This is a recreation of the original map from CoD:World at war. I have seen a few other Der Riese maps but I honestly believe none of them capture the look(mine def has room for improvement mind you) nor the gameplay of the original aswell as mine does in enitrely Vanilla Minecraft.
This is a fully playable map both in single player and multi player, I have attempted to balance it fairly for both.
It contains as many of the original features as I could do at the time, I think I only missed bouncing betties, hellhounds and bonus drops.
For single player you merely have to place the map into your save folder and start playing it, everything is self contained.
For servers you need to make sure command blocks are enabled, the map relies entirely on them to function.
Dont try to escape the map, it'll only ruin your own playing experience, and its usually quite hard to get back in.
Dont break blocks
I started this to really flex my redstone muscle, it was going to be an original map, but it got very hard to both redstone it and design a layout that would work well gameplaywise,asthetically and with the redstone
The entire thing functions using only 3 clocks, 2 of them control the spawn time, and never run at the same time, and the 3rd clock is only on when activated up to 3 times per game attempt
At most there will only ever be 6 spawners on the map
This was releasable as early as 1.6 snapshots, the limiting factor was the 3 or so hours it would take to re balance zombies compared to the 10-20 minutes required currently
While the zombie strength will stop increasing the number of waves can go all the way to 2 million, limited purely because of the scoreboard system
One of the hardest features to implement was the randomly changing mystery box. That would always reset to the same starting position, but also be random for each game.
One of my proudest moments was cutting down the spawning system from 100x30 blocks into a 15x15 area while also going from a 35 wave limited system to a near infinite system.
The only Mcedit for this was to introduce technical blocks as the zombies kept wandering off into areas that the player had no chance to get them
I freaked out a few weeks ago when i saw a "Die Rise" map thinking it was "Der Riese", would have been 7 months of on/off work down the tube
Please post any bugs or balance issues you find, this is more of a trial run for the gameplay features, i have further plans for what i have done on the redstone side
Issues I'm aware of:
Zombies don't immediately chase you, this is a minecraft side thing, where they need line of sight or for mob mentality to kick in.
Zombies get stuck in some areas of the map, again minecraft path finding issue
It is possible to escape areas of the map, not much i can do without altering the aesthetics a lot.
Game doesn't always reset fully, seems to be a lag related thing, but because of its inconsistency its hard to pin down
This is a fully playable map both in single player and multi player, I have attempted to balance it fairly for both.
It contains as many of the original features as I could do at the time, I think I only missed bouncing betties, hellhounds and bonus drops.
For single player you merely have to place the map into your save folder and start playing it, everything is self contained.
For servers you need to make sure command blocks are enabled, the map relies entirely on them to function.
Dont try to escape the map, it'll only ruin your own playing experience, and its usually quite hard to get back in.
Dont break blocks
Buy able Doors + Zombies increase in strength:
Buy able "Guns":
Perks:
Pack-a-Punch + Teleporters:
Mystery box + Easter Eggs:
Bonus info about map:
I started this to really flex my redstone muscle, it was going to be an original map, but it got very hard to both redstone it and design a layout that would work well gameplaywise,asthetically and with the redstone
The entire thing functions using only 3 clocks, 2 of them control the spawn time, and never run at the same time, and the 3rd clock is only on when activated up to 3 times per game attempt
At most there will only ever be 6 spawners on the map
This was releasable as early as 1.6 snapshots, the limiting factor was the 3 or so hours it would take to re balance zombies compared to the 10-20 minutes required currently
While the zombie strength will stop increasing the number of waves can go all the way to 2 million, limited purely because of the scoreboard system
One of the hardest features to implement was the randomly changing mystery box. That would always reset to the same starting position, but also be random for each game.
One of my proudest moments was cutting down the spawning system from 100x30 blocks into a 15x15 area while also going from a 35 wave limited system to a near infinite system.
The only Mcedit for this was to introduce technical blocks as the zombies kept wandering off into areas that the player had no chance to get them
I freaked out a few weeks ago when i saw a "Die Rise" map thinking it was "Der Riese", would have been 7 months of on/off work down the tube
Please post any bugs or balance issues you find, this is more of a trial run for the gameplay features, i have further plans for what i have done on the redstone side
Issues I'm aware of:
Zombies don't immediately chase you, this is a minecraft side thing, where they need line of sight or for mob mentality to kick in.
Zombies get stuck in some areas of the map, again minecraft path finding issue
It is possible to escape areas of the map, not much i can do without altering the aesthetics a lot.
Game doesn't always reset fully, seems to be a lag related thing, but because of its inconsistency its hard to pin down
Also this is my YouTube channel: https://www.youtube.com/user/TrueMenfa