I've been working hard this weekend getting the map ready for release this week. In testing, I found that the 1.3 update has destroyed much of the piston functionality upon which I had relied! For the most part, the affected puzzles have been adapted to the new functionality, but one particular new oddity stands to ruin many of the best rooms in the map:
In moving floor levels, activating a redstone device on the floor in the down position will cause the block to jump up and stick.
This is precisely the opposite functionality present in 1.2! As such, please refrain from causing this phenomenon to occur in the affected levels (any moving floor). Please treat these levels as if they behaved the same way they did in 1.2. Contrarily, activating buttons and levers on certain sides of blocks on top of upward-facing pistons no longer causes the block to stick out. In the rooms where this functionality was implemented in 1.2, I have replaced all buttons with pressure plates or levers and the rooms has been adapted to suit this change. You can and should use the devices to make these blocks stick, but not when the entire floor is so. I can make an explanation video if this is not clear. A few other minor changes to pistons rendered the route to the challenge levels less interesting, but it's still very cool.
Also, if you hadn't read the last post (Sept 7), 1.3 has DISABLED the falling-into-sand quirk used in the button-slab level of PISTON. You'll need to break the block to continue.
This is what I call a puzzle map. It is the second best puzzle map ever, after mine (just kidding). It is challenging and ingenious and I like the idea of completely resettable. But some of the puzzles require you to place plates or levers on random parts of the floor and trigger magical redstone underneath, how the hell are we supposed to know that? A suggestion is maybe replace those parts of the floor with another block to tell us there is something there. Anyway good job and keep it up. +1
This is what I call a puzzle map. It is the second best puzzle map ever, after mine (just kidding). It is challenging and ingenious and I like the idea of completely resettable. But some of the puzzles require you to place plates or levers on random parts of the floor and trigger magical redstone underneath, how the hell are we supposed to know that? A suggestion is maybe replace those parts of the floor with another block to tell us there is something there. Anyway good job and keep it up. +1
Thanks for the feedback! I played your Pit map a few Minecraft versions ago and came up about 7 blocks short. I agree that yours is a very good map, and probably better than my own! I must try Ascend soon.
I'm assuming this map is made for 1.2.5? I've been wanting to play it and maybe record this map and possibly the 2nd one (as they both look really cool) but I just wanted to know which version each map is meant to be played in.
I'm assuming this map is made for 1.2.5? I've been wanting to play it and maybe record this map and possibly the 2nd one (as they both look really cool) but I just wanted to know which version each map is meant to be played in.
Sorry for the late reply. It was indeed designed for 1.2.5. The only issue that arose from updates since is the change in time for pistons to extend (from one tick to two ticks) between 1.2.5 and 1.3. There's a word on this in one of my previous posts. The map should function properly in every other regard in 1.4.
Thanks for responding, I've already recorded the 1st piston map and should hopefully have the 1st episode of the series up sometime soon. Really enjoyed the map by the way, the puzzle style was one of the most original I've seen in a long time. I plan on recording the 2nd Map here soon as well.
Thanks for responding, I've already recorded the 1st piston map and should hopefully have the 1st episode of the series up sometime soon. Really enjoyed the map by the way, the puzzle style was one of the most original I've seen in a long time. I plan on recording the 2nd Map here soon as well.
Thanks for playing. I look forward to seeing the video!
I'm stuck in the second room puzzle,and I note in the videos people are supposed to get a lever in that room,I hear a dispenser shoot something but I never get anything,and thus cannot continue..
I'm stuck in the second room puzzle,and I note in the videos people are supposed to get a lever in that room,I hear a dispenser shoot something but I never get anything,and thus cannot continue..
The dispensers are hidden behind a couple of pistons which could be blocking the path of the item as it falls. This should only happen in the presence of lag. You can try dying and starting over or you could break the piston under the glass block and place it so you can move on.
I've been working hard this weekend getting the map ready for release this week. In testing, I found that the 1.3 update has destroyed much of the piston functionality upon which I had relied! For the most part, the affected puzzles have been adapted to the new functionality, but one particular new oddity stands to ruin many of the best rooms in the map:
In moving floor levels, activating a redstone device on the floor in the down position will cause the block to jump up and stick.
This is precisely the opposite functionality present in 1.2! As such, please refrain from causing this phenomenon to occur in the affected levels (any moving floor). Please treat these levels as if they behaved the same way they did in 1.2. Contrarily, activating buttons and levers on certain sides of blocks on top of upward-facing pistons no longer causes the block to stick out. In the rooms where this functionality was implemented in 1.2, I have replaced all buttons with pressure plates or levers and the rooms has been adapted to suit this change. You can and should use the devices to make these blocks stick, but not when the entire floor is so. I can make an explanation video if this is not clear. A few other minor changes to pistons rendered the route to the challenge levels less interesting, but it's still very cool.
Also, if you hadn't read the last post (Sept 7), 1.3 has DISABLED the falling-into-sand quirk used in the button-slab level of PISTON. You'll need to break the block to continue.
EDIT: PISTON 2 is now available!
http://www.minecraftforum.net/topic/1505427-puz-piston-2/
http://www.minecraft...7-puz-piston-2/
Try my puzzle map http://www.minecraftforum.net/topic/1226767-puz-ascend-132-self-proclaimed-hardest-puzzle-map/
Thanks for the feedback! I played your Pit map a few Minecraft versions ago and came up about 7 blocks short. I agree that yours is a very good map, and probably better than my own! I must try Ascend soon.
http://www.minecraft...7-puz-piston-2/
Sorry for the late reply. It was indeed designed for 1.2.5. The only issue that arose from updates since is the change in time for pistons to extend (from one tick to two ticks) between 1.2.5 and 1.3. There's a word on this in one of my previous posts. The map should function properly in every other regard in 1.4.
http://www.minecraft...7-puz-piston-2/
Thanks for playing. I look forward to seeing the video!
http://www.minecraft...7-puz-piston-2/
Great work! Judging from the way you play, you're exactly the kind of person I designed this map for. Thanks again for playing and recording.
http://www.minecraft...7-puz-piston-2/
roompuzzle,and I note in the videos people are supposed to get a lever in that room,I hear a dispenser shoot something but I never get anything,and thus cannot continue..The dispensers are hidden behind a couple of pistons which could be blocking the path of the item as it falls. This should only happen in the presence of lag. You can try dying and starting over or you could break the piston under the glass block and place it so you can move on.
http://www.minecraft...7-puz-piston-2/
http://www.minecraft...7-puz-piston-2/
I can't wait to see it! Thanks for playing both maps.
http://www.minecraft...7-puz-piston-2/
http://www.minecraft...7-puz-piston-2/
Which room are you in? Not all puzzles require items.
http://www.minecraft...7-puz-piston-2/