Also - I spent and enjoyable 42:33 playing your entry. Quite impressive amount of time, given the little space that you had to work in. I will edit it down to about 30 minutes, but I may not be able to upload until later tonight.
WHAT? 42:33? 42 minutes????
That's a full freaking map right there O____O
I completely disagree. Adventure maps require a good story and an immersive visual build. You don't need ANY redstone. You can make tons of special effects and challenges without any redstone.
Genuine Challenge: Make a map with tons of special effects and challenges without any redstone.
I have a small question: is my entry supposed to be able to get played through several times? Because if so, I have to fix some things.
And, when are we allowed to send in the bug-free entries?
The Plan:
I am accepting bug fixes up until 10/6, while I'm reviewing entries individually. At which point scoring will be final.
From 10/6 to 10/13 I'll be compiling them into one big map and doing an end-to-end test.
10/13 thru 10/31 you will get to beta test, and another opportunity to make any critical changes to the entries (but hopefully none will need to be made).
However... if I can't get thru all the individual entries by 10/6 I may extend that date for the people who get notified late.
Also, if 1.4 doesn't come out on 10/31 we'll have a longer beta.
Ron, do you mind replacing all the noteblocks underneath my entry with empty dispensers before you play my map?
I'm not sure I completely understand this change (because I haven't looked at your entry in detail yet.
It sounds like it's not a critical fix, but more of a nice to have?
I'd prefer not to have to change the entries. If it's a bug please fix and resend.
I have a small question: is my entry supposed to be able to get played through several times? Because if so, I have to fix some things.
Sorry, I did not answer this correctly.
It's ok if you have one-time effects. But assume that the player WILL come back THROUGH your room again later, so they at least have to be able to pass thru after they beat it. But they don't have to "play" it multiple times.
quick question: what was the thingy everybody using to decide what villagers trade for? It would be of wonderful use to me on something I'm working on right now.
quick question: what was the thingy everybody using to decide what villagers trade for? It would be of wonderful use to me on something I'm working on right now.
Ron, I'm sure that I just have something wrong but aren't you going to have to speed up with the impressions quite a bit to get them all done by saturday?
I have 67 to go thru. I'm hoping to look at them all by the 6th.
However, I'm not super worried about it.
If there is a critical bug, I would work with those entries to get a fix in by the 13th. Or grant them a little extra time.
Even if a bug is identified on 10/6, we have until at least 10/31 to fix them.
Based on the impressions you are seeing of other entries, you don't have to wait until I film yours to submit bug fixes.
Holy bijoly, what in the world... How did the tripwires disappear from "The Catacombs"? Once you stepped in there should be a tripwire that activates a hyperspawner, a tripwire that activates a special effect, and a tripwire that deactivates it.
In "Chat Roulette" the button is thrown onto the piston when both pressure plates at the start are pressed at the same time. And when you push the button there is an output which should be hooked up to the command block. "Snow-lololol" at least bugless.
How could the tripwire disappear? Hm...
All entries fixed and resent.
Probably was a version mix up.
Catacombs: I tried adding the missing half and it wasn't connected to a functioning hyperspawner.
I'll look for the new version.
Roulette: The button fell with only one pressure plate, which is good. If it needed multiplayer, anyone playing this solo would have been stuck in the room. But either way there didn't seem to be any way out of the pit. Will look at the new version.
Hey, I was bored while I was waiting for something to download so I made this. I personally think it is MUCH better than that other one, I hope you like it!
Note: I don't actually think this is good, I have to clarify due to the nature of the internet.
While I don't think of myself of a good artist I know I'm better than this I might even remake it once I get flash back on my pc.
For what it's worth, these are the remaining people who have indicated that they are ok with me publicly sharing my video of their entry first impressions, and this is the order I plan to look at them in.
Everyone after this list will be reviewed in an order known only to myself and receive a private email with their video, asking if I can make it public. (ha ha - actually, the order is probably alphabetical or by date received, but I like to be dramatic!)
So... if you aren't on the list above and you want to receive your feedback earlier, let me know.
Ron I'm a little confused. I've seen Fangride's entry and there were a load of purple things in the sky, above what I thought were the boundaries. I'm sure I saw another one like that as well. Did I not read it properly, because I spent ages packing all mine into a really small area, so the top didn't interfere with anything. Also on my entry I got confused about where to put my name, and when I put it in the right place I forgot to remove the other names that I put in by accident. So it kinda looks like I plastered my name all over the map. Can you remove them, I think they're at the 3 endings.
The rule was that you could build up above the walls, but only for visual effect. There shouldn't be any way for the player to get above the top.
Part of the point is challenging you to constrain your story into a small area. I see a lot of people thinking bigger = better, which is not always the case.
For what it's worth, these are the remaining people who have indicated that they are ok with me publicly sharing my video of their entry first impressions, and this is the order I plan to look at them in.
Getting closer to my 10 seconds of fame! Or however long it takes for you to work through the level...it's not too long but I doubt it'll be another 42 minute-long playthrough.
I spent 2 hours playing entries from Bickercraft and Kinglau3.
That means 1-2 hours of editing and rendering, then video upload time. Which will take away from my being able to get through all of the entries. Plus I don't want to give away all of the spoilers. So, I'm going to edit these down to give a taste of the overall level and highlight any bugs or concerns.
I hope everyone understands. I may also email you my thoughts if I edit anything significant out.
ALSO, my internet connection in the hotel I'm staying at this week is terrible. I'm going to try and upload videos overnight, but I may not be able to upload properly until Thursday night.
LASTLY, I'm TENATIVELY making some adjustments to the scoring system. There are a few categories where EVERYONE is getting the maximum number of points. Which essentially makes the category useless.
For example, "Lighting". Everyone is adding lighting (or darkness) to set the particular mood for their level - it doesn't feel right for me to take that point away from anyone so far. So I'm planning on moving that possible point into one of the other existing categories to help differentiate. For example; exits was worth 1 point. Well... every level had exits. But some people have exits that only become available after you make a choice, or were particularly thoughtful of how their entry might connect to others via exits.
Another example; "Walls". So far, everyone did something to disguise the walls. Rather than giving everyone 1 point, I'm going to only assign the point if the map maker did something extra creative/unique with the walls.
I'll try to do a vlog explaining more about scoring changes, once I've finalized my thoughts. These are TENATIVE changes.
I feel it is very important to reassure you that I will NOT be adding any new categories of rating, as that wouldn't be fair to everyone. I am only moving possible points from 'useless' categories into categories where I want to separate maps that really stand out.
I completely disagree. Adventure maps require a good story and an immersive visual build. You don't need ANY redstone. You can make tons of special effects and challenges without any redstone.
Yes, redstone can add a nice puzzle and special effects, but in my opinion you need to build the map around the story, not around a single redstone 'trick' (the exception being Wintertide, which I don't really count a single BUD as 'redstone')
Redstone is MOST used in 'game' type maps like Sethbling's big creations.
I really do stand by my statement though. In a pre-made single-player map, redstone is the mapmakers method to respond to players' actions. The only other way to do things reactively is tell them to do different things in words, and then it really is a choose-your-own adventure book, at which point I'd rather just read the story and not be distracted by the minecraft. I just see adventure maps as adventure games, and a game that doesn't change depending on what you do isn't very good.
Like, I don't expect everyone to be redstone savants, but if someone is mapmaking without the capacity to do "flip lever, door opens somewhere else" they are making a really, really narrow map.
Also, I don't see "big creations" the same as you do either. In my experience, doing the redstone for something like sethbling's games is the easy, fun part of the project compared to constructing scenery brick by brick.
Are we still having a discussion about this? Can't people just realize that some maps have lots of redstone and little creativity, some have no redstone and lots of creativity and some have lots of both. No matter how much or little redstone is in a map, it may still be just as good. We can also agree that some people love using redstone (i do quite like redstone myself, however i do not sacrifice creativity for it) and that some people love creativity. Whatever your building style using redstone doesn't make your map better than someone elses, it might make it more impressive but nothing can make as much impression as a really well built castle or statue or mountain or house or dungeon or whatever you care to build in Minecraft.
So, can we please just accept that everyone has their own ways and ideas?
I missed this thread for a while and wanted to give a response.
And the original question was not lots of redstone vs little redstone, it was no redstone at all. And I have never enjoyed a map with no redstone, not a single time, because it very, very quickly degenerates into "can you follow this line of signs to the end." No amount of pretty is going to make playing that map enjoyable because without any interactivity, I'm not so much the adventurer as the mule that gets to carry the adventurer around and listen to the story.
I know it may be a little late, but could I send in a slightly revised version of my level? I caught a couple bugs I want to squash before the map is rated. These changes are essentially cosmetic and won't affect the gameplay.
I would've done this earlier but I've been far too busy these past couple weeks to get around to it.
Correction: 'could have' & 'would have'.
It appears that you genuinely didn't know the corrections so hopefully this helps.
WHAT? 42:33? 42 minutes????
That's a full freaking map right there O____O
Genuine Challenge: Make a map with tons of special effects and challenges without any redstone.
Do it.
The Indian Let's Player. Here's my Minecraft Custom Map LP Thread, my Youtube channel with over 2200 LP videos & my Twitch channel where I stream very often. Also, contact me on Twitter if you're interested
The Plan:
I am accepting bug fixes up until 10/6, while I'm reviewing entries individually. At which point scoring will be final.
From 10/6 to 10/13 I'll be compiling them into one big map and doing an end-to-end test.
10/13 thru 10/31 you will get to beta test, and another opportunity to make any critical changes to the entries (but hopefully none will need to be made).
However... if I can't get thru all the individual entries by 10/6 I may extend that date for the people who get notified late.
Also, if 1.4 doesn't come out on 10/31 we'll have a longer beta.
I'm not sure I completely understand this change (because I haven't looked at your entry in detail yet.
It sounds like it's not a critical fix, but more of a nice to have?
I'd prefer not to have to change the entries. If it's a bug please fix and resend.
Sorry, I did not answer this correctly.
It's ok if you have one-time effects. But assume that the player WILL come back THROUGH your room again later, so they at least have to be able to pass thru after they beat it. But they don't have to "play" it multiple times.
My mini-CTM map! It's a fun map, so play it!
Here you go!
Thanks! I thought it would be a mod or something, this is even easier! Yay!
My mini-CTM map! It's a fun map, so play it!
Don't worry, I was a bit stunned too.
Admittedly, the new spawner effects make that a bit too easy...
I have 67 to go thru. I'm hoping to look at them all by the 6th.
However, I'm not super worried about it.
If there is a critical bug, I would work with those entries to get a fix in by the 13th. Or grant them a little extra time.
Even if a bug is identified on 10/6, we have until at least 10/31 to fix them.
Based on the impressions you are seeing of other entries, you don't have to wait until I film yours to submit bug fixes.
Probably was a version mix up.
Catacombs: I tried adding the missing half and it wasn't connected to a functioning hyperspawner.
I'll look for the new version.
Roulette: The button fell with only one pressure plate, which is good. If it needed multiplayer, anyone playing this solo would have been stuck in the room. But either way there didn't seem to be any way out of the pit. Will look at the new version.
I laughed. Thank you!
BickerCraft
Kinglau3
CheeseFryCook
cpm4001 and Vortex151
piecia997
Zimpism
Priest_Bob
wbwelcomeback
Red_Ghost
toad3
5gunpowder4sand
FoamyTrampoline
Unh3lpful
Everyone after this list will be reviewed in an order known only to myself and receive a private email with their video, asking if I can make it public. (ha ha - actually, the order is probably alphabetical or by date received, but I like to be dramatic!)
So... if you aren't on the list above and you want to receive your feedback earlier, let me know.
That is up to you. If you send it, I'll use that version.
I don't want to make that change for you
The rule was that you could build up above the walls, but only for visual effect. There shouldn't be any way for the player to get above the top.
Part of the point is challenging you to constrain your story into a small area. I see a lot of people thinking bigger = better, which is not always the case.
Getting closer to my 10 seconds of fame! Or however long it takes for you to work through the level...it's not too long but I doubt it'll be another 42 minute-long playthrough.
http://www.youtube.com/user/cpm4001
That means 1-2 hours of editing and rendering, then video upload time. Which will take away from my being able to get through all of the entries. Plus I don't want to give away all of the spoilers. So, I'm going to edit these down to give a taste of the overall level and highlight any bugs or concerns.
I hope everyone understands. I may also email you my thoughts if I edit anything significant out.
ALSO, my internet connection in the hotel I'm staying at this week is terrible. I'm going to try and upload videos overnight, but I may not be able to upload properly until Thursday night.
LASTLY, I'm TENATIVELY making some adjustments to the scoring system. There are a few categories where EVERYONE is getting the maximum number of points. Which essentially makes the category useless.
For example, "Lighting". Everyone is adding lighting (or darkness) to set the particular mood for their level - it doesn't feel right for me to take that point away from anyone so far. So I'm planning on moving that possible point into one of the other existing categories to help differentiate. For example; exits was worth 1 point. Well... every level had exits. But some people have exits that only become available after you make a choice, or were particularly thoughtful of how their entry might connect to others via exits.
Another example; "Walls". So far, everyone did something to disguise the walls. Rather than giving everyone 1 point, I'm going to only assign the point if the map maker did something extra creative/unique with the walls.
I'll try to do a vlog explaining more about scoring changes, once I've finalized my thoughts. These are TENATIVE changes.
I feel it is very important to reassure you that I will NOT be adding any new categories of rating, as that wouldn't be fair to everyone. I am only moving possible points from 'useless' categories into categories where I want to separate maps that really stand out.
I really do stand by my statement though. In a pre-made single-player map, redstone is the mapmakers method to respond to players' actions. The only other way to do things reactively is tell them to do different things in words, and then it really is a choose-your-own adventure book, at which point I'd rather just read the story and not be distracted by the minecraft. I just see adventure maps as adventure games, and a game that doesn't change depending on what you do isn't very good.
Like, I don't expect everyone to be redstone savants, but if someone is mapmaking without the capacity to do "flip lever, door opens somewhere else" they are making a really, really narrow map.
Also, I don't see "big creations" the same as you do either. In my experience, doing the redstone for something like sethbling's games is the easy, fun part of the project compared to constructing scenery brick by brick.
I missed this thread for a while and wanted to give a response.
And the original question was not lots of redstone vs little redstone, it was no redstone at all. And I have never enjoyed a map with no redstone, not a single time, because it very, very quickly degenerates into "can you follow this line of signs to the end." No amount of pretty is going to make playing that map enjoyable because without any interactivity, I'm not so much the adventurer as the mule that gets to carry the adventurer around and listen to the story.
I would've done this earlier but I've been far too busy these past couple weeks to get around to it.
http://www.youtube.com/user/cpm4001