Awesome map so far, but I'm seriously stuck. I'm in the part after all the chasm stuff and when you have to put the blue key in the lock. I'm in the room with the combination lock, and I have no idea what to do. I thought they wanted me to go down, but it's blocked. Some help would be very appreciated ; ).
Awesome map so far, but I'm seriously stuck. I'm in the part after all the chasm stuff and when you have to put the blue key in the lock. I'm in the room with the combination lock, and I have no idea what to do. I thought they wanted me to go down, but it's blocked. Some help would be very appreciated ; ).
I assume you're talking about this room and that by "blue key" you meant mushroom key and by "combination lock" you meant the 3x3 door explained in the player rules? This room, yes?:
If so, you got stuck just as Mastermind did, here's the help you need:
As for the chasm and the room after the mushroom key: The notes are the key in the room you're stuck in, specifically the note from Rocky talking about a block that doesn't belong. Take a look around in that room.
The Meaning of Life, the Universe, and Everything.
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Mastermind9513
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Mastermind9513
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Update: This map is fantastic! It is able to procure some deep emotions within the player, even through simple notes scattered throughout a vast and breathtaking landscape.
HOWEVER: One thing I am a little miffed about: the darned key system! After successfully completing the red world, I moved pleasantly along to the yellow door...and used ALL SPARE KEYS, and yet the thing won't open, and all I'm getting is a dull "tick" sound instead of the pleasant "ding!" I'm so desperately waiting for. I know there is some complex redstone behind these locked doors, but seriously...(I even went so far as to try to use some other colored extra keys...but no).
As for Mystcraft, and mods in general, my policy is usually that I stick to purely vanilla for the convenience of players. But considering that this map is done and finished, making it more accessible to those in a relevant mod community isn't something I'd be against. I've looked into Mystcraft before, it's quite the mod.
Yeah, but it's like making an Aperture Science map and then making a version that works well with the Portalgun mod. A vanilla version is nice for players that don't want to install mods, but adding that mod could make the experience FAR better for those who do.
My primary concern, however, is the challenge inherent in converting this map to a Mystcraft map in the first place. If Mystcraft and the dimensions it utilizes can be modified and toyed around with in MCEdit, then it's very possible to make a Mystcraft-variant of Link of Faith.
Especially since a few of those features would be pretty handy in the various ages for effect.
I'd likely need a bit of input or assistance with it, since I have very little hands-on knowledge regarding Mystcraft overall.
I think what needs to be done here is to take the current sections that you're using as ages and cut them into their own worlds via MCEdit. Shouldn't be too difficult to do.
Once that's done, an age needs to be written with the traits desired. Sky colors and such. The main issue here is simply writing a stable age, and I can walk you through that. Especially in an SMP environment or in irc/teamspeak.
Then you replace the region files, make sure the spawn coordinates line up well with where the player should land, and you should have perfectly functioning ages. Optionally you can make sure that generation lines up properly at the edges of what's been cut, but if you're locking players in well that shouldn't be needed.
From there, making linking books and replacing command block/enchanting table setups with books and stands/lecterns is all that's really needed.
=-=-=-=-=-=-=
Also, skimming through the replies, apparently you have made this map very well. Based on the following quotes it sounds like you're very in the spirit of Myst. I look forward to playing it.
First off, I just want to say that this map...wow! This is what I have been searching for for many months on this forum. Thousands of diamonds to the creator!
Now, down to the real stuff. This map did not start out well for me. I finally make it down to the chasm after two in-game days (I don't know why the access was closed before, but maybe I had to un-lockdown the island (it just appeared open after I got tired and checked again)). I'm staring at this locked door for, I don't know, ten minutes now. I just used the "Mushroom Key" to unlock the wall to get to a locked door with no key access. I scoured the island and ship for ANYTHING useful. Long story short: I'm stuck. Any hints?
Awesome map so far, but I'm seriously stuck. I'm in the part after all the chasm stuff and when you have to put the blue key in the lock. I'm in the room with the combination lock, and I have no idea what to do. I thought they wanted me to go down, but it's blocked. Some help would be very appreciated ; ).
Update: This map is fantastic! It is able to procure some deep emotions within the player, even through simple notes scattered throughout a vast and breathtaking landscape.
Really glad they're having the intended effect. Things only get better as the story unfolds!
HOWEVER: One thing I am a little miffed about: the darned key system! After successfully completing the red world, I moved pleasantly along to the yellow door...and used ALL SPARE KEYS, and yet the thing won't open, and all I'm getting is a dull "tick" sound instead of the pleasant "ding!" I'm so desperately waiting for. I know there is some complex redstone behind these locked doors, but seriously...(I even went so far as to try to use some other colored extra keys...but no).
Eugh! Normally they work on the second or third try, color me baffled that it ate all your keys. However tonight I have a lot of extra time, so I'll crack down and try to overhaul the existing key system. <-(For anyone curious, that's the build for the current key system!) I have a few theories on how to fix it, but I haven't had the time to properly sit and guess/check my way to a solution. Tonight, though, that changes! Assuming I find a fix, it'll be reason for v2 of the map since it's a bigger fix.
Love the map, here's a let's play that my friend and I started doing:
Really good map so far, however the key system does seem to have issues. Hopefully we can figure it out!
Fantastic! Already commented to the video, had a good laugh, and am looking forward to more.
Also, skimming through the replies, apparently you have made this map very well. Based on the following quotes it sounds like you're very in the spirit of Myst. I look forward to playing it.
I'll shoot you a private message once I've fixed the key system issues this evening regarding Mystcraft possibilities, meanwhile I hope you enjoy the map once you have the opportunity to play! (Unless you're secretly waiting for the Mystcraft version)
Yeah, the command blocks were not enabled, that fixed everything. The map looks pretty amazing so far, but we got stuck in the mushroom room in the blue age as well. Would it be possible to get a spoiler of the room? We've been here for like 2 hours, not sure if we broke something or if we're just that dumb.
Yeah, the command blocks were not enabled, that fixed everything. The map looks pretty amazing so far, but we got stuck in the mushroom room in the blue age as well. Would it be possible to get a spoiler of the room? We've been here for like 2 hours, not sure if we broke something or if we're just that dumb.
Glad you're enjoying! And the spoiler I've got for the mushroom room is to make the right side of the room match exactly what the left side of the room was when you went in. And:
1) The three wool blocks in the back corners, match their levers and blocks.
2) The lamps in the middle of the room, both sides. Match levers / lamp states.
3) Make sure the sand in the middle is dropped and the levers match.
...that should be it, from memory.
Also as an FYI for everyone, I think I've fixed the issues by overhauling a few of the circuits in the key system. I'll be updating the map tomorrow morning and releasing v1-2 as soon as I can; this fix will also include the other errors/problems that have been found throughout the map. Thanks for bearing with these little difficulties starting off, guys!
The Meaning of Life, the Universe, and Everything.
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SkyeGU
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BIG UPDATE: The key systems throughout the map have been dramatically upgraded. The old systems had a failure rate around 50/50, some even as bad as 25/75. That's unacceptable! v1-2 is now the latest version and features key systems with success rates of at least 85/15! There are still chances for failure, due to the inherent instability of tripwire, but it's WAY better than before! If you toss an item in and it fails, toss it in another way! You should always succeed the second time around. v1-2 is wonderful!
Can't believe what it took to stop the problems, but once we figured out why the mishaps were happening, we did everything we could think of to prevent them. Unfortunately it makes the key systems just slightly slower, but at least they function now!
Edit: The silliest of errors, the readme in the file is still labelled v1-1 whoops. =/
You have to extract the world file from inside the .rar file you can't just put the .rar in the saves folder and it's the same with zip folders. A good way to extract the file is to get winRAR.
Hope this helped
Everyone should have and use WinRAR; it's worth its weight in gold.
Can you please provide a .zip download as My Linux can't unrar rar files correctly and I would like to play this map
Oh! I hadn't realized Linux didn't have .rar support. That I can do. I'll be adding the zip file to the main post in just a moment. Linux Minecraft, pretty rad. (Why do I always forget about Linux...?)
Great job everyone on this map. SkyeGU and builders did a great job. The characters had lots of personality and the puzzles were spot on, with subtle hints and were very original. Great story and of course great architecture.
Here are a few things I caught or thought as I was playing it.
-I thought the 'cloud' level needed a little better in the way visual cues so as not to get lost.
-In Cinaed I had to keep backtracking to find which key would open which door (a bit annoying especially with the old key system) a simple sign next to the doors would help.
-In the 'dam' world it started storming for me, I'm not sure if it was on purpose, but if that could be triggered by command blocks it would help with immersion. (same with other worlds, perpetual night or day)
-In Aysu, in the sewers the blue door jumping puzzle's lever is reachable from below.
-The minecart ride in Chayyim killed me... on purpose?
-Also there needs to be an easy way to back up and try the other endings without replaying the entire game, if there was one I didn't see it...
Again great job! I loved the bickering characters with Sprout being my favorite.
.
If you would like another builder on your team for another map drop me a line, I would love to help. Check out my build of Riven if you want to see a bit of my work.
Oh! I hadn't realized Linux didn't have .rar support. That I can do. I'll be adding the zip file to the main post in just a moment. Linux Minecraft, pretty rad. (Why do I always forget about Linux...?)
I figured out that I could use WinRAR on wine but yea a Zip file would also really help Cheers
Also Where am I suppose to go first?
I went to the ship and stuff and then went back to living qaurters? what do I do?
Great job everyone on this map. SkyeGU and builders did a great job. The characters had lots of personality and the puzzles were spot on, with subtle hints and were very original. Great story and of course great architecture.
Here are a few things I caught or thought as I was playing it.
-I thought the 'cloud' level needed a little better in the way visual cues so as not to get lost.
-In Cinaed I had to keep backtracking to find which key would open which door (a bit annoying especially with the old key system) a simple sign next to the doors would help.
-In the 'dam' world it started storming for me, I'm not sure if it was on purpose, but if that could be triggered by command blocks it would help with immersion. (same with other worlds, perpetual night or day)
-In Aysu, in the sewers the blue door jumping puzzle's lever is reachable from below.
-The minecart ride in Chayyim killed me... on purpose?
-Also there needs to be an easy way to back up and try the other endings without replaying the entire game, if there was one I didn't see it...
Again great job! I loved the bickering characters with Sprout being my favorite.
.
If you would like another builder on your team for another map drop me a line, I would love to help. Check out my build of Riven if you want to see a bit of my work.
Fantastic; glad you had fun and enjoyed the map overall!
As for your comments:
- Ilmarinen's quite the level, navigation in a cloud's pretty hard. The main path from the beginning to the end, though, has iron blocks in the clouds that lead the path. They're very, very subtle as to not detract from the cloud. It's a very disorienting level!
- In Cinaed's lower levels, I assume. Though that's something worth considering, the signs.
- The storm in Aysu is intentional. It triggers when you solve the wool puzzle.
- Oh no! Gotta add a few blocks so people can't just easily do that. Thanks for finding it!
- You're not meant to have minecarts in Chayyim; unless you mean the one if you decide to go back to Chayyim...? If so, I need to look into why that killed you!
- I miiiiight consider adding a few buttons at the very, very end for that. But at that point you're meant to have chosen just one. No take-backs! It should be pretty easy to make the right choice. But you *do* have a point, for those who are especially curious. Hmmm...! I'll consider it!
I assume you're talking about this room and that by "blue key" you meant mushroom key and by "combination lock" you meant the 3x3 door explained in the player rules? This room, yes?:
If so, you got stuck just as Mastermind did, here's the help you need:
HOWEVER: One thing I am a little miffed about: the darned key system! After successfully completing the red world, I moved pleasantly along to the yellow door...and used ALL SPARE KEYS, and yet the thing won't open, and all I'm getting is a dull "tick" sound instead of the pleasant "ding!" I'm so desperately waiting for. I know there is some complex redstone behind these locked doors, but seriously...(I even went so far as to try to use some other colored extra keys...but no).
Really good map so far, however the key system does seem to have issues. Hopefully we can figure it out!
Yeah, but it's like making an Aperture Science map and then making a version that works well with the Portalgun mod. A vanilla version is nice for players that don't want to install mods, but adding that mod could make the experience FAR better for those who do.
I think what needs to be done here is to take the current sections that you're using as ages and cut them into their own worlds via MCEdit. Shouldn't be too difficult to do.
Once that's done, an age needs to be written with the traits desired. Sky colors and such. The main issue here is simply writing a stable age, and I can walk you through that. Especially in an SMP environment or in irc/teamspeak.
Then you replace the region files, make sure the spawn coordinates line up well with where the player should land, and you should have perfectly functioning ages. Optionally you can make sure that generation lines up properly at the edges of what's been cut, but if you're locking players in well that shouldn't be needed.
From there, making linking books and replacing command block/enchanting table setups with books and stands/lecterns is all that's really needed.
Also, skimming through the replies, apparently you have made this map very well. Based on the following quotes it sounds like you're very in the spirit of Myst. I look forward to playing it.
I do stuff.
Really glad they're having the intended effect. Things only get better as the story unfolds!
Eugh! Normally they work on the second or third try, color me baffled that it ate all your keys. However tonight I have a lot of extra time, so I'll crack down and try to overhaul the existing key system. <-(For anyone curious, that's the build for the current key system!) I have a few theories on how to fix it, but I haven't had the time to properly sit and guess/check my way to a solution. Tonight, though, that changes! Assuming I find a fix, it'll be reason for v2 of the map since it's a bigger fix.
Fantastic! Already commented to the video, had a good laugh, and am looking forward to more.
I'll shoot you a private message once I've fixed the key system issues this evening regarding Mystcraft possibilities, meanwhile I hope you enjoy the map once you have the opportunity to play! (Unless you're secretly waiting for the Mystcraft version)
Here it is!
Fantastic, the SSDev perspective!
Glad you're enjoying! And the spoiler I've got for the mushroom room is to make the right side of the room match exactly what the left side of the room was when you went in. And:
2) The lamps in the middle of the room, both sides. Match levers / lamp states.
3) Make sure the sand in the middle is dropped and the levers match.
...that should be it, from memory.
Glad you enjoyed!
-------
Also as an FYI for everyone, I think I've fixed the issues by overhauling a few of the circuits in the key system. I'll be updating the map tomorrow morning and releasing v1-2 as soon as I can; this fix will also include the other errors/problems that have been found throughout the map. Thanks for bearing with these little difficulties starting off, guys!
Can't believe what it took to stop the problems, but once we figured out why the mishaps were happening, we did everything we could think of to prevent them. Unfortunately it makes the key systems just slightly slower, but at least they function now!
Edit: The silliest of errors, the readme in the file is still labelled v1-1 whoops. =/
Putting the CENDENT back in transcendent!
I shall direct you to thundernuke's explanation; there were no downloads of v1-1's zip version, so I stuck with .rar for v1-2:
Everyone should have and use WinRAR; it's worth its weight in gold.
A Challenge Box that is Eternally Dark!
Oh! I hadn't realized Linux didn't have .rar support. That I can do. I'll be adding the zip file to the main post in just a moment. Linux Minecraft, pretty rad. (Why do I always forget about Linux...?)
Here are a few things I caught or thought as I was playing it.
-In Cinaed I had to keep backtracking to find which key would open which door (a bit annoying especially with the old key system) a simple sign next to the doors would help.
-In the 'dam' world it started storming for me, I'm not sure if it was on purpose, but if that could be triggered by command blocks it would help with immersion. (same with other worlds, perpetual night or day)
-In Aysu, in the sewers the blue door jumping puzzle's lever is reachable from below.
-The minecart ride in Chayyim killed me... on purpose?
-Also there needs to be an easy way to back up and try the other endings without replaying the entire game, if there was one I didn't see it...
Again great job! I loved the bickering characters with Sprout being my favorite.
If you would like another builder on your team for another map drop me a line, I would love to help. Check out my build of Riven if you want to see a bit of my work.
I figured out that I could use WinRAR on wine but yea a Zip file would also really help Cheers
Also Where am I suppose to go first?
A Challenge Box that is Eternally Dark!
Fantastic; glad you had fun and enjoyed the map overall!
As for your comments:
- In Cinaed's lower levels, I assume. Though that's something worth considering, the signs.
- The storm in Aysu is intentional. It triggers when you solve the wool puzzle.
- Oh no! Gotta add a few blocks so people can't just easily do that. Thanks for finding it!
- You're not meant to have minecarts in Chayyim; unless you mean the one if you decide to go back to Chayyim...? If so, I need to look into why that killed you!
- I miiiiight consider adding a few buttons at the very, very end for that. But at that point you're meant to have chosen just one. No take-backs! It should be pretty easy to make the right choice. But you *do* have a point, for those who are especially curious. Hmmm...! I'll consider it!
Sprout's such a fun character.