✧ My Skills:
⁕ Commands & Functions
Nearly all of the old Mirage Map's maps have been coded by almost entirely me (at least 95% of the commands), with the only exception being 'Hole in the Floor', where I only did around half of the commands. I have also been Project Lead & Main Commander on several Vertex Creations projects. Any evidence for this skill should be provided by the maps I have linked below. Some of my achievements include recreating Quidditch in Minecraft (with many AIs), literally 100s of bossfights, a working tower defense game in Minecraft and much more. My Tower Defense map has been described by Mojang like this: "The tools to even make such a game aren’t immediately there; instead, a creator needs to have a high level knowledge of commands, and often, will go out of their way to create entirely new mobs and game mechanics. Mirage Tower Defense is one such game, and while it takes play in Minecraft, this is not your typical mini-game." (see here). Due to mostly my work with commands I've also earned a Realms Cape. (see here; Note: Apparently two of my accounts 'McTsts' and '_tsts_' appear in this list. Of course, I don't have two capes)
Many of the models used in my maps have been made by me. Some examples can be found here. Due to the sheer amount of maps, I've made, I'm only able to show you a small selection of the resources we used, which were made by me. I created most of my models using Blockbench.
I usually prefer to use models or only some simple textures if I need custom items, but I still have created quite a few textures as well. Some of them can be found here. For Mirage Maps I usually use the so called 'Mirage RP', which adds some simple custom blocks (e.g. Basalt; See first link), included in that are also my terracotta remakes, which can be found here.
While I haven't created this website entirely myself, I did create quite a few parts (at this point most of the original code has actually been remade by me). E.g. the search site was completely coded by me, as well as this. Other things I made, is the entire mobile compatibility and the spinning image of character in the footer (try clicking it!). I've also made the download button on the map page and everything around it (The blue buttons, that send you to the search page, the huge dark blue button, that sometimes gives additional credit, the red button that changes when you hover on it), as well as the system that loads in the map previews on all the pages they can be seen (Search, Maps, All Maps, This, 25³ Challenge Page, Ford Series Page, HP Maps Page, etc) from a central file. Right now I can work with js, java, html, css, sql and php.
I usually also build some parts of every map I work on, but right now I don't have images for that.
⁕ Game Design & Story Writing:
Maps like Glarthford, with 6 separate story lines and more than 65 characters also require a lot of Story/Dialogue writing. Other maps, like Mirage Tower Defense, need a lot of proper game design to make sure they run as well as possible. As Team Lead of Mirage Maps and Project Lead on many of our maps, this usually is work, which I need to do.
⁕ Leadership & Organization:
Last, but not least is Organization. Even small maps or teams already require Organization, but in large teams (Mirage had more than 25 active members at some point), this gets a lot harder. You don't just need to handle applications, social media, and much more, no, what really is the challenging aspect is organizing huge projects themselves. For example, Glarthford features more than 60 voice acted characters, 10 custom music tracks, ambient sounds, lots of custom textures, even custom paintings, multiple story-lines, hundreds of secrets, lots of buildings, several boss-fights, tons of command and much more. I believe, that organizing huge projects is most likely one of the hardest aspects of map making.