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Description:
On this map, you have to get from the very bottom of the huge thigh tower to the top, passing all 9 levels. Each of the levels represents a certain area on which you have to find an exit to the next floor, as well as get resources that will help you in passing.
On this map, you have to get from the very bottom of the huge thigh tower to the top, passing all 9 levels. Each of the levels represents a certain area on which you have to find an exit to the next floor, as well as get resources that will help you in passing.
Features of the map:
- On the map, you can and should break your breakable blocks (with the exception of the hub blocks, of course), as well as place any placeable blocks.
- To make it easier to pass, you will need to explore the floors in search of useful resources.
- The map is extremely variable and has a huge number of different paths depending on the knowledge of the area, as well as the style of play!
- The map has been translated into English and Russian.
To replay the map, you will have to reinstall it.
9 Update Logs
Version 1.3.6 : by GlogolZ 05/24/2023 2:32:55 pmMay 24, 2023 @ 6:32 pm UTC
Changes:
- Minor bug fixed.
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Warning! This criticism contains spoilers about the map.
Unfortunately I didn't really find much to enjoy about this map. I'll write down why.
- The spawnroom is a little confusing. There are little rooms in every direction, and is a little bit of a labyrinth. It's not a big problem, but you could've made it more linear and straightforward.
- The gameplay is dull, all you do is break some blocks, get to the command block, and repeat. The enemies aren't a big threat, there's very little amount of them, and they are usually locked behind blocks. The only exception is the spider spawner, and the blaze spawner. The items given to the player is also not balanced. I ran out of wood and there aren't anymore after the first room, only 1-2 blocks. The player also doesn't get any food at the beggining, and you're supposed to fight blazes with like 5 rotten flesh.
- The design is also very minimal. You're locked in a bedrock room and that's it. Even in the bonus tower and other places it's not really decorated.
- The rooms are unbalanced too. You basically have to survive underwater in the 3rd level with barely having anything. I used up my wood for doors to stay alive, and because of that I didn't have any when I needed it for tools and stuff.
- The ending is anticlimactic, no boss or anything. Not even a stronger mob.
So summing up everything, this map was very weak in my personal opinion. Minimal design, poorly executed gameplay, no story or plot. I took the time to play through it so I could give an honest and authentic opinion, but it felt like I lost 2 hours from my life that I'll never get back, and I regretted it. That's never a good feeling if you're playing a map that's supposed to be good.
The only positive I can say about the map that the random mod actually works, so it shows that you did put a lot of work into it.
But even with that unfortunately I have to give this map a 4/10 at best, would not recommend to play.
It is important to state that this is only my opinion and it's supposed to be constructive criticism, I have no intention to offend the creator, I know how much work these stuff can take to make. This is why I'm writing these long messages so it can help the makers if they read it.
Have a good day!
- Danivador
- The point of gameplay is not just to get to the command block, but to gain enough resources to be ready to complete the next unknown level. Some resources are obviously more expensive: wood, iron, food, but it forces you to save every block and search the levels for whatever you can find.
- The minimalistic design is due to the fact that you must be able to break absolutely everything in the levels, which means that resources must be limited. And decorating often leads to an oversaturation of resources that the player should not have.
- The rooms are balanced, so you have to explore them, but not so thoroughly that you have to break completely. The third level should surprise :)
- The last level of the main tower is as it should be. The boss just doesn't fit the concept I did. At the end, I check to see if you have enough resources to get to the last door.
- This map doesn't need a storyline. This map is about gameplay.
I understand that my map has a bad enough design: the hub really should have been made more understandable and prettier.
To sum up, I want to say that first of all the map should test your ability to survive and use a limited number of resources in unusual conditions. Which I think I've accomplished well. I understand that high difficulty can be frustrating, but I couldn't have it any other way.
Thanks again for your feedback!