Add enchanting/potions room that locks you up :biggrin.gif:
Or say every 3 rounds(or every round, which would be easier) A little tunnel staircase opens with a enchantment table surrounded by a few bookcases(potions are pointless as you do not have netherwarts, gold nuggets, mushrooms, sugar, glowstone, redstone, gunpowder(splash potions) etc UNLESS the maker adds in a seperate drop system.
This is really cool, I watched the video, and I'm trying to figure out in my head just how the features in this map are accomplished, mechanically. (Those redstone circuits are way too advanced for me) Don't reveal anything if I'm wrong, but can you tell me if I'm right?
Random loot drops: Dispensers in the ceiling filled up with an assortment of useful items, hooked up to the redstone system, on a timer. Timed to the approximate length it would take most people to defeat each round.
Monster spawns: A pit below with rooms of the 3 different kind of mob spawners, constantly spawning mobs. (Thus, why there are only zombies, skeletons, and spiders) They are funneled to the surface when pistons open up holes in the floor at the beginning of rounds, this is connected to the redstone network to determine which group of creatures should be funneled through and when.
Score & Round board 1: Hmm, this one is tough. The lights are too bright to be redstone torches IMO, My best guess is pistons connected to the redstone network, and the pistons block either lightstone or lava flows, they retract and let light shine through different pictures depending on which round is going on next.
Board 2: As for how you got translucent blocks shaped like spiders, skeletons, zombies, and numbers, I'm guessing it's all in your texture pack. You took existing paintings, retextured them with the appropriate picture, and hung them in front of the scoreboard assembly.
Is any of this correct? and is there a mechanical feature that I missed?