Difference between revisions of "Path of Choices"

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== Challenges ==
== Challenges ==
This map is featured in 2 [[Challenges|challenges]]: 2017 Assortment and Hexa.
This map is featured in 2 [[Challenges|challenges]]: 2017 Assortment, Trials of Herobrine, and Hexa.
== Trivia ==
== Trivia ==
*Currently, the Slowness, No-Jump, Boat, and Elytra gimmicks aren't seen anywhere else on the server.
*Currently, the Slowness, No-Jump, Boat, and Elytra gimmicks aren't seen anywhere else on the server.

Revision as of 00:11, 14 September 2020

Path of Choices
Path of Choices.png
A shot of the Mobstacles stage
Map information
Reward 7 FFA Points
Difficulty Moderate
Location FFA+
Mapcode poc
Creator henniboy321
Food None
Publication November 11, 2017

Path of Choices is a pure parkour map by henniboy321. It rewards 7 FFA Points upon completion, and can be joined directly using "/c join poc".



Path of Choices contains four levels, each requiring the player to pick one of two available paths. Each path has its own gimmick, often conflicting with the other option. This map uses a few gimmicks seen nowhere else on Minr.

Level 1

Slowness: The player is given the slowness effect, and they must jump on floating blocks around an urban setting. Some of the jumps, including a few 3-block jumps with only a single block of air above the player, can be quite difficult with this effect. This is arguably the easier path of the first level.

Speed: The player is given the speed effect, and they must perform many precise jumps in a row. This gimmick is very difficult to master, as the room requires the player to start over if they miss on of this section's numerous jumps. This path is recommended for speedrunners.

Level 2

Jump Boost: The player is given the jump boost effect, and they must jump across odd platforms to reach the top of a tower. This section is the less forgiving of the two, but it requires less thinking.

No-Jump: The player is given a reverse jump boost effect, making it impossible for a jump to be performed. This section contains two parts, with the second being the longer and more difficult. Some obstacles require strategy to pass, making it the better option for those who are good at puzzles. Re-logging in this section removes the no-jump effect, thereby making the section impossible (A check is performed at the end of the section).

Level 3

Obstacles: The player is put into a room where they must use moving blocks pushed by unseen pistons to make it through. (I might be missing something here)

Mobstacles: The player is put in a room where they must parkour on industrial platforms while guardians, skeletons, and creepers try to kill them. The parkour is simple for the most part, but the added mobs exponentially increase the difficulty.

Level 4

Boat Parkour: The player must ride a boat across ice to the end. Falling off the ice forces the player to walk back to the beginning of the course or /kill themselves.

Elytra Parkour: The player must fly down a long , descending hallway to reach the end within twenty seconds. The time limit is generous enough that crashing doesn't auto-disqualify the player, as they could resume their flight and reach the end within the time limit. Failing to reach the end within 20 seconds forces the player to /kill themselves.


Level 1 uses urban aesthetics, with the speed parkour being in a long hallway made of black and white concrete, and the slowness parkour being around a house made primarally out of wood and smooth stone slabs.

Level 2 uses nether blocks, with the jump boost parkour being in a large nether cave, and the no-jump parkour being in a detailed nether fortress.

Level 3 uses industrial aesthetics, with smooth stone being the primary block on both levels.

Level 4 uses more homey blocks in both levels, being made mostly out of wood planks.


Original article written by henniboy321

After playing multiple singleplayer parkour maps, I found the inspiration to make a map using single player gimmicks on a multiplayer server. With the release of theta, and while taking a break from making outpost, I started creating 8 sections each with its own gimmick.

Realising [sic] that not all players enjoy all gimmicks I introduced a choice into 2 similar gimmick, hence the name "path of choices". Each choice has its own palette and building style. To give players the chance to come back on their decision, a checkpoint was added before each choice. The end of a room is marked by a gold block.

The first choice using a futuristic palette is between speed and slowness. The speed section, generally, is harder but allows for a better speedrun time and is shorter. You parkour through a hallway using speed (this was mainly inspired by the great race 3). The slowness was the obvious adversary of speed. You will parkour around a modern building trying to get to that gold block.

The second choice is a nether themed one. The options are either jump boost or no jump parkour. This last one was the first innovative section of the map as it is not seen anywhere else on the server.

The third choice is again modern based but this time both in hallways. The players will choose between parkouring with obstacles (a spin-off of timed parkour) or parkouring with mobs harrasing [sic] you, which I jokingly called mobstacles.

The fourth and last choice is more medieval based with a palette containing wood and stone bricks. The choice here goes between a timed elytra section which you have to do flawlessly in order to succeed or a boat on ice section that challenges you to control a boat in a very slippery enviroment [sic].

The map is inspired by mostly singleplayer maps and hopes to inspire others to use the gimmicks found in this map, for future maps. Even though I'm not entirely happy with the map its aesthetics, I certainly am proud of the mechanics behind the map.


This map is featured in 2 challenges: 2017 Assortment, Trials of Herobrine, and Hexa.


  • Currently, the Slowness, No-Jump, Boat, and Elytra gimmicks aren't seen anywhere else on the server.

See all maps from henniboy321