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Jan 13, 2018minihilly posted a message on [14w21b] True Labyrinth | Special Announcement Jan 2018 | Dungeon GeneratorPosted in: Maps
Jan 13, 2018minihilly posted a message on [1.13] "True Labyrinth" Remake (Procedurally generated dungeons)Posted in: WIP MapsTrue Labyrinth Remake
Almost 4 years ago, myself and another used named GitOut (formerly Tobi29) created a map for the early 1.8 snapshots called True Labyrinth.
True Labyrinth is unique, as it was the first ever map to use procedural generation in order to create a new dungeon layout each time you played - the generator may have been slow, but it was also ahead of its time. Recently, however, I created a new dungeon layout generator system in 1.12.2 using functions: a generator that's extremely fast and a lot more versatile. I have since updated the generator ready for 1.13 and began work on a complete remake of True Labyrinth: including new generation, new room designs, new mechanics, and much more. You can see the original thread for True Labyrinth here
At the time of writing this, work on this remake has only just begun, with the generator being complete but only a few rooms from level 1 have been ported over so far. I am still deciding on exactly how the remake should play, and what mechanics will be changed. I will keep this thread up to date whenever major developments take place.
How does the generator work?
I looked at all existing dungeon generators people have made in vanilla up until now, and I can confidently say that the new True Labyrinth generator is far quicker anything else out there: being capable of generating most layouts in well under 5 seconds. This was achieved by taking advantage of the new functions, added in 1.12, and using a lot of recursion loops and careful command optimisation.
The generator is an adaption of relatively simple recursive backtracking maze generation, much like the original TL - although with the addition of extra features such as being able to generate large rooms alongside standard rooms, and allowing me to specify exactly how many rooms to generate and how large an area to do it in. Another feature of the generator is the ability to apply rules to the length of paths within a generated layout, but I won't go into detail on this for now as it's rather confusing.
Oh, it's also seeded.
a layout using only large rooms:
room structure test:
large doorway test:
mansion & hallways test:
Much like with minecraft worlds, you can type in a seed for the generator to use and get the exact same dungeon every time you use its seed - or you can leave the seed value alone and it'll create its own random one. You will be able to see the seed the dungeon used to generated with so that you can replay the same seed or share it with others to play in the exact same dungeon as you.
Maybe you're watching a youtuber playing the map and you feel like playing the same dungeon they are?
No problem, just copy the seed their dungeon is using!
Any time the generator is run it will start with a 'seed' score, the value of the seed is then modified constantly using a linear congruential generator (LCG) to make the seed appear to spit out other random values. The important part is none of these values are actually random, they are created in a sequence that is designed to just look random.
Both singleplayer and multiplayer will be support just like in the original True Labyrinth. However, since the generator is a lot more flexible the level layouts and designs will be far more varied than the original. Levels will get gradually longer as you progress through the map, starting small and relatively easy in level 1 until you end up with a difficult and sprawling labyrinth before the final boss. Each level will be themed differently, starting with a traditional style similar to strongholds. Every level also has a boss fight at the end, which requires a key to access; finding the key is a challenge of its own and won't be nearly as straightforward as it was in the original map.
There will also be special types of rooms: including shops, treasure rooms, secret rooms, minibosses, challenge rooms, and more.
When will it be out?
I simply don't know, but I might release it early with only 1 or 2 levels included and then release new levels as 1.13 datapacks, since you can then install those new level datapacks without losing any progress. Hopefully it won't take too long, since the more complicated part is out of the way, but it could still be many months to a year before release. Or it could be done next tuesday.
I will occasionally post test releases in this thread, though, so stay tuned!
special thanks to:GitOut (created the old generator for True Labyrinth in 2014)SirBenet (helped with troubleshooting, bug-testing, and advice)Nitroxius (helped get the new generator started)fredo (helped test the generator and provide feedback)
May 14, 2017minihilly posted a message on [v1.5.3] Mario Kart in Minecraft by Flamingosaurus and VioletRosaPosted in: Maps
The tracks are exceptionally well-designed, but there's a few nitpicks I have:
- I spawned on the wall of your tripwire area instead of on the tripwires themselves; instead of using tripwires to spawn the player into the map, you should instead use the stat.leaveGame objective (contrary its name, it actually adds 1 when a player logs into your world)
- Whilst I noticed no bugs/issues with the mechanics in the map, the redstone is very inefficient and looks rather old-school, which could negatively impact performance (although I had no problems)
- There is nothing to warn the player that they're going the wrong way, nor anything to put the player back on the track if they go off-course - I'd recommend using execute detect to damage a player that's off-course
- The enderpearl item kinda sucks due to the damage received from using it (come to think of it, I'm not sure I like the fact that you can take damage in a map about racing...)
- Any items that need to be dropped to use (e.g. mushroom, banana peel, etc.) are a little awkward if you're already holding ctrl to sprint, one possible way around this would be using a fishing rod (retextured to be invisible) in the player's off-hand slot, then checking for the item the player has selected in their main hand as they right-click with their off-hand (where the rod is) in order to activate the item
Keep in mind though that I'm really reaching to say anything negative here, as this map is honestly superb. It deserves more attention.
May 8, 2017Posted in: WIP Maps
This looks interesting, I like the buildstyle - it has a certain simple charm about it, like a lot of traditional adventure maps. Like rabid mentioned, there's very few good adventure maps around these days since so many people focus on minigames and gimmicks, so I hope this project goes well.
May 3, 2017minihilly posted a message on Zelda Breath of the Wild in Minecraft [3-d models] [cutscenes] [Zelda Gameplay]Posted in: Maps
I forgot that I offered you that music when I wrote that reply, although as a side-note I'm a little concerned that your use of copyrighted Zelda music (even if they do appear to be fan rearrangements) may run you into legal trouble - Nintendo are notoriously harsh for stuff like this.
Yeah sorry if it comes across that I'm just complaining about the bugs, as this is still a really impressive map (especially as a first-time project, that's crazy!). I'd love to help with the project if I can at all, specifically with regards to the mechanics - I feel the runes in particular could be done a lot better overall to recreate exactly how they behave in the original game (which I've played, in case you were wondering). If you prefer to work on the project solo then I'd understand, though. If you want me to help with anything send me a PM on here.
Oh, by the way, popular youtuber inthelittlewood is doing a let's play of your map now, so expect a big spike in popularity.
Apr 28, 2017minihilly posted a message on Zelda Breath of the Wild in Minecraft [3-d models] [cutscenes] [Zelda Gameplay]Posted in: Maps
I don't really get why your download link is inconveniently under the description of the youtube video, I'd have put it proudly on my post if I were you. Seriously, though, this is great! I want more people to see it.
The modelling, cutscenes, and terrain are top-notch. I was also surprised to see my name credited when I didn't even do anything. I seemed to experience a few bugs, though, which makes me wonder if it may be due to performance problems as this PC isn't particularly powerful.
Not sure if a bug, but Zelda's voice at the start only said "Link" repeatedly, instead of matching the dialogue. Also, my game crashed when I first loaded the map (hopefully that didn't cause any problems with your redstone), probably due to the lagspike from loading the resourcepack.
Foraging anything would show the purple 'missing texture' texture as a particle effect.
Magnesis was extremely buggy for me in the Oman Au shrine, the first bridge wouldn't connect at all (I had to use the blocks to cross it), and the blocks wouldn't stay hovering over me, resulting in me being blocked by them so I could barely move at all whilst moving them.
No idea what recipes there are for cooking, I tried some from the actual game but couldn't get any to work besides baked apples.
Finally, after doing the Keh Namut shrine (cryonis) I got stranded as my warmth effect (from an elixir I found in a chest [side-note: I don't understand why you used bread to represent an elixir instead of simple potions, it confused me when I couldn't drink it at first due to having a full hunger bar]) ran out whilst I was completing the shrine - eventually I figured out that the 'freeze' effect is only applies when I'm stood on a snow-layer block,
but it may be a good idea to give the player a small amount of warmth effect whenever they exit/respawn at that shrine.
Apr 23, 2017minihilly posted a message on [v1.5.3] Mario Kart in Minecraft by Flamingosaurus and VioletRosaPosted in: Maps
So is this multiplayer or singleplayer or both?
Looks fantastic, by the way.
Jun 20, 2016minihilly posted a message on ISSUE. Minecraft CASINO. How to give various items?Posted in: Creative Mode
This feature was removed about a year ago in one of the 1.8 versions.
To make randomisers these days, you have to use spreadplayers or something else involving entities really. I'm sure you could find a decent design somewhere from some googling.
May 7, 2016minihilly posted a message on Dungeons of Denalia Adventure Map [Procedurally generated roguelike dungeons]Posted in: Maps
I first instance I generated for dungoen one was oddly lacking in any food, I think I only found a piece of raw chicken and a clownfish in the entire dungeon, the second instance had more, but I never actually encountered any material to cook the food with, so I was again unable to replenish my hunger throughout almost the entire floor. I'm not especially familiar with loot tables myself, but I'm fairly sure they support certain conditions - maybe try setting one up that checks if the player's hunger is low and adjust loot accordingly?
May 7, 2016minihilly posted a message on Dungeons of Denalia Adventure Map [Procedurally generated roguelike dungeons]Posted in: Maps
I played this a week or two ago but forgot to post a reply.
It was alright, I tried out 2 instances of dungeon 1 just to check the generator worked, then later played through to dungeon 2 where I stopped playing after a few rooms. The generator does a decent job, but loot balance seemed off, I'm uncertain on what you're using to determine loot but in the 2 instances I generated dungeon 1 I found myself very lacking in food. Similarly, I felt you were generating a dungeon larger than your (currently) limited room templates can pull off - I saw frequent repeats). However, I liked that you seem to have room designs specifically for straights, corners, and splits - that's a very nice touch that I don't think I've seen done before in a procedural dungeon map. Since I didn't reach very far due a lack of time when I played it I won't judge the mobs, since it was apparent more variety is available later on, although I would recommend looking into adapting your system (however it works, I didn't check) to allow for smaller dungeons in earlier levels.
Nov 8, 2015minihilly posted a message on [1.8.7] ANVIL-MC | VANILLA MINIGAMES | Kit-PvP, Sabotage, Build-It, Spleef, Parkour... | No mods or plugins, all vanilla!Posted in: PC Servers
Basically what Logical said should be correct. To clarify, as long as you're in a minecraft version ANVIL is supported by (1.8.8 being the last known "stable" release for ANVIL) then any player with the [Admin] rank (Rank score 1000) should recieve something called an "Eggu" whenever they login, "Eggu" being short for "Egg-Menu", its a powerful staff-only tool where most of its features are functional only to the [Admin] rank.
Once you have an [Admin] rank assigned, use the Eggu by right-clicking it on the ground, a menu should appear with several options, one of those being a menu for the Leaderboards, opening that sub-menu should provide options to reset the entire leaderboard. However it is advised to first kill all armorstands named 'Leaderboard' using /kill @e[name=Leaderboard] before resetting the leaderboard in this way.
I hope this helps.
Oct 26, 2015Posted in: Maps Discussion
These are all fairly generic ideas if I'm honest, the first 2 I'm quite sure I've seen done several times before as they're vague enough to apply to many maps. Idea #3 is too ambitious for most to attempt unless you have a solid team or significant redstoning/programming knowledge; #4 is another one I've definitely seen before since as early as minecraft's beta versions.
It's perhaps worth noting that RPG maps like #3 that do exist, but all of them have at least 1 major flaw - issues like poor redstoning and bland/small world design, or even generally lacking gameplay and features, are common.
I'd like to mention, though, that a team I was in had attempted something like the 'Questcraft' idea, but it ultimately got scrapped due to Minecraft's 1.8 versions being too unstable that we could not longer develop the map (every update broke a significant portion so progress was never made). Our main redstoner then completely quit the project and all our other projects at the time. I'm likely capable of handling the redstone for the map myself by this point, though - and 1.9 so far shows promise with its recent fixes and positive changes to command-blocks/performance.
Anyway, if I revive that project, which was known as Finding Ferrodil, then maybe finally a true vanilla RPG experience would be achieved.
Oct 12, 2015minihilly posted a message on Finding Ferrodil. | A Massive RPG Project | Dungeons | Quests | NPCsPosted in: WIP Maps
read through the thread.
The dispenser randomisation issue was addressed and the map was updated for it, but every single 1.8 version has broken this map in a major way, with minor issues plaguing it throughout - all of them minecraft bugs (we did have a spreadsheet listing all bugs affecting the map, but I think that's since been lost).
In the end, it was taking far too much time having to remake the mechanics of this map over and over, especially since only 1 of our redstoners was fully capable of managing Finding Ferrodil's complicated aspects. To put it simply, Minecraft is a broken game, larger projects like this cannot work unless we cut a significant amount of content, and we cannot afford to do that given the intentions of this project
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Jun 18, 2014Posted in: NewsQuote from TheMinecrafterTippydaug
Secondly, it ISN'T pay-to-win! I played for over a year without donating, and won hundreds of times! There is stuff in the game that you can earn (like gems, which you can use to get classes), those classes everyone can get, and you CAN'T buy gems! The only things you can buy is VIP, PRO, LEGENDARY, and a few VIP classes (which some aren't even that good)
I bought VIP solely to support the community of the server, as there isn't much it adds! So if that is somehow pay-to-win (which it isn't, as some free classes are better than some VIP classes), then every server should be shut down by those standards!
I don't know if anyone else responded to this, but I'm afraid that model of selling a kit to 'donators' (even if said kit is arguably weaker) is a P2W model, as it gives you a gameplay advantage that all other players don't have, regardless if that advantage may be a weaker alternative to the standard that everyone has.
Plus, like you said you bought VIP solely to support the server anyway, so there's no need for the server to sell it in the first place?
Quote from Lil_Auzzie
Not sure if you had a reply to this at all yet, but from my understanding is that shouldn't be against the EULA as it is purely a cosmetic gain rather than "providing" an item that players that haven't paid can't get access to. Mojang as far as I could tell are encouraging to be able to give cosmetic stuff to players if you wish to do so, just don't go giving out diamond swords that can 1/2 shot someone else that is unable to pay
I am not sure how accurate I am so it may pay to check it out some more first.
Quote from briceorbryce
I suppose you have to ask yourself, what exactly is a gameplay privilege?
Thanks for the responses peeps, but I'm not going to take the risk now, instead we'll change 'The Zone' to be incorporated into a menu that everyone can essentially access, but only those that contributed to the server's fund can use certain features (such as the aforementioned music to play, or particles).
We'll also release new content monthly if a certain amount of money is reached that month, which as far as I can tell is perfectly fine by the EULA as it will affect all players equally by giving everyone new content when that amount is reached.
I'm all for Mojang wanting to protect their IP rights, but I dislike this sort of turnabout. They neglected to enforce the current EULA, effectively giving permission for developers to use their code to create plugins and allowing server owners greater control over their servers. This freedom helped grow the user base into what it is now. After developing a large user base, Mojang effectively gives everyone, who helped make the Minecraft phenomenon what it is, the finger and starts putting out signs that they are going to clamp down on people who break their EULA.
I agree with you up to a point here, as I agree Mojang should've enforced their EULA like this a long time ago - it should have been clearly written as it is now from the start, so it'd avoid servers being stuck iwith a huge problem from annoyed players that may have previously bought things from them when it was thought it was okay to sell them, but at least Mojang enforced it eventually; in time, hopefully the community will get used to this 'change'.
My understanding is that this action is in response to parents complaining that their children had spent lots of money on gaining perks to be used in servers. This next part will probably be controversial, but if that is true then it is the parents responsibilty for either giving their children the means to use that money or not taking sufficient steps to prevent them from getting it. I'm sorry if this offends people, but in my limited experience of multiplayer servers, I have not yet once found a server where the game Minecraft was limited in some fashion and it required real money in order to unlock basic features in the vanilla game. All servers that I've been on have provided exactly the same functions I find in my single-player game for free. It is true that most, if not all, servers that I've seen allow donation, and in return for donations perks are provided as a "thank you". Teleporting to a visable place and cutting down trees instantly are just a couple of examples. Such perks should not be considered as game breaking or overpowered since someone who has not donated can stil quite easily get to the same place or cut down trees without donating.
As far as I'm aware it wasn't just kids' parents complaining, some adults were likely to also complain if they feel they had been ripped off by a server that potentially represents their game; and, while it is the parents responsibility to make sure their kids don't do that, it's also Mojang's responsibility to try and ensure that it doesn't happen in the first place. From what I can tell, the perks you said here are fine by the EULA, as like you said all player's would have access to that. However, the main issue the EULA addresses are servers that will charge (often quite large) money for special kits and items, to benefit them in PvP, or give them an advantage in some way in the game (whether it be an advantage in a server's minigame or mod, or in survival), that no other players can access at all. As when servers do this, it prompts people to 'donate' not to help the server usually, but to instead purchase the kits and various other rewards they'd get for it - this would not only go against the EULA, but could potentially be breaking laws in commercialism, as the server is selling something and calling it a donation to players; however, I'm no lawyer, so it may be that this legally is fine under certain conditions, but as far as I can tell a donation should not really have any rewards, as then it risks being an actual sale.
People talk about donations being "pay to win", but what does that mean? In vanilla minecraft there are currently only two bosses: The Ender Dragon and The Wither. Any time spent in the game afterward is for simply creative purposes in which it is not possible to "win" or "lose". There are 3rd-party plugins that provide extra games such as spleef, TNT run, etc. It may be possible for some perks to give players an unfair advantage, but that would be according to the rules of that server. It is quite easy to find another server to play on that provides a more level playing field among users.
You've again missed what the EULA is actually addressing a bit here - this addresses mainly minigame-style servers, usually focused around PvP, where players can buy kits that others cannot access, and other such benefits (like buying weapon upgrades, etc.). It's not so much 'pay 2 win', more 'pay for an advantage' that they want to avoid.
One major problem facing public servers that I've found is "griefers", namely people who log onto a server simply for the single purpose of destroying another person work. A user could spend hours building something just to have it destroyed the next time they log on because a griefer found their build. Making all users equal and giving them access to all the same perks means giving griefers the same things. With commands like teleport, jump, etc. they will be able to travel further and do more damage, thereby causing more problems. TNT is often restricted (about the only thing from Vanilla Minecraft that is) because of it's destructive power. Allowing everyone, including griefers, would be a grave mistake. Who wants to play (even if for free as they are now) on a server where anything they build will be destroyed and gone when they next log back on? No one. Users certainly won't pay a subscription fee (discussed below) to access such a server.
This just doesn't make sense to me...the new EULA won't make it that you have to make all players actually equal no matter what, it only would make it so players that spent money or donated to a server have to remain equal (except for some cosmetic changes like their names/ranks being different) to other players - you could still, for example, prevent new players ('Guests') being allowed to do things like that, and only give that privilege to more trusted players, and it would be up to you as a server owner to decide what warrants being 'trusted', it just has to be a means that doesn't involve payment
My main concern though about the Mojang choosing to enforce the new EULA (which is their right of course) is that there are only two ways for a server owner to make money from the server; non-cape cosmetic items (which don't exist yet in the game) and compulsory subscription fees (which no one will want to pay). Basically, server owners have a choice: 1) Spend a lot of money (sometimes thousands of dollars in equipment, maintenance, utilities, etc.) with no form or return or either accept their loss (if they've already got a running server) or give up on hosting a minecraft server in the first place (to give you an idea of the cost, I run a very small server on my desktop for a few local friends, and keeping that runnning 24/7 has near doubled my monthly electricity bill to about $150-200). Imagine how much a multi-server setup for 500-10,000 users would cost?
Here are a few ways I can think of that could reward players, if you so choose to reward them (as you don't have to, you'd be surprised how many players are willing to contribute for nothing if they are safe in the knowledge that all money will go towards the server); but here are ways to reward players and make money:
- Give them a renamed rank (prefix and suffix), or use a nickname plugin on that player
- Give them access to cosmetic features such as particles, music and playsound (anything that doesn't affect gameplay basically)
- Give all players a reward if a certain amount of money is met that week/month/year (as if it affects all players equally, it's fine)
- Give paying/donating players special access to a separate server entirely - most minigame servers operate by taking players to an entirely different server whenever a game is played anyway, so 'VIP players' that gave money to that server could still have that as a benefit. This means that the VIP player could still have access to extra kits and perks, as they'd be among only other fellow VIP players that also get that privilege - however, this only really works for incredibly large servers with a large amount of said VIP players.
...and your example for costs is very skewed, as properly-hosted server machines wouldn't have too many issues with power consumption, as they'd likely have a special deal or supplier of their electricity in most cases; I don't provide any hosting services, nor do I know anyone that does, but the example you gave seems far more an issue that only those 'home-hosting' servers would get.
Quote from barbatouffe
this "gameplay privilege" thingy is interesting ,how about a "cosmetic zone" that donator can acces in which you cant collect material of any sort ,like some sort of museum with cool builds for sight seeing. this wouldnt be considered a gameplay privilege i think maybe dig in this direction
That's exactly what my server was doing, but we're unsure if it violated the rules against giving 'donators' (we call them contributors) access to an area others can't reach; but cosmetic things are absolutely fine, so it's probably okay (we're still changing our system, though, to not involve a physical area to access for those extras)
Quote from qwerti10
why? because you dont think about it! Don't you get it? If they do that all the big servers will stop! they only could sell cosmetic things like name tag color (who do you think buys that?). About 50% of all the content in the www is based on big servers: youtube vides/ let's plays/ animations, Maps, Animations, Plugins. Not only that all this people are jobless then (big server teams) also alot of players will stop playing the game (also players who have nothing to do with it because so much good stuff will just get killed).
All that will stop is the P2W (Pay to Win) model of servers, giving donators unfair advantages and gameplay-altering extras, such as perks and kits. Servers, even larger ones, should still be able to survive perfectly fine as long as their userbase are willing to help them out to stay alive. Did you even read anything about the EULA at all?
Jun 16, 2014Posted in: NewsQuote from HeroSteve
This is really good. I love Mojang's perspective regarding equality on servers and for players. I hope that this will prevent spoiled 10 year olds from buying full enchanted diamond armor and so on. And those who expect things in return for donating: Maybe you should look up what donating means. Donating is the act of giving, esp to a charity; a contribution.
Anyway, thank you Mojang. You have my greatest grattitude!
Yeah, but the problem is there's too many spoiled kids that play minecraft now, as Mojang put off preventing crap like this happening to servers for so long, that it's become not only commonplace, but expected from said spoiled players of the game - most players will still expect a reward for donating to a server, which goes completely against what a donation's for in the first place!
Quote from ArrogantLobster
What I'm wondering is what kind of server makes people pay to get in.
I mean, how do those servers survive?
They don't :V
Jun 16, 2014Got mixed feelings on this one. One the one hand, I really like that this should hopefully eliminate P2W servers (especially with players buying PvP kits and such giving them an unfair advantage). However, as the co-owner of a small, 'vanilla minigames', server myself, I can't help but feel some of these rules don't make too much sense in avoiding the P2W model.Posted in: News
I'll take an example from our server:
A player could 'donate' (though we call those contributions now) to earn a rank, and said rank lets them access a place called 'The Zone'. However, 'The Zone' provides no benefit to them, all it's there for is as a means for us to give them perks that are ALLOWED by the EULA (such as turn on particle effects or play music to everyone).
...So, does 'The Zone' of our server still break EULA rules, as it seems it does simply due to how players that contributed money gain access to it (although a non-paid rank on our server also has access to it, they cannot access the specific room that allows them to use things intended for contributors), even though the access to that place only serves the purpose to allowing players to get perks that are, as far as I know, acceptable by the EULA anyway?
Damn, now I'm a little confused...
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