Terraria

Terraria

Not enough ratings
Count's Manor: Secrets of Past and Present Update
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
13.897 MB
12 Jul, 2023 @ 6:25am
18 Oct, 2024 @ 9:42am
2 Change Notes ( view )

Subscribe to download
Count's Manor: Secrets of Past and Present Update

Description
Welcome to the Count's Manor Adventure Map, Paladin!

The Kingdom of Kilmaine is under attack by the dastardly Count of Darkness, an immense, monstrous spider necromancer with unimaginable power over dark magic! You have been tasked by the King of Kilmaine to go to the titular Count's Manor and rid the world of this pest once and for all!

You will embark on a massively Castlevania inspired adventure, through perilous graveyards, disgusting flesh pits, accursed corridors and much more up until you reach the final boss of the Count's Manor!

There are many ways to traverse through the Manor, however. Are you an expert swordsman, skilled in the art of the blade, or perhaps a magician, taking down your foes with many different kinds of magic attacks, or maybe a speedy glass cannon, taking down foes faster than they can take you down? The world is your oyster!

With the Secrets of Past and Present Update, The Manor grows ever more treacherous! 4 Brand new areas await you with this update, each one helping expand the Map's playtime and adding a whole lot more to explore! Yet these new areas are not all sunshine and rainbows, it takes a keen eye and an even sharper blade to best them and discover the secrets of The Count's Manor!

But new areas are not all that awaits you, however. Many things about The Manor have changed, with a certain... Hellish... area having been completely overhauled from the ground up! Can you hold yourself together within this place and claim victory, or will the Kingdom of Kilmaine lose its only hope?

Before you begin, however, make sure you have the Count's Manor Music Pack subscribed to! Here is a link:
https://steamproxy.com/sharedfiles/filedetails/?id=2927468555

Happy hunting, Paladin!
17 Comments
Lord Nonsense 23 Dec, 2024 @ 11:32am 
Couple more tips I thought of:

A: Add some screenshots to the Steam Workshop page here. Pick spots that look nice, but aren't spoilers or anything. It will make people that find this map more likely to actually try it.

B: Use TEDIT to delete the rest of the world, or at least replace the rest of the world with a solid, singular block like dirt. This will improve load/save times for the world, and make downloading the world file/importing it a quicker task. Not only will it be nice for the ppl that play it, but it might save time for u in the long run. I know it does for me, with how often I bounce between TEDIT and in-game when I'm making maps.
Lord Nonsense 23 Dec, 2024 @ 11:32am 
You're very welcome. I didn't expect anything to be done about the visuals, as it would be a huge amount of effort to redo things, just to satisfy a small handful of people. Definitely not worth it. Maybe there's some visual settings I can change that will help me out.

I might try playing through it again after the next update.

I remembered another bug. Right next to the EOC arena is a room with two chests in it, and is blocked by a shimmer pool. You can get through into there without the chromatic cloak.

I didn't actually realize that was a bug at first, cause it was the first appearance of the shimmer, and I just thought entering that room was a minor puzzle.
ManPerson  [author] 23 Dec, 2024 @ 10:41am 
@Lord Nonsense WOW that was a huge review... Well, thanks for everything you said, I greatly appreciate it. I already plan to fix most of the stuff you mentioned, though it will only happen after the 1.4.5 update cause I don't want it to drop like... a day after I update the map and miss out on all the new cool mechanics.
The BIG thing I plan to fix is the enemy spawns, cause the wiring is VERY ass since i'm not good at it (hell I plan to redo the entire wiring of the map, it's that bad). I had friends complain about them, a youtuber complained about them and I can definitely tell it's a terrible issue. I will see what I can do about it.
Haven't had anyone complain about the visuals though, so I don't really know what to do about that, sorry.
I will keep note of what you said when it comes time for the next update, so thank you!
Lord Nonsense 23 Dec, 2024 @ 6:43am 
COMEDY: 7/10. Lots of funny signs, including 4th wall breaks. Though, as previously mentioned, the map doesn't seem to want to let you read, so you'll miss some of the comedy. Maybe that's part of the joke?

ORIGINALITY: 6/10 This map doesn't really do anything differently than other maps, it just does it better. It does have a music pack though, and most maps don't. I highly recommend it, and it's the only reason I rated it a 6 on originality.

REPLAYABILITY: 5/10. There's going to be more added to the map. That would be the main reason to replay. Or maybe you want to run through it again to read all the signs you missed.

AVERAGE RATING: 7.3/10. I recommend it.
Lord Nonsense 23 Dec, 2024 @ 6:42am 
GAMEPLAY: 7/10. Simple, but solid. Mostly combat, with bits of parkour and puzzles.

LENGTH: 9/10. Map is huge, and will take a lot of playtime to beat, especially for weaker players. Map is still under development, and will get even bigger.

VISUALS: 9/10. True talent on display. Though some areas might cause headaches. Maybe I just have some minor photosensitivity issues, not sure.

STORY: 8/10. Map has a HUGE amount of lore, though I've only read like half. It doesn't like letting you read it though.
Lord Nonsense 23 Dec, 2024 @ 6:41am 
It was the repetitive and eyesore visuals, and the repetitive combat combined with no end in sight that made me quit the map. I was having trouble following the story, (maybe cause I missed dialogue or something, idk), but without any end in sight, and nothing new to break the monotany, I stopped.

I'm aware that you're planning to add more to the map, and that's a bit boggling, considering how much it already has, and how much time and effort you've already put into it.

But I have to ask, does the map actually have a conclusion, or is the addional content you're adding just side-areas?
Lord Nonsense 23 Dec, 2024 @ 6:41am 
NEXT TOPIC(VISUALS): You are an amazing builder, that much is clear, but the quality of building does drop in a few places(not a huge issue). The color palettes clash in a few places, and certain areas are a complete eyesore(like the fleshy, eyeball, lava area)

The manor is of course, amazingly put together, and overall visually great, but the cluttered art style(I don't know what else to call it), where every available space is packed with a decoration or a varying color or texture, can be a bit tiring when it covers the entire screen and never ends. And then it repeats. Over, and over. Yes there are places that are different in it, and are very refreshing, but by time I reached celestial observatory, I was very sick of the repeating, cluttered visuals that made things so hard to see.

It's mostly the middle to late sections of the manor, and the eyeballs that gave me issues.
Lord Nonsense 23 Dec, 2024 @ 6:41am 
NEXT TOPIC(MUSIC): Very nice. Really adds to the map.
Lord Nonsense 23 Dec, 2024 @ 6:41am 
NEXT TOPIC(PUZZLES): There are a lot good puzzles, and the map actually tells you what the puzzles are and that they exist, instead of making half the puzzle finding out that the puzzles exists. Most aren't too hard, and I'm not going to complain about any being too easy. But a couple are buggy I think, but there's one in specific that I have a problem with. It's in the jungle.

The switches are strewn around randomly, and are hard to reach, and while I'm at the switches, the blocks they are actuating are off screen, so I can't see what each one is doing. Also moving between them is an annoyance, and there are enemies constantly attacking from the side as well.

Last about puzzles is, I think the difficulty should have some effect on the loot. Some were really tough, but didn't give something that made it feel worth the effort.
Lord Nonsense 23 Dec, 2024 @ 6:41am 
Running past the enemies and accepting some dmg is an option I've used a ton, but it causes chaos when I trip more player sensors and have a small army converging from both sides, along with phasing, flying, and teleporting creatures after me. Usually I just try and make it to whatever chest I want, loot it with autopause, then accept my fate.

What I'm suggesting here is a long cooldown on certain mob spawners, so that you're likely to have beaten them all before the thing resets and can spawn more.

More so, there are certain areas that I've long-since thoroughly explored, but end up traversing constantly, which still relentlessly chuck the same nusiences of enemies my way. To cut down on that grindy repitition, I'd suggest adding a way to disable the traps in certain areas, so that they'll be friendly and calm.