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?
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)
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.
May we instead have redstone leading to the exit alcove (where the command block will be) to trigger it that way?
Can the area underneath the template (but still within the iron wall boundry) be utilized for the story (building basements, tunnels, etc.) as long as it stays within the iron boundry or is it restricted only to redstone/spanwers/other special effect blocks?
Rollback Post to RevisionRollBack
My policy: cobble stuff together and hope it sticks... which happens quite often seeing as cobblestone just floats there. Weird...
I'm not allowed to put some-one else's name, or a fake name? (I'm serious, what if I don't want to be linked to this map, (because of my history with Curse), but still want to participate, just for the fun of it? (And I can guess your answer)).
Of course you can use any name you want, including "Anonymous".
I made this. I must admit, I'm not awfully pleased. I wanted to do a bit more stuff to go with it. I'll make a proper banner thing for the title and for signatures if you want, but I've spent way to long trying diffrent ideas.
If you want to know this symbolism behind this thing, it's meant to be a futuristic A and a medival C to symbolize building any theme.
Here is a tittle type thing.
Here is just the logo by itself.
Ron just wanted one for Adventure Challenge, then he'd ask for one for the actually name when it is released.
Or maybe if I could get the arrows from MajorDegree with the words in Unh3lpful's font?
Can the area underneath the template (but still within the iron wall boundry) be utilized for the story (building basements, tunnels, etc.) as long as it stays within the iron boundry or is it restricted only to redstone/spanwers/other special effect blocks?
No. The core of the challenge is to tell a story in limited space; 31x21x12
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.
does the wall need to stay solid in the way it is? or can we lower it a bit and decoy it as a hill ( i think you answerd this with no in one of the videos just want to be sure)
I'm fine if you lower it a bit, but make sure they can't climb up the hill. If you make it too low, they're going to be able to see the other boxes around. It might be easier to keep the top of the wall height as-is and raise the floor?
I'm defiantly going to participate in this challenge! I missed out on the Library one you had a while back, and I'm itching to try and make a entry this time around. I competed in Jigarbov's adventure complex, maybe this time I can aim for a winning entry. Currently I have a few ideas, but with the 3 entry rule I might just be able to make all of them.
If I have some time I'll try and whip up some mob skins as well.
I'm defiantly going to participate in this challenge! I missed out on the Library one you had a while back, and I'm itching to try and make a entry this time around. I competed in Jigarbov's adventure complex, maybe this time I can aim for a winning entry. Currently I have a few ideas, but with the 3 entry rule I might just be able to make all of them.
Quick question. How many of these rooms will get entered into the map?
ALL of the entries will be in the final map unless they violate a rule.
When I look at them all I will notify anyone who has a bug or a rule violation and give them a set amount of time to correct it.
But my intention is that this is a collaboration for everyone who takes the time to try.
Minecarts in constant loop sometimes get messed up when being copied/pasted into big collaboration maps.
In general, I don't think moving minecarts cause lag. The lag comes from redstone. So this should be ok.
The main thing looping minecarts are used for is activating a detector track occasionally (or in my entry, quite frequently) so they will still cause lag, though not as much as using redstone clocks for the same task.
Yes, minecart momentum is not always preserved upon save/reload. Using the new dispenser mechanic or a depowered booster that gets powered by a tripwire or proximity detector should ensure everything works properly.
And now a couple of questions.
1. Can we have the entrance be the exit? As in, you press a button at the entrance alcove which only triggers the command block if the player has completed another objective. In the case of the story I have in mind, it simply makes a little more sense.
2. Can we rig up a morality device to have one exit point give 2 possible endings? So if the player chooses the evil path a different command block runs than if the player chose the good path?
One (very strange) question.
I was bored, and messed around with redstone on the steve skin. So now, the question:
Is it OK if steve shoots minecarts out of his eyes and water falls from him at the push of a button? I'm not sure if this is supposed to be skin-like, or pixel art or something, so...yeah...
I am not currently offering any physical prizes for this contest, though that might change.
I don't want this to be about physical rewards. This is about the story. EVERYONE who enters is going to have their creation seen and appreciated.
When I announce the winner, I'm only going to announce 1st, 2nd, and 3rd places. Everyone will get their individual score privately.
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)
p.s. Is that a new forum avatar? I like it!
May we instead have redstone leading to the exit alcove (where the command block will be) to trigger it that way?
Contributor to: Adventure Multiplex (B4-7), The Library (Travel), The Toybox, Adventure Multiplex 2: The Village
My mini-CTM map! It's a fun map, so play it!
My mini-CTM map! It's a fun map, so play it!
My policy: cobble stuff together and hope it sticks... which happens quite often seeing as cobblestone just floats there. Weird...
You can use a piston to push the track, thus breaking the loop. That's what I plan to do anyway.
I want to keep the power source close to the block so we're not accidentally teleporting the wrong player
I will have to migrate the books by hand, I think.
Of course you can use any name you want, including "Anonymous".
I really like the arrows. Would you be willing to use the words "rsmalec's Adventure Challenge" until I reveal the map's name?
Or maybe if I could get the arrows from MajorDegree with the words in Unh3lpful's font?
No. The core of the challenge is to tell a story in limited space; 31x21x12
Minecarts in constant loop sometimes get messed up when being copied/pasted into big collaboration maps.
In general, I don't think moving minecarts cause lag. The lag comes from redstone. So this should be ok.
Ah yes - I forgot to specify that. You can use any height within that alcove.
I'm fine if you lower it a bit, but make sure they can't climb up the hill. If you make it too low, they're going to be able to see the other boxes around. It might be easier to keep the top of the wall height as-is and raise the floor?
Excellent. I was wondering that too.
Contributor to: Adventure Multiplex (B4-7), The Library (Travel), The Toybox, Adventure Multiplex 2: The Village
That's one of the reasons I raised the platform.
You can use 1-time special effects, but keep in mind that players may pass thru your room multiple times. So as long as it doesn't become unpassable.
If I have some time I'll try and whip up some mob skins as well.
Quick question. How many of these rooms will get entered into the map?
Good luck! I look forward to it.
ALL of the entries will be in the final map unless they violate a rule.
When I look at them all I will notify anyone who has a bug or a rule violation and give them a set amount of time to correct it.
But my intention is that this is a collaboration for everyone who takes the time to try.
I'm about 50% done.
Incorrect. Book text is stored with the book item, in a similar way to enchantments.
The main thing looping minecarts are used for is activating a detector track occasionally (or in my entry, quite frequently) so they will still cause lag, though not as much as using redstone clocks for the same task.
Yes, minecart momentum is not always preserved upon save/reload. Using the new dispenser mechanic or a depowered booster that gets powered by a tripwire or proximity detector should ensure everything works properly.
And now a couple of questions.
1. Can we have the entrance be the exit? As in, you press a button at the entrance alcove which only triggers the command block if the player has completed another objective. In the case of the story I have in mind, it simply makes a little more sense.
2. Can we rig up a morality device to have one exit point give 2 possible endings? So if the player chooses the evil path a different command block runs than if the player chose the good path?
And also can we combine these two approaches?
I was bored, and messed around with redstone on the steve skin. So now, the question:
Is it OK if steve shoots minecarts out of his eyes and water falls from him at the push of a button? I'm not sure if this is supposed to be skin-like, or pixel art or something, so...yeah...
My mini-CTM map! It's a fun map, so play it!