Really cool map! Very inventive in the way that you've used resource packs and lighting settings. I really like the attention to detail that you've put into things like the camera zooming into the paintings, as well as the spinning cube near the end. Very inventive use of command blocks. It was also really fun to play the map with the default texture pack and see how you set things up, clear that you guys put a lot of work into it! I also really liked the music (and the transitions you guys set up). Was the music all from the original game as well, or did you source it from somewhere else?
The puzzles were neat, especially the final projection-based one. The maze was a cool idea as well, however in the end mazes aren't super fun (for me anyway). However, if I understand correctly it seems that you've ported these puzzles over from the inspired indie game, so criticizing you guys for puzzles you didn't make yourselves would be kind of silly. I hope though that you revisit this mechanic in the future, perhaps with puzzles of your own. Regardless it's cool to see how you guys use command blocks, so I'd definitely like to play your future maps as well.
I had made a video of me playing your map--you guys apparently already found it though! Ha, I should have posted in this thread sooner.
Can't wait to check out your video when I get some time. Which version are playing?
Also, I'm going to place your video in the LP section on the front page. How do you want me to display your name?
In case you hadn't figured it from the video, I was playing 1.4.
Thanks. My first map so I can always improve. As for the other thing...
Thou art correct. Jesper beta tested it and it was just a little fun thing I put in the map.
Ah, okay! It makes more sense now (the other thing).
Also, I want to make it clear: I hope I'm not implying that the puzzles were bad. it's just that there weren't many of them. And as cool as the presentation was, the map really came down to
Find the three books and the Hell room. Although, much liked that linked trailer, figuring out what you were supposed to do in the first place probably was the real puzzle. Plus piecing the story together was good fun. Funny enough, I didn't notice Book 1 until I had returned back to the starting room at the end, heh.
So yeah, really good map, totally worth the ~2 hours. I recorded a playthrough (like many of the people here), but I've got some editing to do on it first. I'll be sure to post the first ep here when it's done.
Oh, now this is a cool mod. I love utility mods that improve already existing Minecraft features, rather than just add new things or completely change core mechanics. I'm going to make a spotlight of this, just summarizing what you've said above with graphics and such. Hope you don't mind!
The entire map was designed brilliantly: "welcome to time to thrive you job is to get higher than the other races like creepers and zombies", said the opening text. In just two signs, it laid out the backstory of this world and gave me my mission. A third sign told me the rules I must follow. Additionally, unlike most mapmakers who design their maps so that multiple people can play, Porky_pig took the risk and provided the equipment directly to the player, making it obvious that this was a singleplayer venture. I would have to do it myself, without anyone but my pickaxe enchanted with hundreds of arcane spells to help me.
So, knowing what I must do, I set off through the jungle with my pickaxe in hand.
However, starvation began to set in. My equipment was heavy, even if it made me invincible, and I had no time to scavenge for food. I knew what i needed to find, and I didn't have long to get to it.
I found a mountain, stretching nearly to the clouds. 'This is where I will prove my superiority. I will climb higher than anyone else", I thought to myself, equipping my shovel. I flattened a small hill near the mountain, and collected countless blocks. However, the edge of my vision was starting to turn black: I hadn't eaten in days. Quickly, I rushed up the hill, and stood atop it. I saw that I was higher up than anyone else could get. I was pleased.
However, a nearby pig grunted, and I realized that I was not done with my quest. I looked down, dirt in hand, and began to create a pillar of dirt, stretching higher than the clouds. It was all in vain, though: I starved atop that unfinished pillar, with nothing to show for it but a stack of blocks.
This map shows that no race is superior to any other, and anyone who tries to prove otherwise is foolish.
All in all, I rate this map 1/10 for being a piece of crap map that just drops you off on a regular map, but with a full set of diamond equipment.
So in the previous prerelease, 12w32a, a new "Work In Progress" block was introduced, further known as the beacon block. This block is still included in the 12w34a, but is no longer included in the Creative menu - you have to spawn it in with item codes and commands.
With this new block and makeshift pyramid made out of gold, iron, emerald, or diamond blocks, you can enable the effect of the beacon block, which is giving an AOE powerup, dependent on the height of the pyramid. Building a pyramid is easy enough, but we're in the middle of an Adventure mode transition here! You can't build things in Adventure mode! I then decided to try making a redstone-powered beacon pyramid, no assembly required.
tl;dr it's just two timers and clock hooked up to some pistons. Click the spoiler for more info on how it works.
There are two main sides to this contraption: literally the left and the right side. The left side (including a bit of the middle) first pulls out the center piston, opening a hole with a slab at the bottom. The pillar of sand held up by the middle piston falls down due to gravity, and the slab causes the sand to break into item drops. After all the sand has fallen (there's a RS-NOR-based timer, aka a monostable circuit, used to make sure that all of the sand has fallen before doing anything else) the piston on the left pushes its emerald line towards the middle. The left pillar of sand then falls to replace the empty hole, allowing the left piston to push again when ready.
Now on the right side are two parts. There's another RS-NOR based timer, and a clock. The clock will only go off once the left side has done its business, thanks to the timer. The right side then does the same thing the left side has done, pushing the outside sand towards the middle, except it does it repeatedly. The middle piston also pushes up in time so the emerald block can smoothly rise into place. Although the clock itself never turns off (expect for those initial seconds after pushing the button), the machine doesn't break because the placed obsidian blocks, as well as the beacon block itself aren't movable, which makes the pistons stop on their own.
Of course, this clock becomes annoying when you're trying to reset the machine (by destroying the inplace blocks, putting emerald blocks back into the reservoir, refilling the sand pillars, etc), so there's a safety lever on the clock for debugging purposes. Note that the lever overrides the RS NOR timer, so make sure to turn off the lever before trying to work the machine again.
I'm currently working on a design that allows you go back and forth between levels (say the player does badly, so he drops from level 2 to level 1). That'll either involve some vertical piston trickery, or a LOT more of those sand pillars.
I loved Lost, and while I was actually building another contraption for 1.3.1, this came into my mind. Be sure to play it yourself, there's more than meets the eye...
This is a survive as long as you can minigame. Every forty-two seconds you will be required to enter a code into the main panel in a timely manner. If you do not complete this task, well, you don't want to know. Be sure to post your score (details on what the score system is lie within the map) below!
Rules are located in story form in the Ender Chest right in front of where you start. Be sure to follow all of the guidelines, especially playing on Normal. If any monsters spawn inside the building somehow, feel free to use the provided sword to kill them, they are not a part of the map. Also be sure to respawn if you die, you might just find something unexpected...
If you have any questions about the map, feel free to put a comment down, and I will get back to you as soon as possible! If you find any possible bugs, please put them below as well. Thanks in advance, and make sure to toss a diamond my way if you like this project, it helps other people see it!
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Really cool map! Very inventive in the way that you've used resource packs and lighting settings. I really like the attention to detail that you've put into things like the camera zooming into the paintings, as well as the spinning cube near the end. Very inventive use of command blocks. It was also really fun to play the map with the default texture pack and see how you set things up, clear that you guys put a lot of work into it! I also really liked the music (and the transitions you guys set up). Was the music all from the original game as well, or did you source it from somewhere else?
The puzzles were neat, especially the final projection-based one. The maze was a cool idea as well, however in the end mazes aren't super fun (for me anyway). However, if I understand correctly it seems that you've ported these puzzles over from the inspired indie game, so criticizing you guys for puzzles you didn't make yourselves would be kind of silly. I hope though that you revisit this mechanic in the future, perhaps with puzzles of your own. Regardless it's cool to see how you guys use command blocks, so I'd definitely like to play your future maps as well.
I had made a video of me playing your map--you guys apparently already found it though! Ha, I should have posted in this thread sooner.
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Yeah, I finished the map. There was one part where it felt like the positioning was outta whack, that's somewhere around video 8 or 9.
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Do you ever use teleporters to mess up our sense of positioning within the rooms? Besides the deja vu room of course.
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In case you hadn't figured it from the video, I was playing 1.4.
"Nopefully" or "Inawordnope" are both fine names.
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Ah, okay! It makes more sense now (the other thing).
Also, I want to make it clear: I hope I'm not implying that the puzzles were bad. it's just that there weren't many of them. And as cool as the presentation was, the map really came down to
So yeah, really good map, totally worth the ~2 hours. I recorded a playthrough (like many of the people here), but I've got some editing to do on it first. I'll be sure to post the first ep here when it's done.
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That certainly wasn't the best puzzle map I've ever played, but that was a fantastic map in general. And this is your first map too? Wow. Keep it up.
Also
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I must ask though, what are you planning to once 1.4 comes around? I believe it has similar features to this mod (map alignment and such).
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YOU DESERVE BETTER, 20/10
I CRY EVERY TIME
1
Download the map here: http://www.mediafire.com/?398cudec6cgprtp
So in the previous prerelease, 12w32a, a new "Work In Progress" block was introduced, further known as the beacon block. This block is still included in the 12w34a, but is no longer included in the Creative menu - you have to spawn it in with item codes and commands.
With this new block and makeshift pyramid made out of gold, iron, emerald, or diamond blocks, you can enable the effect of the beacon block, which is giving an AOE powerup, dependent on the height of the pyramid. Building a pyramid is easy enough, but we're in the middle of an Adventure mode transition here! You can't build things in Adventure mode! I then decided to try making a redstone-powered beacon pyramid, no assembly required.
tl;dr it's just two timers and clock hooked up to some pistons. Click the spoiler for more info on how it works.
There are two main sides to this contraption: literally the left and the right side. The left side (including a bit of the middle) first pulls out the center piston, opening a hole with a slab at the bottom. The pillar of sand held up by the middle piston falls down due to gravity, and the slab causes the sand to break into item drops. After all the sand has fallen (there's a RS-NOR-based timer, aka a monostable circuit, used to make sure that all of the sand has fallen before doing anything else) the piston on the left pushes its emerald line towards the middle. The left pillar of sand then falls to replace the empty hole, allowing the left piston to push again when ready.
Now on the right side are two parts. There's another RS-NOR based timer, and a clock. The clock will only go off once the left side has done its business, thanks to the timer. The right side then does the same thing the left side has done, pushing the outside sand towards the middle, except it does it repeatedly. The middle piston also pushes up in time so the emerald block can smoothly rise into place. Although the clock itself never turns off (expect for those initial seconds after pushing the button), the machine doesn't break because the placed obsidian blocks, as well as the beacon block itself aren't movable, which makes the pistons stop on their own.
Of course, this clock becomes annoying when you're trying to reset the machine (by destroying the inplace blocks, putting emerald blocks back into the reservoir, refilling the sand pillars, etc), so there's a safety lever on the clock for debugging purposes. Note that the lever overrides the RS NOR timer, so make sure to turn off the lever before trying to work the machine again.
I'm currently working on a design that allows you go back and forth between levels (say the player does badly, so he drops from level 2 to level 1). That'll either involve some vertical piston trickery, or a LOT more of those sand pillars.
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Based on my experience, this seemed more on par with Sonic's Ultra config. I can actually run Sonic's normal config smoother than this, heh.
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Download version 1:
http://www.mediafire...c08s0jguxllx36o
I loved Lost, and while I was actually building another contraption for 1.3.1, this came into my mind. Be sure to play it yourself, there's more than meets the eye...
This is a survive as long as you can minigame. Every forty-two seconds you will be required to enter a code into the main panel in a timely manner. If you do not complete this task, well, you don't want to know. Be sure to post your score (details on what the score system is lie within the map) below!
Rules are located in story form in the Ender Chest right in front of where you start. Be sure to follow all of the guidelines, especially playing on Normal. If any monsters spawn inside the building somehow, feel free to use the provided sword to kill them, they are not a part of the map. Also be sure to respawn if you die, you might just find something unexpected...
If you have any questions about the map, feel free to put a comment down, and I will get back to you as soon as possible! If you find any possible bugs, please put them below as well. Thanks in advance, and make sure to toss a diamond my way if you like this project, it helps other people see it!
Check out the texture pack featured in the screenies and video:
http://www.planetmin...ated-for-mc-13/
Images:
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Ended up using Minema because my framerate dropped to 20-30.