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Parkour Island

Created by Team Blocksanity

Map Download

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Map Info

The Parkour Island isn't a small 10 minute map. This Island is much bigger than the thumbnail shows (view images below). You can play it by yourself or with friends if you wish. You start from the bottom and through three rings you make your way to the top of a mountain in the middle of the island. What's at the top? Only you can find out! 

There are no special block effects in this map, but we do suggest that:

  • 1. You should set your render distance to above 12 chunks.
  • 2. You should have your in game volume up, as there are little bits of music here and there.
  • 3. You don't give up. 

Not only is the parkour on this island challenging at times but you may not know exactly where to go. If a section seems impossible to complete or you just can't find the answer to how to complete it: try locating where you want to go and work your way back to where you are. 

Parkour Island is Team Blocksanity's first parkour map. We hope you have a pleasant time playing. Rules and Credits are displayed within the map itself. 

Changelog

v1.1:
+ Players playing on minecraft dedicated servers are now able to ACTUALLY play the game.
+ More clear directions on where to go have been given around the map.
- Spawning with infinite speed bug removed.
+ Fixed "Log Troll".
- Removed the ability to jump from the second checkpoint to the second ring.
- Removed the ability to walk from the second nether into the next area.
+ "Changelog Chest" has been updated so that now there is something in it. View the "Changelog Chest" in the "Busy Streets" portion of the map.
+ Made the first slime jump much easier.

Pictures


Map Details

Creator: Team Blocksanity
Rating:
(207 votes)
Version: 1.1
MC Version: 1.13.1
Size: 298 MB
Added: 2018-10-19
Downloads: 23,216
Category: Parkour Maps

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Comments  

+4 Team Blocksanity Quoting AvaAthena:

Quoting AvaAthena:
I loved this! Hands down the coolest parkour map I've ever played :) Part two would be awesome


Thanks for the like! Unfortunately, we have no plans for the future for a part two to Parkour Island, but we really hope you enjoyed! For now, you can look on our website to find more maps by us here: http://blocksanity.ngnmc.com/
Team Blocksanity sends their thanks!
-IjustWonLIFE24 of Team Blocksanity

2018-11-03 13:29

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+1 small13999 Is that invisible block in sandstone city there on purpose?

2018-11-02 21:15

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+1 small13999 love the map, the jumps(at least where i am now) aren't too hard, but you also need to think and figure out the right path.

2018-11-02 12:11

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+1 xunyiXY Can Ireprint your map?

2018-11-01 09:17

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+1 PD2002 There are a LOT of exploits that make the map way easier, and yes they are definitely exploits and not just paths to get around. I suggest refining where people can go, as I've played Minecraft for almost 10 years, it was super easy for me to just look around for a few seconds and find a way of getting past without doing parkour. I will give one example, I will not bother listing all, when you are given blindness and have to navigate the water maze, you can go left just before the pressure plates and scoot around the outside of the map. There are many more before and after this, I'd suggest making this more cheatproof.

2018-10-30 04:13

Quote Report
+1 Team Blocksanity Quoting Anon:
Minor spoilers ahead, in case you consider the content of a parkout map as a spoiler.
I played through the map now. It was an enjoyable experience. I like it when parkour challenges have the feeling of being part of a real functioning world rather than some random floating blocks in the air. There was plenty of creativity in here and I can appreciate how every section of the map throws something a little different at me. I especially enjoyed the part with the invisible plattforms, the spooky dark maze, the sandstone town, and that part where you are jumping around trees with wooden blocks and stairs around them. Also the ability to complete a section in multiple ways is nice.

However I do have some negative criticism too:
Despite its creativity, I frequently encountered a very similar challenge: Jump from one one-block plattform to the next one-block plattform. Either give every challenge of that type a bigger twist, or replace them with something different that feels less out of place for the world structure (for your next map of course. I don't expect you to change this one).
A big gripe I have is at the end with the Elytra. Just give me 64 rockets every time I enter the volcano again. An Elytra without rockets is neat, but you can only use it once and then you either have to commit suicide, or stop playing. Don't be afraid to go all out with the reward for finishing the game.
During some parts of the game, I felt like the developers didn't respect me as a player due to all the arrows and carpets that were placed everywhere. I am not stupid, I can figure it out by myself. I don't need you to show me the direction as if I was a little kid. In fact, a big part of the fun for me is figuring out where to go. Now I am not saying that you should make it impossibly hard or frustrating, but at your attempt of fixing players getting lost, you overdid it and instead ripped player agency from the map. I agree with that other comment guy who said that they should be optional. In general, I [censored]ume that people who come here to this website are already experienced enough in Minecraft that they can find the way themselves. Even without arrows, it's usually pretty straightforward.
The only time I remember looking for a way was at the very beginning where you played a ladder behind a tree stump above the water. The sign hinting for it was useful for me there (though I could have done without it too).

No negative criticism now, but my personal preference: While the island you made felt great as a big huge interconnected structure that you have to climb, I didn't quite enjoy all the different bioms that were sectioned off by fences. Now, I didn't mind the bioms themselves, you did a great artistic job there, but I didn't like how frequently they changed and how seperated the fences made them feel. It's like a lot of mini-levels, where one doesn't really have anything to do with the other.

What I would like a lot more would be a few really big bioms, maybe seperated by mountains and caves or (fake) nether and end portals. So you would start in one biom, fight your way through it, walk through a somewhat lengthy cave with plenty of interesting stuff in it, and then come out on the other side to see an entirely different biom, like going from a jungle world to an ice world. What would be even better is if you eventually come back to a biom you were already in before, but on a different level (like the top of the biom, while before you parkour'd through the bottom). You could built in shortcuts with pistons and levers that can only be activated from further ahead, that allow the player to get quickly back up if they were to fall down to a previous, old section.
Personally, I think the best parkour maps are those that aren't too hard and look completely natural - as if you are parkouring through the biom and not some out of place challenge.
But as I said, that's just my personal opinion.

I give your map an 8/10. It's pretty neat, but not as good as the tower v.2.0, and not as good as my idealized version of a parkour. Keep it up.

Wow thanks for this huge chunk of feedback! We'll definitely keep these suggestions in mind for our next parkour map! Sadly, it won't be coming any time soon as we have some other big projects we're tackling currently, but we hope that our next one, whenever that may be, is to your liking as well!

2018-10-28 17:07

Quote Report
+1 Team Blocksanity Quoting Clay:

Quoting Clay:
I'm currently nowhere close to finishing but I'm liking it so far; however I have a suggestion.

The map's description says that part of the challenge is figuring out how to do the parkour, not just doing it. However, that was clearly written before you updated it to add all those arrows everywhere. Now it feels like the solution is just handed to me and half the challenge is missing. Of course, without the arrows people will get lost and frustrated. I suggest you have a toggleable "arrows mode" ore "guidance mode" or whatever you want to call it. Point is, make the arrows optional.

Also, I've already found two spots where you can just walk past the parkour. A minor one in the gloomy caves and a major one after the first slime block jump.


We believe that the arrows could be optional, as addressed with Anon, but we have not added them in yet. We may add them in an update to the map, but for now, it isn't a concern of ours. However, we will look to address the bugs immediately in the next version of the map.

Thanks for your review!

2018-10-28 16:24

Quote Report
+1 Team Blocksanity Quoting Anon:
Minor spoilers ahead, in case you consider the content of a parkout map as a spoiler.
I played through the map now. It was an enjoyable experience. I like it when parkour challenges have the feeling of being part of a real functioning world rather than some random floating blocks in the air. There was plenty of creativity in here and I can appreciate how every section of the map throws something a little different at me. I especially enjoyed the part with the invisible plattforms, the spooky dark maze, the sandstone town, and that part where you are jumping around trees with wooden blocks and stairs around them. Also the ability to complete a section in multiple ways is nice.

However I do have some negative criticism too:
Despite its creativity, I frequently encountered a very similar challenge: Jump from one one-block plattform to the next one-block plattform. Either give every challenge of that type a bigger twist, or replace them with something different that feels less out of place for the world structure (for your next map of course. I don't expect you to change this one).
A big gripe I have is at the end with the Elytra. Just give me 64 rockets every time I enter the volcano again. An Elytra without rockets is neat, but you can only use it once and then you either have to commit suicide, or stop playing. Don't be afraid to go all out with the reward for finishing the game.
During some parts of the game, I felt like the developers didn't respect me as a player due to all the arrows and carpets that were placed everywhere. I am not stupid, I can figure it out by myself. I don't need you to show me the direction as if I was a little kid. In fact, a big part of the fun for me is figuring out where to go. Now I am not saying that you should make it impossibly hard or frustrating, but at your attempt of fixing players getting lost, you overdid it and instead ripped player agency from the map. I agree with that other comment guy who said that they should be optional. In general, I [censored]ume that people who come here to this website are already experienced enough in Minecraft that they can find the way themselves. Even without arrows, it's usually pretty straightforward.
The only time I remember looking for a way was at the very beginning where you played a ladder behind a tree stump above the water. The sign hinting for it was useful for me there (though I could have done without it too).

No negative criticism now, but my personal preference: While the island you made felt great as a big huge interconnected structure that you have to climb, I didn't quite enjoy all the different bioms that were sectioned off by fences. Now, I didn't mind the bioms themselves, you did a great artistic job there, but I didn't like how frequently they changed and how seperated the fences made them feel. It's like a lot of mini-levels, where one doesn't really have anything to do with the other.

What I would like a lot more would be a few really big bioms, maybe seperated by mountains and caves or (fake) nether and end portals. So you would start in one biom, fight your way through it, walk through a somewhat lengthy cave with plenty of interesting stuff in it, and then come out on the other side to see an entirely different biom, like going from a jungle world to an ice world. What would be even better is if you eventually come back to a biom you were already in before, but on a different level (like the top of the biom, while before you parkour'd through the bottom). You could built in shortcuts with pistons and levers that can only be activated from further ahead, that allow the player to get quickly back up if they were to fall down to a previous, old section.
Personally, I think the best parkour maps are those that aren't too hard and look completely natural - as if you are parkouring through the biom and not some out of place challenge.
But as I said, that's just my personal opinion.

I give your map an 8/10. It's pretty neat, but not as good as the tower v.2.0, and not as good as my idealized version of a parkour. Keep it up.


Thank you for your criticism and time put into this review. We will make sure to look into adding the fireworks into the end of the map, however, we don't know if we will make a sequel to this map. Also, the arrows are there to guide you and help you out, not make you feel "like a child". Lastly, we take note of the fact that some of the guides could be optional, as in turned on or off by a control panel, but we didn't want to add that feature because of the time it would take and we didn't think about it until recently.

Thanks for your review!

-Team Blocksanity

2018-10-28 16:16

Quote Report
+2 Anon Minor spoilers ahead, in case you consider the content of a parkout map as a spoiler.
I played through the map now. It was an enjoyable experience. I like it when parkour challenges have the feeling of being part of a real functioning world rather than some random floating blocks in the air. There was plenty of creativity in here and I can appreciate how every section of the map throws something a little different at me. I especially enjoyed the part with the invisible plattforms, the spooky dark maze, the sandstone town, and that part where you are jumping around trees with wooden blocks and stairs around them. Also the ability to complete a section in multiple ways is nice.

However I do have some negative criticism too:
Despite its creativity, I frequently encountered a very similar challenge: Jump from one one-block plattform to the next one-block plattform. Either give every challenge of that type a bigger twist, or replace them with something different that feels less out of place for the world structure (for your next map of course. I don't expect you to change this one).
A big gripe I have is at the end with the Elytra. Just give me 64 rockets every time I enter the volcano again. An Elytra without rockets is neat, but you can only use it once and then you either have to commit suicide, or stop playing. Don't be afraid to go all out with the reward for finishing the game.
During some parts of the game, I felt like the developers didn't respect me as a player due to all the arrows and carpets that were placed everywhere. I am not stupid, I can figure it out by myself. I don't need you to show me the direction as if I was a little kid. In fact, a big part of the fun for me is figuring out where to go. Now I am not saying that you should make it impossibly hard or frustrating, but at your attempt of fixing players getting lost, you overdid it and instead ripped player agency from the map. I agree with that other comment guy who said that they should be optional. In general, I [censored]ume that people who come here to this website are already experienced enough in Minecraft that they can find the way themselves. Even without arrows, it's usually pretty straightforward.
The only time I remember looking for a way was at the very beginning where you played a ladder behind a tree stump above the water. The sign hinting for it was useful for me there (though I could have done without it too).

No negative criticism now, but my personal preference: While the island you made felt great as a big huge interconnected structure that you have to climb, I didn't quite enjoy all the different bioms that were sectioned off by fences. Now, I didn't mind the bioms themselves, you did a great artistic job there, but I didn't like how frequently they changed and how seperated the fences made them feel. It's like a lot of mini-levels, where one doesn't really have anything to do with the other.

What I would like a lot more would be a few really big bioms, maybe seperated by mountains and caves or (fake) nether and end portals. So you would start in one biom, fight your way through it, walk through a somewhat lengthy cave with plenty of interesting stuff in it, and then come out on the other side to see an entirely different biom, like going from a jungle world to an ice world. What would be even better is if you eventually come back to a biom you were already in before, but on a different level (like the top of the biom, while before you parkour'd through the bottom). You could built in shortcuts with pistons and levers that can only be activated from further ahead, that allow the player to get quickly back up if they were to fall down to a previous, old section.
Personally, I think the best parkour maps are those that aren't too hard and look completely natural - as if you are parkouring through the biom and not some out of place challenge.
But as I said, that's just my personal opinion.

I give your map an 8/10. It's pretty neat, but not as good as the tower v.2.0, and not as good as my idealized version of a parkour. Keep it up.

2018-10-27 18:04

Quote Report
+1 Team Blocksanity Quoting KaninchenGaming:
Mathical Funfacts about this Map:
The radius of the map is r=136, therefor the diameter is d=272.
The circumference is U=~855, and the surface is r=136, A=~58107.
(All data are in Blocks)

Wow that's pretty cool!

2018-10-27 05:01

Quote Report
+1 Team Blocksanity Quoting Clay:
I'm currently nowhere close to finishing but I'm liking it so far; however I have a suggestion.

The map's description says that part of the challenge is figuring out how to do the parkour, not just doing it. However, that was clearly written before you updated it to add all those arrows everywhere. Now it feels like the solution is just handed to me and half the challenge is missing. Of course, without the arrows people will get lost and frustrated. I suggest you have a toggleable "arrows mode" ore "guidance mode" or whatever you want to call it. Point is, make the arrows optional.

Also, I've already found two spots where you can just walk past the parkour. A minor one in the gloomy caves and a major one after the first slime block jump.

Thanks for your suggestions! We'll definitely keep these in mind when building or next parkour map! Also, those spots where you can walk past are intentional! There are quite a few shortcuts we've deliberately placed throughout the map!

2018-10-27 05:00

Quote Report
+2 KaninchenGaming Mathical Funfacts about this Map:
The radius of the map is r=136, therefor the diameter is d=272.
The circumference is U=~855, and the surface is r=136, A=~58107.
(All data are in Blocks)

2018-10-24 19:43

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+2 OGFR_SULLI Hello guys this map is crazy is finish and fifty mins

2018-10-24 09:16

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0 Dudelf Good job. Nice map.

2018-10-24 02:31

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+2 Clay I'm currently nowhere close to finishing but I'm liking it so far; however I have a suggestion.

The map's description says that part of the challenge is figuring out how to do the parkour, not just doing it. However, that was clearly written before you updated it to add all those arrows everywhere. Now it feels like the solution is just handed to me and half the challenge is missing. Of course, without the arrows people will get lost and frustrated. I suggest you have a toggleable "arrows mode" ore "guidance mode" or whatever you want to call it. Point is, make the arrows optional.

Also, I've already found two spots where you can just walk past the parkour. A minor one in the gloomy caves and a major one after the first slime block jump.

2018-10-23 23:50

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+3 CrazyCowMM Quoting ChibiKage89:
started playing this for my channel, just got past those sandstone ruins. Great map so far from a guy who dosen,t like Minecraft parkour

Why thank you!

2018-10-23 00:29

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+2 ChibiKage89 started playing this for my channel, just got past those sandstone ruins. Great map so far from a guy who dosen,t like Minecraft parkour

2018-10-21 15:26

Quote Report
+1 Team Blocksanity Quoting bug?:
Why do I only fly above the start Island, looking down, when I use a dedicated minecraft server?


For you and others with similar cases:
Our best guess is what you are experiencing is an error with handling a cutscene at the beginning of the map. We're working as fast as we can to patch the bug (as well as a few minor ones) and we hope to have an updated version of the map out soon. As a temporary solution, try attempting to run the following command in minecraft. Thank you for your patience -Blocksanity

/fill -5 14 71 -36 5 99 water

2018-10-20 20:10

Quote Report
+1 Team Blocksanity Quoting bug?:
Why do I only fly above the start Island, looking down, when I use a dedicated minecraft server?

Quoting Anon:
Since this says "Multiplayer compatible", I tried to set up a server with my friend with the server.jar.
However, no matter what we tried, we would always end up hanging in the air over the starting island with no way to move or look around.
It worked in single player, but since we have no LAN, playing on a server was our best option. This approach works with every other map with have played so far too, so it would be nice if you guys could fix that. Thanks.

Quoting funAlways:
Can't play the map, in multiplayer (command blocks enabled, view distance 12) and for some reason there's something that keeps tping us to somewhere high above the spawnpoint and locking us there (also some tping armor stand message)

Quoting Handya:
Im stuck i an armor stand in the air above the spawn point and can not move at all not even in spectator mode. What should i do?

Thanks for your reports! We have discovered the error and are in the process of fixing it. Update should be live soon!!

2018-10-20 20:07

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+1 reeeeeeeeeeeeeeee nice map

2018-10-20 14:52

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+2 ZiLkY_bLoX Wow this map is huge to download yeezzzez

2018-10-20 14:06

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+2 Handya Im stuck i an armor stand in the air above the spawn point and can not move at all not even in spectator mode. What should i do?

2018-10-20 11:48

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+1 funAlways Can't play the map, in multiplayer (command blocks enabled, view distance 12) and for some reason there's something that keeps tping us to somewhere high above the spawnpoint and locking us there (also some tping armor stand message)

2018-10-20 07:01

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+2 AvaAthena I loved this! Hands down the coolest parkour map I've ever played :) Part two would be awesome

2018-10-20 01:50

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+1 Anon Since this says "Multiplayer compatible", I tried to set up a server with my friend with the server.jar.
However, no matter what we tried, we would always end up hanging in the air over the starting island with no way to move or look around.
It worked in single player, but since we have no LAN, playing on a server was our best option. This approach works with every other map with have played so far too, so it would be nice if you guys could fix that. Thanks.

2018-10-19 20:46

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+1 bug? Why do I only fly above the start Island, looking down, when I use a dedicated minecraft server?

2018-10-19 20:23

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