Difference between revisions of "A Whittle Story"

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(Updated my own trivia)
 
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The 2nd map created by rmanimal.
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{{Infobox_Map
 
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| image = A Whittle Story.png
== <span style="color: orange"> General ==
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| caption = A downward-facing view of the first room in the map.
=== <span style="color: gold"> Map Identification ===
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| points = 12
The map code of A Whittle Story is FFA-c-aws. It's name in the [[Checkpoint Command]] is A Whittle Story. This map falls under the genre of Pure Parkour and currently resides in [[FFA]]. The map awards <span style="color: yellow">3 points</span> on completion
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| location = FFA
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| mapcode = aws
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| creators = [[Creators#rmanimal|rmanimal]]
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| foodtype =  
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| foodamount =  
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| publication = September 16, 2016
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| description = A Whittle Story is a pure parkour map on zero.minr.org, worth 12 points. Use "/c join A Whittle Story" to join the map.
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}}
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A Whittle Story is a pure parkour map by rmanimal. It rewards 12 [[Points|FFA Points]] upon completion, and can be joined directly using “/c join aws”.
  
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== General ==
 
=== Story ===
 
=== Story ===
The player begins at the bottom of the oil drum with the message ''The workers left me to die in this combustion drum. I better escape...''. In the second room they hear a beeping noise coming from above, which reveals to be a tracking device on completion of the 3rd room. The 5th room they escape to the outside world, where they hide in a cave to escape the gases, symbolizing the end of the map.
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You are abandoned by fellow workers and must find some means to escape.
 
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=== Gameplay ===
=== Elements ===
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The parkour in the first room consists almost entirely of tight fence jumps, where the player must ascend towards the top of the room to get to the next room. The second room finds the player parkouring on top of crates, where they must avoid cobwebs in the ceiling. The third room contains even more fence jumps. After a short area of blindness parkour, there is a final section of normal parkour to reach the end.
==== Parkour ====
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=== Aesthetics ===
The map mostly consists of Fence Parkour, but it also contains other varieties of parkour. Rooms 1 & 3 have Fence Parkour, Room 2 has Web Parkour, Room 4 has Sprintless Parkour, and Room 5 has Normal Parkour.
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While inside the building itself, the walls are largely made of stone, such as diorite, andesite, and cobblestone. The different types of fences are also present throughout the map, usually accompanied by wooden planks of the matching variety. The second room of the map is designed to resemble a storage facility, and as such has chests, crafting tables, and anvils shaped into crates. The final room of the map takes place outdoors, so it resembles a valley in between two hills. The parkour in this section takes place on hay bales, and there is various plant life and podzol around as well.  
 
 
== Aesthetics ==
 
Rooms 1 & 3 are mostly the inside of a drum, with a main polished diorite wall, magmic design, a plank floor, and a redstone exit. Room 2 is the exterior of the oil drums. Room 4 is a smoke-blend, and Room 5 is a semi-grassy area.
 
 
== Challenges ==
 
== Challenges ==
It is one of many maps in the [[Hexa Challenge]] and it is the 2nd map in the [[Intermediate Parkour Pack]].
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This map is featured in five [[Challenge|challenges]]: The A-Team, Intermediate Parkour Pack, 2016 Assortment, The Path of Heroes, and Hexa.
 
== Trivia ==
 
== Trivia ==
*The map originally ended at the end of the 3rd room, but was obviously too short.
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*The map originally ended at the end of the 3rd room, but it was too short to publish in that state. The player also would spawn in the sound effect dead end in the 1st room, but the spawn has since been moved to the map's current starting point.
*The player originally would spawn in the sound effect dead end in the 1st room, but was moved into the main entry when done.
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*The player is given invincibility throughout the map, meaning they cannot die to fire or fall damage.
 
*The 2nd room has a secret sign which gives a shout-out to Pro_Luma for help designing the crates.
 
*The 2nd room has a secret sign which gives a shout-out to Pro_Luma for help designing the crates.
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'''''[[Creators#rmanimal|See all maps from rmanimal]]'''''
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[[Category: FFA]] [[Category: Map]] [[Category: Parkour]] [[Category: Pure Parkour]] [[Category: Hard]]

Latest revision as of 08:47, 6 July 2022

A Whittle Story
A Whittle Story.png
A downward-facing view of the first room in the map.
Map information
Reward 12 FFA Points
Difficulty Hard
Location FFA
Mapcode aws
Creator rmanimal
Food None
Publication September 16, 2016


A Whittle Story is a pure parkour map by rmanimal. It rewards 12 FFA Points upon completion, and can be joined directly using “/c join aws”.

General[edit]

Story[edit]

You are abandoned by fellow workers and must find some means to escape.

Gameplay[edit]

The parkour in the first room consists almost entirely of tight fence jumps, where the player must ascend towards the top of the room to get to the next room. The second room finds the player parkouring on top of crates, where they must avoid cobwebs in the ceiling. The third room contains even more fence jumps. After a short area of blindness parkour, there is a final section of normal parkour to reach the end.

Aesthetics[edit]

While inside the building itself, the walls are largely made of stone, such as diorite, andesite, and cobblestone. The different types of fences are also present throughout the map, usually accompanied by wooden planks of the matching variety. The second room of the map is designed to resemble a storage facility, and as such has chests, crafting tables, and anvils shaped into crates. The final room of the map takes place outdoors, so it resembles a valley in between two hills. The parkour in this section takes place on hay bales, and there is various plant life and podzol around as well.

Challenges[edit]

This map is featured in five challenges: The A-Team, Intermediate Parkour Pack, 2016 Assortment, The Path of Heroes, and Hexa.

Trivia[edit]

  • The map originally ended at the end of the 3rd room, but it was too short to publish in that state. The player also would spawn in the sound effect dead end in the 1st room, but the spawn has since been moved to the map's current starting point.
  • The player is given invincibility throughout the map, meaning they cannot die to fire or fall damage.
  • The 2nd room has a secret sign which gives a shout-out to Pro_Luma for help designing the crates.

See all maps from rmanimal