This version is NOT compatible with Minecraft 1.5. Custom spawners and redstone updates may not work as designed. Sorry. I have no ETA on an official fix.
A custom map for Minecraft, by the Minecraft community
OVERVIEW
This is a collaborative, linear-branching, adventure map, similar to the "choose your own adventure" books that I loved when I was younger. Fifty-four contestants submitted Eighty "entries" that each tell a chapter in the overall story of the adventure map The Toybox.
Download!
I am experimenting with a new hosting solution for my Minecraft custom maps - right here on Curse! NOTE: COMPATIBLE with Minecraft 1.4.7. 3 of the entries will not work with 1.5 (yet)! http://www.curse.com/worlds/minecraft/the-toybox-collaboration
More videos...
Thadiwyn
cpm4001
Leaperrins (beta footage)
The winning entry!
My First Impressions of The Toybox Submissions!
Livestream builds (no dialog)
Xobyot timelaps tear down
This challenge was inspired by maps such as;
Gregolas42's
Jigarbov's
rsmalec's
Considering the overall map will make use of command blocks and will be played in 1.4, are we allowed to build our entries in the latest snapshot and make use of the new spawner mechanics and command blocks (to tell our story)?
Will there be overall map rules that we should take into consideration (such as allowing to craft, break blocks, etc,) or will each level have it's own rules?
Basic rules:
Play on survival mode, at least easy difficulty.
No breaking blocks unless a room specifies that it is ok, and then it is ONLY ok in that room.
Crafting is allowed if you are given the items to do so.
Placing blocks/items is allowed, but only in the room you receive them.
Room-specific rules will override these basic rules, but ONLY in the current room.
Spawning items is discouraged.
Flight/noclip/etc.. is discouraged.
Switching the time or difficulty is discouraged, unless instructed otherwise (e.g. at a checkpoint)
what if we need the players to start in different hights within the "boxes" ? i mean not every one will want players to start at the bottem of the iron room they might want them to go to the basement of a house or something
Ah yes - I forgot to specify that. You can use any height within that alcove.
In addition to the map contest, I will be looking for:
Contest logos and banners!
Custom Textures! For mobs and paintings. (The blocks will remain default texture)
Contest theme song, for use in YouTube video!
Custom player skins!
Submit any of the above to [email protected] or provide a link in this forum.
ORIGINAL WORKS ONLY - do not send me something you copied.
You will be credited for all contributions!
You know, I've always been a better worker with a designated area and *some* limitations! This seems like the perfect kind of challenge! I think I'll try to aim for at least two entries, with a third if I find the inspiration. This is a challenge I cannot decline!
I'll have a brand new, never heard before exclusive track for you Ron.
I'm going old school, it was composed on the Amiga.
The song itself was a challenge for me....
Now as you know tracker programes on the Amiga use only 4 tracks and 8 bit samples. This means only 4 notes can be played at the same time, the trick with tracker songs is to make the person listening think they are hearing more than 4 sounds at once.
Well, this time im going just 3 tracks! I'm still using the 8bit samples as they are the music worlds equivalent to Minecraft.
Uploading the track now, I'll send you a DM tweet.
Same thing here! But remember: your first idea is probably a bad choice. Same thing for the second and third! Keep going through them from the first one that surfaced to the last! At some point, the best idea should become obvious!
It seems the easiest (and least frustrating) would be to set the player's spawn to the same block they are teleported to each time they teleport to a new room. The advantage is they don't have to go through all the rooms to get back to the point they died. The disadvantage is they can't choose a different path until they reach the end.
In principle I like forcing people to deal with the consequences of their decisions, but in practice, some rooms might be too difficult for certain players so they could get stuck.
Another option might be to set the players spawn to the room they're teleporting FROM. So in order for their spawn to be set in a room, they have at least made it through to the end of one of the paths. If the room they get teleported to is too difficult for them, when they die, they can try changing just that last decision they made in the story to hopefully find an easier path. And those that want to continue on the same path only have to replay one room to get back to the point they died.
I'm a little curious why you say to assume survival mode rather than adventure mode. With all the design rules in place to keep players on the path, it seems a little strange to allow players to break their way out - purposefully or accidentally. I suppose some stories or puzzles will require the player to break some blocks. I'm still holding out hope that we'll have the ability to control which blocks can and cannot be broken in adventure mode by 1.4 release. :-P
Can we assume that mob griefing will be turned off?
Can we assume KeepInventory will be on?
Actually - Can we just set whatever game rules we want with a command block when people enter our room?
doFireTick = toggles fire spread on/off
doMobLoot = toggles drop items on/off (xp still drops)
Considering the overall map will make use of command blocks and will be played in 1.4, are we allowed to build our entries in the latest snapshot and make use of the new spawner mechanics and command blocks (to tell our story)?
Actually, I have planned for a checkpoint system every few rooms, but not respawning in a room. That said, if you have a bed in your room, players should be fine to spawn there.
In principle I like forcing people to deal with the consequences of their decisions, but in practice, some rooms might be too difficult for certain players so they could get stuck.
Similar to the library. I am thinking about a 'bypass' system, but we'll see.
Another option might be to set the players spawn to the room they're teleporting FROM.
Actually, I really like that...
I'm a little curious why you say to assume survival mode rather than adventure mode. With all the design rules in place to keep players on the path, it seems a little strange to allow players to break their way out - purposefully or accidentally. I suppose some stories or puzzles will require the player to break some blocks.
Your last sentence is exactly why. Players need to be able to break melons, pumpkin keys, place pumpkin heads on golems, etc... In short, Adventure Mode is really only useful for maps like Grinchmas.
Can we assume that mob griefing will be turned off?
That's a good idea I had forgotten. Yes!
Can we assume KeepInventory will be on?
I don't think so, but I will consider it.
Actually - Can we just set whatever game rules we want with a command block when people enter our room?
doFireTick = toggles fire spread on/off
doMobLoot = toggles drop items on/off (xp still drops)
keepInventory = toggles keeping your inventory when you die on/off
mobGriefing = toggles Creeper block damage and Enderman block pick
Additionally changing gamemode to Adventure Mode or Survival Mode depending on whether or not we want to allow the player to break blocks.
That's a really good idea. I will definitely consider it!
The only potential problem I could see is with fire spread and different difficulties - but you could just disallow that one.
Aye.
EDIT: Hmm... actually several of the other options could cause problems in multiplayer when people are in different rooms with different rules.
You would also need to ensure that EVERY entry has a set gamemode block at the entrance spot.
Yeah - my original idea was to teleport all (@a) but that would have been really confusing.
I'll probably keep it to a minimum. If players want an entirely peaceful room, I would change the biome to prevent mob spawns.
What? Leave the end of the story to mr rsmalec! Maybe he already have a nifty ending.
Question 1: Do we have to take Single Player in account at all?
Question 2: Do we need to have our name linked to the level at all?
And if the first idea always is crap, then I can't join..... :-)
Heheh, I see what you did there. It is a good practice to avoid using the first idea that comes to mind, but it doesn't necessarily mean it's bad. Someone like you must have had enough practice with ideas to get better ideas earlier anyways.
I'll have a go at a logo and banner. I'll need to get home first, my USB mouse bust.
I'm going to try a map too.
Cool. FYI - I haven't announced the name of the collaboration map. I'll do that once all of the entries are received on September 16th. That will need a separate logo.
Does this mean that we are allowed to use the 'redstone room' as an extension for our story area, meaning that we can build anything there that will help tell the story?
Yes. As long as the player can't get down below what is currently the floor level.
Yes, the command block can change to peaceful, easy, normal and hard (At least, last time I checked). This could actually be a good way for you to clear out hostile mobs from an encounter to reduce lag (Switch to peaceful and then back to easy using command blocks)
I need to keep reminding myself that I won't be using command blocks to change the difficulty mode once the map has started. This is because I don't want the multiplayer experience to be ruined if people are in different rooms. Who knows... maybe there'll even be some sort of race or co-op aspect to this
I just looked at my posts, and realised that I should explain what I mean by connectors.
I'm afraid that everyone who enters the contests want their rooms to be the climax of the story. If you would rig these up together, you would get a jumbled mess of weird follow-ups. By connectors, i meant rooms to connect these player submitted rooms together, to create a smoother story.
Not making these rooms would make the adventure more... wacky, but creating the rooms also kind of takes the fun out of it right?
We'll see. Connectors (if used) won't be bland hallways like in The Library.
The smilarity to Deja Vu (in practice, not feel) begs me to submit a level. I'll do my best not to over-redstone it.
It's very much like Deja Vu in that each room is contained and tells a story. But there's a greater overall story - I should have used this example for Anistuffs.
Question 1: Do we have to take Single Player in account at all?
I'm not exactly sure what you mean. Yes, expect this WILL be played by single player. I was only pointing out multiplayer because some builders might not consider it.
Question 2: Do we need to have our name linked to the level at all?
Your name does not need to appear -IN- the level that the player will see. But I need you to put a sign with your name in the template just so I don't screw up!
are we allowed to move the exit points aka command blocks withing the area? or do they have to stay at the sides?
The exit alcoves have to stay where they are. I'm going to be copy/pasting a lot of these together and linking them in a variety of ways. I don't want to have to go looking through every one for different link points.
are we allowed to let the player make a "wrong" choice? thus hurting him or even letting him die?
Yes. ABSOLUTELY!
can we extend our builds over the walls? if for example you build a giant mushroom that reaches over the walls on top would that be allowed?
Yes. This will be clarified in a video shortly.
can we build extra walls in the area behind the initial wall like let players look over the 1st wall only to get their vision blocked by another wall so they can't see the other creations or redstone
No, sorry. But you can extend the existing walls up and add another layer of walls inside the allowed space. The main reason I am answering this way is I need to keep the 31x21 constraint the same for everyone.
A custom map for Minecraft, by the Minecraft community
Fifty-four contestants submitted Eighty "entries" that each tell a chapter in the overall story of the adventure map The Toybox.
I am experimenting with a new hosting solution for my Minecraft custom maps - right here on Curse!
NOTE: COMPATIBLE with Minecraft 1.4.7. 3 of the entries will not work with 1.5 (yet)!
http://www.curse.com/worlds/minecraft/the-toybox-collaboration
More videos...
Thadiwyn
cpm4001
Leaperrins (beta footage)
The winning entry!
My First Impressions of The Toybox Submissions!
Livestream builds (no dialog)
Xobyot timelaps tear down
This challenge was inspired by maps such as;
Gregolas42's
Jigarbov's
rsmalec's
FOLLOW this topic for updates and discussion!
Subscribe to my YouTube channel for the video announcements; http://www.youtube.com/rsmalec
And follow me on twitter for other announcements; http://www.twitter.com/rsmalec
[represent]
My Minecraft Maps: coldfusionmaps.com
I am going for difficulty 'easy'. Monsters on. Although.... can the command block change it to peaceful?
Yes.
You can do anything you need under the story area, yes. Break all the dirt, place whatever.
That's a good idea I had forgotten. Yes!
I don't think so, but I will consider it.
Basic rules:
Play on survival mode, at least easy difficulty.
No breaking blocks unless a room specifies that it is ok, and then it is ONLY ok in that room.
Crafting is allowed if you are given the items to do so.
Placing blocks/items is allowed, but only in the room you receive them.
Room-specific rules will override these basic rules, but ONLY in the current room.
Spawning items is discouraged.
Flight/noclip/etc.. is discouraged.
Switching the time or difficulty is discouraged, unless instructed otherwise (e.g. at a checkpoint)
Ah yes - I forgot to specify that. You can use any height within that alcove.
(I can ask a mod to delete the last post if you do indeed need a second post...)
My Minecraft Maps: coldfusionmaps.com
Contest logos and banners!
Custom Textures! For mobs and paintings. (The blocks will remain default texture)
Contest theme song, for use in YouTube video!
Custom player skins!
Submit any of the above to [email protected] or provide a link in this forum.
ORIGINAL WORKS ONLY - do not send me something you copied.
You will be credited for all contributions!
I have a little more filming and editing to do now that I'm home
Everything else is ready.
My policy: cobble stuff together and hope it sticks... which happens quite often seeing as cobblestone just floats there. Weird...
I'm going old school, it was composed on the Amiga.
The song itself was a challenge for me....
Now as you know tracker programes on the Amiga use only 4 tracks and 8 bit samples. This means only 4 notes can be played at the same time, the trick with tracker songs is to make the person listening think they are hearing more than 4 sounds at once.
Well, this time im going just 3 tracks! I'm still using the 8bit samples as they are the music worlds equivalent to Minecraft.
Uploading the track now, I'll send you a DM tweet.
Same thing here! But remember: your first idea is probably a bad choice. Same thing for the second and third! Keep going through them from the first one that surfaced to the last! At some point, the best idea should become obvious!
It seems the easiest (and least frustrating) would be to set the player's spawn to the same block they are teleported to each time they teleport to a new room. The advantage is they don't have to go through all the rooms to get back to the point they died. The disadvantage is they can't choose a different path until they reach the end.
In principle I like forcing people to deal with the consequences of their decisions, but in practice, some rooms might be too difficult for certain players so they could get stuck.
Another option might be to set the players spawn to the room they're teleporting FROM. So in order for their spawn to be set in a room, they have at least made it through to the end of one of the paths. If the room they get teleported to is too difficult for them, when they die, they can try changing just that last decision they made in the story to hopefully find an easier path. And those that want to continue on the same path only have to replay one room to get back to the point they died.
I'm a little curious why you say to assume survival mode rather than adventure mode. With all the design rules in place to keep players on the path, it seems a little strange to allow players to break their way out - purposefully or accidentally. I suppose some stories or puzzles will require the player to break some blocks. I'm still holding out hope that we'll have the ability to control which blocks can and cannot be broken in adventure mode by 1.4 release. :-P
Can we assume that mob griefing will be turned off?
Can we assume KeepInventory will be on?
Actually - Can we just set whatever game rules we want with a command block when people enter our room?
The only potential problem I could see is with fire spread and different difficulties - but you could just disallow that one.
EDIT: Hmm... actually several of the other options could cause problems in multiplayer when people are in different rooms with different rules.
You would also need to ensure that EVERY entry has a set gamemode block at the entrance spot.
Anyway, it's something to think about.
I am going for difficulty 'easy'. Monsters on. Although.... can the command block change it to peaceful?
Yes.
You can do anything you need under the story area, yes. Break all the dirt, place whatever.
How -will- it all make sense?! That's where my role comes in
One quick question:
Are we allowed to put redstone on the grass square on the outside of the iron walls? (Sorry if this has already been stated.)
If you run out of hearts, you die.
Actually, I have planned for a checkpoint system every few rooms, but not respawning in a room. That said, if you have a bed in your room, players should be fine to spawn there.
Similar to the library. I am thinking about a 'bypass' system, but we'll see.
Actually, I really like that...
Your last sentence is exactly why. Players need to be able to break melons, pumpkin keys, place pumpkin heads on golems, etc... In short, Adventure Mode is really only useful for maps like Grinchmas.
That's a good idea I had forgotten. Yes!
I don't think so, but I will consider it.
That's a really good idea. I will definitely consider it!
Aye.
Yeah - my original idea was to teleport all (@a) but that would have been really confusing.
I'll probably keep it to a minimum. If players want an entirely peaceful room, I would change the biome to prevent mob spawns.
No one needs to create connectors. You will be teleported from room to room.
Yes. That's fine. Anything outside the walls is fine.
Heheh, I see what you did there. It is a good practice to avoid using the first idea that comes to mind, but it doesn't necessarily mean it's bad. Someone like you must have had enough practice with ideas to get better ideas earlier anyways.
Cool. FYI - I haven't announced the name of the collaboration map. I'll do that once all of the entries are received on September 16th. That will need a separate logo.
Yes. As long as the player can't get down below what is currently the floor level.
I need to keep reminding myself that I won't be using command blocks to change the difficulty mode once the map has started. This is because I don't want the multiplayer experience to be ruined if people are in different rooms. Who knows... maybe there'll even be some sort of race or co-op aspect to this
We'll see. Connectors (if used) won't be bland hallways like in The Library.
It's very much like Deja Vu in that each room is contained and tells a story. But there's a greater overall story - I should have used this example for Anistuffs.
I'm not exactly sure what you mean. Yes, expect this WILL be played by single player. I was only pointing out multiplayer because some builders might not consider it.
Your name does not need to appear -IN- the level that the player will see. But I need you to put a sign with your name in the template just so I don't screw up!
The exit alcoves have to stay where they are. I'm going to be copy/pasting a lot of these together and linking them in a variety of ways. I don't want to have to go looking through every one for different link points.
Yes. ABSOLUTELY!
Yes. This will be clarified in a video shortly.
No, sorry. But you can extend the existing walls up and add another layer of walls inside the allowed space. The main reason I am answering this way is I need to keep the 31x21 constraint the same for everyone.