Wizard Makers

Wizard Makers

I play a couple of maps in genres I usually avoid, and really enjoy them! I also announce the new format for Dub-Eek-Enders map playing club, and talk about shared experiences in Minecraft.


  1. Parkour maps are the most accessible genre for budding map makers. What can be simpler than placing a line of blocks, knocking out spaces and then challenging yourself or your friends to make it to the end? Kids seem to enjoy it because the mechanism is complex enough to hold their interest and test their skills. I think we need to keep in mind that there are different audiences for maps and that a lot of the sophisticated mechanics that are POSSIBLE are not required for a fun, engaging time.

    With that said, I hate parkour. Loathe it.

    1. I agree parkour is a easy and great tool for challenging and building spacial reasoning. Rixiot said my favourite quotable on mechanics: Why does it have to be a teleport, elevator, or whatever? Why can’t we just build a staircase like normal-ass people?

      Level design is at the core of what I believe make an interesting and compelling first-person game. The more well-designed the level is, the more opportunities the player has to make logical leaps (heh, ’cause it’s parkour). I also believe parkour is inherently a platformer puzzle with often a strong-punishment for failure.

      Of course there’s different audiences for maps! What I would love to see is simple concepts, like what Wizard Academy has, pared with PURPOSEFUL level design. While i thought Wizard Academy had a strong core concept, the map felt lacklustre in many other areas, particularly with length and repetition. After “solving” the same platforming challenges around 5-10 minutes in a row, I find it difficult to believe it was a fun, engaging time. I spent more time thinking about how the block path mechanic could be used to create different puzzles, and I sincerely hope the creators play with the concept more.

      To expand on your point just a bit more…as I see I’m rambling a bit here…complex mechanics are definitely not necessary, but creating situations which allow the play to learn use the ability in a different way and build upon that (a la Mario games recently) is a great way to keep players learning.

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