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?
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.
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.
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.
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.
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.
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.
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! --
Problem 1. Evil.
2. Even more evil.
3. Not fun.
4. I double posted, that's how bad it is :Pim not saying there isn't potential, good idea, areas look nice.
Have you ever been playing Minecraft, and thought to yourself, "This is just way too easy"? Did this thought occur while playing that "VERY-HARD-ROM-HACK-SUPER-INSANE-IMPOSSIBLE" CTM map? That is where these maps come in, something to fulfill that difficulty to the letter.
its a good map, but if this is just training, then no one is gonna wanna play your maps. there TOO hard whether you explained it or not
I probably should have posted this somewhere else, but in the ReadMe file I had:
Quote from ReadMe.txt »
While playing this just remember that it is designed to prepare you, and increase your skills. It's unlikely you'll beat this map, but that doesn't mean you can't still get something out of it.
So you can think of it as one of those never-ending games (e.g. tetris) which you will never beat, but that doesn't mean you won't get good at it.
To bridge the gap between a tiny training map and massive full sized CTM, I've released a Mini-Map Dragonstone Keep! Check it out in the downloads section, hope you enjoy!
So a little update on what's going on with these maps...
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:
Apocalyptic Inferno is looking good.
I played Dragonstone. Spent 10 minutes puching through stone, then had to stop because the map was killing my computer.
But good job anyway! I completely fell for the chest traps at the start...
Apocalyptic Inferno is looking good.
I played Dragonstone. Spent 10 minutes puching through stone, then had to stop because the map was killing my computer.
But good job anyway! I completely fell for the chest traps at the start...
Thanks! Too bad you weren't able to play much, but at least you got to see some of it though (Did you have OptiFine by the way?).
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.
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
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
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
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
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!
---
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!
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:
IQ Agility (v1.2): Download!
v1.1: Download!
v1.0: Download!
SCREENSHOTS:
COMPLETE TRAINING & PREPAREDNESS TEST(v1.0): Download!
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…
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:
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! --
2. Even more evil.
3. Not fun.
4. I double posted, that's how bad it is :Pim not saying there isn't potential, good idea, areas look nice.
I thought I made a good point of explaining the difficulty...
WHAT?!
Danger zone.
Yeah, I just realized that when I went to edit the formatting it somehow double posted. I removed the other thread now since this is the real one.
Thanks everyone! It's nice to know people like my work (despite it's difficulty ;))
I probably should have posted this somewhere else, but in the ReadMe file I had:
So you can think of it as one of those never-ending games (e.g. tetris) which you will never beat, but that doesn't mean you won't get good at it.
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 played Dragonstone. Spent 10 minutes puching through stone, then had to stop because the map was killing my computer.
But good job anyway! I completely fell for the chest traps at the start...
Thanks! Too bad you weren't able to play much, but at least you got to see some of it though (Did you have OptiFine by the way?).
Awesome, I'm really looking forward to it!