Published Oct 25th, 2020, 10/25/20 2:59 pm
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- 18 downloads, 0 today
32
This is a maze map, but not your ordinary maze map. No, this maze map is made entirely within the span of a single minecraft chunk! Not a block can be found outside the exact parameters of this 16 x 16 area, nor will you, the player, have to exit it at any point!
In terms of specifics to know about the map, there really isn't all that much.
-The map is more enjoyable with particles minimal, graphics fast, and clouds off.
-It is multiplayer compatible but the titles might be a bit messed up if the people are on different floors.
-The only rules are really not cheating, and if you're recording, linking the map page in the description.
-Playtime depends on the person, but I doubt it would take less than an hour.
-The first few floors, you'll probably breeze through, but the later ones will be more challenging.
-There are 33 floors in total, not counting the final or starting rooms.
If you find any bugs, please let me know.
Discord Server: https://discord.gg/zJpRATM
In terms of specifics to know about the map, there really isn't all that much.
-The map is more enjoyable with particles minimal, graphics fast, and clouds off.
-It is multiplayer compatible but the titles might be a bit messed up if the people are on different floors.
-The only rules are really not cheating, and if you're recording, linking the map page in the description.
-Playtime depends on the person, but I doubt it would take less than an hour.
-The first few floors, you'll probably breeze through, but the later ones will be more challenging.
-There are 33 floors in total, not counting the final or starting rooms.
If you find any bugs, please let me know.
Discord Server: https://discord.gg/zJpRATM
Progress | 100% complete |
Tags |
tools/tracking
4810115
2
bewildering-spire
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I feel like the map takes two long to get going. The use of invisible blocks with the path layout plain to see is a great idea in establishing the feel of navigating these levels is a safe environment I feel there's too many of them, you probably needed three to four at most and then moved onto 3-4 of the two block high mazes before getting into the real meat of the maze.
I think the last four levels are too hard, they're not so much challenging because you're not using any skills to navigate them, you're just going through them hoping you stumble into the exit. Memory is really the only skill you can use here is planning and memory. So in the first water level the player has to constantly scan the level to determine the correct path and the next level you can see the next maze and have to look at the layout to determine the best path forward. 16x16 layout lends itself well to this kind of planning and the best way the raise the challenge is to raise the size of the maze.
Dead Ends were particularly frustrating in the last few levels. My best suggestion is the not have them and rely on loops so the player isn't broken out of their rhythm. I also found those levels disorienting at times where I forgot where I was constantly. Being able to have an outside reference like the outside walls isn't a requirement but helps in giving the player something to go off of. I'm not saying that you can't make these levels but the ones you have presented a very flawed. What I would try is making it so the player can see the bottom layer (Easy mode if they can see the tunnels the lead up top and Hard mode if they can't) making each shape as memorable as I can so although planning may be really hard, it's at least possible. That of course is up to you.
I must say though, I really like the Arson Adobe level. Definitely the best named level in the map. I like how you can kind of see the layout with the fire helping to very partially blend it in.
This is a pretty decent map and I'm quite impressed at bits and pieces that you have presented here.