I'm building an adventure map that's kinda like this:
At the beginning you pick knight, archer, or mage.
You then go forward and choose 1 of 3 paths.
Dark Water Crossing, it begins a river system that leads to a couple other river areas.
Deep Vein Mining Camp, it begins a cave system that sprawls out to other underground areas.
Valhalla, it begins various plains type sections.
At the end of each section are hubs where you can sleep, resupply, and use gained experience to "level up".
You then choose other areas to head to and so on an so forth until your path ends(final boss or running into another level).
I wasn't the best at explaining above so feel free to ask questions and/or critique. I'm really wanting ideas for more sections. If you want I'd love for community contribution. Just leave the name and description of your area an I'll try my best to add it.
the knight has a red tunic, a potion of strength, an iron sword, 13 steak, and black leather boots
puzzle door
puzzle doors can be found randomly as an opportunity for loot or as a challenge to progress further. the idea is to find the right combination of levers to open a pathway or uncover a chest. there are 4 in the beginning section containing various smaller items.
hub 1
hubs are found at the beginning/end of a section. they provide a place to sleep, resupply, and use experience to upgrade. with most CTM maps hubs are necessary to guide you to wool. since this is mostly an rpg at the moment hubs mainly provide more paths for you to take. future sections can/will lead to the same hub. in simplest form, hubs are the save screen, level up screen,and level select screen.
Dark Water Crossing
DWC is the first section i built. All pictures are daytime on peaceful. There's no shortage of mobs on normal. DWC has some items that will come in handy in DWC as well as future sections. There's plenty to explore and get lost in.
Deep Vein Mining Camp is 1/3 finished, working on Valhalla alongside it.
The path to both are finished, the main chamber of DVMC is completed along with one system of tunnels.
The platform for Valhalla is finished, working on the walls, the longhouse and other small buildings, and the ocean.
DWC is the beginning of the "Adventurer" path.
DVMC is the beginning of the "Underground" path.
Valhalla is the beginning of the "Sky" path.
Currently paths dont have an effect on the end goal, they only have themed stages.
When I get a little more done on Valhalla I'll upload more pics of everything.
I encourage anyone who reads this to leave a level/stage/area suggestion.
yezzir. took a break because i ran into a dead-end with Yggdrasil and made a few TTT and Murder maps(started a death run map too) but i'm back to work on it. sorry for a late reply btw
i actually added some experimental things to the hubs as i went along such as "banks", bedrooms, anvils/enchantment tables, crafting benches and furnaces.
I've been trying to find a way to let players collect resources without mining through the map. an easy solution would be bedrock shells but i dont want it to look like i cut style corners.
I also tried upgrading the classes a little bit and added a dragon head that spawns zombies to valhalla for fun/levelling. might tear it down.
again, paths currently dont have an effect on the outcome but "alternate endings" are an idea i'm working on.
the only goal at the moment if to move from one area to the other but when paths have their own endings i'll add goals for each.
there are 3 base classes and 1 hidden class because for best results, play with friends.
each class can "level up" at each hub.
hubs provide a place to save progress, refuel and upgrade as well as providing a way for me to not have to do a natural transition from one area to the next because i'm limited in technical resources on console.
the main ending will be some form of "boss" battle(probably a sheep).
planning on involving the nether and the end in some way.
thinking of adding more classes or at least refining the ones i have into different types to choose from. see below...
Melee Class
Brute/Barbarian: only armor is leather shoes and sword is really beefed up comes with 2 strength potions
Knight: iron chestplate leather pants and shoes, basic iron sword, health potion
Brawler/Foot Soldier: leather shirt pants and shoes, iron sword sharpness 1, 1 strength potion 1 health potion
Ranged Class
in need of ideas here. only thing i can think of are different amounts of arrows and enchants.
Magic Class
Healer: leather shirt and shoes with various enchants(havent made up mind), knockback wand, 2 splash health potions 2 splash regen potions
Fire Mage: leather shirt and shoes with fire protection, fire aspect and weak knockback wand, 1 splash potion fire protection 3 splash potion harming
Alchemist: leather shirt and pants with blast protection, knockback and fire aspect blaze rod, 1 milk and 3 splash poisons
Hidden Classes
Thief, Aesir, Dwarf, Hero.
Thief is currently available from the beginning but i cant say more than that...sshhh.
Aesir would be an OP option themed/named after norse gods that can be found somewhere along the Sky Path either in its full set or as parts in different areas.
Dwarf would be the same but themed/named after dwarves and be found in the Underground Path.
Hero would probably be Arthurian(i.e. the sword is excalibur) and be found in the Adventurer Path.
I guess it really depends on what you mean by do all this in minecraft.
You can't officially make classes like you would in a traditional game but with some renaming, dying leather and most importantly using imagination you can do all sorts of things. And the dragon head is just a bunch of blocks shaped(rather poorly) like a dragon.
I totally agree. What makes a great rpg isn't so ,uch the great builds. Its the time and effort you've put into the storyline and the overall gameplay experience. I'm pretty excited to try this. Gt. Gnosis Seeker 7
fun was the goal anyways. i've always like function over aesthetics. any suggestions or contributions? i think it'd be interesting to take a request from someone and see how it ends up.
Updated starting choices. Melee and magic classes are the most diverse because my brain wasn't able to come up with much for ranged without repeating another class selection.
Knight - iron chestplate leather pants and boots, iron sword, health potion and weak strength potion
Adventurer - leather tunic pants and boots, boots are protection 1, iron sword, health and regen potion
Ranged Class:
Elf - green leather tunic pants and boots, boots are feather falling 1, power 1 punch 2 bow, swiftness invisibility and health potion
Ranger - grey leather tunic pants and boots, boots are feather falling 1, power 1 unbreaking 3 bow, swiftness night vision and regen potion
Bowman - literally ran out of ideas with this one. It's the same as the others but without any enchants except infinity on the bow(would love an idea from anyone to replace this one)
Magic Class:
Healer - white tunic and boots both protection 1, knockback "monk staff", 2 splash health 2 splash regen
Fire Mage - purple tunic and boots both fire protection, fire aspect and knockback "wand", splash fire protection 3 splash harming
Alchemist - green tunic and pants both blast protection, fire aspect and knockback "lab tool", milk and 3 splash poisons
still working on class progression. Taking all suggestions.
taking any and all suggestions and requests for levels and classes
thank you and as soon as i finish the Sky Path i'll start opening the door. that way i can fix things on the Sky Path and have a better idea of what to do on the other paths.
The lower half of Yggdrasil is almost finished. It's gonna be a bunch of winding paths throughout the tree. I've made a few puzzle doors so far and plan to make a lot more.
I added a trigger challenge to Valhalla called Nidhogg's Challenge.
The first piece of the Sky Path armor is called Odin's Helm and is out in the open.
The second piece is fairly easy to find in Yggdrasil all things considered and is called Aesir Chestplate.
Yggdrasil starts off looking across the inside of a huge tree trunk. You can see paths around the trunk. The only path available(without "cheating") goes left and forks. Those paths each fork and so on and so forth. Some paths run into others while others are dead ends. The path to Helheim is the easiest to find. The paths that go up require more trekking and puzzle solving but will ultimately have more reward for your effort.
Now one plan for the split in Yggdrasil is The Path of Light and The Path of Dark. The Path of Light is really just an extension of the Sky Path and the Path of Dark is more of a side quest. It's still just an idea and will be until Yggdrasil is finished.
Dark Water Crossing has two exits. One leads to High Rock Falls, a canyon with a large waterfall at one end. The goal for High Rock Falls hasn't been decided yet.
The second path leads at first to an underground river system which you'll need the first piece of Adventurer armor for. From there I think I'll have it go through a small cave system(not as expansive as the Underground path and will focus more on getting above ground than staying underground.
The Underground Path is coming along great and I highly recommend it for people with claustrophobia.
The first piece of armor is hidden inside of a puzzle room in Deep Vein Mining Camp. There are two ways out. One is a small path that indirectly connects with the river system in Dark Water Crossing and the other leads to the next section call The Maw.
The Maw is a large cavern/ravine that you have to parkour/pathfind to get out of. With any luck it will be full of hostile mobs and you'll be out of torches.
Yggdrasil is littered with hidden loot. Small things like food and torches but still loot.
I'd really like suggestions for where to go with it. What do I do with Helheim? Keep it? Trash it? What should the next section(s) be for the path up/down?
So I'm lost in the tree...well more so WITH the tree...anyone have experience with labyrinths? it's not necessarily a maze but it does wind and diverge and stuff like that a lot. I don't want it to be too linear/easy/boring/claustrophobic but I don't want it to be too overwhelming. So if anyone has experince playing or building labyrinths or giant trees, I'd love some help/ideas/guidance.
At the beginning you pick knight, archer, or mage.
You then go forward and choose 1 of 3 paths.
Dark Water Crossing, it begins a river system that leads to a couple other river areas.
Deep Vein Mining Camp, it begins a cave system that sprawls out to other underground areas.
Valhalla, it begins various plains type sections.
At the end of each section are hubs where you can sleep, resupply, and use gained experience to "level up".
You then choose other areas to head to and so on an so forth until your path ends(final boss or running into another level).
I wasn't the best at explaining above so feel free to ask questions and/or critique. I'm really wanting ideas for more sections. If you want I'd love for community contribution. Just leave the name and description of your area an I'll try my best to add it.
the entrance
temple interior
choosing your class
a look at how classes start out
the knight has a red tunic, a potion of strength, an iron sword, 13 steak, and black leather boots
puzzle door
puzzle doors can be found randomly as an opportunity for loot or as a challenge to progress further. the idea is to find the right combination of levers to open a pathway or uncover a chest. there are 4 in the beginning section containing various smaller items.
hub 1
hubs are found at the beginning/end of a section. they provide a place to sleep, resupply, and use experience to upgrade. with most CTM maps hubs are necessary to guide you to wool. since this is mostly an rpg at the moment hubs mainly provide more paths for you to take. future sections can/will lead to the same hub. in simplest form, hubs are the save screen, level up screen,and level select screen.
Dark Water Crossing
DWC is the first section i built. All pictures are daytime on peaceful. There's no shortage of mobs on normal. DWC has some items that will come in handy in DWC as well as future sections. There's plenty to explore and get lost in.
the signs
Dark Water Crossing: Better Bring a Flashlight
Deep Vein Mining Camp: Hard Hats Required
Valhalla: YAAAAARRGG
Any suggestions or additions?
The path to both are finished, the main chamber of DVMC is completed along with one system of tunnels.
The platform for Valhalla is finished, working on the walls, the longhouse and other small buildings, and the ocean.
DWC is the beginning of the "Adventurer" path.
DVMC is the beginning of the "Underground" path.
Valhalla is the beginning of the "Sky" path.
Currently paths dont have an effect on the end goal, they only have themed stages.
When I get a little more done on Valhalla I'll upload more pics of everything.
I encourage anyone who reads this to leave a level/stage/area suggestion.
I've been trying to find a way to let players collect resources without mining through the map. an easy solution would be bedrock shells but i dont want it to look like i cut style corners.
I also tried upgrading the classes a little bit and added a dragon head that spawns zombies to valhalla for fun/levelling. might tear it down.
the only goal at the moment if to move from one area to the other but when paths have their own endings i'll add goals for each.
there are 3 base classes and 1 hidden class because for best results, play with friends.
each class can "level up" at each hub.
hubs provide a place to save progress, refuel and upgrade as well as providing a way for me to not have to do a natural transition from one area to the next because i'm limited in technical resources on console.
the main ending will be some form of "boss" battle(probably a sheep).
planning on involving the nether and the end in some way.
thinking of adding more classes or at least refining the ones i have into different types to choose from. see below...
Melee Class
Brute/Barbarian: only armor is leather shoes and sword is really beefed up comes with 2 strength potions
Knight: iron chestplate leather pants and shoes, basic iron sword, health potion
Brawler/Foot Soldier: leather shirt pants and shoes, iron sword sharpness 1, 1 strength potion 1 health potion
Ranged Class
in need of ideas here. only thing i can think of are different amounts of arrows and enchants.
Magic Class
Healer: leather shirt and shoes with various enchants(havent made up mind), knockback wand, 2 splash health potions 2 splash regen potions
Fire Mage: leather shirt and shoes with fire protection, fire aspect and weak knockback wand, 1 splash potion fire protection 3 splash potion harming
Alchemist: leather shirt and pants with blast protection, knockback and fire aspect blaze rod, 1 milk and 3 splash poisons
Hidden Classes
Thief, Aesir, Dwarf, Hero.
Thief is currently available from the beginning but i cant say more than that...sshhh.
Aesir would be an OP option themed/named after norse gods that can be found somewhere along the Sky Path either in its full set or as parts in different areas.
Dwarf would be the same but themed/named after dwarves and be found in the Underground Path.
Hero would probably be Arthurian(i.e. the sword is excalibur) and be found in the Adventurer Path.
You can't officially make classes like you would in a traditional game but with some renaming, dying leather and most importantly using imagination you can do all sorts of things. And the dragon head is just a bunch of blocks shaped(rather poorly) like a dragon.
Melee Class:
Barbarian - protection 4 boots, sharpness and knockback sword, 2 strength potions
Knight - iron chestplate leather pants and boots, iron sword, health potion and weak strength potion
Adventurer - leather tunic pants and boots, boots are protection 1, iron sword, health and regen potion
Ranged Class:
Elf - green leather tunic pants and boots, boots are feather falling 1, power 1 punch 2 bow, swiftness invisibility and health potion
Ranger - grey leather tunic pants and boots, boots are feather falling 1, power 1 unbreaking 3 bow, swiftness night vision and regen potion
Bowman - literally ran out of ideas with this one. It's the same as the others but without any enchants except infinity on the bow(would love an idea from anyone to replace this one)
Magic Class:
Healer - white tunic and boots both protection 1, knockback "monk staff", 2 splash health 2 splash regen
Fire Mage - purple tunic and boots both fire protection, fire aspect and knockback "wand", splash fire protection 3 splash harming
Alchemist - green tunic and pants both blast protection, fire aspect and knockback "lab tool", milk and 3 splash poisons
still working on class progression. Taking all suggestions.
taking any and all suggestions and requests for levels and classes
I added a trigger challenge to Valhalla called Nidhogg's Challenge.
The first piece of the Sky Path armor is called Odin's Helm and is out in the open.
The second piece is fairly easy to find in Yggdrasil all things considered and is called Aesir Chestplate.
Yggdrasil starts off looking across the inside of a huge tree trunk. You can see paths around the trunk. The only path available(without "cheating") goes left and forks. Those paths each fork and so on and so forth. Some paths run into others while others are dead ends. The path to Helheim is the easiest to find. The paths that go up require more trekking and puzzle solving but will ultimately have more reward for your effort.
Now one plan for the split in Yggdrasil is The Path of Light and The Path of Dark. The Path of Light is really just an extension of the Sky Path and the Path of Dark is more of a side quest. It's still just an idea and will be until Yggdrasil is finished.
The second path leads at first to an underground river system which you'll need the first piece of Adventurer armor for. From there I think I'll have it go through a small cave system(not as expansive as the Underground path and will focus more on getting above ground than staying underground.
The Underground Path is coming along great and I highly recommend it for people with claustrophobia.
The first piece of armor is hidden inside of a puzzle room in Deep Vein Mining Camp. There are two ways out. One is a small path that indirectly connects with the river system in Dark Water Crossing and the other leads to the next section call The Maw.
The Maw is a large cavern/ravine that you have to parkour/pathfind to get out of. With any luck it will be full of hostile mobs and you'll be out of torches.
I'd really like suggestions for where to go with it. What do I do with Helheim? Keep it? Trash it? What should the next section(s) be for the path up/down?