It still doesn't seem to be working in multiplayer. When any of us hit a color button, a piston goes off somewhere to the left of the button and thats it. Same with the ready button if we break the glass to get into it. I am absolutely positive the spawn protection is set to 0. It works perfectly fine in SP though.
AH. That narrowed it down. Ensure that your server properties has "enable-command-block=true" set. I had forgotten that, for some reason, it's defaulted to false (or it doesn't exist in properties at all). The redstone's already broken for the pre-glass buttons, but the ready buttons should work after you enable that.
Sanctified just pointed it out as well; I'm going to add that into the Server Rules list. I'd forgotten all about it!
I've been spending a lot of today playing the map. I'm currently on my fifth area. (Doing them in numerical order with the odds first of course, so right now I'm in the orange area.)
This could quite possibly be the best adventure map I've ever played. Ever. And I've played a LOT of adventure maps.
I'll give you more feedback when I'm done.
Fantastic; glad you're enjoying it so much! I'll be quite curious which area's your favorite once you're all done.
I love the idea behind this and would love to play it but, for some reason, my minecraft crashes every time I try.
Strange. The only thing that comes to mind that might be the issue is maybe that your Minecraft is out of date (or too new if you've got the snapshots) and just needs a reinstall... But I'm no expert at reasons why Minecraft crashes and haven't had any issue.
I played it all in one go, and it left me with a distinct sense of... awe, and... and I guess melancholy. I shivered playing through and thinking back to the deserted academy and the people left behind, at the thought of cooking to death inside a resort, of a dead planet never completed...
I've never actually played any of the Myst games besides URU, sadly, but I hold them very close to my heart. This captured their feel perfectly, I think. Your environments were masterful, the scenery gorgous, and the notes left behind often times haunting.
That said, there were a few minor problems. Heavy spoilers ahead for those who haven't played!
Some of the ages had fairly bearable jumping puzzles. Others did not. I'm specifically thinking of the tree age, the time travel age, and the planet age. All of those involve "instant failure" jumps, in which if you miss it you WILL die. One slip and you plummet to your death, and are booted all the way back to the selection island. I gave up after a few tries and just flew past those.
The key puzzle in the dead planet age was buggy; I nearly exhausted my full sets of keys trying to get it to give me the half keys, and then the half key selection refused to give me the full key. Taking the full key stack out of the dispenser, I went through nearly the entire thing unsuccessfully trying to get the door to trigger. Finally I just broke down the door.
Lastly, the red book will not trigger if you press the button to release him. I had to manually trigger the redstone to get that ending.
EDIT: Oh, and the spiral staircase leading up the column to the Authors' age didn't quite work for me. I dunno if I just couldn't see the way up or something, but I had to fly that too because after the first block there wasn't any way for me to jump to the next block up.
This was posted over on the Mystcraft forums, I'll make sure to take a look. Sounds awesome to me.
I'm a bit of a Myst fan, as might be made obvious by my avatar, or my name, or the fact that I put so much effort into helping with Mystcraft.
Do you plan to release a Mystcraft version of this map? Is there anything missing from Mystcraft that you would need to enable to do what I assume you're doing with command blocks?
I normally wouldn't request mod support for an adventure map, but really, this is themed around Myst, and I think Mystcraft offers a lot of possibilities for adventure maps in general.
EDIT: Some things Mystcraft allows:
- Actual ages as separate dimensions rather than different parts of the existing three dimensions.
- Players can link with books or crystal portals.
- Star Fissures lead back to Overworld spawn.
- Books only work between dimensions unless modified with a debug block.
- Books do not come with the player unless modified with a debug block.
- Books can be modified in a debug block to disarm. Disarm books drop all items where the player began the link, and will show red lightning at random intervals on the link panel.
- Books can be named.
- In future the link panel will show a Myst-like preview of the destination.
- Ages can be stable and work as the Overworld
- Ages can be unstable like Riven and have varying effects from poisonous skies to meteors crashing all around the player.
- Ages can have custom colors for clouds, fog, skies, and sunsets.
- Future releases may allow for custom colors for night skies, water, foliage, lightning, etc...
- Future releases will allow the player to control changing colors over time for anything that can be colored.
- Ages can be written that otherwise would only be possible through MCEdit or the like, such as floating sky islands, flat worlds, nether-like terrain, etc...
- Books can be used from stands, lecterns, or the player's inventory.
- Future releases may include the Crystal Viewer seen in realMyst and Revelations.
- Ages can have custom weather effects, such as constant snow or no weather at all.
- Ages can have custom day lengths such as fast time or eternal twilight. This feature will be replaced in future with the following:
- Future releases will allow for control over placement, speed, and number of celestial objects such as suns and moons.
Found this and thought it was awesome. I need some help though. I'm stuck in the Blue Age's Mushroom puzzle. Can you help me?
Oh no! If you're where I think you are, you have to make sure you match both sides of the room symmetrically down the middle line! I think there are around four things you have to match, if I recall right!
Hello there SkyeGU,
I absolutely love the map and I really enjoy it with my friend, we're not that far into the map but by far, it's one of the best maps I've ever played.
We even made a Let's Play of it, the only thing is, it's in Polish, we're starting a new channel that's trying to achieve something with this map as a main serie so any respone would be awesome!
Cheers,
Blascire
[Video Here!]
Oh, my goodness.
This is fantastic! Even though I know next to nothing about Polish, I gave your video a watch! I had a good laugh more than once and I'm looking forward to seeing you two play more!
As a bonus, I have a few friends who are fluent in Polish who I've already pointed the map out to.
.rar files don't work for MC maps, would it be possible to give a download for a non-rar?
You have to extract the world file from inside the .rar file you can't just put the .rar in the saves folder and it's the same with zip folders. A good way to extract the file is to get winRAR.
[Really big, helpful comment here from Inada; scroll up to actually read it!]
"That said, there were a few minor problems. Heavy spoilers ahead for those who haven't played!"
Glad you enjoyed the map and especially the story! Especially happy at the feelings it stirred up throughout your journey.
As for the issues: Noted, regarding the jumping puzzles! A curiosity has me: Were the primary frustration jumps in Chayyim, the forest age, outside of the structure and tree or on the way up; or both? As for Rotem (time travel) and Senka (planet), I've been flip-flopping on the difficulty of those jumps and their risk/reward.
Senka's key puzzles, meanwhile, are something I think I need to actually go back and properly overhaul. They're still using an old redstone design from the map's early days that has become even more broken with every 1.4.# udpate that's happened. Thanks for pointing this out, they really shouldn't be that annoying to deal with and I need to fix that.
As for the end red book, I'll definitely look into it; thanks for the heads-up!
I'll also look into the spiral staircase. It's distinctly possible that something messed up, so I'll make sure.
[Really big, Mystcraft-filled comment here from Veovis Muad'dib; scroll up to actually read it!]
Remind me to give that poster a highfive or a hug or something, the heads-up is appreciated.
As for Mystcraft, and mods in general, my policy is usually that I stick to purely vanilla for the convenience of players. But considering that this map is done and finished, making it more accessible to those in a relevant mod community isn't something I'd be against. I've looked into Mystcraft before, it's quite the mod.
My primary concern, however, is the challenge inherent in converting this map to a Mystcraft map in the first place. If Mystcraft and the dimensions it utilizes can be modified and toyed around with in MCEdit, then it's very possible to make a Mystcraft-variant of Link of Faith.
Especially since a few of those features would be pretty handy in the various ages for effect.
I'd likely need a bit of input or assistance with it, since I have very little hands-on knowledge regarding Mystcraft overall.
Glad you enjoyed the map and especially the story! Especially happy at the feelings it stirred up throughout your journey.
As for the issues: Noted, regarding the jumping puzzles! A curiosity has me: Were the primary frustration jumps in Chayyim, the forest age, outside of the structure and tree or on the way up; or both? As for Rotem (time travel) and Senka (planet), I've been flip-flopping on the difficulty of those jumps and their risk/reward.
For Chayyim I got maybe a quarter of the way through the jumps heading down the ground before I decided I was too worried about dying horribly and just flew the rest of the way down. By the time I got to the part where you're supposed to climb up the tree, I just felt a little frustrated and skipped past it, flying the whole way up.
If I had the patience, the climb wouldn't have been a problem, I don't think. The upper portions might have been a little too dangerous for me, though. It was really the climb down that drove me nuts. One false move and it would have been a massive plummet down to the ground and instant death.
Rotem was actually the first time I died, on the lava jumps once you make your way through the underground facility and jump through the second portal. I missed a one block wide gap, burnt to death, and got booted back to the hub island. That's when I decided to just skip past any future "instant failure" jumping puzzles entirely.
My personal stance on parkour is that so long as you wont die if you miss a jump, it's generally fine. As soon as there is a punishment for failing it, though, it adds a massive dose of frustration that makes it really hard to deal with. Lava, mobs, long drops, void... all of that pretty much drops me right out of the atmosphere and turns that stretch of the game into a massive pain.
My personal stance on parkour is that so long as you wont die if you miss a jump, it's generally fine. As soon as there is a punishment for failing it, though, it adds a massive dose of frustration that makes it really hard to deal with. Lava, mobs, long drops, void... all of that pretty much drops me right out of the atmosphere and turns that stretch of the game into a massive pain.
AH. Okay, there's one thing that we did miss, then: Rotem. Interestingly enough, you won't die if you fall in Chayyim (on the jumps down to the base of the tree). There're things you can't see set in place to prevent death by fall, and even if you do somehow manage to avoid them the spawnpoint for that world is set to the start of the descent. Senka, also, shares this spawnpoint feature. If you fall in either of the two lava locations, you'll reappear still in Senka.
Rotem, however, should've had this same spawnpoint save. I need to go back and look into why that isn't the case, because that's not good at all.
AH. Okay, there's one thing that we did miss, then: Rotem. Interestingly enough, you won't die if you fall in Chayyim (on the jumps down to the base of the tree). There're things you can't see set in place to prevent death by fall, and even if you do somehow manage to avoid them the spawnpoint for that world is set to the start of the descent. Senka, also, shares this spawnpoint feature. If you fall in either of the two lava locations, you'll reappear still in Senka.
Rotem, however, should've had this same spawnpoint save. I need to go back and look into why that isn't the case, because that's not good at all.
Aww. Wish I'd known that beforehand, I might have given those jumps a try then. I think you made really good use of invisible blocks, by the way! Blocking off stuff like sidepaths in the dam and academy/vault levels was a nice touch, without using ugly walls and such. I'm glad to know that you used them for some of the more challenging jumps, too.
Aww. Wish I'd known that beforehand, I might have given those jumps a try then. I think you made really good use of invisible blocks, by the way! Blocking off stuff like sidepaths in the dam and academy/vault levels was a nice touch, without using ugly walls and such. I'm glad to know that you used them for some of the more challenging jumps, too.
That's the thing, the primary focus first was story and the visual experience. If it looks ugly, who's going to want to play it? Also it's good that you didn't know the fall-savers were there in Chayyim, though they'll be a pleasant surprise for anyone who gets saved by them! They don't take away from the visuals of the area, I think.
I was lucky enough to have a kind tester often find places where players could jump outside of the path and just... leave. So we fixed that.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/28/2011
Posts:
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Mastermind9513
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Mastermind9513
Member Details
First off, I just want to say that this map...wow! This is what I have been searching for for many months on this forum. Thousands of diamonds to the creator!
Now, down to the real stuff. This map did not start out well for me. I finally make it down to the chasm after two in-game days (I don't know why the access was closed before, but maybe I had to un-lockdown the island (it just appeared open after I got tired and checked again)). I'm staring at this locked door for, I don't know, ten minutes now. I just used the "Mushroom Key" to unlock the wall to get to a locked door with no key access. I scoured the island and ship for ANYTHING useful. Long story short: I'm stuck. Any hints?
First off, I just want to say that this map...wow! This is what I have been searching for for many months on this forum. Thousands of diamonds to the creator!
Now, down to the real stuff. This map did not start out well for me. I finally make it down to the chasm after two in-game days (I don't know why the access was closed before, but maybe I had to un-lockdown the island (it just appeared open after I got tired and checked again)). I'm staring at this locked door for, I don't know, ten minutes now. I just used the "Mushroom Key" to unlock the wall to get to a locked door with no key access. I scoured the island and ship for ANYTHING useful. Long story short: I'm stuck. Any hints?
Glad you like is so far!
As for the chasm and the room after the mushroom key: You're right that the chasm unlocked only after lifting the lockdown, the notes explained as much. The notes are the key in the room you're stuck in, specifically the note from Rocky talking about a block that doesn't belong. Take a look around in that room.
As for the chasm and the room after the mushroom key: You're right that the chasm unlocked only after lifting the lockdown, the notes explained as much. The notes are the key in the room you're stuck in, specifically the note from Rocky talking about a block that doesn't belong. Take a look around in that room.
Ah, got it! Thanks so much for the help. Moving on!!!
I look forward to it!
AH. That narrowed it down. Ensure that your server properties has "enable-command-block=true" set. I had forgotten that, for some reason, it's defaulted to false (or it doesn't exist in properties at all). The redstone's already broken for the pre-glass buttons, but the ready buttons should work after you enable that.
Sanctified just pointed it out as well; I'm going to add that into the Server Rules list. I'd forgotten all about it!
Fantastic; glad you're enjoying it so much! I'll be quite curious which area's your favorite once you're all done.
Quite glad you think so!
Strange. The only thing that comes to mind that might be the issue is maybe that your Minecraft is out of date (or too new if you've got the snapshots) and just needs a reinstall... But I'm no expert at reasons why Minecraft crashes and haven't had any issue.
I don't know how to say that enough.
I played it all in one go, and it left me with a distinct sense of... awe, and... and I guess melancholy. I shivered playing through and thinking back to the deserted academy and the people left behind, at the thought of cooking to death inside a resort, of a dead planet never completed...
I've never actually played any of the Myst games besides URU, sadly, but I hold them very close to my heart. This captured their feel perfectly, I think. Your environments were masterful, the scenery gorgous, and the notes left behind often times haunting.
That said, there were a few minor problems. Heavy spoilers ahead for those who haven't played!
Some of the ages had fairly bearable jumping puzzles. Others did not. I'm specifically thinking of the tree age, the time travel age, and the planet age. All of those involve "instant failure" jumps, in which if you miss it you WILL die. One slip and you plummet to your death, and are booted all the way back to the selection island. I gave up after a few tries and just flew past those.
The key puzzle in the dead planet age was buggy; I nearly exhausted my full sets of keys trying to get it to give me the half keys, and then the half key selection refused to give me the full key. Taking the full key stack out of the dispenser, I went through nearly the entire thing unsuccessfully trying to get the door to trigger. Finally I just broke down the door.
Lastly, the red book will not trigger if you press the button to release him. I had to manually trigger the redstone to get that ending.
EDIT: Oh, and the spiral staircase leading up the column to the Authors' age didn't quite work for me. I dunno if I just couldn't see the way up or something, but I had to fly that too because after the first block there wasn't any way for me to jump to the next block up.
I'm a bit of a Myst fan, as might be made obvious by my avatar, or my name, or the fact that I put so much effort into helping with Mystcraft.
Do you plan to release a Mystcraft version of this map? Is there anything missing from Mystcraft that you would need to enable to do what I assume you're doing with command blocks?
I normally wouldn't request mod support for an adventure map, but really, this is themed around Myst, and I think Mystcraft offers a lot of possibilities for adventure maps in general.
EDIT: Some things Mystcraft allows:
- Actual ages as separate dimensions rather than different parts of the existing three dimensions.
- Players can link with books or crystal portals.
- Star Fissures lead back to Overworld spawn.
- Books only work between dimensions unless modified with a debug block.
- Books do not come with the player unless modified with a debug block.
- Books can be modified in a debug block to disarm. Disarm books drop all items where the player began the link, and will show red lightning at random intervals on the link panel.
- Books can be named.
- In future the link panel will show a Myst-like preview of the destination.
- Ages can be stable and work as the Overworld
- Ages can be unstable like Riven and have varying effects from poisonous skies to meteors crashing all around the player.
- Ages can have custom colors for clouds, fog, skies, and sunsets.
- Future releases may allow for custom colors for night skies, water, foliage, lightning, etc...
- Future releases will allow the player to control changing colors over time for anything that can be colored.
- Ages can be written that otherwise would only be possible through MCEdit or the like, such as floating sky islands, flat worlds, nether-like terrain, etc...
- Books can be used from stands, lecterns, or the player's inventory.
- Future releases may include the Crystal Viewer seen in realMyst and Revelations.
- Ages can have custom weather effects, such as constant snow or no weather at all.
- Ages can have custom day lengths such as fast time or eternal twilight. This feature will be replaced in future with the following:
- Future releases will allow for control over placement, speed, and number of celestial objects such as suns and moons.
I do stuff.
jk.
Hope everyone enjoys!
Fantastic, BeanishGod! Thanks for the spotlight, man!
Oh no! If you're where I think you are, you have to make sure you match both sides of the room symmetrically down the middle line! I think there are around four things you have to match, if I recall right!
Have a blast, have fun!
Oh, my goodness.
This is fantastic! Even though I know next to nothing about Polish, I gave your video a watch! I had a good laugh more than once and I'm looking forward to seeing you two play more!
As a bonus, I have a few friends who are fluent in Polish who I've already pointed the map out to.
You have to extract the world file from inside the .rar file you can't just put the .rar in the saves folder and it's the same with zip folders. A good way to extract the file is to get winRAR.
Hope this helped
Glad you enjoyed the map and especially the story! Especially happy at the feelings it stirred up throughout your journey.
As for the issues: Noted, regarding the jumping puzzles! A curiosity has me: Were the primary frustration jumps in Chayyim, the forest age, outside of the structure and tree or on the way up; or both? As for Rotem (time travel) and Senka (planet), I've been flip-flopping on the difficulty of those jumps and their risk/reward.
Senka's key puzzles, meanwhile, are something I think I need to actually go back and properly overhaul. They're still using an old redstone design from the map's early days that has become even more broken with every 1.4.# udpate that's happened. Thanks for pointing this out, they really shouldn't be that annoying to deal with and I need to fix that.
As for the end red book, I'll definitely look into it; thanks for the heads-up!
I'll also look into the spiral staircase. It's distinctly possible that something messed up, so I'll make sure.
Remind me to give that poster a highfive or a hug or something, the heads-up is appreciated.
As for Mystcraft, and mods in general, my policy is usually that I stick to purely vanilla for the convenience of players. But considering that this map is done and finished, making it more accessible to those in a relevant mod community isn't something I'd be against. I've looked into Mystcraft before, it's quite the mod.
My primary concern, however, is the challenge inherent in converting this map to a Mystcraft map in the first place. If Mystcraft and the dimensions it utilizes can be modified and toyed around with in MCEdit, then it's very possible to make a Mystcraft-variant of Link of Faith.
Especially since a few of those features would be pretty handy in the various ages for effect.
I'd likely need a bit of input or assistance with it, since I have very little hands-on knowledge regarding Mystcraft overall.
For Chayyim I got maybe a quarter of the way through the jumps heading down the ground before I decided I was too worried about dying horribly and just flew the rest of the way down. By the time I got to the part where you're supposed to climb up the tree, I just felt a little frustrated and skipped past it, flying the whole way up.
If I had the patience, the climb wouldn't have been a problem, I don't think. The upper portions might have been a little too dangerous for me, though. It was really the climb down that drove me nuts. One false move and it would have been a massive plummet down to the ground and instant death.
Rotem was actually the first time I died, on the lava jumps once you make your way through the underground facility and jump through the second portal. I missed a one block wide gap, burnt to death, and got booted back to the hub island. That's when I decided to just skip past any future "instant failure" jumping puzzles entirely.
My personal stance on parkour is that so long as you wont die if you miss a jump, it's generally fine. As soon as there is a punishment for failing it, though, it adds a massive dose of frustration that makes it really hard to deal with. Lava, mobs, long drops, void... all of that pretty much drops me right out of the atmosphere and turns that stretch of the game into a massive pain.
AH. Okay, there's one thing that we did miss, then: Rotem. Interestingly enough, you won't die if you fall in Chayyim (on the jumps down to the base of the tree). There're things you can't see set in place to prevent death by fall, and even if you do somehow manage to avoid them the spawnpoint for that world is set to the start of the descent. Senka, also, shares this spawnpoint feature. If you fall in either of the two lava locations, you'll reappear still in Senka.
Rotem, however, should've had this same spawnpoint save. I need to go back and look into why that isn't the case, because that's not good at all.
Aww. Wish I'd known that beforehand, I might have given those jumps a try then. I think you made really good use of invisible blocks, by the way! Blocking off stuff like sidepaths in the dam and academy/vault levels was a nice touch, without using ugly walls and such. I'm glad to know that you used them for some of the more challenging jumps, too.
That's the thing, the primary focus first was story and the visual experience. If it looks ugly, who's going to want to play it? Also it's good that you didn't know the fall-savers were there in Chayyim, though they'll be a pleasant surprise for anyone who gets saved by them! They don't take away from the visuals of the area, I think.
I was lucky enough to have a kind tester often find places where players could jump outside of the path and just... leave. So we fixed that.
Now, down to the real stuff. This map did not start out well for me. I finally make it down to the chasm after two in-game days (I don't know why the access was closed before, but maybe I had to un-lockdown the island (it just appeared open after I got tired and checked again)). I'm staring at this locked door for, I don't know, ten minutes now. I just used the "Mushroom Key" to unlock the wall to get to a locked door with no key access. I scoured the island and ship for ANYTHING useful. Long story short: I'm stuck. Any hints?
Glad you like is so far!
As for the chasm and the room after the mushroom key: You're right that the chasm unlocked only after lifting the lockdown, the notes explained as much. The notes are the key in the room you're stuck in, specifically the note from Rocky talking about a block that doesn't belong. Take a look around in that room.
Ah, got it! Thanks so much for the help. Moving on!!!