Thanks to advice from Vladimyr, I was able to solve 95% of the problem. I am going to implement /gamerule doMobSpawn false. So in this way, no random mobs will spawn in darkness and step on pressure plates!
There is still a small chance that animals and/or villagers will step on pressure plates, but with the low frequency it should be easier for me to find and work around any trouble spots.
IF YOUR ENTRY RELIES ON natural/random mob spawns, please let me know and I can add spawner(s) to your entry to make up for it.
Now that I wasn't being teleported all around I was able to complete a fairly lengthy alpha test. I'm going to go out on a limb and say stay tuned for a beta version THIS WEEK!
Beta Round 3 emails just went to the map makers who submitted entries!
Issues and fixes will be discussed via email.
Do not expect a lot of updates here until December 1st (due to personal vacation).
Beta Round 3 emails just went to the map makers who submitted entries!
Issues and fixes will be discussed via email.
Do not expect a lot of updates here until December 1st (due to personal vacation).
Ok, so I've played through the map till the end and here are my impressions.
The map is fun to play through. I enjoyed adventuring through others entries and seeing how they linked together. There is a reasonable amount of play time here.
However, at the beginning of the map it feels a bit like a complex maze rather than a choose your own adventure map. I kept coming back to the same couple of entries despite trying different paths. Some links form tight loops, two entries even link to each other.
Getting to the teen checkpoint doesn't seem to progress you through the map as it just takes you back to those first couple of entries and eventually back to the teen checkpoint. I got a bit sick of it and teleported to the adult checkpoint in order to progress. At this point though I managed to get through to the end without any trouble.
Seems like a bit of a shame that I kept coming back to the same couple of entries and not even finding others (including my own ) so maybe have another look at some of the linking in those early stages.
Also, some maps still seem to have access tunnels that lead outside the entry. I'll make a note of which ones. Also, there was an entry that had TNT that just blew a hole in the wall/floor, which doesn't seem good.
Oh, and sometimes when leaving an entry I would get teleported into the corner of a particular entry (the one with the brick bridges, lava, and giant faces). I had to fly over the walls and put myself at the entrance.
I'll make some notes and get back to you.
Otherwise, it's looking good.
However, at the beginning of the map it feels a bit like a complex maze rather than a choose your own adventure map.
The looping is the one thing I'm worried most about. I don't know what I can do about it. That's the problem of having 188 exits but only 80 destinations. That's about 2.5 ways to get into any one room. And I tried not to have 2 exits from room A both going to room B.
In my original idea, I was going to add command blocks that 'say' transition stories in between each room to make it smoother. Then again it's supposed to be jumping around to different people's imaginary worlds. I think if I explain the nature of the map at spawn that should help set expectations.
But this is not unexpected feedback and I'm going to be rethinking options for the flow.
I -think- I can find the entry you mentioned spawning in the corner, but I'll have to look tomorrow.
Just sent an email to all participants regarding beta round 4. This beta will tenatively start December 1st. It will contain fixes to the current levels, but the main focus will be an entirely new pathing system.
I like the idea of constantly progressing forward. It will shorten the map on the initial playthrough, but on a map like this I'd hope people will want to play it multiple times anyway to try different routes.
The looping is the one thing I'm worried most about. I don't know what I can do about it. That's the problem of having 188 exits but only 80 destinations. That's about 2.5 ways to get into any one room. And I tried not to have 2 exits from room A both going to room B.
In my original idea, I was going to add command blocks that 'say' transition stories in between each room to make it smoother. Then again it's supposed to be jumping around to different people's imaginary worlds. I think if I explain the nature of the map at spawn that should help set expectations.
But this is not unexpected feedback and I'm going to be rethinking options for the flow.
I -think- I can find the entry you mentioned spawning in the corner, but I'll have to look tomorrow.
That's fair enough. It seems a bit strange though that after getting to that first checkpoint and progressing forward I come back to the same entries and then the same checkpoint. I think that entries should be grouped into sets; a child set, a teen set and an adult set; and after you past that set (reaching a checkpoint) you can't go back to the previous set. This will keep the map progressing forwards rather than looping around. You could still loop around, but only within a set.
I'm not sure how feasible this is, I haven't even looked at the linking document yet, but it's just something I noticed while playing through it.
That's fair enough. It seems a bit strange though that after getting to that first checkpoint and progressing forward I come back to the same entries and then the same checkpoint. I think that entries should be grouped into sets; a child set, a teen set and an adult set; and after you past that set (reaching a checkpoint) you can't go back to the previous set. This will keep the map progressing forwards rather than looping around. You could still loop around, but only within a set.
I'm not sure how feasible this is, I haven't even looked at the linking document yet, but it's just something I noticed while playing through it.
Thanks again for feedback!
There is a child, teen, and adult set. There should only be one entry that can loop back to a prior age (and that's because I misundertood the entry until after I had already compiled them all).
I just finished playing through the map and think it's good; only found a couple problems:
1. As I believe Black_Drath noted, the looping gets kinda old. I got caught in a constant loop which routed me through my entry something like 4-5 times (yeah, I like it, but I've played it a lot too!) But it sounds like you're going to revise the story "flow".
2. In an entry, I think the one where you can choose to release a prisoner, escape, or let loose an angry dog (not sure whose that is), you can climb up some iron bars and jump out of the map.
3. In Vladimyr's entry (at least I'm assuming the Chronotide level is his), you are supposed to trip a BUD switch that spits out a book that tells you what to do next. For me, the book dispensed but then vanished - not sure if it fell through a block or what. I ended up just deducing what to do next. So, I don't know if that's a bug with the entry or a problem on Mojang's end.
Anyway, apart from those issues, it's a great map!
Ok, i've played the beta and i have two main problems; One, i constantly get telaported to random entries. So i think the pressure plates are still a problem. Two, i found heaps of entries where i could see other entries, or even get out of the level.
I was able to rework the pathing to eliminate all looping.
This week, I'm working on updating the command blocks and other issues identified during beta 03.
Thanks to advice from Vladimyr, I was able to solve 95% of the problem. I am going to implement /gamerule doMobSpawn false. So in this way, no random mobs will spawn in darkness and step on pressure plates!
There is still a small chance that animals and/or villagers will step on pressure plates, but with the low frequency it should be easier for me to find and work around any trouble spots.
IF YOUR ENTRY RELIES ON natural/random mob spawns, please let me know and I can add spawner(s) to your entry to make up for it.
Now that I wasn't being teleported all around I was able to complete a fairly lengthy alpha test. I'm going to go out on a limb and say stay tuned for a beta version THIS WEEK!
Issues and fixes will be discussed via email.
Do not expect a lot of updates here until December 1st (due to personal vacation).
Contributor to: Adventure Multiplex (B4-7), The Library (Travel), The Toybox, Adventure Multiplex 2: The Village
The map is fun to play through. I enjoyed adventuring through others entries and seeing how they linked together. There is a reasonable amount of play time here.
However, at the beginning of the map it feels a bit like a complex maze rather than a choose your own adventure map. I kept coming back to the same couple of entries despite trying different paths. Some links form tight loops, two entries even link to each other.
Getting to the teen checkpoint doesn't seem to progress you through the map as it just takes you back to those first couple of entries and eventually back to the teen checkpoint. I got a bit sick of it and teleported to the adult checkpoint in order to progress. At this point though I managed to get through to the end without any trouble.
Seems like a bit of a shame that I kept coming back to the same couple of entries and not even finding others (including my own ) so maybe have another look at some of the linking in those early stages.
Also, some maps still seem to have access tunnels that lead outside the entry. I'll make a note of which ones. Also, there was an entry that had TNT that just blew a hole in the wall/floor, which doesn't seem good.
Oh, and sometimes when leaving an entry I would get teleported into the corner of a particular entry (the one with the brick bridges, lava, and giant faces). I had to fly over the walls and put myself at the entrance.
I'll make some notes and get back to you.
Otherwise, it's looking good.
The looping is the one thing I'm worried most about. I don't know what I can do about it. That's the problem of having 188 exits but only 80 destinations. That's about 2.5 ways to get into any one room. And I tried not to have 2 exits from room A both going to room B.
In my original idea, I was going to add command blocks that 'say' transition stories in between each room to make it smoother. Then again it's supposed to be jumping around to different people's imaginary worlds. I think if I explain the nature of the map at spawn that should help set expectations.
But this is not unexpected feedback and I'm going to be rethinking options for the flow.
I -think- I can find the entry you mentioned spawning in the corner, but I'll have to look tomorrow.
Stay tuned for more!
Also, hope you have a great vacation Ron
Contributor to: Adventure Multiplex (B4-7), The Library (Travel), The Toybox, Adventure Multiplex 2: The Village
I'm not sure how feasible this is, I haven't even looked at the linking document yet, but it's just something I noticed while playing through it.
Thanks again for feedback!
There is a child, teen, and adult set. There should only be one entry that can loop back to a prior age (and that's because I misundertood the entry until after I had already compiled them all).
1. As I believe Black_Drath noted, the looping gets kinda old. I got caught in a constant loop which routed me through my entry something like 4-5 times (yeah, I like it, but I've played it a lot too!) But it sounds like you're going to revise the story "flow".
2. In an entry, I think the one where you can choose to release a prisoner, escape, or let loose an angry dog (not sure whose that is), you can climb up some iron bars and jump out of the map.
3. In Vladimyr's entry (at least I'm assuming the Chronotide level is his), you are supposed to trip a BUD switch that spits out a book that tells you what to do next. For me, the book dispensed but then vanished - not sure if it fell through a block or what. I ended up just deducing what to do next. So, I don't know if that's a bug with the entry or a problem on Mojang's end.
Anyway, apart from those issues, it's a great map!
http://www.youtube.com/user/cpm4001
I was able to rework the pathing to eliminate all looping.
This week, I'm working on updating the command blocks and other issues identified during beta 03.