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The Magma has collision with map objects. This includes the TNT, Medbox, dropped inventory items, and shot Arrows. If the Magma gets stuck you need to pray that the Magma gets unstuck, and that it doesn't delete the object that got it stuck. Unfortunately, of the 10 times the TNT Managed to get stuck, 9 times the TNT got erased from existence, forcing a map restart. I am aware you are aware of this bug, but I don't care. This bug is downright godawful and needs to be addressed, even if it means completely scrapping this room.
The majority of the times the Magma got stuck, it was a newer player failing the jump and their objects jamming the magma, or someone making the mistake of shooting the Bow and an arrow getting lodged in the worst spot. Both of these always seem to force a restart as the Magma will never get itself unstuck, ESPECIALLY if its due to an arrow in the wall as it becomes impossible to grab the arrow, and the Arrow won't move by itself. Arrows can also block the magma by having a zombie killed with them fall into the gap.
But this bug is not why this part sucks and made the map impossible on nightmare. No. It is the third platform. You decided to place a crap-load of runners here, that just material out of thin air. They cannot get you across the gap. but will never get close to the edge so you cannot melee them. The only time they will go near the Edge is if someone makes the mistake of jumping, in which case even on classic or casual difficulty they WILL get mauled to death near instantly, and then potentially jam the Magma due to their inventory items.
Essentially, you're forced to shoot the majority of them before you can even jump across. This takes and requires a massive amount of ammo. Ammo, that outside of the spawn room, does not spawn on the map. Sure, there is the occasional coal block that drops a single box of random ammo, that you got 0 Guarantee of being able to actually use, and there is a single guaranteed CZ with a full magazine, but none of it is enough by itself. I've easily blown through 100+ rounds and still had enough runners left alive due to them respawning, the distance of the shots, the runners moving, etc, that getting across was impossible.
This is why the map is impossible on Nightmare. Nightmare zombies have increased HP, making the ammo requirement both higher than on classical, and making it harder to melee them to death, meaning there is a higher amount you need to kill before you can get across. It is technically possible to complete this on Nightmare, but you would need really good RNG on the ammo spawns, NEVER FIRE A SINGLE BULLET AT ANY OTHER POINT IN THE MAP, and not have anyone die to a death-pit or lava so you can get all of the ammo across. Oh, and you can't use a bow either, because the Bow has a high chance of softlocking the Magma. And the Magma itself stops bullets, so the actual act of shooting all of the runners takes forever even if you do have enough bullets.
Whats your reward for finally killing them so you can get across, and avoiding all of the magma softlocks? You break the cracked Brick/Cobble and... it spawns more runners. behind the cobble. Out of Thin Air. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
28. Another potential softlock. There is a drop off here you cannot jump back onto. Accidentally forgot TNT or welder at the top? better restart map. Would be absolutely soul-crushing to have this happen after finally making it past the horrid Magma Falls room.
29. Why isn't this a respawn point? There is a resupply crate here, and with how long the map is, this would be a fantastic spot for a respawn.
30. Minor issue but the TNT explosion is lacking an actual explosion sound and the fact it only breaks like 4 blocks feels comically small for all of the hell you went through to drag it over here.
31. It is not clear at all that you can weld open the double Metal doors, especially as you could not weld any other metal door open. This is infuriating design considering if you don't weld them open you cannot get past the cobble deathtrap. Making it clearer you can weld the doors would be a massive improvement.
Also, forgot to mention this earlier, but every single welder point is bugged and lets you continue welding even after the object is broken.
32. Some of these jumps are, once again, incredibly long and tight, forcing you to drop equipment, and redo the jump multiple times to get across. It would be a massive improvement to just reduce the size of the jumping area so this is not an issue.
33. Runner Swarm that cannot injure players that players are basically forced to kill out of range of the runners number 5. I'm not counting the Magma Falls room as that entire segment is depressing enough as is and those runners inflict mental damage. Thankfully, due to the resupply crate being right before this bit, its basically impossible to not have enough ammo(but i imagine bad RNG could still cause that, or people failing the jump holding a lot of the ammo/guns...).
34. Instant Death arrow traps you can barely see due to the lighting! Yay!. Slight improvement over the instant death pits as you can actually tell they are there ahead of time by noticing the block, but it is incredibly easy to miss to get a punishment as severe as instantly dying. Improving the lighting or removing these completely would be a massive improvement.
35. Why is the mandatory path to progress finding out there is a fake wall? This adds nothing to the map but making people think the map is broken. Get rid of the fake wall, that should be for a secret or something, not mandatory progression. Also, the medbox spot is all the way over here, meaning that if you wanted to use it you had to drag it through half the entire map's length and through multiple parkour segments. Needless to say, not a single person is ever going to use this medbox.
37. Why is the Nether Portal one way? It does nothing but add another potential softlock if you accidentally leave the Welder behind. What? You dropped it after the Double Metal door thinking there's no way you would need it again? Too baaadddd~ better restart the entire map again!
38. Runner horde that cannot hurt you where you're encouraged to melee them from safety number 6. You had to be doing these intentionally right? Why?
Also the model/prop/whatever it is isn't even rigged properly, and doesn't face the correct direction while moving. I would recommend just getting rid of this guy completely.
40. More Magma pits that don't teleport the Welder out, meaning its possible to lose the Welder here once again, softlocking the map. Please, let the Welder get teleported out.
41. Nether Fortress Parkour is incredibly easy to climb up, but it goes on for long enough that, once again, you're stuck waiting for stamina. Also, despite being easy, if someone does get over zealous and jumps without waiting for Stamina, its possible to lose the Welder here due to it falling into the Magma.
42. My group was too ♥♥♥♥♥♥♥ scared to try to jump anywhere on-top of the nether fortress due to the map's previously random clipping, where we couldn't tell if jumping to the left would work or be met with a random invisible wall that promptly makes us plunge to our death. Your invisible walls were so terrible they caused soft PTSD of all future jumps that were remotely vague. Please fix the invisible walls.
43. Runner horde that cannot hurt you but where you're encouraged to cheese them from safety number 7.
44. Random Pitfall in middle of the single Nether brick platform. At least this one looks suspicious, but due to the misaligned textures not matching up to where the actual pitfall is, still can cheap kill players who think its a fakeout. Please fix the misaligned textures, this has to be one of the only times a misaligned texture has caused a fatality.
45. Sometimes, runners instantly spawn in on the opposite end of the jump after this pitfall. This is stupid. Don't do this please.
46. The Hitbox on the Wither skeletons are incredibly hard to tell and inconsistent. You never feel safe even in any of the intended safe areas, especially when some areas that DO look safe are not. This would work a lot better if the kill trigger was closer to the wither skeletons instead of weirdly extended and being slightly different in size for the last Skeleton.
47. The first cubby-hole you duck into after the first Wither Skeleton has visible Nodraw on the back of several of the Netherrack.
48. Runners constantly get stuck inside the walls from the Wither Skeletons. This looks terrible and makes it annoying to progress. There shouldn't be any zombies in this segment, IMO.
49. Worst example of the Wither skeleton hitboxes goes to the last 2. The cubby in the hallway with the last skeleton does NOT look safe and looks like its hitbox extends into it, but it does not. Meanwhile, the very end of the previous hallway has a noticeable gap where neither skeleton touches it, making it look safe, but that area is NOT safe and standing there will get you killed.
50. Way, way too many runners in the last "Portal" room encourages an annoying amount of time spent baiting them out past the skeleton to kill them one by one, because trying to run past the skeleton leads to instant death via runner swarm.
51. Why is the Resupply box on the Nether side of the Portal? The Portal is one way(Another Potential Softlock), but the respawn is on the Desert Temple side, meaning respawning players cannot go back to get any of the supplies. Either make the Nether Portal work both ways, or move the supply box to the Desert Temple side of the Respawn.
52. The Magnetic Parkour room. Slow to get an entire group across due to how easy it is to knock people off. Non-Intuitive controls with a bizarre gimmick that kills people not expecting to have to air-surf across. Additionally, it is infuriating how the runners only show up once you are mid-way through the Parkour, and it is nearly impossible to land accurate shots while on the parkour. This basically forces some people to stick around on the first platform and cover the person doing the parkour, else they get instant killed at the end.
Also, yet another chance to softlock the map via having welder fall into the death pit below the parkour.
53. Why is this metal gate even here at the end of the map? Why force people to drag the welder through the entire map? It adds nothing except frustration and countless ways to softlock forcing a restart. It could just be a metal door you open with a button and NOTHING would meaningful change except for being way less frustrating.
54. Why is there such a long delay between completing the Welding interaction, the camera cutting to the extraction, and the metal gate breaking? I've seen people get killed thinking they accidentally canceled the Welder interaction the first time, leading to them being directly in-front of the runner horde after the camera snaps as they try to weld it a second time.
55. There is way too many runners that spawn in at once for this final Bit. while I love the idea of pushing through them to get to the dock and holding out until the boat circles around so you can jump on, this is not how the map plays out in practice. The amount of runners generally means people just rush the door, jump onto the Pyramid, wait for the ship, then dash for the Docks. This is a very unsatisfying end to a very unsatisfying map.
I Feel horrible saying this, but in its current state, Minecraft Adventure is one of the worst soul draining and infuriating levels i've played for this game.