• 0

    posted a message on [CREATION/ADVENTURE] Vertoak City V14.0 For 2022 Massive City (Amazing detail)

    The Map is useful for people who aren't good at building or who need to brush up on their skills at interior design. Aaaaaaaand that's it. If only such time was put into something useful.

    Posted in: Maps
  • 0

    posted a message on #Deleted

    Bro. I'm telling you this as someone who's played Minecraft for a long time. People are bored and tired of KitPvP. It's been around too long dude. Though "Rocket Jumping Parkour" and boat racing sound unique, they're more knick-knacks that you play when your pissed off at the actual gameplay of the minigames you host. What I'm saying is: If you want to make a minigame server, come up with some decent and original ideas for minigames. Looking at the server you have now; you're too small to do anything else. In my opinion, we need less minigame servers and more servers that have gameplay that doesn't make you grind minigames for literal years in order for you to get a nice hat (Not that your server is one of those servers, by the way). Anyways. Wish you luck dude.

    Posted in: Maps
  • 0

    posted a message on Temple of Zerone

    Hey man. You are definitely a genius with puzzles. But... I think some of your aesthetics may need some work. Though I absolutely loved all the palaces, I do concur with the above answer; they are too small individual bosses in them, and though bosses are not necessary, players need something to satisfy them and challenge them at the end of the map. I need something to kill. Other than that, gameplay is Metroid/Zelda like, of which I appreciate upon a paramount scale. It was a good map for the 2-3 hours it lasted. (BTW I definitely was inspired by the Palace of Ice)

    Posted in: Maps
  • 0

    posted a message on [CTM] The CTMCommunity Maps Thread - Discordancy, Austerity, and more! - Scarcity, the sequel to Austerity newly released!

    I suppose we can agree to disagree upon the first paragraph, it may merely be a difference in strategy. It's not a huge issue imo! Still playable, so it's all good!


    I kind of guessed that, but I was really giddy to get into reviewing the map because it's genuinely a great first go at map making. I expected the aesthetics to scale well as I kept playing.


    I think this next part may also be a matter of opinion. I prefer to use a huge beautiful area to hook the player, which may also be a reason why I prefer to closely control mobs, or else the player would be destroyed by waves of natspawns, so I can provide a challenge, but also not rely upon luck to spawn enemies that won't eviscerate my player from the get-go.


    The way I like to light up large areas like this is pure torching, tanking the damage, and then breaking spawners upon another wave. Shooting Stars compromise me because the other mobs shooting arrows and blowing up bring me down enough for the shooting stars to pop me a few times and I die. That said, I'm really not used to enemies like this.


    I did quite like the first portions of the map, and I'll update my review because I'm rather confident my opinion of the map with improve more as I continue. Thanks for the detailed response!

    Posted in: Maps
  • 0

    posted a message on [CTM] The CTMCommunity Maps Thread - Discordancy, Austerity, and more! - Scarcity, the sequel to Austerity newly released!

    I should specify: Natural Spawns given by the coding to spawn enemies in the dark of the cave. The map maker should always presume control over the amount of mobs that spawn in the beginning area down to a science. This prevents say, 3 witches from spawning and wrecking your player's ****.

    Posted in: Maps
  • 0

    posted a message on [CTM] The CTMCommunity Maps Thread - Discordancy, Austerity, and more! - Scarcity, the sequel to Austerity newly released!

    Alright: This is my review.


    The map has good potential. Overall, I'm feeling okay about the map. Now, the map may get better as it goes on, but after the first 2 hours of gameplay I feel like I have a good grasp of what your mapmaking skills as a group are like. But there is going to be a hard reality to this review focusing on the various flaws of the map, and sometimes the flaw is in the creation in the map itself, violations of "Map Theory", if you will. This review will be split up into Aesthetics, Level Design, and Enemy Design, all of which will average out into your grade out of ten.


    Aesthetics: This map is sort of cool looking... yeah. But that's all. I see an effort put in, but I'd bet all my marbles that if only one of the map authors were to be working on the map alone it would pretty much look like **** assuming everyone pitched in with the set pieces and the atmosphere. If you had only one person work on those things though, I'd say they did good, but not great. On top of that, I'll give y'all the benefit of the doubt that as the map progresses and the stakes get higher, and so does your standards as builders, that the quality of the aesthetic improves as you go on. That said, I feel like such a big crew should be able to kick a little more ass in the Aesthetic department. Now, that said, I actually don't know who was responsible with the aesthetic, and I can't really know the processes that went into the building. The thing about where you are on the scale out of 10 is that nobody but ridiculously skilled builders know how to tell you what to improve, so I'll mostly just shut my trap about how to get better about the look of the map. I will say this though: The natural scenery needs more texture. AESTHETIC SCORE: 7.5/10!


    Level Design: It's meh. Levels are creative, fun, secrets are abound, and the levels give an air of grandiose quest. The monument is up front, and you get dumped right into the action. But it's got cons. so let's jump into it. First of all, your loot scales too damn fast. I shouldn't be dumped into the first area and already have access to endless mushroom stew and stone tools, and then have furnaces, cobble, anvils, bows, and the like. It's too much. Secondly: Shadow of Pluto isn't a good start to your map. The starting area feels cramped and enemies can jump on your ass at any moment due to the fact you never truly take command of the map at a whole when it comes to enemies. Never, and I mean NEVER EVER let mobs naturally spawn in your beginning area. It gets really hard to control, and it's frustrating to the player to have to immediately be on their guard for not only your spawner mobs that you have control over, but also the natural spawns. You don't know what MC is gonna do with that dark space right next to spawn dude! Thirdly and Finally: The Mcguffins and Collectibles can be a little confusing. I'm not sure where I should go first for dungeons, because I don't know what order the records go in, and I'm not sure where Prismarine pieces may be hiding. I just recently found one in Intersection one, which makes me think: I wonder if there are any in the Monument area. Give the player some notice about how many may be in an area, and tell them if there aren't any in an area either. Highlight these areas as "Off limit Zones" or something. That said, it would be pretty wicked to do some Peach's Castle-esque Primarine hunting inside the monument area. Final Note: The mine area, though very, very overwhelming for a fresh start player, is pretty dope. And for this reason and this reason only: Mineshaft B is ****ing off the wall. That should have been the Record area imo. It had consistency, beauty, danger, the whole shabang! Hide the prismarine in Mineshaft A please! It's so much easier than Mineshaft B, and it doesn't make much sense that the record is there. Now I've rambled long enough, your LEVEL DESIGN SCORE is 6/10!

    Enemy Design: There isn't much to say. At least you had custom mobs. As I said above, you need to turn some of these areas to void biome or MushroomIsland, just because then you have more purchase on what happens in your map. The mobs are usually kind of bland in these first few parts. The only counterexample to this is the Shooting Star. And god almighty, update those ****ing things. A mob should never ever run faster than the player. My first death was to a Shooting Star, and I could have gotten away if it'd not been for the damn guy tailing me all the way to the teleport button. But other than that, er... yeah. That's it. ENEMY DESIGN SCORE: 5/10 (Or 5/10 for us blind folk <3)


    Alright... so closing thoughts. You have a LOT of people developing the map, which may be advantageous to pumping it out sooner, but isn't advantageous for building a truly great map. It creates disconnects and generally weird little things that definitely aren't conducive to the overall quality of the map. You guys did pretty good at keeping the whole map clean and it sometimes feels for a little bit like only one person made the map. Which is a very good thing. But yeah, I'm not going to deride you for any bugs, nor will I say that this score is official or set in stone, as the Map is in Open Beta: But your OVERALL SCORE IS....


    6.5/10!

    Overall, it's a pretty fun map from just the first intersection, and I'll make sure I give an update to this review if my feelings change throughout my playthrough, and its definitely worth playing because overall it's decent and well put together.

    Posted in: Maps
  • 0

    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    Alright, just killed Witley, and that boss was.... an experience. I liked the mechanics, and the way the hint system was set up. I like the map so far, and your building ability has surely increased in the making of Intersection 1.
    Posted in: Maps
  • 0

    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    This Map is looks really good with some fun mechanics, I thought that I was the only one who gave a damn about Bosses too! Now, my Bosses utilize PSI abilities (Those who can buff themselves, debuff the player, clear PSI effects, even confuse the player and the person playing it, or causing damage or reneging their health) but I'm curious what you did.
    Posted in: Maps
  • To post a comment, please .