Minecraft Maps / Challenge & Adventure

Tylaria - (Adventure Map)

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GizMoJoe's Avatar GizMoJoe
Level 15 : Journeyman Architect
10
This is my baby, in the land of Tylaria there is a dwarven capital, nordic snow village, medieval ranger town, arabian sand village, and much much more covered in random locations and basic bandit hide outs too abandoned tombs and crypts... its a full functional adventure map with lore quests and art around every corner... for xbox only!!! Gt. iiTz BadMojo

PPLEEAASEE TELLL MEEE WHATT YOUU GUYYS THINKKK!!!!!!!!!!!!

let me know what i should build next and ill upload it on here... :)
Creditjamzi, madnes, iiTz BadMojo, balllightning42
Progress80% complete
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1 Update Logs

Update #1 : by GizMoJoe 04/09/2014 4:49:35 amApr 9th, 2014

finished and started more citys and builds but most of all the dwarven capital bloodstone is finished and pics r posted in other projects i build for others to be inspired so i hope i did a good job of that!

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1
04/09/2014 10:04 am
Level 37 : Artisan Nerd
Gundamit
Gundamit's Avatar
Not bad at all man, not bad at all. Your use of natural elements (vines/snaking leaves/trees) leaves little to be desired, your material choices seem to be consistant throughout the map (no random pallete changes), your texturing on pathways & in some other smaller areas fits perfectly for its intended purpose. Your attention to detail on walls in (what appears to be) a dungeon is clearly shown, most of your areas are well-lit, and as far as I can tell you've got no problems with headroom or any inkling of claustrophobic areas.

Couple of suggestions though, and this's probably just me being picky:
  • Some of your background scenery/supporting landscape seems a bit rough. Images 8 & 10 show a few really....constant, I suppose the word would be, slopes on your land.
    • In image 8, there's a large rock mass to the left of your waterwheel/waterfall. One side of that seems artificial, as if it was dug at a constant angle and not shifted there naturally.
    • In image 10, the sides of the cavern entrance come to distinct points, there doesnt appear to be any slope, overlap, or anything of that sort that'd imply a naturally occuring cave mouth.

  • Some of your structural detail seems to stand out a bit too much near natural formations, such as rock masses or hills. For instance, referencing image 10 again, on the second level there appears to be a pathway running over the entrance of the cave/dungeon. However, the left side of this pathway is blocked by a cave wall, which appears to be flat. The point I'm attempting to convey here is that there are areas where there's a clear line between what's seemingly natural & what's been artificially constructed.
  • I've noticed that all of your Logs on this map are facing up. I'm not entirely versed in where the Xbox version of MC stands as far as in-game advancement, but at your earliest convenience you should look into either rotating most of them to fit their purpose, or finding some other materials to splice in. Perhaps, for instance, on the beams running over the dry-dock, you could place trapdoors or wooden pressure plates over the exposed log interior.
  • On the subject of wooden materials, I find your dry-dock area to be a bit monotonous. There's FAR too many Oak Logs/Planks in one area, and from an outsider's perspective it all blends together. Try adding in some Spruce logs to liven up the area, or some sort of wool banner, or something, anything really.
  • I'm a bit confused by your fourth image. Am I right to assume it's a gondolla of some sort? A hanging public transportation system? If so, I have several more questions:
    • Firstly, why is the line it runs on the same material as the car itself?
    • Secondly, the car appears to be 5 blocks wide. Including the torch posts on its sides, it's 7 blocks wide. Why then is the entryway to this area 5 blocks wide, smaller then the width of the car? It would make more sense to me that the entryway to the station should be at least 9 blocks wide, to accomodate any swinging motions the car may experience. The overall height of the station area appears to be 4 blocks tall (at least at the entryway). This again doesn't mesh with the dimensions of the car. My suggestion here would be to make a smaller car, possibly without seats, and to slope the floor of the station area a bit, with half-slabs on its floor.

All in all, this's an excellent map, and I'm sure that many people will/have enjoyed it. With a bit of tweaking, it can be even better. It's a real shame that you're limited to the Xbox version of the game, as there's a lot of missed potential both in map development & in social recognition for your work. Take a diamond, you deserve it. I'll be watching you, and hope to see more creations of this caliber & beyond.
1
04/10/2014 3:01 am
Level 15 : Journeyman Architect
GizMoJoe
GizMoJoe's Avatar
if u had xbox version i would of loved to get yr input after showing u around an ty for letting me know about advertising for diamonds on here i wasnt aware of that rule
1
09/25/2013 5:55 pm
Level 15 : Journeyman Architect
GizMoJoe
GizMoJoe's Avatar
Hell yeah!!!!
1
09/25/2013 9:09 am
Level 23 : Expert Architect
RageMusic
RageMusic's Avatar
best build adventuremap evaaa??? :D
1
05/21/2013 2:29 am
Level 15 : Journeyman Architect
GizMoJoe
GizMoJoe's Avatar
I dont know about you guys but this looks cool too me.... :)
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