All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 1

    posted a message on The City Construction Challenge

    Hey all!


    It's been remarkably quiet recently... I haven't helped much with my lurking lately but I have been checking up on the thread and reading all your posts (and watching videos, of course!)


    I've not got much of an update to give today, but I can say that I've been looking through the feedback questionnaire I sent out a while ago and the challenge is always in my head. I want to modernise the challenge for certain! You'll just have to take my word for it right now, but I hope to back them up with actions in due time...


    In the meanwhile, I'd love to see more of the progress updates to keep things alive! You haven't let me down this far! I might even take up the challenge for myself once again in the near future.

    Posted in: Survival Mode
  • 148

    posted a message on The City Construction Challenge

    The City Construction Challenge


    News Updates
    - For those of you asking to use my challenge as inspiration for a new challenge of your own, I will repeat what I mailed to somebody else:
    Feel free to use my challenge, but please don't just steal it and re-word it (It drives me nuts and previous examples of this have not received good responses from people independent of me). Also, I would appreciate a mention of my original post in your post - it will probably save somebody else posting on your topic that "this is stolen from The City Construction Challenge" too.
    - I've created a Google Form to collect feedback! I would be grateful if you could spend 5 - 10 minutes to fill it in so I can get your important opinions on the challenge!

    - Added a Section for other challenges based on my challenge! Go take a look.
    - May be more updates on the way soon! *disclaimer* No guarantees! *disclaimer*


    v1.3
    The following requirements have been removed from the hard/insane difficulty:

    "- Seeds can only be obtained from existing wheat or from tall grass which has spawned by using bonemeal on a grass block."
    "- You cannot make bread and bread will not count towards your food count. Use your survival skills to find other food sources. Bread from dungeons may be eaten and count towards item reqs."

    older versions:

    v1.2.1
    - Any NPC constructs do not count towards requirements, but you may use anything you find (e.g. If you find a smelter, you can use it... however if you are still in stage 1 you cannot craft more smelters)
    
    v1.2
    - Raw food (and rotten flesh) no longer counts towards food requirements
    - Requirements for Walls slightly changed
    - Mining District Added
    - Insignificant adjustments made
    
    v1.1.1
    - Condition for helmets on insane mode changed slightly
    
    v1.1
    - New difficulties added: 'Normal', 'Hard', 'Insane'- Existing challenge now named 'Classic'
    - Extended lores depending on difficulty chosen
    - 'Pro Tips' added
    
    v1
    - If you find a bucket before stage 3, you may now use it.
    - Food (in storage) require increased due to hunger bar.

    Background


    I was browsing the forums in attempt to find some challenges to try out and couldn't seem to find many and all the challenges i saw had a similar theme: "You have 1 day to gather materials then you can't return to the surface ever again"
    I then came across the 10,000 BN Challenge (Found here) and was refreshed by its originality, though it was slightly lacking boundaries and goals. It gave me inspiration to come up with my own challenge in an attempt to improve on the linked challenge and incorporate my own ideas too, it is an attempt to be a quite realistic (in terms of limitations and requirements) challenge.

    So, without further ado, here is my 'City Construction Challenge':

    Lore


    The rich king of the wastelands ruled tyrannically over the people with an iron fist, taxing the citizens more than they could dream to afford and threatening to slaughter them if they came up a penny short. He starved his people so that he could hold feasts for himself and his fat lords, caring little for the poor villagers who feed his endless stomach. The people have grown fed up of grueling work in a place with no hope or future in sight, you must flee this barren hell with whoever has the courage to leave and find a way to live for yourself.

    You have been travelling for months, escaping from the old world filled with corruption and injustice, in search of a new paradise, where you can start afresh and create your own kingdom.You will become a ruler among those you brought with you, but can you cope with the pressure and survive in the wild?

    Classic Mode

    Guidelines
    Your challenge is to create a city, progressing through the stages one by one, reaching the next stage once all of the requirements are met. During the challenge there are some 'guidelines' that should be followed for the best playing experience. Some must be followed throughout the challenge (see immediately below) whereas others are only temporary (explained in each stage).

    General Guidelines
    - You must be wearing a helmet of some kind before going underground to protect your head, any kind of helmet is acceptable. You must leave the mine if your helmet breaks and you do not have a spare to equip.
    - Mine shafts must be at least 3x3 areas (except in naturally generated caves) and have support beams at least every 10 blocks (wooden pillars or otherwise)
    - If you find a bucket, you may use it regardless of the stage you are in.
    - Any NPC constructs do not count towards requirements, but you may use anything you find (e.g. If you find a smelter, you can use it... however if you are still in stage 1 you cannot craft more smelters)
    - Use at least 'Easy' difficulty
    - Don't cheat, it will ruin the fun of it
    - Keep posting your progress, please :)

    Not all of these are necessarily rules, you can bend them however you like to manipulate the challenge into something more suitable for yourself. For example, if you want to use redstone circuits in Stage 3, go ahead. This is meant to be fun for you, so if you don't like something - change it.

    There is no restrictions as to how many people play the challenge simultaneously, but you will need to accommodate for every participant, as i will explain!

    There are several stages to your journey to creating a successful kingdom, each stage will have its restrictions and requirements to progress to the next stage:

    Stage 1: Foundations
    "I hear them in the night"

    Restrictions:
    - You may only use wooden tools
    - You cannot use any stone (including sandstone) collected for any reason (building, creating items etc.)
    - You may only create/use items which ingredients can be gathered with the allowed tools or your hands (but no stone items, as stated before).

    Requirements to advance:
    - You must own at least 1 dwelling to live in, made from any material allowed and it must be safe to sleep in.
    - (i) 1 stack of 64 planks (or 16 wood) per person participating
    - (i) 5 items of edible food per person (e.g. 5 porkchops, 5 bread, 4 bread and 1 porkchop etc.)
    - The dwelling must contain:
    - A front door
    - A living area
    - 1 Bedroom with bed per person participating, must be a separate room with a door or on a separate floor.
    - A fenced off (or otherwise protected), working wheat farm that must have at least 5 wheat per person participating (1 person needs 5 wheat growing, 2 need 10 wheat etc.)

    You may construct multiple houses, but each must contain at least: a front door, living area and a bedroom.

    If you have met all the requirements, you have advanced to the next stage!

    Stage 2: Building on foundations
    "Let us build upon what we have begun"

    Restrictions:
    - You may use only wooden or stone tools.
    - You cannot use any iron collected for any reason (building, creating items etc.) however it may be smelted if desired.
    - You may only create/use items which ingredients can be gathered with the allowed tools or your hands (but no iron items, as stated before).

    Requirements to advance:
    - All requirements from previous stages. (except item requirements marked (i))
    - At least 1 stone (or cobble) structure must be constructed.
    - A town hall must be constructed, which must contain:
    - A front door
    - A meeting room
    - A town treasury
    - At least 1 other room (can be empty)
    - Treasury must contain:
    - (i) 1 stack of cobble/stone per player
    - (i) 10 items of edible food per person
    - At least 1 of each:
    - (i) Stone Sword
    - (i) Stone Pickaxe
    - (i) Stone Shovel
    - (i) Stone Axe
    - (i) Stone Hoe
    - (i) Stack of 64 torches
    - (i) Leather helmet- Paths must be created linking the town hall to each house

    Stage 3: Thriving
    "We have learnt to survive, now let us learn to thrive"

    Restrictions:
    - No gold/diamond tools
    - You cannot use any gold/diamond for any reason.
    - No redstone or redstone items may be placed, yet.
    - You may only create/use items which ingredients can be gathered with the allowed tools or your hands (but no redstone, gold or diamond items, as stated before).

    Requirements to advance:
    - All requirements from previous stages. (except item requirements marked (i))
    - A wall must surround all houses in use, the town hall and any other community building. It must be safe from monsters at any point within the walls (except mob farms etc.)
    - At least 1 gate to get in/out of the town
    - A well (infinite water source)
    - A controlled tree farm within the town walls
    - At least 1 more community structures must be built excluding the town hall (e.g. library, inn, baths/pool house etc.)
    - A mine shaft, at least 20 blocks deep
    - Treasury must contain:
    - (i) 1 stack of cobble/stone per player
    - (i) 10 items of edible food per person
    - (i) A bucket
    - At least 1 of each:
    - (i) Steel Sword
    - (i) Steel Pickaxe
    - (i) Steel Shovel
    - (i) Steel Axe
    - (i) Steel Hoe
    - (i) Stack of 64 torches
    - (i) Steel Helmet
    - (i) Leather/steel Chest Plate
    - (i) Leather/steel Leggings
    - (i) Leather/steel Boots

    - Paths must be created linking the town hall to each community building and a gate.

    Stage 4: Growth
    "We shall become a prosperous City!"

    Restrictions:
    - No Diamond Tools
    - You cannot use any diamond for any reason.
    - You may only create/use items which ingredients can be gathered with the allowed tools or your hands (but no diamond items, as stated before)

    Requirements to advance:
    - All requirements from previous stages. (except item requirements marked (i))
    - A City Hall (may be upgraded from town hall) which contains:
    - A front door
    - A meeting room
    - A town treasury
    - At least 2 offices
    - At least 2 floors
    - A cathedral or other large religious building.
    - At least 2 defensive turrets/towers must be built on/near your walls
    - At least 2 more community structures (making 3 in total) must be built.
    - A fenced off (or otherwise protected), working wheat farm that must have at least 10 (as opposed to 5) wheat per person participating
    - A mine shaft that goes down to level 20 or lower.
    - A sea port (if feasible) with at least 1 pier and boat (item or building) OR a stable if sea port is not possible
    - Treasury must contain:
    - (i) 15 items of edible food per person
    - (i) A bucket
    - At least 1 of each:
    - (i) Steel Sword
    - (i) Steel Pickaxe
    - (i) Steel Shovel
    - (i) Steel Axe
    - (i) Steel Hoe
    - (i) Steel Helmet
    - (i) Steel Chest Plate
    - (i) Steel Leggings
    - (i) Steel Boots
    - (i) Compass
    - (i) Clock
    - Paths must be created linking the town hall to each new community building and the sea port/stable.

    Stage 5: A kingdom, at last!
    "We shall become the most successful civilization known to man!"

    Restrictions:
    - None

    Requirements to advance (to bonus stage) or complete challenge:
    - All requirements from previous stages. (except item requirements marked (i))
    - A Castle/stronghold that must contain:
    - A throne room
    - A well protected treasury
    - A feast hall
    - At least 1 Grand bedroom
    - A dungeon with hostile mobs
    - A prison
    - A surrounding moat/ditch/wall
    - A barracks
    - A monument/statue commemorating the founding of your kingdom.
    - At least 2 more community structures (making 5 in total) must be built.
    - An outlying village (same requirements as stage 1, but for only 1 person)
    - A nether portal (if enabled)
    - Treasury must contain:
    - (i) 20 items of edible food per person
    - (i) Minimum 10 diamonds
    - (i) Saddle (for the royalty to ride their trusty steeds ofc.) OR 20 more diamonds if you're unlucky enough to not find a spawner with a saddle
    - At least 1 of each:
    - (i) Any Diamond Tool
    - (i) Steel/Diamond Helmet
    - (i) Steel/Diamond Chest Plate
    - (i) Steel/Diamond Leggings
    - (i) Steel/Diamond Boots
    - (i) Compass
    - (i) Clock

    - Paths must be created linking the town hall to each new community building.

    Bonus Stage: Rule The World!
    "Because being the king of a realm just ain't good enough."

    Restrictions:
    - None

    Requirements to complete:
    - Create at least 1 megastructure ('megastructure' being defined by yourselves)
    - Create a hostile mob farm
    - Create a friendly mob farm
    - Build an outpost underwater
    - Create a ship fit for a king!
    - Build a village in the nether, safe from threat. (if enabled)
    - Build a village in the sky, completely separated from the ground (except for access points)
    - Post pictures of your kingdom here!
    - Treasury must contain:
    - (i) 25 items of edible food per person
    - (i) A stack of diamonds
    - (i) A stack of gold
    - (i) A Saddle
    - (i) A cake (or it may be placed somewhere)
    - At least 1 of each:
    - (i) Diamond Pickaxe
    - (i) Diamond Axe
    -(i) Diamond Sword
    - (i) Diamond Hoe
    - (i) Diamond Shovel
    - (i) Diamond Helmet
    - (i) Diamond Chest Plate
    - (i) Diamond Leggings
    - (i) Diamond Boots
    - (i) Compass
    - (i) Clock

    Normal Mode

    Lore Cont.

    Normal Difficulty
    Notch has surely blessed us all, we have stumbled upon new land far away from the wastelands of the Mad King. The grass here is greener and wildlife roams freely in the lush meadows. The land is very fertile and could easily support your new settlement.
    You have finally escaped the wrath of the King in the wastelands, now all you must do is stay alive. Perhaps you can finally start a new life that is so much more successful than before...

    Hard Difficulty
    Your travels have not gone entirely as expected, you had been too generous with rations at the start of the journey and so you have not distanced yourself from the old world as far as you had hoped. Thankfully, the area you have arrived at is fair (It is better than the old world, if nothing else) and crops can probably grow here but the yield will be small unless you make the necessary counter-measures. Also, the tall grass found naturally yields no seeds suitable for farming.
    A prosperous life is certainly achievable, but will be difficult to obtain.

    Insane Difficulty
    Warning: This challenge really is insane, attempt at your own peril...

    Notch has forsaken you, you had placed your trust in his guidance and he has ignored it... He must have been bribed by the Mad King. The food you had once starved yourself to collect for the journey has spoiled and most of it is no longer edible.
    After many weeks of travelling your followers have grown weary, they can no longer walk and stand no chance of making it beyond the rough mountains ahead even if you could feed them. There is no choice but to make camp and settle on these wretched lands not much better than the wastelands you have travelled from.
    The tall grass found naturally yields few seeds suitable for farming and the climate is far too cold for melons to grow outdoors - bread made from the wheat is worse than the food you used to eat in the Wastelands but is somewhat edible.

    Fortunately, you are just outside of the King's domain and his troops will be unable to pass the rough terrains that have trialed you in large numbers. But surely the King will bribe Notch to unleash vicious monsters upon you by night, be wary.

    Your challenge is to create a city, progressing through the stages one by one, reaching the next stage once all of the requirements are met. During the challenge there are some guidelines that should be followed for the best playing experience. Some should be followed throughout the challenge (see immediately below) whereas others only apply to certain stages.

    Guidelines

    All Difficulties
    - Mine shafts must be at least 3x3 areas (except in naturally generated caves)
    - If you find a bucket, you may use it regardless of the stage you are in.
    - Any NPC constructs do not count towards requirements, but you may use anything you find (e.g. If you find a smelter, you can use it... however if you are still in stage 1 you cannot craft more smelters)
    - Raw food and zombie flesh does not count towards item requirements (but may still be eaten)
    - Use at least 'Easy' game difficulty
    - Do not cheat at any point in this challenge
    - Post your progress on this thread (optional)

    Hard and Insane Difficulties
    - For safety reasons, you must be wearing a helmet of some kind before going underground to protect your head, any kind of helmet is acceptable.
    - You must leave the mine if your helmet breaks and you do not have a spare to equip.
    - Mine shafts must also have support beams at least every 10 blocks (wooden pillars or otherwise) (except in naturally generated caves, they already support themselves)
    - The building requirements will be in different districts or towns, the requirements must be built in (but are not limited to) the specified district.
    - Use at least 'Normal' game difficulty

    Note:
    The Farming District is marked by the Town Hall.
    The Mining District is marked by the Mine Shaft.
    The Market District is marked by the licensing office.
    The Upper District is marked by the City Hall.
    The Port is marked by the Harbour Master's Office.
    The King/Queen's District is marked by the castle/Fort/Palace etc.

    Also, they do not have to be districts. They can be towns or otherwise.

    Insane Difficulty
    - You may only go to a depth of y = 40 with a leather helmet. If you go beyond the depth allowed by your helmet, you must rise to a suitable depth immediately and not mine/collect any blocks on the way up.
    - Melons must be grown indoors.
    - Bonus points for replacing wheat farms with other renewable food sources (e.g. Mushroom farm)
    - You must use the corresponding tools to gather blocks (except for wood, because everybody knows you can punch trees to gather them), tools not needed for unnatural blocks/entities such as workbenches, stairs, fences etc.
    - Use at least 'Hard' game difficulty

    Note: You do not need to follow the guidelines that I make, they are just there to make the experience of the challenge better. This is meant to be fun for you so if you don't like something, change it.

    There is no restrictions as to how many people play the challenge simultaneously, but you will need to accommodate for every participant, as i will explain!

    There are several stages to your journey to creating a successful kingdom, each stage will have its restrictions and requirements to progress to the next stage:

    Stage 1: Foundations
    "I hear them in the night"

    Restrictions:
    - You may only use wooden tools
    - You cannot use any stone (including sandstone) collected for any reason (building, creating items etc.)
    - You may only create/use items which ingredients can be gathered with the allowed tools or your hands (but no stone items, as stated before).

    Requirements to advance:

    Buildings
    - You must own at least 1/2/3 (Normal/Hard/Insane) dwelling to live in, made from any material allowed and it must be safe to sleep in.
    - The dwelling must contain:
    - A front door
    - A living area
    - A Bedroom with at least 1 bed, must be a separate room with a door or on a separate floor.
    - A bed for each player participating, must be in a dwelling.
    - A fenced off (or otherwise protected), working wheat farm that must have at least 5/10 wheat per person participating (1 person needs 5 wheat growing, 2 need 10 wheat etc.) or 20 total on insane.

    Items
    - 1/1/4 stack of 64 planks (or the equivalent in wood) per person participating
    - 5/10/10 items of edible food per person (This may be any combination of edible foods)

    You may construct multiple houses, but each must contain at least: a front door, living area and a bedroom.

    If you have met all the requirements, you have advanced to the next stage!

    Stage 2: Building on Foundations
    "Let us build upon what we have begun"

    Restrictions:
    - You may use only wooden or stone tools.
    - You cannot use any iron collected for any reason (building, creating items etc.) however it may be smelted if desired.
    - You may only create/use items which ingredients can be gathered with the allowed tools or your hands (but no iron items, as stated before).

    Requirements to advance:
    - All building requirements from previous stages.

    Buildings

    All Difficulties
    - At least 1 community structure must be constructed (excluding town hall and stage 1 structures).
    - A town hall must be constructed, which must contain:
    - A front door
    - A meeting room
    - A town treasury
    - At least 1 other room (can be empty)

    Hard and Insane Difficulties
    Farming District
    - At least 2/3 (Hard/Insane) watchtowers/sentries must be constructed outside of the town.
    - A total of 3/5 houses constructed (according to stage 1 specification)
    - 1/2+ animal pens must be constructed for farm animals in which each contains at least 2 of the same animal
    - At least 1/2 community structure must be constructed (excluding town hall, watchtowers/sentries and stage 1 structures) e.g. library, inn, baths/pool house etc.

    Items
    Treasury must contain:
    - 1/2/3 stack of cobble/stone per player
    - 10 items of edible food per person
    /a total of 10 items of 2 (or more) different edible foods per person
    /a total of 10 items of 2 (or more) different edible foods per person
    e.g. 10 porkchops and 10 mushroom stews or 10 porkchops, 6 fish, 4 mushroom stews.
    - At least 1 of each:
    - Stone Sword
    - Stone Pickaxe
    - Stone Shovel
    - Stone Axe
    - Stone Hoe
    - Stack of 64 torches
    - Leather helmet (Hard/Insane)
    - Leather Chest Plate (Insane)
    - Leather Leggings
    - Leather Boots

    Stage 3: Thriving
    "We have learnt to survive, now let us learn to thrive"

    Restrictions:
    - No gold/diamond tools
    - You cannot use any gold/diamond for any reason.
    - You may only create/use items which ingredients can be gathered with the allowed tools or your hands (but no redstone, gold or diamond items, as stated before).

    Requirements to advance:
    - All building requirements from previous stages.

    Buildings

    Normal Difficulty
    - A well (infinite water source)
    - A controlled tree farm within the town walls
    - At least 1 new community structure must be built (e.g. library, inn, baths/pool house etc.)
    - A mine shaft, at least 20 blocks deep
    - A surrounding wall, watchtowers or other fortification:

    Wall: A wall must surround all Market District Structures. It must be safe from monsters at any point within the walls (except mob farms etc.) and must include at least 1 gate to get in/out of the district.

    Watchtowers: 1 Watchtower for every side (North, East, South, West) of the district which is exposed (e.g. If your town has a large cliff behind it, 3 watchtowers are required) with a minimum of 2 watchtowers are required as well as a bell tower in the centre of the market.

    Other ideas can be found here: http://en.wikipedia....ification

    - Paths must be created linking the town hall to each community building and a gate (if owned).

    Hard and Insane Difficulties
    Farming District
    - A well (infinite water source)
    - A controlled tree farm of at least 10 trees.
    - A total of 3 community structures built
    - Paths must be created linking the town hall to each Farming District building (excluding watchtowers/sentries) and the Market district.

    Mining District
    - A well (infinite water source)
    - A mine shaft, at least 20 blocks deep
    - At least 1/3 (Hard/Insane) house constructed (according to stage 1 specification)
    - At least 1/2 community structure must be constructed e.g. supplies shop, warehouse etc.
    - Paths must be created linking the town hall to each Farming District building (excluding watchtowers/sentries) and the Market district.

    Market District
    - A licencing Office (for market stall/shop owners to apply for licences) must be constructed which must contain:
    - A lobby
    - 2 offices
    - A room for document storage
    - Your kingdom's flag outside symbolising the office's authenticity.
    - At least 1/2 community structure must be built
    - At least 1/2 dwellings must be constructed which must contain:
    - A front door
    - A living Area
    - A bedroom
    - At least 1 more room
    - A marketplace with 3/6 stalls or 1 shop must be constructed.
    - A surrounding wall, watchtowers or other fortification:

    Wall: A wall must surround all Market District Structures. It must be safe from monsters at any point within the walls (except mob farms etc.) and must include at least 1 gate to get in/out of the district.

    Watchtowers: 1 Watchtower for every side (North, East, South, West) of the district which is exposed (e.g. If your town has a large cliff behind it, 3 watchtowers are required) with a minimum of 2 watchtowers are required as well as a bell tower in the centre of the market.Other ideas can be found here: http://en.wikipedia....ification

    - Paths must be created linking the licensing office to each Market District Structure (excluding watchtowers/sentries), a gate (if owned) and the Farming District.

    Items
    Treasury must contain:
    - 1/2/3 stack of cobble/stone per player
    - 10 items of edible food per person
    /a total of 10 items of 2 (or more) different edible foods per person
    /a total of 10 items of 3 (or more) different edible foods per person
    - A bucket
    - At least 1 of each:
    - Steel Sword
    - Steel Pickaxe
    - Steel Shovel
    - Steel Axe
    - Steel Hoe
    - Stack of 64 torches
    - Leather/Steel Helmet/Steel Helmet
    - Leather/Steel Chest Plate/Steel Chest Plate
    - Leather/Steel Leggings/Steel Leggings
    - Leather/Steel Boots/Steel Boots

    Stage 4: Growth
    "We shall become a prosperous City!"

    Restrictions:
    - Only 1 diamond tool/weapon (per player) can be owned at once but cannot be shared between players.

    Requirements to advance:
    - All building requirements from previous stages.

    Buildings

    Normal Difficulty
    - A City Hall (may be upgraded from town hall) which contains:
    - A front door
    - A meeting room
    - A town treasury
    - At least 2 offices
    - At least 2 floors
    - A cathedral or other large religious building.
    - At least 2 defensive turrets/towers must be built on/near your walls (If you have walls)
    - At least 2 more community structures (making 3 in total) must be built.
    - A fenced off (or otherwise protected), working wheat farm that must have at least 10 (as opposed to 5) wheat per person participating
    - A mine shaft that goes down to level 20 or lower.
    - A sea port (if feasible) with at least 1 pier and boat (item or building) OR a stable if sea port is not possible
    - Paths must be created linking the city hall to each new community building and the sea port/stable.

    Hard and Insane Difficulties
    Farming District
    - A fenced off (or otherwise protected), working wheat farm that must have at least 20 (as opposed to 10) wheat growing.
    - Paths must be created linking the Town Hall to each Farming District Structure (excluding watchtowers/sentries) and each other district.

    Mining District
    - At least 2/3 watchtowers/sentries must be constructed outside of the mining town.
    - A mine shaft that goes down to level 20 or lower.
    - A total of 3/5 houses constructed (according to stage 1 specification)
    - One/Two of: Blacksmiths/stonemasons/workshop must be constructed.
    - Paths must be created linking the town hall to each Farming District building (excluding watchtowers/sentries) and the Market district.

    Port
    - The Port Harbour Master's Office must be constructed, which contains:
    - A front door
    - A lobby
    - An office
    - A bedroom
    - Your kingdom's flag outside symbolising its authenticity and showing your kingdom's colours to anybody that ports.
    - At least 1/2 dwellings constructed, which must contain:
    - A front door
    - A living area
    - A Bedroom with at least 1 bed
    - A sea port with at least 2/4 piers and a boat (building)
    - Paths must be created linking the Harbour Master's Office to each Port Structure (excluding watchtowers/sentries) and each other district.

    Market District
    - A well (infinite water source)
    - At least 1/2 more community structure must be built to make 4 total
    - A marketplace with 3/6 stalls and 1/3 shops must be constructed.
    - Paths must be created linking the licensing office to each Market District Structure (excluding watchtowers/sentries) and each other district.

    Upper District
    - A City Hall which contains:
    - A front door
    - A meeting room
    - A treasury
    - At least 2 offices
    - At least 2 floors
    - A room for document storage
    - A cathedral or other large religious building.
    - At least 1/2 community structures must be built.
    - A wall must surround all Upper District Structures. It must be safe from monsters at any point within the walls (except mob farms etc.) and must include at least 1 gate to get in/out of the district.
    - At least 2 defensive turrets/towers must be built on/near your walls.
    - Paths must be created linking the city hall to each Upper District Structure (excluding watchtowers/sentries) and each other district.

    Items
    Treasury must contain:
    - 15 items of edible food per person
    /a total of 15 items of 2 (or more) different edible foods per person
    /a total of 15 items of 3 (or more) different edible foods per person
    - A bucket
    - At least 1 of each:
    - Steel Sword
    - Steel Pickaxe
    - Steel Shovel
    - Steel Axe
    - Steel Hoe
    - Steel Helmet
    - Steel Chest Plate
    - Steel Leggings
    - Steel Boots
    - Compass
    - Clock

    Stage 5: A Kingdom, At last!
    "We shall become the most successful civilization known to man!"

    Restrictions:
    - None

    Requirements to advance (to bonus stage) or complete challenge:
    - All building requirements from previous stages.

    Buildings

    Normal Difficulty
    - A Castle/stronghold that must contain:
    - A throne room
    - A well protected treasury
    - A feast hall
    - At least 1 Grand bedroom
    - A dungeon with hostile mobs
    - A prison
    - A surrounding moat/ditch/wall
    - A barracks
    - A monument/statue commemorating the founding of your kingdom.
    - At least 2 more community structures (making 5 in total) must be built.
    - An outlying village (same requirements as stage 1, but for only 1 person)
    - A nether portal (if enabled)
    - Paths must be created linking the city hall to each new community building.

    Hard and Insane Difficulties
    - A monument/statue commemorating the founding of your kingdom.
    - A nether portal (if enabled)
    - Paths must be created linking each District together.
    - A stable in every district. (Insane)

    Mining District
    - A total of 2/3 community structure must be constructed e.g. supplies shop, warehouse etc.

    Port
    - At least 1/2 more dwelling constructed (to total 2/4), which must contain:
    - A front door
    -A living area
    - A Bedroom with at least 1 bed
    - At least 1/2 community structures must be built

    Upper District
    - At least 1/2 more community structures (making 2/4 in total) must be built.
    - At least 1/3 dwellings constructed, which contain at least:
    - A front door
    - A lobby
    - A living room
    - A kitchen
    - A garden
    - A library
    - At least 2 bedrooms with at least 1 bed in each.

    King/Queen's District
    - A Castle/stronghold/Palace etc. that must contain:
    - A throne room
    - A well protected treasury
    - A feast hall
    - At least 1 Grand bedroom
    - A dungeon with hostile mobs
    - A prison (may be separate)
    - A surrounding moat/ditch/wall
    - A barracks (may be separate)
    - A garden and/or courtyard
    - Your kingdom's flag outside showing your kingdom's colours to the whole kingdom.

    Items
    Treasury must contain:
    - 20 items of edible food per person
    /30 items of 3 (or more) different edible foods per person
    /50 items of 5 (or more) different edible foods per person
    - Minimum 10 diamonds
    /Minimum 10 diamonds
    /Minimum 20 diamonds
    - Saddle (for the royalty to ride their trusty steeds, naturally)
    - Compass
    - Clock
    - At least 1 of each:
    - Any Diamond Tool
    - Steel/Diamond Helmet/Diamond Helmet
    - Steel/Diamond Chest Plate/Diamond Chest Plate
    - Steel/Diamond Leggings/Diamond Leggings
    - Steel/Diamond Boots/Diamond Boots
    - Gold Helmet (The King/Queen's Crown) (Insane)
    - Gold Chest Plate (The King/Queen's Armour)
    - Gold Leggings (The King/Queen's Armour)
    - Gold Boots (The King/Queen's Armour)

    Bonus Stage: Rule the World!
    "Because being the king of a realm just ain't good enough."

    Restrictions:
    - None

    Requirements to complete:
    - All building requirements from previous stages.

    Buildings
    - Create at least 1 megastructure ('megastructure' being defined by yourselves)
    - Create a hostile mob farm
    - Create a friendly mob farm
    - Build an outpost underwater
    - Create a ship (building) fit for a king!
    - Build a village in the nether, safe from threat. (if enabled)
    - Build a village in the sky, completely separated from the ground (except for access points)
    - Post pictures of your kingdom here!

    Items
    Treasury must contain:
    - 25 items of edible food per person
    /40 items of 4 (or more) different edible foods per person
    /50 items of 5 (or more) different edible foods per person
    - A stack of diamonds
    - A stack of gold
    - A Saddle
    - A cake (or it may be placed somewhere)
    - At least 1 of each:
    - Diamond Pickaxe
    - Diamond Axe
    - Diamond Sword
    - Diamond Hoe
    - Diamond Shovel
    - Diamond Helmet
    - Diamond Chest Plate
    - Diamond Leggings
    - Diamond Boots
    - Compass
    - Clock
    - 1 cake for each week you've spent on the challenge
    - Gold Helmet (The King/Queen's Crown) (Insane)
    - Gold Chest Plate (The King/Queen's Armour)
    - Gold Leggings (The King/Queen's Armour)
    - Gold Boots (The King/Queen's Armour)

    Pro Tips:

    - Plan well in advance for the best result.
    - Struggling for food? Try fishing or growing mushrooms.
    - When considering where to build your kingdom, think about what you're going to need to do: Unless you find a bucket in a dungeon, you'll need to build near water for a farm. Also, it's recommended to build in a flat open area so that you don't need to do too much Terra-forming to build your structures such as walls.
    - Need help when it comes to building? visit http://www.minecraft...uilding-a-city/ for inspiration and things to keep in mind.
    - Try incorporating other ideas or religions, such as ArchbuS's 'Cubeaism' religion
    - Check out the Community section for other challenges like this!
    - Don't know how to upload images? Here are two guides:General guide by myself:

    You can take screenshots in-game using F2, it will then save them automatically in a file. To find the file:
    - Search for %appdata%
    - Open '.minecraft'
    - Open 'screenshots'Once you are in screenshots copy the address (e.g. C:\Users\Chris\AppData\Roaming\.minecraft\screenshots)(The reason I find the file beforehand is because its hard to navigate to and when I search for it in the window for uploading them it usually doesn't find it for me)

    Go to your image hosting website and find wherever you upload the images. It will tell you to select the images you want to upload, paste the address you copied earlier into the address bar and then select the images you wish to upload.
    Once it is done uploading, there should be some links you can copy to paste into a post. If you are given multiple links the best one to go for is the BBCode link because that puts the image in the image tags for you.

    E.g. Using Imgur:
    [img]http://i.imgur.com/qhuzx.png[/img]

    Alternatively, just use the direct link and add the IMG tags before and after the link as shown above.

    Guide for Imageshack by OpelFalcon:
    [quote=OpelFalcon;/comments/8187685]
    Normally I wouldn't do this sort of thing, but you caught me in a good mood with time to spare so...First hit the login button in the top right and you should be greeted with something like this:
    So hit browse there to the right and once you've selected the file you want to upload hit upload.

    F2 is the screenshot button in Minecraft, (F1 removes the HUD makes cleaner looking screen shots)The screenshots are then saved in the .minecraft/screenshot folder so you want to browse to that when uploading a screen shot for minecraft.

    Once the screen shot is uploaded you should see something like this:


    Copy the Direct Image link and place it between these things called "Tags":
    [img]http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/[/img]

    Summary


    Sorry for the super (now with extra super) long thread, but i'm sure this could be quite a fun and unique challenge to try, please be sure to give it a go and give me feedback and updates on how you do. Remember, the guidelines are not set in stone so you don't have to follow them by the letter!

    Any suggestions? Please let me know because I am sure I can improve this challenge with your help.

    Good luck, Settler!

    Community

    Inspired Challenges


    This is something I should have added a while ago. Here, I will put any challenge that has been inspired by my challenge. They have a lot to offer and have some new variations that spice things up!

    Fantasy City Build:

    Created by AmazingSniper8 and maintained by him and a team of others, this challenge has races that changes the way you play completely! Check it out:

    http://www.minecraftforum.net/topic/1332250-challenges-%E2%99%A6fantasy-city-build%E2%99%A6/

    Servers


    If you own a server which is dedicated to this challenge, send me a Private Message on the forums with the server's details and I'll happily add it here for publicity.

    Here's a relatively new server, run by MasterBillian. He has merged this challenge with the Tale of Kingdoms mod to make a server customized for the challenge! MasterBillian is hoping to build a close community of players and is welcoming new members to the server now. Full details can be found on the thread:

    http://www.minecraftforum.net/topic/2627860-kingdom-construction-challenge-now-accepting-applications/

    Videos


    Sometimes I find it more fun to watch other people play Minecraft than playing it myself, here I will post links to your videos of the City Construction Challenge that I may find.

    If you want a custom description for your video then please specify when you ask me to add it to the OP.

    G1Teanji is back again, this time with Teckiies for round 3 with the Insane challenge. Notch has definitely forsaken them as they start off with a bit of bad luck, but that hasn't scared them off yet. Here's the first video in their third series:

    (explicit language)

    You can follow it from G1Teanji's viewpoint:

    Youtube channel:
    https://www.youtube.com/user/G1Teanji

    VaalDeth the Minecraft Magician takes on the challenge for a second time, with more mods than you can shake a stick at! Definitely a series to watch if you enjoy mods and shaders:


    Youtube channel:
    https://www.youtube.com/user/VaalDeth


    Watch the progress of a group of players as they take on the City Construction challenge! (Series 3 of Crater City)

    Youtube channel of this particular video:
    http://www.youtube.com/user/Fallaron

    More channels of the players in Crater City can be found in the description of the above video on youtube.

    Michael Canino's Challenge attempt on insane. He spawns in what looks like the secret cow level (You get my respect for catching the reference). He also provides an option to either skip parts you might find boring or watch them with some music. There may not be much content in this video but there is certainly plenty of potential shown from the channel's owner for good quality, interactive videos so be sure to keep watching.


    Youtube Channel:http://www.youtube.com/channel/UC0YOKjE5SiMtVamfp5VptTw

    Hemlas' Challenge attempt on hard difficulty, along with some great music to start the episode off. He finds a nice seed to start the challenge and luckily remembers that he forgot his helmet before doing some dangerous mining!


    Youtube Channel:http://www.youtube.com/user/HemlasAdventures

    Lord Raven picks up Minecraft again for the City Construction Challenge on Insane difficulty and is eager to point out a flaw in the challenge (I have fixed that now!). Quite a lengthy video with good comedy value (chasing cows around, in particular).


    Youtube Channel:http://www.youtube.com/user/LORDR1966

    DeltaBravoOneThree tries out the Challenge on normal mode. He even sings nursery songs! Check it out:


    Youtube Channel:http://www.youtube.com/user/DeltaBravoOneThree

    MagpieMcGraw jumps into a cactus as he begins the challenge on INSANE(?) difficulty, In the first episode he builds three charismatic homes to satisfy the first stage's requirements:


    Youtube Channel:http://www.youtube.com/user/MagpieMcGraw

    WyndWalker02 accepts the challenge with some other Minecrafters:


    Youtube Channel:
    http://www.youtube.com/user/DominionGamingTV

    Banners


    If you wish to support this challenge and spread the word, I have created two simple banners to choose from and OpelFalcon has made a smaller, simpler signature too!

    Made by me:



    [url=http://www.minecraftforum.net/topic/607484-challenge-the-city-construction-challenge/page__p__8024634#entry8024634][img]http://i.imgur.com/oQQHt.png[/img][/url] 


    [url=http://www.minecraftforum.net/topic/607484-challenge-the-city-construction-challenge/page__p__8024634#entry8024634][img]http://i.imgur.com/qhuzx.png[/img][/url]
    Made by OpelFalcon:

    [url=http://www.minecraftforum.net/topic/607484-challenge-the-city-construction-challenge/page__p__8024634#entry8024634][img]http://img508.imageshack.us/img508/272/sigex.png[/img][/url]

    Posted in: Survival Mode
  • 1

    posted a message on The City Construction Challenge
    Hello everybody!

    It's amazing to see how this thread has lived on for almost three years now. Thanks to all of you for your support and for keeping this challenge alive for others to see. I've been away from this challenge and Minecraft for a while now and I wish I was here to follow the progression of my challenge to date, but I'm back at last.

    I've made a few noticeable changes to the OP which you can see in the News and Updates, there may be more on the way (still no guarantee) so keep an eye out.

    One of the big changes that I have made is to the layout and formatting for the challenge. When I came back and tried to make an edit, the whole format seemed to have collapsed in the editor (something to do with MCF) and so I decided to rearrange things whilst I fixed it, let me know if you like the new layout!

    I've also updated the Youtube videos on the front page as a lot of them were deleted or were very short Let's Plays that terminated pre-maturely. I've finally added VaalDeth's videos too so check them out when you find the time. If I've missed your videos, get in contact with me (by PM for best results) so I can add them.

    Other updates include a new section for other challenges based off The City Construction Challenge, I've yet to actively seek these out recently so let me know if your challenge should be on this list! Also, be sure to take a look at the Fantasy City Build if you have not done so already: http://www.minecraftforum.net/topic/1332250-challenges-%E2%99%A6fantasy-city-build%E2%99%A6/

    In other news, if you're looking for an interesting read about challenges - check out my thread here. It's basically my write-up of what a challenge is and how to achieve the best results when making one, so if you're looking to make a new challenge or already have a challenge of your own then be sure to take a look for inspiration. Be warned, it is very long and there's no promise that you'll be entertained by it due to its nature. Also, it's very much a work in progress and I will be updating it with changes over time.

    That's all for now, don't forget to keep posting your progress and feedback. From now on, I'll be around to keep up-to-date with everything going on.
    Posted in: Survival Mode
  • 3

    posted a message on Survival Challenges Detailed
    Survival Challenges Detailed
    Changelog
    • Replaced 'creativity' with 'construction' in the scale of focus for challenges. It makes more sense.
    • Added a new challenge specification: 'The challenge should not be ambiguous'
    • Added a summary list of requirements that should be used in order to meet the challenge specification
    • Added a small advice section, with some important things to follow!
    • Added a second example

    Introduction
    Let me begin by mentioning that I am the creator of the City Construction Challenge, so everything written here is coming from the perspective of somebody who has created, in my opinion, a successful challenge. I will be writing about challenges is general, but making strong references to my challenge as a viewpoint of experience. Generally, I will try describe what makes a good challenge and a bad challenge with examples. A lot of what is written is from my own opinion and may not be concrete facts, so bear this in mind when reading.

    The main reason I am writing this is to give myself a defined understanding of how my challenge went and I generally put the most effort into things like this by writing about them. Rather than keep this to myself though, I might as well post it. A fair warning: If you're looking for something entertaining, this probably isn't the thread you're looking for, but to anybody who is genuinely interested I hope that you find this enlightening/interesting in some sense and if it helps you - even better.

    Before you carry on, take a minute to think about what a Survival Challenge is and what they're for. I hope that by doing this before and after reading the text below, you will notice a difference in your understanding of a challenge.

    What is a Survival Challenge?

    A Survival Challenge is exactly what is sounds like: something that provides a player with extra challenge on top of the challenges of Survival mode. A strong reason for the existence of these challenges is to make the gameplay of Minecraft fresh for people who have been long time players - much like changing texture pack gives a fresh look to the game, or installing a mod, but without any physical changes to the game. A survival challenge is composed of a set of goals of various (and often progressive) difficulty that the player needs to achieve, with a set of restrictions that make reaching the goals more challenging, exciting and/or rewarding to achieve (A challenge with no restrictions is technically restricted to 'anything possible in Minecraft').

    The main reason I created my challenge was because I was looking for something new to do. My own list of 'ideas to try out in Minecraft' was running dry and although I wanted to be creative, I couldn't think of something that I particularly wanted to apply my creativity to - I needed a new idea or objective, not more creativity. Minecraft is notoriously lacking in set objectives, the player must create their own (which is what allows for so much variety) but after long enough, the player can feel lost or bored without a new objective if they cannot think of their own. This is what a Survival Challenge addresses: the challenge provides the player with a new objective - at least until they have created a new list of objectives for themselves.

    In the City Construction Challenge, I heavily bias the challenge towards people who want to be creative by constructing something exciting. This challenge could have easily been applied to a creative game, but Survival Mode was chosen as the intended game mode as a restriction of sorts. As I implied before, restrictions make achieving the objectives harder and thus more rewarding when they were are met. (Rather than explain why making the challenge more rewarding is a good thing, I hope you will just take my word for it as it is somewhat beside the point.)

    The other type of challenge is that of a Survival challenge which caters to a slightly different audience where, although the main objective is still technically 'to survive', the objective of survival itself is somehow changed to make it different from how a player might normally think of it. The first example that comes to mind is the early concept of an "Underground Survival Challenge":

    You have one day to collect as many resources as you can before you must go underground and never come back to the surface.


    Here, 'survival' becomes 'use your limited resources to live a successful life underground'. Usually, these types of challenges would be accompanied by a set of tasks to do that normally might be quite menial and insignificant that, with some resources limited and the over-world being off-limits, become incredibly formidable feats. Also, the construction aspects of the game and challenge are less pronounced and have less focus than the survival aspects, but it does still exist in subtle forms - for example, using the concept above, you may want to build things that will make you safer underground (traps, look-outs etc.)

    This gives rise to a scale of focus between Survival and construction, where a challenge that is heavily focused on construction would be on the far left of the scale:

    construction ███████████████████████████████████████████████ Survival

    (For example, a construction Challenge)

    A challenge that is heavily focused on Survival would be on the far right of the scale:

    construction ██████████████████████████████████████████████ Survival

    (For example, the Underground Survival Challenge)

    And a game that is equally focused on both aspects would be around the middle of the scale:

    construction ███████████████████████████████████████████████ Survival

    (An example might be a Zombie Apocalypse Survival Challenge where large numbers of mobs spawn each night, the survival aspect is not being overcome by the mobs and the construction aspect would be constructing effective counter-measures to stop mobs from reaching you)

    A challenge's nature could be defined by its position on the scale and from this it would be safe to derive some set of 'guidelines' that a challenge might follow. For example, a construction challenge would typically consist of objectives that involve construction, gathering resources and so on whereas a survival challenge would not. Depending on the audience that we want to address, a different set of guidelines might be followed.

    Note: I first made chose the scale to be a point between 100% survival and 100% creative instead of construction. I soon realised that this was wrong as Survival can be just as creative if not more creative than construction. I feel that survival vs construction is more apt.

    Summary

    In Summary, the basic definition of a Survival Mode Challenge comprises of the following properties:
    • A set of objectives for the player to achieve by completing physical tasks
    • A set of restrictions that makes objectives more challenging, exciting and/or rewarding to achieve
    • A level of focus between Survival and construction
    (Seems like nothing after all that text, I know!)

    Making a 'good' Survival Challenge

    Now that the idea of a Survival Challenge is defined, let's consider how we can make them and best tailor them to fit their purpose. First, we should build a basic specification for what a Survival Challenge should be/do. This is a list of things I would personally expect from a challenge, your list might be different:
    • The Challenge should be a primary influence on gameplay
    • The Challenge should not be overbearing
    • The Challenge should amplify the survival aspects of Minecraft, the construction aspects of Minecraft or both, to match its scale of focus
    • The Challenge should give a player new objectives that are appropriate for the Challenge's theme and scale of focus
    • The Challenge should impose restrictions that are appropriate for the Challenge's theme and scale of focus
    • Completing objectives should be an enjoyable and fulfilling task when combined with restrictions set
    • Objectives should be engaging and encourage the players' competitiveness and ingenuity when combined with restrictions set
    • The Challenge should have a story behind it
    • The Challenge should not be ambiguous
    Again, this specification is highly subjective, so it may be interpreted differently from person to person.

    Now let me clarify some of these points:

    'The Challenge should be a primary influence on gameplay' and
    'The Challenge should not be overbearing'

    By the first specification, I mean that the challenge issued should make you play differently from you would normally. It should be something that the player is mindful of the whole time they play Minecraft by the rules and objectives of the challenge. An example that might break this specification would be: "Find some food and (build) a home to live in", this is secondary to Survival Mode itself which encourages the player to do this anyway and doesn't change the dynamics of gameplay.

    The player often wants a new experience in Minecraft from the challenge and the best way to do that is to actively (and subconsciously) alter the way they play the game. This should not be done ham-handedly though, it is important to maintain a good deal of the player's freedoms when setting objectives and avoid having too many over-restrictive conditions. I will demonstrate this with an example from my City Construction Challenge:

    Here are two objectives that a player must complete:

    A town hall must be constructed, which must contain:
    - A front door
    - A meeting room
    - A town treasury
    - At least 1 other room (can be empty)


    and

    Create a meeting point where city folk would discuss politics.
    Your kingdom needs to store its wealth, provide a means of doing this.


    Imagine what you could build for each of these objectives and compare them.

    Immediately, it is obvious that one is more restrictive than the other. The first objective assumes the obvious and insists that the player builds certain rooms in the town hall, respect for the player's creativity is lacking and the scope of possible builds is reduced. It assumes that the meeting room and the treasury must be together. A town hall would not necessary store the town's wealth, nor would it necessarily be a place to meet. It also assumes that a front door, meeting room and a treasure are necessary. Now consider Ancient Greece, who held public meetings in open-air Theatres - they had no front doors or rooms.

    The second objective is abstract and gives the player the chance to think for themselves and create their own solution. To use a metaphor, the first objective is to use the provided DIY kit for a bookcase, with exact components and instructions. Whereas the second objective is to find somewhere to put all of your books. Abstraction can be overdone though, a rather extreme example would be generalising my Challenge to a single objective: "Create a City". The line between too specific and too abstract can be difficult to judge and care should be taken to avoid crossing the line.

    'The Challenge should amplify the survival aspects of Minecraft, the construction aspects of Minecraft or both, to match the Challenge's scale of focus'

    Translation: The Challenge needs to make Minecraft more interesting in the player's eyes by manipulating its survival and/or construction elements. Specifically, by putting more emphasis on them. For example, including restrictions that makes fighting more difficult will increase the amount of effort that the player needs to put into surviving. Putting more effort into surviving naturally makes it of bigger interest and managing to survive becomes a big deal. Now remember when you started playing Minecraft, surviving was a big deal, what if a challenge could bring that exciting experience back? You'd try it, right? The important part is making the player want to expend that extra effort on a task i.e. making it worth doing. The dynamics of this is slightly different between construction and Survival.

    Expending more effort generally demands a greater reward for doing so. In construction, this is very easy to achieve - In Survival, not so much. To us, the physical existence of something is much easier to appreciate than an abstract concept. constructing something leads to something being created and typically this can very easily be represented in Minecraft by blocks that act as a trophy. A player that has built something may see the physical product of their hard work and even show it off to other people who will accept and appreciate it. Surviving, on the other hard, leaves no physical product (especially when you respawn when you die!). Furthermore, I could tell you that I survived the attack of 100 creepers at once, but without physical proof you are sceptical and remain unfazed by my statement. We need physical evidence to appreciate it more and tackling this is not easy when, for the most part, players don't have videos to back up their story - no trophy! There are only a few ways to counter this, it could be as simple as giving the player a checklist of the objectives they have met (however forgeable it may be) or by making objectives that can be proven with screenshots alone (although this may limit your scope).

    It should be noted, however, that a trophy isn't everything and being able to enjoy doing something is rewarding in itself, but being able to show it off can really heighten the reward factor.

    'The Challenge should give a player new objectives that are appropriate for the Challenge's theme and scale of focus' and
    'The Challenge should impose restrictions that are appropriate for the Challenge's theme and scale of focus'

    This basically means that you should carefully consider your audience when creating objectives. If your audience is comprised of players that enjoy construction and are looking for ideas to build, giving them the objective "Kill 100 zombies" or a restriction "You may only kill mobs with your fists" is not going to interest them and will distract them from the rest of the challenge.

    I feel that I am guilty of this in my Challenge by setting item requirements at the end of each stage. Whilst my intention is to prepare the player for the next stage, what it actually does is force players to stop their progress to collect resources that they won't necessarily use and all the while provides no entertainment value at all.

    Choosing appropriate objectives and restrictions is entirely dependent on the challenge you hope to create, so just remember to keep the overall goal of them in mind when choosing them. 'Collect 100 wood' may be a reasonable objective, but is it really appropriate when your only other objective is 'Build a stone temple'?

    'Completing objectives should be an enjoyable and fulfilling task when combined with restrictions set'

    This assumes that enjoyment is one of the main reasons people play Minecraft and certainly (along with fulfilment) the main reason people would undertake a challenge. Failing to deliver an enjoyable experience would be counter-intuitive and would dampen the success of any challenge. This specification requires that completing the objectives is a enjoyable process and leaves the player feeling rewarded (yes, that word again).

    Making rewarding objectives has already been covered in part and by making objectives more enjoyable, they become more rewarding - so let's discuss enjoyable objectives. Enjoyable is very subjective here, a player may enjoy spending hours building or they may hate it. The best way to judge what players will enjoy is to consider your target audience and what your target audience want from their challenge. If your objectives and restrictions make the player want to follow them, chances are that they are going to enjoy following them.

    An enjoyable objective is one that the player has to think about, play around with ideas that they wouldn't usually consider and explore new possibilities. Imagine that you accept a challenge where you have to survive whilst being a pacifist and you can only live underground. What do you do? You can't kill mobs like you normally would with a sword...

    "maybe I could trap them? Or perhaps I should just try to avoid them altogether. I can't kill animals for food so I need to make renewable farms to stay alive, but I'm underground and have no seeds... mushrooms? But if I put them in the dark then mobs can spawn near me! Hmm..."

    With the objective simply being to survive and thrive (you could easily add more) and the only restrictions are being a pacifist and being stuck underground, you already have a complex situation that is inspiring to a player.

    'Objectives should be engaging and encourage the players' competitiveness and ingenuity when combined with restrictions set'

    A slightly more detailed way of saying the obvious: "The challenge should be challenging". This links in very strongly with the first specification ("The Challenge should be a primary influence on gameplay") as a challenge that does not encourage the player to behave with more competitiveness and ingenuity means that the player is not playing any differently to how they would normally play. If they are not playing any differently then they are not being challenged enough or they are being challenged too much by Minecraft for the challenge to make a difference. It's safe to assume that regular gameplay is not challenging enough and hence why they have taken up your challenge, so we can deduct that not playing differently suggests not enough challenge.

    Here, we have the restrictions in mind. They need to be carefully put in place to compliment the objectives and make achieving them require more thought. The important idea to take away from here is that making objectives take longer to achieve is not the aim of restrictions - this is bad.
    An example from my Challenge:

    In the first stage of the challenge, a restriction states that only wooden tools may be used to complete the stage. The intended effect of this is to reward the player once they complete the stage with better tools, give the player a feeling of progression as well as realism.

    However, since the first stage could involve gathering a lot of resources, this restriction could require the player to make dozens (or hundreds) of wooden tools (which would keep breaking) and the slow rate at which wooden tools work eventually leads to frustration and eventually boredom.

    Similar restrictions on later stages (with stone tools or better instead of wood) did not have the same problem and were effective restrictions because the intended effects had a greater impact than the less significant duration of time wasted.

    This can really take the wind out of your challenge's sails. When you give the player an objective, they will decide how long they want to take in completing it. If a player really wants the task to take longer than it will normally, they will do something extra to make it so. If this is the sole purpose of your restriction then remove the restriction immediately. If this is not the sole aim of your restrictions, but rather a side effect of the restriction, then carefully wager the intended effects of the restriction against this side effect.

    Instead, restrictions should force the player to approach a task in a different way (Not the same as forcing a player to approach a task in a specific way). The player should still be left with plenty of options when you impose a restriction, but typically they should be discouraged/forbidden from choosing an approach that they would normally do without the restriction and encouraged to experiment with new ideas. Restricting the player to the point that they can't do what they want to do will ultimately reduce player enjoyment and hurt your challenge.

    'The Challenge should have a story behind it'

    A good story can really get the player involved in the challenge and give objectives and restrictions a bit of colour rather than a list of 'things to do for no apparent reason other than I want to', tying the whole challenge together. Not only this but, when it comes to players sharing their progress, I found that a lot of players liked to back it with their own story of how they progressed following on from the background story.

    For all this to work, the story needs to be abstract, somewhat open to interpretation and have room for progression! Nobody wants to carry around your bulky character, his full biography of his history and his pre-determined fate with them. You should give players every bit of a chance as you do for the objectives and more to create their own story out of the prologue of the challenge. Why do you think the 'character that has forgotten everything in his past' is a clichéd character? Because it gives the player room for their own character.

    'The Challenge should not be ambiguous'

    A challenge is ambiguous when it's objectives and/or restrictions do not make sense or, in the case of restrictions, do not exist when they should. Missing a restriction can break your challenge altogether. A quick example:

    "Obtain diamond using only three pickaxes total" could be a challenge that tries to get a player to make careful use of their wooden, stone and iron pickaxes to get diamond with great tool efficiency. Without the restrictions "You may not trade for diamonds and diamonds looted from chests do not count" the challenge would be much easier and blow your whole concept out of the water (The example challenge wouldn't be very good even with the restrictions, really).

    Be careful to avoid possible shortcuts and loopholes and your challenge should be fine!

    Summary of Requirements for a 'good' challenge
    • The challenge must alter the way the player goes about playing Minecraft
    • The challenge must use abstract objectives (but not too abstract) to maintain players' freedom to do what they want within the restrictions
    • The challenge must make some task(s) require more effort to complete
    • Tasks that require more effort must be at least equally more rewarding
    • The challenge's objectives and restrictions must compliment each other
    • The effects created by imposing a restriction must out-weigh the increase to general task completion time caused by the restriction.
    • There must not be any restrictions with the sole purpose of lengthening task completion times
    • If a story is included, it must be abstract to allow for personalisation by the player
    • What a player can and cannot do must be clearly defined in the challenge
    By ensuring that all of these conditions are met, the challenge will likely be good.

    Important Advice

    This section does not contain anything that I would consider strictly essential to create a good challenge by my definition, but I highly recommend following the advice written here.

    When you think you have a good challenge, go through each step of the challenge and think of all of the possible ways that you could reach each objective. Logically progressing through the challenge in your mind, you should pick up on a lot of points to consider for your challenge that are important to know about. Don't be afraid to use a Minecraft knowledge base (e.g. a wiki) to find out anything you are unsure about - you could find a potential flaw in your challenge!

    Having created the challenge and gone through it in your head until it works, give it a test run in Minecraft itself! Some factors are hard to determine without testing such as determining how long it takes to complete a task and whether it becomes boring at any point. A bit of testing can make the world of difference for your challenge and I strongly suggest doing it.

    If you think these things aren't important, look at the second example below and see what you think of the challenge before and after I went through the challenge in a logical order, working out how the challenge would or wouldn't work.

    Examples using what we've learnt

    So hopefully it's fairly clear what a 'good' challenge is now. If not, this example that takes all of the advice from the previous section might help:

    Example 1:

    Let's say your target audience are builders and they want to build structures inspired by a certain culture and time period, say... Nordic. They just don't know it yet. How do we fulfil this? We make them want to do the challenge, then give them some enjoyable objectives and restrictions to define it:

    Background:
    The Nordic clan arrives at their destination, their new home, a patch of snow to any other. You travelled here with the rest of your clan through the harsh blizzard, without resources and now without food too. Winter has already begun and the months ahead will be as difficult as you let them be. You stop to catch a rest and evaluate the tasks ahead of you.

    Restrictions:
    • You must build in a biome where snow falls
    • buildings should be constructed predominantly from Wood
    • Iron is scarce and valuable, it must only be used for weapons and tool
    Objectives:
    1. Your people need a place to stay, build them homes that will keep them safe through the winter.
    2. We can't live without warmth, we need fire to huddle around. Give the people fire!
    3. The leader of the clan needs a longhouse. Have one built.
    4. Other clans are nearby and have surely seen your fires, build them some protection so that they may sleep at night.
    5. It would be wise to keep an eye out for hostile clansmen, Give your clansmen a lookout.
    From this, we've got a basic challenge. We've addressed the target audience's needs by creating a list of abstract objectives that make up the typical features of a Nordic settlement would contain, as well as some restrictions that challenge the player to think differently about how they will go about building. The level of abstraction gives the player a lot of room to create their own solutions without being too unspecific about details.
    This example doesn't have any Introduction to the challenge so there is nothing selling it, but you get the idea, right?

    Example 2:

    In this example, I go through CanaryCasserole's challenge idea to see how it would work. This example shows how important it is to think about your challenge in detail. Thanks to CanaryCasserole for allowing me to use his challenge concept as an example.

    The original idea:

    You have to beat the game (ender dragon and all) by only breaking wood logs(64) and obsidian. You can't break any blocks except for 64 wooden logs and 10 obsidian. That's it.


    Take a moment to work out whether this challenge would be considered 'good' by going through the requirements above. When you have decided, open the spoiler below to see what I made of it in a reply to CanaryCasserole:

    It's an interesting Idea, let's consider what your challenge implies to get a better idea of how it would work:
    • You must kill the Enderdragon, with only items craftable from wood, living creatures/plants I assume (i.e. anything that's not technically a block) or found in lootable chests.
    • From 2, I think it's safe to say the best source of items at first is going to come from monster drops (enchanted weapons/armour), this could take a while. I suppose this could encourage the player to think of better ways to kill monsters, but a lot of creativity is then restricted by not being able to break blocks (can't build traps etc.)
    • Naturally generated chests are another option (near spawners, mine shafts etc.) but reaching them without blocks makes them a rare occurrence for the player and consumes more time.
    • The only way we are going to get iron/gold/diamond gear is through chests and trading.
    • We can't brew our own potions because that would require a brewing stand and thus: cobblestone which cannot be broken (Or found in any chests, anywhere (even bonus chests)). Acquiring a cauldron would be trivial, though.
    • Trading is possible, but very slow. A number of resources are obtainable in this challenge and can be traded (raw beef/pork/chicken, wheat, fish, wool, paper, books, coal, iron, gold and diamond)
    • Obsidian would be difficult to obtain: The only way to get it without a diamond pickaxe is in blacksmiths' chests in villages rarely (25.6% chance of finding 3 - 7 blocks in a chest). The only other way is via a diamond pick which must be obtained through finding/trading for diamonds (or the pick itself), then obsidian must be found (You can't just dig your way underground, of course!) or created using buckets of lava/water.
    • Placing blocks is allowed, so building somewhere to live is achievable, especially with wood.
    • Every death is a major setback, unless useful items are stored.

    Now, you can see (And I was highly surprised at) just how much detail those very simple conditions have expanded into. So let's consider what flaws there may be next by looking at it and comparing it with the points I made in my first post.
    First, the challenge is somewhat ambiguous. There are some things that need clarifying:

    • Can a player alter a block? E.g. Plough and sow seeds?
    • What about creepers? If they blow up a block, can I pick it up and use it? This could be the difference between being able to use obtain cobblestone and not which has great implications (brewing, for one)
    • What does a 'block' counts as, it could be any of the below:

    • Anything breakable
    • Anything that takes up a whole 1x1x1 space, exceptions are blocks that have 'air' in them e.g. stairs, foliage, crops, leaves etc. but for arguments sakes not water or lava (there is a tiny amount of air at the top of the block)
    • Anything solid i.e. anything you cannot walk through. Exceptions to this are stairs, foliage, crops, leaves, water and lava (which are actually quite important to consider, just think of everything you can do with these blocks) etc.

    The next thing you need to think about is whether the objective takes too long to complete by comparison with the amount of time it would normally take to complete. This can often be very difficult to gauge and I suggest the best way to determine this is to try it out. Do you get bored at any stage? If you do, there's something wrong and you need to go back to the drawing board.

    Finally, a story. Admittedly, I'm finding it difficult to think of what backstory you might use to sell this challenge to the player. Remember that it needs to be abstract to give the player room for personalisation too. Perhaps you could pass it off as a "coming of age trial", where you, the player, must "Prove that you are ready to become an adult". Then again, killing an enderdragon is probably quite a harsh trial for anybody, so perhaps instead of a coming of age you might want to go with: "The King needs a new champion, who can overcome any setback" and somehow justify your restrictions from there.

    I have to say, I started out trying to show that your challenge was impossible before slowly realising that there was more and more ways to actually accomplish the feat. It just goes to show that even somebody experienced needs to go through the process above to really make a good challenge. I would like to make one more suggestion to your challenge, which would be to add some intermediate objectives that 'guide' the player through the challenge otherwise they might be left rather daunted and lost when they look at or start the challenge e.g. "Obtain Diamond". When I first looked at the challenge, I thought it would be me trying to shoot down the enderdragon with no armour and an unenchanted bow - when really that's not the case.

    Did you get to the same conclusion as I did? Did you miss anything?

    End Comments
    Now, take a minute to think what a Survival Challenge is an what they're for again. Is it any different from what you first thought? Let me know in a reply!

    I hope that if you read this, it was worth your time or you found it interesting.
    Posted in: Discussion
  • 1

    posted a message on COMPETITION: The Mad King's Stronghold
    Hello Creative Forum,

    I would like to lend your help (and hopefully provide you with something to entertain you) in creating a Structure in Minecraft which can be displayed on my City Construction Challenge Thread to make it look purty :YFlower:

    You have 3 weeks (Is that long enough? :huh.gif: ) to create the Mad King's Kingdom, Stronghold or similar, take the best possible screenshot of your creation and post it here. I will then give 3 days for the people of the Forum to vote for their favourite entry via polls once the competition deadline is met.

    Your creation must fit in with the Lore from The City Construction Challenge (link above).
    The (most relevant part of the) Lore:
    "The rich king of the wastelands ruled tyrannically over the people with an iron fist, taxing the citizens more than they could dream to afford and threatening to slaughter them if they came up a penny short. He starved his people so that he could hold feasts for himself and his fat lords, caring little for the poor villagers who feed his endless stomach. The people have grown fed up of grueling work in a place with no hope or future in sight, you must flee this barren hell with whoever has the courage to leave and find a way to live for yourself."


    Go nuts, just make sure you can fit most of your design in a single screenshot :wink.gif: You can post multiple screenshots, but make sure there is at least 1 with the entire of your creation within it.

    Also, It would be a bonus if you uploaded a copy of the world with this structure here so I could take more screenshots if needed if it wins.

    Note: By posting an entry to this Competition, you permit the use of your screenshot in the thread linked above on the OP.
    Also, I reserve the right to not post the winning screenshot on the post if I choose.

    Best of luck, hope you have fun, Begin! :biggrin.gif:

    Thanks,

    Chris
    Posted in: Creative Mode
  • 1

    posted a message on [CHALLENGE] The Village Architect Challenge
    Quote from foldagerdk

    Dude please notice that I didn't see the other challenge before it was posted here!


    Ok, so I wasn't going to say anything until you posted this comment...

    It's a blatant lie that you didn't read my challenge before posting this challenge, there are too many similar features for it to be just coincidence and It's not like they're generic things that everybody adds to their challenge.

    Let me compile a list of everything which is the same:



    - The use of "stages" as well as the specific word "stages"
    - The rules and a "Guideline" that you used in the challenge (OT: I don't know why you have rules and Guidelines, where the you must follow the rules and 'You must follow the building guidelines'. Mandatory guidelines are rules if you ask me.)
    - "Support Beams" required in mine shafts
    - The use of a helmet whilst underground

    - A section for tips
    - Stages with subtitles (The beginning, The expanding etc.)
    - Small quotes at the beginning of each stage's explanations.
    - Rules specific to each stage
    - The limitations of which grades of tools you may use in some stages.
    - "Requirements" to progress to the next stages
    - Acquiring a full set of a certain grade of tools
    - Acquiring a certain number of "Edible Items" of food
    - A "fenced off" farm with X wheat growing
    - Paths to each building
    - Other building requirements

    Note that any quotations I made were from my own thread...

    With all that, you cannot claim "I didn't see the other challenge before it was posted here!". You used things specifically from my challenge, most notably: stages, the use of a hat for mining and the use of "Support Beams".

    Don't get the wrong impression though, I'm not going to stop anybody from making their own version of my challenge. If somebody makes a challenge based off my challenge which is unique and creative I'd probably link it into my challenge thread somewhere. I am trying to encourage originality and creativity, that's the reason why I was disappointed with this thread.
    However, If you make a rip-off and claim it to be your own and you never read my challenge, I will call you up on it like I am now.

    All I can say is:

    Posted in: Survival Mode
  • 1

    posted a message on Silverfish Playpen!
    Silverfish: The Hamster of Minecraft.
    They look hungry, you should probably feed them some Steve...
    Posted in: Survival Mode
  • 1

    posted a message on The City Construction Challenge
    Quote from Shock_waved

    This is a great challenge but the wall building on stage 3 is kinda stupid. Because we don't know how big our kingdom will eventually grow.

    i think we will push the wall back to stage 4 or 5.


    I understand what you're saying, but I designed this challenge to be realistic - An influential town should be protected from those who would see it destroyed :wink.gif:

    Saying this, there are multiple ways around this:

    - Build your walls larger than they need to be to accommodate for new buildings in the future
    - Create several 'districts' in your kingdom with walls separating them e.g. lower town (for lower class), upper town (for higher class) and the king's district (for nobility, lords/ladies etc). This would conveniently work out, as later you get access to better materials for better buildings.
    - Knock down and recreate walls as necessary - it's somewhat realistic.
    - Use temporary stockades - kinda like the previous, but instead of going all out on a final design; build less permanent walls out of something easy to obtain and can be recollected if destroyed. It'll add some extra realism to the challenge.
    - Bend the rules: Don't like the rules? Change them for to your preferred rules.

    Cheers for the input,

    Chris
    Posted in: Survival Mode
  • To post a comment, please or register a new account.