[MAP] Criswelvania v1.3.0 - UPDATED!
#41
Posted 07 February 2011 - 02:13 AM
In the next version, currency items will become much more useful.
e: oh I see what you're asking, except for currency items (iron gold diamond), items in sale chests which aren't priced can be taken if needed from a sale chest.
#42
Posted 07 February 2011 - 06:05 PM
#44
Posted 09 February 2011 - 01:50 AM
I'm speechless
#45
Posted 10 February 2011 - 12:34 AM
Oh and I tried to start an adventure craft version.
#46
Posted 10 February 2011 - 04:12 AM
I only have 2 small complaints:
1 - Useful items are so numerous, you never have to buy anything, i have 2-3 stacks of torches, a couple lightstone *blocks* diamond sword, some slime balls, almost a stack of iron, almost a quater stack of gold, and enough paintings and books for well... a few blocks of diamonds.... And i still have no clue how far i am in the adventure, which brings...
2 - No clear definition of which way is the 'main road' i really do think the line between main roads, and side roads should be slightly blurred, so your always guessing, 'Am i *sure* i am going the right way' but seriously, i took a side route to the first farm, played around, but when i first got there i was like: Um... I just missed something didn't i? Now, this could mainly be due to, in minecraft, i am a explorer, so i will almost always be side-tracked, but in some cases, i thought i was going the right way... now was i supposed to go the the castle before the swamps? if so, i failed, my next thing is a:
Okay, this is a serious question, but can spoil some things, in one of the towns, there is a shop area with a counter, is it unlawful-ish, to just jump behind the counter, go into the back room (The customer side has a iron door, only open-able from the other side, behind counter is wood door) and just steal there stuff?
Other than those two small things, it was very good, the architecture was simply amazing.
#47
Posted 10 February 2011 - 08:54 AM
For now, feel free to play however you see fit, there are a few ways to explore the map, as long as you end up at the top of the castle and beyond. The main route (esp. from Gillis to the Main Gate) and the rules regarding shops and quest will be clearer in the next version, which I hope to have ready this weekend, maybe next if I try to work in every idea. Since we're due for a Minecraft update soon, it probably still won't be the final version.
As far as excessive loot goes, upon completing the game, gold blocks and other treasures carried to the end can be used to determine your score.

After watching some folks' playthroughs I noticed a tendency, when given two paths, to take the less obvious path. I think this is due to an exploration instinct developed during normal play, and so in the upcoming version I've taken some steps to discourage wandering a bit more. Also items are more scarce, especially if you rush through the map.
There are more items for sale and more quest-related signs to solve morally-confusing areas like behind shop counters. Basically, if there is a sign with "dialog" or pricing, it indicates a character is present, otherwise loot away! In general you should not rob the cash registers or take anything from shops not marked for sale, although you can craft replacement items from the spare parts if they become "sold out". However, back rooms are explorable and lootable (you may find additional quests/shops in the next version).
Many players seem to proceed straight to Verona from Gillis, which is intended as a midpoint resupply rather than a second stop, but this will no longer be possible without persistent wandering or pathbreaking. Hopefully the main gate will be the more obvious route now.
So far the first half of the overworld map is balanced enough that currency items have some value and stores are more useful. I've also raised all the prices in the shops, and put more useful items for sale. I've noticed a tendency for people to, uh... die in this map, and so making stashes of funds and gear is advised. If you play this game hoarding everything and not leaving supplies behind, you will get shafted. Some people find too much gear, some get frustrated after looting chests then dying and having a stick to wave around. I try to strike a happy medium though.
I'm writing a clearer rule set as well, and scoring for a final goal involving bringing 24 treasures back through the Nether to the starting chest (old-school dungeon crawl style). The final Nether level is pretty much built, left to do is just to rig a few gizmos and try to anticipate how players will try to skirt my pathing. There will be a lot of lava and plenty of falling, I can tell you that much.

p.s. I discovered a very sneaky trick with mob spawners. You could almost swear some areas are haunted, haha.
#48
Posted 14 February 2011 - 12:17 AM
...and almost 100 chests later... still at it...
#49
Posted 14 February 2011 - 01:58 AM
#50
Posted 15 February 2011 - 11:19 PM
#51
Posted 15 February 2011 - 11:41 PM
e: Apparently we are going to see Minecraft beta 1.3 next week, which will convert all maps to a new format. No point in releasing this map before then as it will become obsolete within days, forcing all downloaders to convert the map themselves. The next release will be v1.3.0 and will be in the converted format. Didn't really want to delay this further but it only makes sense at this point, should be a 0-day release.
#52
Posted 16 February 2011 - 06:11 PM
"http://www.youtube.com/watch?v=yHVCt3fwxj4&feature=player_embedded" is one of them, the links for the others are in the description box
#53
Posted 17 February 2011 - 04:00 AM
#54
Posted 17 February 2011 - 08:29 AM
Also sometimes it chucks lit TNT into your face and kills you, which I quite like.
Any cave you can reach from the game area is fair game for exploration, but you will not find any unusual items therein if you find yourself out of sight of telltale signs such as torches or cobblestone. There will always be at least a minimal level of light (such as redstone) in any designed area.
There is another hidden mine across Stillwater Lake, impossible to access legit when starting out. These are free for exploration but not linked with any game objective other than final score (coming soon), and for players who wish to "take over" the area after beating it and develop it further on their own. A lot of the extra building materials in the chests were for this purpose as well, but much of that will be reduced next version to avoid confusion and streamline the player goals of the game.
#55
Posted 17 February 2011 - 08:05 PM
im not even half way through but im already loving it!
#56
Posted 22 February 2011 - 01:43 AM
Criswell said:
Onion said:
Whyyyyyyyy
Hello iv just downloaded this map and when i go to play it it spawns me at a beach and i dono how to get to the start location iv been looking on the map and still no luck please can you help me i rlly wanna play this map
Thansk
#57
Posted 22 February 2011 - 05:12 PM
I went back to the spawn point using the compass i found at a minecart track, which, flew me into a pond, so where do I go from the spawn point?
#58
Posted 22 February 2011 - 05:22 PM
I double-checked the file I posted, if you are not spawning in the snow by a locked gate, a chest and a signpost, something is wrong with your file. Since beta 1.3 is due out today or maybe tomorrow, I hope to have a new version ready to go shortly thereafter, maybe that will solve your problems.
#59
Posted 22 February 2011 - 05:23 PM
#60
Posted 23 February 2011 - 10:59 AM
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