10
As of the 28th of january 2026, the map is now on version 1.21.5 (still a W.I.P. map)
A dungeon style map where you fight mobs, collect there drops and trade them for gold to aid you in battle.
Explore the basement, sewers, mines and a mysterious underground city in search of free armor and weapons.
Fight against of variety of mobs. I know it's a lot of zombies, skeletons, etc. but each mobs has a lot of variation to spice up the encounters.
This include fast zombies, slow zombies, zombies on top of other zombies, zombies that deal status effects, skeletons with different arrow types, armored skeletons, skeletons that float, really fast slimes, glowing invisible slimes. etc.
But with all of theses enemies, you got to have a good way to arm yourself. Utilize potions and armors that increase your health, weapons that knockback the enemy to next week, weapons that can 2 hit kill mobs with 20 hp that also set enemies on fire, potions that stop anything in it's tracks from moving and seeing, potions to make yourself harder to kill.
And what about areas to fight them in. What about a cafeteria, a bathroom, storage rooms for wood and gravel, in a giant mineshaft, in some testing grounds, in a dance room, etc.
And there's also hazards, like debris falling from the ceiling changing the layout of a room while you are fighting, potion waves that leave stuff not suited for the living in a line that spawns up to 100 blocks and beyond. What about moving cover, slime floors, 1 block gaps to allow some mobs to take a different path.
And there's also some parkour areas. Most of them are short and give out rewards for taking on the small challenge. But the bigger ones are hidden in a secret floor that you must pay the key to access it. If you can beat them, well, there's are tridents to find.
If you play this for YouTube or twitch, I would enjoy it to see it.
A dungeon style map where you fight mobs, collect there drops and trade them for gold to aid you in battle.
Explore the basement, sewers, mines and a mysterious underground city in search of free armor and weapons.
Fight against of variety of mobs. I know it's a lot of zombies, skeletons, etc. but each mobs has a lot of variation to spice up the encounters.
This include fast zombies, slow zombies, zombies on top of other zombies, zombies that deal status effects, skeletons with different arrow types, armored skeletons, skeletons that float, really fast slimes, glowing invisible slimes. etc.
But with all of theses enemies, you got to have a good way to arm yourself. Utilize potions and armors that increase your health, weapons that knockback the enemy to next week, weapons that can 2 hit kill mobs with 20 hp that also set enemies on fire, potions that stop anything in it's tracks from moving and seeing, potions to make yourself harder to kill.
And what about areas to fight them in. What about a cafeteria, a bathroom, storage rooms for wood and gravel, in a giant mineshaft, in some testing grounds, in a dance room, etc.
And there's also hazards, like debris falling from the ceiling changing the layout of a room while you are fighting, potion waves that leave stuff not suited for the living in a line that spawns up to 100 blocks and beyond. What about moving cover, slime floors, 1 block gaps to allow some mobs to take a different path.
And there's also some parkour areas. Most of them are short and give out rewards for taking on the small challenge. But the bigger ones are hidden in a secret floor that you must pay the key to access it. If you can beat them, well, there's are tridents to find.
If you play this for YouTube or twitch, I would enjoy it to see it.
9 Update Logs
Updating for 1.21.5 : by Mathtriqueur 01/28/2026 4:34:34 pmJanuary 28 @ 9:34 pm UTC
Thanks to the Easy map Updater project, the map now runs on 1.21.5
Here a list of balance changes (excluding the stuff obviously changed from updating the version itself):
- Nausea skeletons nerfed arrow duration from 10 second down to 0.5 (won't really nausea, more an issue with some old effects switching from seconds to ticks)
- Collateral, Lob Bomb and all splash versions of Ironizer potions have been removed.
- All remaining shop potions except the equivalent of bonk atomic punch are now stackable (64 for absomor, 4 for ironizer, 9 for aura of frost)
- Exotic potion seller now sells the ironizer potion. Ironizer potion seller removed as a result of this change.
- Dylan as more health and no longer uses absorption (might change this later since it does make him more likely to last 4 ot 5 cycles of fighting rather than 3)
- Added around 1 gold block worth of extra loot in already existing chest on floor 3
- Removed the respawning support skeletons at the floor 3 fight in front of the book store
- Added an extra lore book to explain a bit more in detail the Deathleton Behavior (haven't tested if it breaks in multiplayer again)
- Added some cherry signs for explaining any possible missing part of floor 3.
Here a list of balance changes (excluding the stuff obviously changed from updating the version itself):
- Nausea skeletons nerfed arrow duration from 10 second down to 0.5 (won't really nausea, more an issue with some old effects switching from seconds to ticks)
- Collateral, Lob Bomb and all splash versions of Ironizer potions have been removed.
- All remaining shop potions except the equivalent of bonk atomic punch are now stackable (64 for absomor, 4 for ironizer, 9 for aura of frost)
- Exotic potion seller now sells the ironizer potion. Ironizer potion seller removed as a result of this change.
- Dylan as more health and no longer uses absorption (might change this later since it does make him more likely to last 4 ot 5 cycles of fighting rather than 3)
- Added around 1 gold block worth of extra loot in already existing chest on floor 3
- Removed the respawning support skeletons at the floor 3 fight in front of the book store
- Added an extra lore book to explain a bit more in detail the Deathleton Behavior (haven't tested if it breaks in multiplayer again)
- Added some cherry signs for explaining any possible missing part of floor 3.
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Enemies not spawning at the correct height in the 4 lever fight in the sewers.
Quicky creeper not spawning at the correct height before the totem shop.
Waves 1,2,3,4 and 6 of the sewer corrupted cult arena not working properly since the tag that checks for the enemies and the tag the enemies have are not the same.
Weak baby drowned being hard to hit on a server due to there high speed (Might give more health II splash potions in the sewers to help with that.).
If they are any other issues, please reply and I'll try to fix it.