This is a playable dungeon for Minecraft inspired by the awesome Zelda series. It is based on jumping puzzles, riddles and logical thinking to pass through the dungeon. I used a variety of minecraft mecanics and items to create a dungeon simular to the dungeons in the Legend of Zelda games. Its completly playable and made up of 4 main parts, each with their own theme and mecanics. The total playtime is about 6 hours with a steady increase in difficulty. Should be played on Peacefull!
Dose NOT inculde:
- Gravel (you suck gravel!)
- Musical nummbers
- Bow & Arrow :sad.gif:
and best of all: No Navi *cheer*
Videos: WARNING!! These videos will spoil the dungeon for you so if you want to try it yourself, better play it yourself and only check the videos if you get stuck.
Introduction to the dungeon:
Walkthrough of the Sand and Earth part:
Walkthrough of Mecanics and Illusions part:
Walkthrough of Water and Ice part:
Angryponcho made a video showcasing almost the all of the dungeon (he missed some parts due to him cheating but still awesome) with much much better quality and commentating. Big thanks to him for taking the time to make the video.
This dungeon was built on a survival server for my friends who helped testing the whole thing. Because of this some items may seem out of place but should in no way disturb gameplay.
Version: 1.3: Release
- Major tweak to difficulty
- removed key from the start of the Water and Ice part
- added additional tips for Water and Ice part
Map Download (Map has to be converted as of newest patch):
You need a program to unpack the map like Winrar. When unpacked you need to copy the folder to where your singleplayer maps are saved. This place varies depending on your OS and replace one of the worlds by renaming the folder. If you have all worlds used you can just rename the folder from one of them and change the name back later.
C:\Users\Your Windows Account Name Here\AppData\Roaming\.minecraft\saves
~/Users/Your User Name Here/Library/Application Support/minecraft/saves
Q: So I got the Earth Key, where do I use it?
A: You'll find out as soon as you get to the Water and Ice part.
Q: Is all the water poiseous?
A: No only the water in the Sand and Earth part is poiseous, ever other body of water is perfectly fine.
Q: I'm not that familuar with redstone and how it works exactly, is there a place I can get some info on this?
A: Well for the final room of the illusions and mecanics part the only components you have to build are "NOT" gates, "AND" gates and normal extentios. You can find more info on redstone circuits here: http://www.minecraftwiki.net/wiki/Redstone_circuits
Q: Is "X" inteded to be that way?
A: Yes it is, watching the lets plays of the dungeon showed me that one question pops up a lot: Is this inteded or should I be able to get here? Everything is inteded to be the way it is, there are no exploits or impossible situations (well not anymore at least) so yes you can go there. Try the Zelda mindset of folowing hunches you have, 905 of the time it's what your supposed to do :smile.gif:
Yeah it's actualy intentional since my knowlege of the mapedit programm is very limited (at the moment) and I could not remove the inventory when he spawns. I will improve this as soon as possible, a rude awakening but apart from this everything should work correctly. Thanks :smile.gif:
I downloaded this a while ago and I'm surprised at how it turned out. It's really cool!
There are, however, some parts that are messed up. One thing I noticed is that in the Earth & Sand area, the redstone wiring for the brick and slow sand doors is faulty. I flipped the switches many times, but the doors wouldn't open, so I had to cheat a little to get through. I'll play this through a few more times to search for more errors, but so far it's looking really good. It's extremely confusing sometimes though, (mostly because of the grammar and spelling) but I guess it's supposed to be confusing since it's like a Zelda Dungeon.
Anyway, I really look forward to the final release of this world and I'll let you know of any more problems I find.
Yeah those 2 keep breaking on the server aswell. I had to fix them about 3 times already but some torches just keep disapearing. I'll get around to this and the awfull spelling as soon as possible. Sdly I dont have direct server acess so updates might take some time.
EDIT: Okay fixed the issue. Sorry for the inconvenience and thanks for the reports :smile.gif:
Very good dungeons. Although the water dungeon got a lil confuseing at one point and I had some extra items -.^
I swear I did everything the way I was suppose to.
Some things could make it a little bit more understandable:
Take away the dirt that was left as the bridge in water/ice, make the iron ore into iron blocks (since instructions were to use iron blocks.
Also the water/ice key was missing from the chest.
The thing with the ore was actualy intetional, I added a sign to calrify it and the extra items could be either stuff you picked up when they were destroyed or related to the iron ore. Thanks for the feedback and glad you liked it :smile.gif:
Yes exactly Saaka999. You may take 1 set to use, you have just the right amount of parts to finish it.
Thanks for the offer, as far as I know it should be bug free by now but you never know. If you find anything that you think I could improve or instances of horendous spelling/grammar/unclear instructions let me know.
I noticed in the video you posted that there was a chest full of flint and steels where you unlocked it.
Assuming there are other unlockable items in the other areas, instead of having a chest full of the item where you find it, perhaps have one item in the original chest and another chest full of the item by the respawn point. So when players die they can simply get their unlocked items from the death chests instead of trekking though each area again. However, the death chests would be locked until you activate the appropriate switch next to the source of the item.
So once you get the item for the first time, it unlocks a chest full of them at the respawn point.
This could be done with switches that are activated manually. But i also think using some clever tnt/water trickery you could use pressure plates by the chests to get an automated system of unlocks.
Would be nice but the Lint and Fire ist actually the only constant item you need in the dungeon (it's the only one that have some sort of impact on the enviroment, bows should activate buttons -.-). You could either take some extra and store them in the Chest in the centrall area or I could add another chest full of them behind the leaf walls in the centrall room so oyu can get extra once you unlocked them. Chest at the spawn point that unlock is something that wont happen becuase of the sheer amount of work and athstetic brush work to realy be worth it.
Maybe for Version 2 that won't be a patchwork product as this one where I have enough space, a concept from the start and maybe even some map editor love.
EDIT: Haprenti thanks for that, this dungeon is the first and only thing I built in minecraft so its concept is purley based on my experience with SMP. Only after posting this thread did I see the multitude of awesome mods available that could realy improve this dungeon. I was actually cursing a few times because the Zelda dungeons had way more ways to fill a room, monsters are a prime example (block pushing is the other major one). Like I said for version 2 I will make a better concept from the start and this will inculde mods. If I find the right stuff I might acctualy completly recreate one of the dungeons as one part.
can you upload to a different site, as this site is not working for my (I need a download link to file, as most of the time most downloads don't work ,i have to right click >> save link as, to download, and the map seems epic T.T