to die as a result of the landscape, whether by fall damage, burning in lava, drowning, having your hunger bar depleted by continuous jumping, getting trapped and becoming an easy kill for mobs, etc.
    Supplies: How many Supply Chests are available to you, the quality of the items inside. Natural resources like trees, ores, etc. are also part of the category.
    Spawning: Unlimited (Easy), Bed Based (Challenging), Hardcore (Very Difficult).

    With the exception of spawning, these are given a value out of 10, 10 being difficult, 1 being easy. These are then averaged into a number difficulty out of 10 as well. This number is the overall difficulty of the map, designated as...

    Cakewalk (0-2): The experienced Minecraft player will find this a challenge.
    Easy (2-4): Good experience with CTM maps are needed here.
    Moderate (4-6): Expert CTM players only.
    Strenuous (6-9): A step up from ROM-hack Hard.
    Impossible (10): For my sick amusement only, you have a nigh zero chance of winning.

    Return to ToC
    :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock:

    MAP CLASSIFICATIONS:
    Each map is structured in one of several ways:

    Linear: As straight forward as it can get, there's one way to go, and that's forward. Occasional shortcuts may appear.
    Linear-Branching: Composed of intersections of several areas. From one or more of these branches you will find another intersection, and so on.
    Open World: You're free to go anywhere as you please, the boundaries being your skill and courage instead of walls and lava.
    Structured Open World: Like Open World, but more "video-gamey" in the sense of progression to access new areas, albeit as a result of how you explore.
    Dungeon: Open world with labeled dungeon sections (e.g. "Dungeon 1", "Dungeon 2", etc.). The dungeon number reflects the difficulty of the challenges within.
    Looping-Linear: Like Branching-Linear but with travel only going outward from the intersection. Once you reach the end of an area you will be teleported back to the junction where you can travel another path.
    Fortress Assault: The map is based around a central fortress to siege. Most often large quantities of supplies are given to counteract the devious designs. Usually only used as a theme for Mini-CTMs.
    Time Attack: You versus the clock, you can't stop time, but time will stop you. Collect tokens to extend your inevitable demise.
    Boss Battle: Fire proof zombies with 50 hearts, 2x speed, and an instantly fatal attack? All this and more in Boss Battles.
    Myriad Branching: Structured like a Linear Branching but with the different branches being a different classification (e.g. Boss Battle, Time Attack, etc.)
    Inversion: If you thought this place was bad enough already, wait until you see its "inverted" state with increased difficulty. Simply walk through the portal to enter the madness.

    Return to ToC
    :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock: :opblock:


    DOWNLOADS:
    All maps were created in, and for the ANVIL minecraft world save format.

    TRAINING MAPS
    Despite what you might expect, these training maps are specifically designed with MAJOR difficulty in mind, maybe even more so than the full scale maps. They're constructed to prepare you and increase your skills. It may be unlikely that you'll actually complete one, but that doesn't means you can't still get something out of it.


    FOG OF DEMISE II (v1.1): Download!

    v1.0: Download!
    ---
    TYPE: Linear, Training
    PLAYERS: 1 SSP
    MC VERSION: 1.5 or after
    OVERALL DIFFICULTY: 9/10
    MOBS: 8/10
    ENVIRONMENT: 8/10
    SUPPLIES: 8/10
    SPAWNING: Hardcore
    RATING: Strenuous


    In the dark depths of the fog that haunts these grounds you are reduced to your lowest strength, and mounted with the greatest challenge. It is here where true survivors are separated from heroes.

    Changelog from FoDI:
    •No longer hardcore, map automatically resets for multiple attempts
    •Customizable death counter
    •In-game tips
    •Entirely redone aesthetics
    •mobGriefing = false



    MORE SCREENSHOTS:

    The original, for nostalgia sake:
    TYPE: Linear, Training
    PLAYERS: 1 SSP
    MC VERSION: 1.2.5 or prior
    OVERALL DIFFICULTY: 9/10
    MOBS: 8/10
    ENVIRONMENT: 8/10
    SUPPLIES: 8/10
    SPAWNING: Hardcore
    RATING: Strenuous


    In the dark depths of the fog that haunts these grounds you are reduced to your lowest strength, and mounted with the greatest challenge. It is here where true survivors are separated from heroes.

    And this is with the fog off…

    IQ AGILITY II (v1.0): Download!
    TYPE: Looping Linear, Training
    PLAYERS: 1-4 SSP/SMP
    MC VERSION: 1.3 or after
    OVERALL DIFFICULTY: 7/10
    MOBS: 0/10
    ENVIRONMENT: 10/10
    SUPPLIES: 10/10
    SPAWNING: Unlimited
    RATING: Strenuous


    A remake of the original, hopefully improved in every way! 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.



    MORE SCREENSHOTS:


    The original, for nostalgia sake:
    MC VERSION: 1.2.5 or prior

    IQ Agility (v1.2): Download!
    v1.1: Download!
    v1.0: Download!


    SCREENSHOTS:


    COMPLETE TRAINING & PREPAREDNESS TEST(v1.0): Download!
    TYPE: Linear Branching, Linear
    PLAYERS: 1 SSP
    MC VERSION: 1.2.5 or prior
    OVERALL DIFFICULTY: N/A
    MOBS: N/A
    ENVIRONMENT: N/A
    SUPPLIES: N/A
    SPAWNING: Unlimited
    RATING: N/A


    This map is designed as an overview to the skill sets and mechanics to both CTM maps in general and this series in particular. Also included is a "Final Exam" so you may test your skills and see how you are rated. Hopefully you can learn enough to get a bit of an edge in any maps you might play.

    As new mechanics are implemented into Minecraft through future updates this map will be updated as I see fit.

    This map was designed with the assumption that you have basic knowledge on Minecraft. If you don't, go look on the Minecraft wiki.



    MORE SCREENSHOTS:


    ----------

    FULL MAPS
    These maps are the standard 19 block CTM that you have grown to know and love. Don't think the length will give you a break though, the pressure is on until the end so never let your guard down.

    ZERO MERCY: Syncquential (v0.0): In development…
    TYPE: Linear-Branching, Inversion
    PLAYERS: 1-4 SSP/SMP
    MC VERSION: 1.6 or after
    OVERALL DIFFICULTY: 8/10
    MOBS: 8/10
    ENVIRONMENT: 8/10
    SUPPLIES: 8/10
    SPAWNING: Unlimited
    RATING: Strenuous

    ----------

    HOLIDAY ADVENT MAPS
    In the spirit of the winter holiday I've created and will create small, two wool mini-maps that are released every day from the 1st of December until the 25th. These maps are some of the most up to date and best of my work, so I highly advise you check them out! They feature a wide range of difficulties and styles for all types of players.

    HOLIDAY 2012:
    #01:
    Map #01: Sandswarm
    This map is all about speed and maneuverability over terrain, not at all helped by the swarm of creepers that will grow the longer you take. Sporting 2 wool, this map is on the easier, but more inventive side and can be completed in a 5-15 minute sitting.
    #02:
    Map #02: Quagmire Jungle
    Your armor and weapons are one and the same, so the question is, which do you use? This map requires some decisive thinking, and may take several tries to understand the layout. So long as you think hard and act swiftly, it can be completed in 10-20 minutes.
    #03:
    Map #03: Dancing Shadows
    The scintillating walls of this great cavern contain a treacherous path stretching across the gap. Careful footwork and aim are vital to survival, and one mistake can send you spiraling over the edge into oblivion. This map is of moderate difficulty, but can be beaten in under 15 minutes. WARNING: This map contains a bug that I am unable to fix. When approaching the first skeletons spawn, run back and wait for the internal server to unfreeze before proceeding.
    #04:
    Map #04: Goldthread Lattice
    The divine threads of pure crystal weave across the lonely cave far below the surface. Reduced gravity and a tenuous structure makes this map a quick, balanced 5-10 minute challenge. The original plan was for the player to have the ability to fly, but apparently Mojang likes to troll with their NBT tags -_-
    #05:
    Map #05: Archincarceron
    Shadowed by the heated inferno of the dark cloud, this monument of despair stands invincible and alone in the void. Boasting a design born from the Zero Mercy mentality, this map is a challenge you may never beat.
    #06:
    Map #06: Centric Elements
    The Tree of Life stands between the fire and ice in this chamber of colliding elements. This map is simply designed, and easy so long as you take your time. Being said, the estimated completion time is 10-20 minutes.
    #07:
    Map #07: Spiraled Floodgates
    Going down is easy, fighting your way back up against the flow of lava is the tricky part. This map focuses less on aesthetics, and more on a simple, yet very challenging structure that gives it a play time of 10-20 minutes.
    #08:
    Map #08: Forsaken City
    Forgotten in time, covered by growth, the ancient city rests undisturbed beneath civilization. This map is straightforward with minor challenge, giving it a play time of 5-10 minutes.
    #09:
    Map #09: Drowning Terror
    They watch you…from the darkness…waiting…hidden, in the fog of demise. (Note: Must be played with void fog enabled, default texture pack recommended)
    #10:
    Map #10: Overdose II
    Trapped in the heart of an secret facility, you're only hope for survival is to comply with the tests. This is one of the maps that contains WIP content that will be used in Syncquential, and as a result is more of a fun, sandbox that you can experiment in. All of these potions and more will be used, so put your alchemy skills to the test, and see what kind of results you can get when combining potions.


    Map #10: Overdose
    For healing, harming, running and more, these potions are your everything from your armor to weapons. This is one of the maps that contains WIP content that will be used in Syncquential, and as a result is more of a fun, sandbox that you can experiment in. All of these potions and more will be used, so put your alchemy skills to the test, and see what kind of results you can get when combining potions.
    #11:
    Map #11: Hidden Shadows
    Not looking can mean death, but peering into the wrong shadows means certain death. This map challenges you not only to shoot well, but to shoot with consideration to everything else behind your target. The play time of this map ranges from 5-15 minutes.
    #12:
    Map #12: Sleeping Hive
    Undisturbed for centuries, the nest has been silent, unmoving, prepared to unleash its fury on whatever dare disturb it. This map plays with some cinematic effect in a classical mining/spider nest setup, and can be played in 5-15 minutes. Note: Extreme FPS drops can be caused if you stay in certain areas too long, and the map in its entirety is somewhat buggy. I'd suggest playing another until I can put up a fix.
    #13:
    Map #13: Cycle of Creation
    Daylight to night, darkness to light. Water to fire, surrounding the spire. Can you complete an endless loop? This map experiments with an accelerated day cycle and some interesting geometry (lost the link to the script, if anyone can give it to me I'll post it here), and can be completed in 5-10 minutes.
    #14:
    Map #14: Inevitability
    You are fated for an invariable end, only by ceaseless slaughter may you prolong it. This is one of the more challenging so far, and will require some grinding, making this a 10-20 minute experience.
    #15:
    Map #15: Tectonicide
    The very earth trembles and collapses beneath the chaos that erupts from the stampeding swarm of destruction. If Sandswarm was too much, don't even look here!
    #16:
    Map #16: Lake Infernus
    Flames dance beneath the crumbling islands of stone, weak and cracked from the conflagration that is pervasive throughout the cavern. This map can be completed with relative ease in 5-10 minutes.
    #17:
    Map #17: Fireland Bunker
    In the fields of flame this outpost stands on the brink of oblivion. This map experiments with cinematic/progressive events similar to what Sleeping Hive was trying to achieve, and is relatively short and easy at 2-10 minutes.
    #18:
    Map #18: Longfall Basin
    The endless depths of this flooded cavern fill with the bones of drowned adventurers who braved the mystic waters before you. This map is of moderate difficulty, coming in at a 5-15 minute play time. NOTE: I suggest playing with clear water enabled using OptiFine for the full effect. Disabling fog entirely is equally acceptable.
    #19:
    Map #19: C.U.B.E
    [Containment of Undead and Brutal Entities]

    A desolate prison reserved for the most savage creatures, this stronghold's walls prevent all from entering and render escape impossible. This map is of similar structure to Archincarceron with an even higher difficulty.
    #20:
    Map #20: Citadel of Entropy
    The siege begins. First the powerful engines of war, reducing walls and ground to rubble. Following comes the hail of arrows, shredding armor and flesh alike. And an unstoppable rush to finish, claiming victory over the unholy fortress on its throne of chaos. This map has a moderately difficulty play time of 10-20 minutes, and must be played in 1.4.6 or later.
    #21:
    Map #21: Extinction
    The end is nigh. Fire rains from the sky, scorching the land clean of life. This map provides an intense 5 minute challenge that is different every time. Note: Disabling particles is advised to avoid FPS drops.
    #22:
    Map #22: Redlight Reactor
    An endless supply of magma sustains the tower of energy, stretching down through the crust of the planet. This map is an endurance challenge, timing in at 10-20 minutes.
    #23:
    Map #23: Emaciation Zone
    Flourishing in the subterranean, geothermal greenhouse, malicious plant life leech the nutrients out of everything within their reach until nothing but desiccated husks remains. This map is a moderate challenge that may take 3-10 minutes to complete.
    #24:
    Map #24: Overkill
    In this fast paced arena challenge you'll need all the skill you have survive and deal massive damage. This map provides 5-15 minutes of difficult and unique play time.
    #25:
    Map #25: Nightmares of Ice
    -- Delays in map creation, coming soon! --
    Posted in: Maps
  • 12

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread


    BAM, awesome picture to grab your attention!

    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!

    ~Xek
    Posted in: Maps Discussion
  • 3

    posted a message on [CTM][Collection] Zero Mercy - A Series of Insanely Hard Maps (Legacy Download Available!)


    BAM, awesome picture to grab your attention!

    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!

    ~Xek
    Posted in: Maps
  • 12

    posted a message on [CTM][Collection] Zero Mercy - A Series of Insanely Hard Maps (Legacy Download Available!)
    All right, so as I said, I never really got around to finishing all 25 maps, in fact I only made the three. I've pretty much lost all of my interest in mapmaking and don't really have any time to get back into it to the level I was at before, so everything's indefinitely postponed for the moment. I might just release the work I've done on Syncquential to the community if someone wants to put it together or build something out of it, but besides that I don't really see myself completing it to the standards of what I originally wanted.

    Just to end things off though I'll make the three most requested Advent maps I had planned, so let me know what you want and I'll start on them in a few days.
    04 - Supernova
    05 - Petrification
    06 - Arcane Apparatus
    06 - Sundered City
    08 - Oasis of the Aridity
    09 - Ravaged Mills
    10 - Brimstone Quarry
    11 - Deadlock
    12 - Rotting Continent
    13 - Adrenaline Rush
    14 - Jungle of Rust
    15 - Defusal
    16 - Onslaught
    17 - Dancing Shadows II
    18 - Storm Brigade
    19 - Starry Mist Plateau
    20 - Unworld
    21 - The Nightfall Initiative
    22 - Terramire
    23 - Shadebrambles
    24 - Tyrant's Hall
    25 - Hauntings of Ice (full map, too long)

    Thanks all for your support and interest over the past year, I'm glad people have found enjoyment in this hobby of mine! I've loved all the videos and speedruns, and will definitely continue to still stick around to watch them. If you want a way to contact me, PM's here on the forum are still best.
    Posted in: Maps
  • 2

    posted a message on [CTM][Collection] Zero Mercy - A Series of Insanely Hard Maps (Legacy Download Available!)

    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.
    Posted in: Maps
  • To post a comment, please or register a new account.