this looks awesome its funny, i think my maps coming along great and then someone uploads something like this and entirely 1-ups me
XD
i gotta stop coming on des forums...
Ha, I went through a lot of the same. I think Hypixel's first maps came out while I was nearing the end of development for example. I was like DAMN, he's made a full fledged game! Just learn what you can about what others are doing, keep focused on your core design ideas, and you'll be fine.
Hi Grimdeath. I've been really enjoying this map, but I'm stuck opening the last door. I think Yggdrasil is bugged in 1.2, the recipe for the machine part was partly missing, there was just a single gold ingot in the centre. Also there were a bunch of pig spawners which I guess were meant to be zombie pigman spawners! Is the last piece supposed to be a gold pressure plate? Looks like it in the picture you posted above. Great map and I'm looking forward to the last area!
Hey there, sorry to hear that. I've double checked and confirmed prize box is indeed broken! Here's what it should look like:
In addition to that the loot chest that comes with this was also missing. Your suppose to get an enchanting table. Feel free to use cheats to give yourself one, or send me your save and I'll amend the changes for you. This will be corrected for everyone else in the upcoming 1.3 version of the map!
It looks like a few of the pigmen spawners were corrupted and not working, hence the pigs. I'll correct these for 1.3 as well. Not a lot of people have reached this far so I'm sure it's more bug prone than earlier areas!
Again sorry for the trouble, if you come across any other issues do not hesitate to let me know! Glad to hear you're enjoying the map though! Nearly done
Quick update for anyone interested in my next map. Progress is coming along great. So far I have the first two areas out of seven built. There's still lots of work to do but I may start posting a couple teaser images from time to time.
Thanks, Grimdeath, for a great map.
I'm bringing your work (translated) to a Dutch [NL] audience.
We're loving it so far.
Keep up the good work, man.
...
me and another dude are starting a let's play on this, i will post it here when the first episode is up.
it's in dutch so you won't understand it but it would be cool if you posted it here for the belgian people and the dutch people
Thanks guys! This looks like a great quality series. Even though I don't know the language I'll do my best to follow along. If you get a chance I believe YouTube has a system for automatically generating captions. Once that's setup they allow for automatic translation of the captions to English and possibly other languages. There's obviously no assurance on quality but it would be great to at least understand a few things (Update: It seems this was available on all but the first video!)
Also a quick reply for everyone interested - I've been hard at work on my next map which I've officially dubbed "Titan". Progress is going super well and the map is looking absolutely amazing! You guys are in for an a lot of fun. It's another BTM-style map but I thought I'd go ahead and detail a few of the improvements:
Difficulty has been greatly improved
The dungeons will be a bit less massive but include more vertical design and denser, giving you more to see and do
The Machine design has been improved to be more modular. You'll immediately use each machine part to unlock the next door which should make things easier
I'm adding better support for 2 player cooperative play (arjandotorg and mistereel should enjoy that!)
I'm using World Painter to generate the landscapes and things are looking awesome
I'm very, very proud of the new storyline. It's very personal and a huge improvement over the previous map
And much, much more!
Additionally I thought I'd go ahead and release the first teaser photo of the map. This is a VERY early shot from MCEdit but I couldn't resist showing it off! ETA for the new map is probably around a month from now so stay tuned!
Had a lot of fun with The Source, and will definitely keep this bookmarked to check out that next one you're working on. o_O
To the written book of feedback notes I kept while playing!:
purple dungeon - too easy? Nothing spawned, since mushroom biome, except spawners with heavy delays
green dungeon - WHOA! Difficulty spike! There's some cool mechanics in there like the "boss" and ambush, but tone it down a little!
hopper area was so tedious. -.- The well was so obscured I didn't find it until I saw a giant zepplin in the area, built ALL THE WAY up to it, and got to the well from the button on the ship. Never did figure out what those codes meant.
orange dungeon - very cool and massive. Some wooden buttons were floating. I actually wish there wasn't a teleport back at the end right by the machine part. That single ender pearl throw out of ghastly hell was looking fun. Also with that tele home button, it needs a sign, I almost pressed it BEFORE getting the machine part! For the record: I went all the way up near the top of the map and bridged, shooting tnt as I went to cut down spawners. Hopefully that was the correct method.
I was told earlier to mine for nether quartz to use in the comparator, but when I got to the schematic there was already a nether quartz in it. I am supposed to be breaking the item frames and crafting the item inside, right?
NERF DORFS!! (dwarves) I had to pull out the big guns like iron golems in order to reach their spawners without dying. They ATE my golem! o_O If not a direct nerf, a few spots in the forest and caves where you can climb up and evade them, because I just got swarmed. They hit so hard, and move so fast!
Did you intentionally remove the ender chests for the 9 Worlds area? It's a really big area in total, probably the biggest of the map. 2 more, spread out, wouldn't hurt.
I finally reached the last dungeon. Amazing place, both versions (especially loved the mechanic of going to the iron golem spawners for reinforcements), but I didn't see a way into the towers. Seeing that the tallest one was studded with diamond blocks, I went up the waterfall (in the non-hell version) and ender pearled over. I mined in (near the top, apparently there's no bedrock layer stopping you!) and worked my way down, only to die and my items to disappear way quicker than they should have. Also, is it intended some of those spawners are unaggressive?
I went back, mourned my stuff (SUCH GOOD LOOT! And everything I got off the pigmen too), and went back up the tower, only to find...the end of the map! Congratulations, yadda yadda, woOoOOOO! I felt like my hard-earned feeling of victory was torn from me due to a stupid death (the pigmen were all unaggressive near the bottom of the tower, I accidentally attacked one, 50 came towards me...) followed by accidentally having cheated my way past the fun path.
I went back through that area and combed it in creative mode, I can't find how you're supposed to legitimately enter those towers except what I did.
So now I feel a bit depressed at that accidental anticlimax, and I can't go take the fun path because all my stuff is gone! Including poor Mjolnir.
purple dungeon - too easy? Nothing spawned, since mushroom biome, except spawners with heavy delays
green dungeon - WHOA! Difficulty spike! There's some cool mechanics in there like the "boss" and ambush, but tone it down a little!
hopper area was so tedious. -.- The well was so obscured I didn't find it until I saw a giant zepplin in the area, built ALL THE WAY up to it, and got to the well from the button on the ship. Never did figure out what those codes meant.
orange dungeon - very cool and massive. Some wooden buttons were floating. I actually wish there wasn't a teleport back at the end right by the machine part. That single ender pearl throw out of ghastly hell was looking fun. Also with that tele home button, it needs a sign, I almost pressed it BEFORE getting the machine part! For the record: I went all the way up near the top of the map and bridged, shooting tnt as I went to cut down spawners. Hopefully that was the correct method.
I was told earlier to mine for nether quartz to use in the comparator, but when I got to the schematic there was already a nether quartz in it. I am supposed to be breaking the item frames and crafting the item inside, right?
NERF DORFS!! (dwarves) I had to pull out the big guns like iron golems in order to reach their spawners without dying. They ATE my golem! o_O If not a direct nerf, a few spots in the forest and caves where you can climb up and evade them, because I just got swarmed. They hit so hard, and move so fast!
Did you intentionally remove the ender chests for the 9 Worlds area? It's a really big area in total, probably the biggest of the map. 2 more, spread out, wouldn't hurt.
I finally reached the last dungeon. Amazing place, both versions (especially loved the mechanic of going to the iron golem spawners for reinforcements), but I didn't see a way into the towers. Seeing that the tallest one was studded with diamond blocks, I went up the waterfall (in the non-hell version) and ender pearled over. I mined in (near the top, apparently there's no bedrock layer stopping you!) and worked my way down, only to die and my items to disappear way quicker than they should have. Also, is it intended some of those spawners are unaggressive?
I went back, mourned my stuff (SUCH GOOD LOOT! And everything I got off the pigmen too), and went back up the tower, only to find...the end of the map! Congratulations, yadda yadda, woOoOOOO! I felt like my hard-earned feeling of victory was torn from me due to a stupid death (the pigmen were all unaggressive near the bottom of the tower, I accidentally attacked one, 50 came towards me...) followed by accidentally having cheated my way past the fun path.
I went back through that area and combed it in creative mode, I can't find how you're supposed to legitimately enter those towers except what I did.
So now I feel a bit depressed at that accidental anticlimax, and I can't go take the fun path because all my stuff is gone! Including poor Mjolnir.
- The first dungeon intentionally has spawns shut off. I still have yet to figure out why the spawners were so delayed. I did nothing to cause this intentionally. I think it may have been an issue with MCEdit (used that to create the spawners) and perhaps changing versions throughout the build process. Breaking the glowstone under each redstone pillars will also cause slimes to spawn...but it's easy to miss this! That's a misstep on my end.
- The green dungeon has natural spawns, so it can be a dramatic change. You're also presented with more loot, which I think helped balance the difficulty.
- The Frozen Domain was my experiment with open world design and a tip of the hat to Zelda: Wind Waker. It can be disorienting if you miss the hints in the books and arrow signs that show the designated route you should take. The floating ship is the last point of interest you should get to. I'd highly recommend you collect and re-read all the books in that area if you want to see what you missed.
- Orange Dungeon: yeah I was recently alerted to the floating buttons. The problem with these massive worlds is there's a lot of areas to go through and troubleshoot if something gets bugged out! It's just an oversight for me and my testers. You're welcome to conquer the map by any method as long as doesn't break the map rules.
- Mini-pigmen are kind of insane, right? If I had it to do over I'd opt for baby zombies instead. If for some reason the ender chests are not in the 9 worlds area then that is a mistake. Again, there's a lot of map that I had to basically memorize since I'm the only map creator
- For the final dungeon is sounds like you missed the small openings on the mid-sized tower in the Future (dark) world. There's a puzzle element that allows you to teleport between towers/worlds within each tower. That's why there is bedrock barriers within each. The non-hostile mobs sound like a glitch (similar to the spawn glitch in the first world). Not sure what causes that...I'll be sure to troubleshoot that going forward though.
Glad to hear you completed the map. I learned a lot of valuable lessons and I feel like the next map will be WORLDS better (pun intended hehe). Seriously though I've taken a lot of what worked in map 1 and really ran with it. All the maps focus you on a linear path, even though they may be wide open and still allow you to set your own path. Difficulty was at the top of my list, and I can safely say you'll find things more balanced and the pacing greatly improved.
As for the status of a release - I'm just putting the finally touches on building the worlds themselves. They're really something to behold. My next step is going to be adding loot, books, and setting up the mob spawners and traps. I have most of all these planned out, and I don't think implementing will take long. The last big step will be playtesting. I think this will be an easier process this time since I now have a better understanding of what works and what doesn't. I'm aiming for 2-3 weeks now.
Got completely confused as to what to do as I had no food or items. THe chests were all empty. Had a look around. Nice designs but I can see that this CTM is not worth the gameplay
XD
i gotta stop coming on des forums...
Have fun and let me know what you think!
Ha, I went through a lot of the same. I think Hypixel's first maps came out while I was nearing the end of development for example. I was like DAMN, he's made a full fledged game! Just learn what you can about what others are doing, keep focused on your core design ideas, and you'll be fine.
Really digging the music leading up to the dramatic moments!
Hey there, sorry to hear that. I've double checked and confirmed prize box is indeed broken! Here's what it should look like:
http://i.imgur.com/yUI14IX.png
In addition to that the loot chest that comes with this was also missing. Your suppose to get an enchanting table. Feel free to use cheats to give yourself one, or send me your save and I'll amend the changes for you. This will be corrected for everyone else in the upcoming 1.3 version of the map!
It looks like a few of the pigmen spawners were corrupted and not working, hence the pigs. I'll correct these for 1.3 as well. Not a lot of people have reached this far so I'm sure it's more bug prone than earlier areas!
Again sorry for the trouble, if you come across any other issues do not hesitate to let me know! Glad to hear you're enjoying the map though! Nearly done
http://endigodesign.com/minecraft/
This contains the fix detailed above. As usual the changelog is available on the website, though may contain spoilers.
Enjoy!
http://www.youtube.com/channel/UCkKqI1eKLWJDAj667UuuDwQ
Cool, be sure and post your video on here so I can follow along!
I shouldn't have played your map first, because all the other ones i've tried don't compare very well...
the .zip keeps corrupting
ETA is "when it's done" Things are going a lot faster than the first map though - less learning, more doing! Thanks for the kind words though.
Sorry for the trouble, 7zip has done that a couple times. I'll upload it again later this evening.
no one cares that you don't care...
Hey now! No need for that. I care!
Silent, I've uploaded the map again. Go ahead and try the download again!
Thanks! Let me know how you like it.
Quick update for anyone interested in my next map. Progress is coming along great. So far I have the first two areas out of seven built. There's still lots of work to do but I may start posting a couple teaser images from time to time.
I'm bringing your work (translated) to a Dutch [NL] audience.
We're loving it so far.
Keep up the good work, man.
Thanks guys! This looks like a great quality series. Even though I don't know the language I'll do my best to follow along.
If you get a chance I believe YouTube has a system for automatically generating captions. Once that's setup they allow for automatic translation of the captions to English and possibly other languages. There's obviously no assurance on quality but it would be great to at least understand a few things(Update: It seems this was available on all but the first video!)Also a quick reply for everyone interested - I've been hard at work on my next map which I've officially dubbed "Titan". Progress is going super well and the map is looking absolutely amazing! You guys are in for an a lot of fun. It's another BTM-style map but I thought I'd go ahead and detail a few of the improvements:
To the written book of feedback notes I kept while playing!:
purple dungeon - too easy? Nothing spawned, since mushroom biome, except spawners with heavy delays
green dungeon - WHOA! Difficulty spike! There's some cool mechanics in there like the "boss" and ambush, but tone it down a little!
hopper area was so tedious. -.- The well was so obscured I didn't find it until I saw a giant zepplin in the area, built ALL THE WAY up to it, and got to the well from the button on the ship. Never did figure out what those codes meant.
orange dungeon - very cool and massive. Some wooden buttons were floating. I actually wish there wasn't a teleport back at the end right by the machine part. That single ender pearl throw out of ghastly hell was looking fun. Also with that tele home button, it needs a sign, I almost pressed it BEFORE getting the machine part! For the record: I went all the way up near the top of the map and bridged, shooting tnt as I went to cut down spawners. Hopefully that was the correct method.
I was told earlier to mine for nether quartz to use in the comparator, but when I got to the schematic there was already a nether quartz in it. I am supposed to be breaking the item frames and crafting the item inside, right?
NERF DORFS!! (dwarves) I had to pull out the big guns like iron golems in order to reach their spawners without dying. They ATE my golem! o_O If not a direct nerf, a few spots in the forest and caves where you can climb up and evade them, because I just got swarmed. They hit so hard, and move so fast!
Did you intentionally remove the ender chests for the 9 Worlds area? It's a really big area in total, probably the biggest of the map. 2 more, spread out, wouldn't hurt.
I finally reached the last dungeon. Amazing place, both versions (especially loved the mechanic of going to the iron golem spawners for reinforcements), but I didn't see a way into the towers. Seeing that the tallest one was studded with diamond blocks, I went up the waterfall (in the non-hell version) and ender pearled over. I mined in (near the top, apparently there's no bedrock layer stopping you!) and worked my way down, only to die and my items to disappear way quicker than they should have. Also, is it intended some of those spawners are unaggressive?
I went back, mourned my stuff (SUCH GOOD LOOT! And everything I got off the pigmen too), and went back up the tower, only to find...the end of the map! Congratulations, yadda yadda, woOoOOOO! I felt like my hard-earned feeling of victory was torn from me due to a stupid death (the pigmen were all unaggressive near the bottom of the tower, I accidentally attacked one, 50 came towards me...) followed by accidentally having cheated my way past the fun path.
I went back through that area and combed it in creative mode, I can't find how you're supposed to legitimately enter those towers except what I did.
So now I feel a bit depressed at that accidental anticlimax, and I can't go take the fun path because all my stuff is gone! Including poor Mjolnir.
- The first dungeon intentionally has spawns shut off. I still have yet to figure out why the spawners were so delayed. I did nothing to cause this intentionally. I think it may have been an issue with MCEdit (used that to create the spawners) and perhaps changing versions throughout the build process. Breaking the glowstone under each redstone pillars will also cause slimes to spawn...but it's easy to miss this! That's a misstep on my end.
- The green dungeon has natural spawns, so it can be a dramatic change. You're also presented with more loot, which I think helped balance the difficulty.
- The Frozen Domain was my experiment with open world design and a tip of the hat to Zelda: Wind Waker. It can be disorienting if you miss the hints in the books and arrow signs that show the designated route you should take. The floating ship is the last point of interest you should get to. I'd highly recommend you collect and re-read all the books in that area if you want to see what you missed.
- Orange Dungeon: yeah I was recently alerted to the floating buttons. The problem with these massive worlds is there's a lot of areas to go through and troubleshoot if something gets bugged out! It's just an oversight for me and my testers. You're welcome to conquer the map by any method as long as doesn't break the map rules.
- Mini-pigmen are kind of insane, right? If I had it to do over I'd opt for baby zombies instead. If for some reason the ender chests are not in the 9 worlds area then that is a mistake. Again, there's a lot of map that I had to basically memorize since I'm the only map creator
- For the final dungeon is sounds like you missed the small openings on the mid-sized tower in the Future (dark) world. There's a puzzle element that allows you to teleport between towers/worlds within each tower. That's why there is bedrock barriers within each. The non-hostile mobs sound like a glitch (similar to the spawn glitch in the first world). Not sure what causes that...I'll be sure to troubleshoot that going forward though.
Glad to hear you completed the map. I learned a lot of valuable lessons and I feel like the next map will be WORLDS better (pun intended hehe). Seriously though I've taken a lot of what worked in map 1 and really ran with it. All the maps focus you on a linear path, even though they may be wide open and still allow you to set your own path. Difficulty was at the top of my list, and I can safely say you'll find things more balanced and the pacing greatly improved.
As for the status of a release - I'm just putting the finally touches on building the worlds themselves. They're really something to behold. My next step is going to be adding loot, books, and setting up the mob spawners and traps. I have most of all these planned out, and I don't think implementing will take long. The last big step will be playtesting. I think this will be an easier process this time since I now have a better understanding of what works and what doesn't. I'm aiming for 2-3 weeks now.