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[Adv]The Labyrinth - a dungeon map - third semifinal release


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#1

fireb0rn
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Posted 09 August 2010 - 09:34 PM

Click here to go to the Labyrinth 2 thread (release #3 out as of May 10th, 2011).

Map download:

(09/28) Release v.31 (new, mostly minor fixes)
Dropbox
Depositfiles
Mediafire

(08/29) Release v.3
Depositfiles
Mediafire
Dropbox


The Labyrinth is a dungeon involving the player battling through a variety of rooms, each with its own style and challenges. This is a map meant to be played in adventure mode, a game-type which Notch plans to release eventually. However, it is perfectly playable and very fun even now! Obstacles in this map involve battling through waves of mob spawners, jump puzzle areas, climbing levels, mazes, minecart obstacle courses, and more. This map is meant to be *hard*, although even beyond the in-game difficulty settings you can choose your equipment at the beginning to make things easier, or make the map even more challenging. On its hardest mode, expert hard, this map is extremely difficult and rage-inducing in a wonderful way. If you die at any point in the map, you'll respawn near a checkpoint area, where you can quickly restock on items and minecart back to the beginning of the last level you reached. Currently, the map should take you anywhere three to four hours or more to beat (depending on the difficulty level). There is a fair amount of replayability in the map, as well.

To do:
- Add a sign at bottom of water staircase "get some speed first" or something like that.
- Mobs are spawning in gentleman's lounge.
- Pigs are trampling farm in middle tower.
- Slimes spawning at bottom of tower.
- Lots of lag in the first level.
- Add a sign pointing to the ladder in the main tower.

Anyways, enough talking about it, here are some screenshots:
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To install:

If you do not have a program you can use to access archives (I.e. winRAR, winzip, 7zip, etc), then go to http://www.rarlab.com/ - download and install it.

Once you have a program to extract the .rar archive, go into whichever one of these folders corresponds to your operating system. Back up your world2 folder if necessary; this can be done simply by renaming the folder. Then use your program to extract the .rar to your saves directory.

Windows 7:
C:\Users\Your Windows Account Name Here\AppData\Roaming\.minecraft\saves
Windows XP:
%appdata%\.minecraft\saves
Mac:
~/Library/Application Data/minecraft
~/Users/Your User Name Here/Library/Application Support/minecraft/saves
Linux:
~/.minecraft

Changelog:
=============
v.31
=============
- Changed checkpoint at the bottom of the wooden tower.
- Added a checkpoint for the middle of the wooden tower. The entrance is located at the same spot as the other checkpoint.
- Fixed an area in level one, where if you fell down you would not be able to get back up.
- Re-arranged the mob spawners in the cacti room so they properly spawn monsters.
- Widened the water staircase leading to the final level.
- Added a pool of water at the bottom of the central tower.

=============
v.3
=============
CONTENT:
- Final level is added. There are four sub-levels (towers) which each span the height of the map and have diameters of 25 blocks - having between 10 and 20 floors each. A central tower will act as a new "base" / restocking or re-equipping area. The towers (except for one) also have checkpoints within them, which can be accessed from the central tower. You must activate all four of the switches which can be found in areas at the bottom of each tower to open the exit to The Labyrinth. Read the signs for more information.
- Final level boat-ride entrance is added. This is accessed after the wooden-tower level.
- A congratulatory final area has been added. :)

FIXES:
/// Lava Jump Area:
- Lighting has been improved to reduce random monster spawns.
- You can no longer skip an area of the first jumping level.
- One of the jumps in the first jumping level is fixed.
- The upwards jumping area in the first level is now lit. 

/// Water Tunnel:
- The number of monster spawners in the second (boatride/tunnel) level have been reduced. Beware though, as they are now more consistent. 

/// Dark Room:
- You're now given a torch to use.
- The secret is slightly easier to find.

/// Glass Maze:
- There is now only one bow in the glass maze room instead of two.

/// Green Room:
- Lighting has been improved to reduce random monster spawns.

/// Pig Room:
- Pig room is much less laggy now. Sadly, it doesn't look quite as good... but the pigs are spread out a bit more instead of only being on the sides. Overall it's an improvement. It is also a bit harder to skip the level.

/// Minecart Level:
- Lighting has been improved to reduce random monster spawns.
- There are now buttons instead of levers so the state of the level is not preserved when you die.
- TNT trap in the minecart level is removed, as it allowed players to use the TNT to enter the tower.

/// Wooden Tower:
- Lighting has been improved to reduce random monster spawns.
- The wooden tower level now is glassed up a bit to prevent skeletons from shooting out.
- Some floors on the wooden tower level have been balanced a bit better (been made easier).
- The explosion for the TNT checkpoint should be much cleaner and safer. 

/// ETC:
- A lot of the checkpoint chests have more swords in them.
- There are no longer any gold blocks on the ground to provide a better experience for those with texture packs.
- Snow will now fall when outside.
- The number of chests in the respawn area is now significantly more adequate and will be able to accommodate the larger number of players in SMP.

=============
v.2 
=============

- Finished the minecart level. You are now required to hit switches, or you'll be tossed into lava or mob spawners. There is now a secondary path which you can walk down (there'll be a ledge you can hop down to). Glass now prevents you from hopping down to lower areas.
- Added craftable golden apples for the secrets in the minecart level. A crafting table is at the bottom of the tree tower.
- Added a checkpoint for the tree tower level.
- Changed a few floors in the tree tower level so that zombies won't prevent you from moving up a floor. In certain areas of the tree, however, you'll have to bait zombies down before you can move up.
- Modified the final floor of the wooden tower. It's not so easy and anti-climactic, now.
- Added a few signs with helpful advice.
- Fixed checkpoint doors so you can't hit the switches through the windows.
- Reorganized the tips / rules wall so it isn't so difficult to read. Also, the starting/respawn room looks better now.
- Added extra water buckets to the secret chest. There are now five of them. Don't use them all at once.
- Removed a few bunches of meat that were bugged and infinite (not sure if they were actually in the first release).
- Fixed a jump in the first level, which forced you to suicide if you missed it.
- Added items to a few chests which I had forgot to put items into.
- Added an exit to the secret area in the green room, which actually didn't have an exit before. :|
- Added a secret area in level one. It requires the water bucket to enter.
- Broke my mob trap so you won't hear mobs in the respawn room.
---------------

Thanks to:
codewarrior's MCEdit
copyboy's INVedit
N3X15's MineEdit
C418's music
Notch!

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Feel free to donate a bit if you enjoyed the map.

I'm open to suggestions -- keep in mind, though, that I'm already aware this map doesn't exactly appeal to everyone. :) If you find any bugs, problems, empty chests, etc: let me know! Thanks. :)
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#2

HappyHitman
  • Location: York, Yorkshire. Nothing but old people here.

Posted 09 August 2010 - 09:36 PM

Looks like you have put alot of effort into this mate, Good work.
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#3

codewarrior
  • Location: Big Island

Posted 09 August 2010 - 10:35 PM

fireb0rn said:

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What is this, an automated bacon furnace?  It looks cruel and terrifying.
MCEdit: Minecraft World Editor

"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum

#4

fireb0rn
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Posted 09 August 2010 - 10:36 PM

codewarrior said:

What is this, an automated bacon furnace?  It looks cruel and terrifying.

haha, basically, yes. You have to avoid the pigs who'll jump down onto you, pushing you into the lava. Probably ~9/10 of them end up going straight into the lava, though.
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#5

Supertycoon
  • Location: India

Posted 10 August 2010 - 03:03 PM

From the screenshots, it looks awesome. Good work, can't wait for it to release. Would you mind if I made a 'labyrinth' type of level too? The levels, of course, will be my own, but the basic idea borrowed from this?

#6

Stoup
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Posted 10 August 2010 - 03:29 PM

Woahgod, you made the pig shredder MUCH harder from the preview.

XD that's definitely going to be the most memorable part of this dungeon. Make sure to link to the music you used in the video, because that's what made it.

#7

fireb0rn
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Posted 10 August 2010 - 06:57 PM

Supertycoon said:

From the screenshots, it looks awesome. Good work, can't wait for it to release. Would you mind if I made a 'labyrinth' type of level too? The levels, of course, will be my own, but the basic idea borrowed from this?

That'd be great. I'd love to play other people's dungeon type maps.
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#8

spycat811
  • Minecraft: spycat811

Posted 10 August 2010 - 08:27 PM

Looks great! These are lots of original ideas that I have never thought of! Keep up the good work!

(exclamation point!)

#9

virulentRant
  • Location: Strawberry Fields

Posted 10 August 2010 - 09:15 PM

To sum up my feelings of the lava pig furnace-

THE SQUEALING, THE SQUEALING!!! AAAAAAAAAAAAAAAAAA!

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#10

fireb0rn
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Posted 11 August 2010 - 05:58 AM

Thanks guys. :iapprove:

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Just an update on the latest level that I've been working on. This is the main body of the minecart ride as well as the next level, which is a tower with something like 10-12 floors. You ride the minecart to the bottom, and then have to climb your way up the tower. The minecart ride features quite a few secret areas (some good, some bad). There are many switches as well that control junctions in the track. You have to look ahead in the track to see whether it is necessary to hit the next switch or not. If you do it wrong, you'll get often get sent into lava - and it happens fairly quickly, so it's not easy to just jump out of the cart. The lava isn't insta-kill as there is nearby water that you can jump into afterwards, but it will still hurt. Or you can get sent into a group of skeletons, spiders, etc. These two levels work together, also. You can't just walk down the minecart area and avoid all of the traps - as that will take much longer, giving more time for the mob spawners to do their work.

I had actually already finished a small minecart area, but it sucked, so I scrapped it. I like my new design a lot more. These two parts will hopefully be done tomorrow night-ish, and I can put out a proper preview then.
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#11

Supertycoon
  • Location: India

Posted 11 August 2010 - 11:08 AM

fireb0rn said:



Sounds great!

#12

fireb0rn
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Posted 12 August 2010 - 09:19 AM

ffV1-e1wC8I

Just made and uploaded a preview of the minecart room. It's going to take a while to balance, but most of the basic ideas are shown in the video. The switches are all set up so I didn't have to hit them, but it's designed so that you have to hit some of them or you'll fall into lava, mob pits, (secrets), etc. In some areas there are too many switches though.  I also have to work on the aesthetics... badly. Thankfully, the tower shouldn't take too long to finish, but I'll be working on this level for a couple of more days I think.
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#13

fireb0rn
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Posted 13 August 2010 - 06:35 AM

I was going to do an early release of the map today, but apparently the latest room I built is bugged pretty bad thanks to the latest patch. I dropped to 0fps upon entering the room, then reloaded the game and spawned with what sounded like 10+ zombies sitting on my corpse. It was kinda scary, even though I was already dead. Oh well, the release will have to wait till tomorrow or whenever the problem is fixed. I did a run-through of the map and recorded it on fraps, noting that a few chests didn't have any items, and the mob spawners in the cactus room are still not working as well as they should. The last level I made needs mob spawners in a few more locations, as well as the minecart area, as well as the sewer area. But other than those things, I'm quite happy with the results. There were a lot of really intense and fun moments in my playthrough, but I do need to work on creating more. I'll be editing this post in a bit with a video of my playthrough (up to the point where it bugged up).
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#14

Cetus Amicus
  • Minecraft: Wing

Posted 13 August 2010 - 06:59 AM

I have no words.

Except, perhaps, the sheer size baffles me.
I just watched the pig room videos, I'm not sure what to say, except  :iapprove: .
I need to watch the rest of your videos tomorrow! Definitely hope to see more of this!
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#15

fireb0rn
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Posted 13 August 2010 - 09:59 AM

cooXUZuGFHI
TimI92ksv5c
processing . . .

Since Notch has fixed the death glitch, I'll be releasing the map later tomorrow after I fix a few small things.
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#16

Supertycoon
  • Location: India

Posted 13 August 2010 - 01:40 PM

fireb0rn said:

Since Notch has fixed the death glitch, I'll be releasing the map later tomorrow after I fix a few small things.

Can't wait! I didn't watch any of the videos because I don't like spoilers.

#17

supercolio
  • Location: Flying through the universe with my mighty jar of rasberry jam!

Posted 13 August 2010 - 02:26 PM

Freaking awesome! I saw one of your videos from youtube, never thought I'd find it from here :D
Download PLEASE!!
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#18

fireb0rn
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Posted 13 August 2010 - 11:16 PM

supercolio said:

Freaking awesome! I saw one of your videos from youtube, never thought I'd find it from here :soil:
Download PLEASE!!

Thanks. :soil: I've put a download up now.
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#19

Darerd11
  • Location: Poulsbo WA

Posted 14 August 2010 - 01:16 AM

That's really cool.

One thing, you should create a small redwire for each checkpoint because you can reach through the door window and activate the level D:
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#20

fireb0rn
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Posted 14 August 2010 - 04:31 AM

Darerd11 said:

That's really cool.

One thing, you should create a small redwire for each checkpoint because you can reach through the door window and activate the level D:

haha... I didn't even know you could hit things through the window. Thanks, I'll fix it.
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