Enceladus: A Truly Horrific Map
Warning: This map contains profanity.
Enceladus has been in development for more than four months. Our intent in creating this has been to decimate and rebuild the cookie-cutter outlines and features with which so many other maps are constructed (i.e. implausible plots, poor mechanics, lack of attention to detail, etc).
Enceladus is unique in that it actively immerses you in its gameplay and inner workings. Every detail matters. We believe that a horror game/map is truly at its best when the atmosphere, story, and context reflect the game's subject matter and intended theme.
It is not a one-off map--it features a written storyline (shown through books and character interactions), a compelling ending, developed and captivating characters, dialogue (some of which you can control yourself!), background/explanation, flawless mechanics, a custom curated soundtrack, and, of course, plenty of jumpscares.
Now it's time to find out if you have the ability to survive on Enceladus!
In the late 1990s, the United States National Aeronautics and Space Administration covertly funded the initiation and propagation of the Deimos Project, a team of eighty or so astronauts and civilians who volunteered to be sent to Enceladus, a moon of the planet Saturn. Its icy surface proved to be ideal for a large-scale landing.
You play as Dr. Fischer, an astronaut and contracted government explorer attempting to find out why communication between Earth and Enceladus was shut down not long after the project began. But beware--after nearly fifty years of solace, things on this moon have changed. Activity is more sinister now. More...
...bloodthirsty.
Your task is to learn and document what happened to the Deimos team. You'll need to avoid monsters and obstacles inside the hab (hint: hide in lockers!) in order to survive.
- This map is only compatible with 1.11 but can be played in 1.12, just reload the map after the music loads.
- If you wish to use this map in a video or streaming medium, we welcome that! But please credit miguel_cabrera10 and TungstenRomance in your description and provide a link to this page. Thank you!
- Design/mechanics by: miguel_cabrera10
- Story/editing by: TungstenRomance
- Thanks to our testers Beazor, ScrewAnime, and LordFlavious!



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Creator: |
William & Colin McGregor |
Rating: |
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Version: |
1.4 |
MC Version: |
1.11.2 |
Size: |
16.3 MB |
Added: |
2018-06-09 |
Downloads: |
13,545 |
Category: |
Horror Maps |
Twitter
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Comments
2018-08-04 20:50
QuoteI did get stuck during a few parts--for example, once I had unlocked the house of worship, it took a really long time for me to continue because, although I scoured all over the map, I couldn't find a single clue, button or lever. Turns out, I just didn't look hard enough and the lever was actually pretty easy to find...And during the part with the keypad, it literally took me 40 minutes to figure out the code. (I'm not going to give away the code in chat, but I will say you have to flip the levers with the correct blocks in your hand. Took me forever to figure that out.) But those instances were my fault, I should've looked/tried harder.
My only complaint is that there's way too much strong language in this map. It really bothered me at first, but I eventually was able to ignore it. However, since I recorded the map as a let's play and my YouTube channel is kid-friendly, censoring out all of the language was very tedious. This is just a suggestion, but in Act II, maybe you could lighten up on the language? I say this because many Minecraft players are kids and may not be allowed to play maps with profanity, so you may potentially be losing valuable players.
Overall, I thoroughly enjoyed this map and absolutely cannot wait for Act II. Also, if you would like to watch my let's play, it's on my channel, Parakeetz 4 Life. Have a great day!
2018-07-21 20:22
QuoteSure man, no problem! Thanks for responding to all of those points, as it cleared some stuff up for me. :)
2018-06-14 13:52
QuoteOr at least make a Censored mod to give those who does not want to read this words a choice . Thanks for reading and MAP
2018-06-13 13:16
Quote2018-06-12 15:03
Quote2018-06-12 14:02
QuoteFeedBack : I think You guys should make Path finding a little easier , God knows how many times I was lost in there to find a small room .
Also some commands should operate better .
And last of all please try improving generic Quality , It wasn't really Low but can't say it was nice .
Specially you'll need some logics to let the player get some things done easier and better .
For example Hiding Lockers could have been looking and operating better .
2018-06-12 13:49
Quote2018-06-11 14:43
Quote>>> So I'm not going to lie, I only played this map because the main marketing technique here is bashing other horror maps, which I thought was kind of ridiculous. I agree with you somewhat that horror has a lot of problems in general in MC at the moment, but I feel the way to go about encouraging change there is to give constructive criticism, not to attack others who make horror maps, as it comes off (to me) as obnoxious, even if that's not at all what you want to convey.
Since I handled the atmosphere, story, editing, in-game media, etc, my goal was to use these aspects of the game to make the whole project stand out from others. Most (I say most--it's not an all-inclusive term) of the horror maps I've seen have relied simply on basic mechanics to be quote-unquote "terrifying". This creates an ineffective immersion/atmos phere. It would be like playing Five Nights at Freddy's without sound, or watching Lord of the Rings without music.
This was really the evolution I was trying to create in Enceladus--maki ng it more like a real video game. And in doing that, I do believe that I have surpassed most other horror maps and maps in general. In other ways, we obviously still have work we must do. To our credit, this is Mig's and my first Minecraft collaboration map, and we're still figuring out how stuff works.
>>> I wanted to give it a shot, though, and to not judge it solely on this. I'll give you some small kudos right off the bat: your map does have a plot, and it's one that can be followed (Not that horror has to have a straightforward plot at all, it's just nice to have some grasp on some part of what's happening). In addition, everything is spelled correctly (though I noticed a book or two towards the beginning has text cut off at the end of the pages) and the music/usage of sound is nice.
Glad you liked the music. I wasn't really sure about the books. I noticed it too, and I fixed a couple of the shorter ones, but fixing a longer one could have taken an hour or more. My goal for part 2 is to rely more on dialogue than books to avoid this potential problem later.
>>> Other than that, though, I feel like this map has a lot of the tropes that it was advertised to "overcome," namely key hunting as the primary objectives, small, cramped rooms and hallways and the constant blindness and slowness thing. I'm not going to lie, making the player not be able to see anything or move quickly doesn't really scare me; it just kind of pisses me off. I get tired of playing and backtracking and really having to do anything at all if I'm constantly moving at the pace of a turtle and have to go to the same place 5 times before I see the thing I need to do.
I don't think I ever used the word "overcome". We just sought to use the resources we had more effectively. That's why I used the words "decimate" and "rebuild". The sad truth is that pretty much every potential mechanic has already been used in a horror map, so instead we wanted to create a new experience. Something, as a whole, that people hadn't seen before. Something that took a long time to play through, something that (hopefully) immersed players. Your feedback about the status effects is appreciated! These are all important for Act II, which will hopefully be much more fluid.
>>> I will say that I like that the main horror aspect came from enemies and not pop-up scares, although often times they'd appear and kill me almost instantly, so their AI might need to be tweaked a little.
We've already seen stuff like this in Enceladus II and we're already trying to make it better. Our goal would be as few player death opportunities as possible until the second half or so.
>>> I also like that you actually added some language, as I feel that adds a layer of realism (People scared out of their mind in a life-or-death situation aren't going to exclaim, "Gosh darn it! That was flipping scary!")
Heck yeah! That's my shoot!
>>> ...although I do feel that sometimes it was overused a bit. Also, as a side note, to me it ruins the immersion if you put buttons and levers that display out-of-context jokes and words (Such as the LOL button and things like it). That's more of a personal pet peeve, though, so if you want to keep adding those, that's your choice of expression and how you stylize maps, and not a suggestion for improvement.
Haha. Yeah. Those were primarily Mig's doing. He's a silly boi. They were entertaining, so we just kind of left them in. I think it'd be better to have them in secret places, though, like the "We are Number One" easter egg I added on top of a locker interior. All stuff to keep in mind for later.
>>> Overall, I think there is definitely room for improvement (and a shift in marketing), but I don't want you to think I hated this map. You set up a nice story and had a fairly solid ending, so I'm interested to see where you go with Act II. I might recommend adding some voice acting in the future if you can, though, as I think that it helps immerse people more than just text in chat. Keep on making maps, and keep on having fun doing it. :)
Voice acting would be fun! We've definitely discussed it. As long as we could do it on the cheap, it's a definite possibility, and it would further alleviate the need for books.
Thanks for playing Enceladus and be sure to stick around for Act II!
2018-06-11 02:47
QuoteThanks for playing our map! I see 303--are you a Coloradan?
2018-06-10 22:11
QuoteOverall, I think there is definitely room for improvement (and a shift in marketing), but I don't want you to think I hated this map. You set up a nice story and had a fairly solid ending, so I'm interested to see where you go with Act II. I might recommend adding some voice acting in the future if you can, though, as I think that it helps immerse people more than just text in chat. Keep on making maps, and keep on having fun doing it. :)
OVERALL SCORE: 3/5
P.s. Sorry if there are any typos; this is a big chunk of text.
-sonicfan0001
2018-06-10 19:02
QuoteHey there, the code is actaully up in 2 other places in the map, once in the break room, and the other is by the cameras where the alarm went off! See if that helps! Don't wanna spoil everything in chat
2018-06-10 02:13
Quote2018-06-10 00:47
QuoteKeep up the good work guys, this was fantastic.
2018-06-09 23:19
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