Apologies for the brief interruption in service. I had a look at the issue and it did seem that there was some sort of downtime on adfly's side which we can't really prevent. However, I doubt the interruption lasted more than half an hour or so. In any case, the download links appear to be working again now, so feel free to download! Adfly is a very important service to us as adverts are our only source of revenue and we put a LOT of hard work into our maps. Thanks for understanding.
Goron Link somehow escaped his invisible container and after he grew up he kept walking over the pressure plate that makes his voice actor ask about his father.
You've probably found this, but there is a missing sticky piston in the Water Temple that makes the room with hidden buttons and filled with 1 block high water. This makes the room impossible to complete.
The helmets for the Water Temple have a very high amount of aqua affinity on them, which makes it impossible to see with them equipped. If this is part of the design, I believe it should be changed.
While it has not been a problem for us, if someone dies in many of the puzzles in your levels, the puzzle is broken. In some cases, it is impossible to return to that room in the level. (Ex: Water Temple room where you reset the water height) Another problem with that room in particular is that it is possible to reset the height of the water with only 2 people by having 1 person jump over the block in between the pressure plates.
We teleported back to the location we died if necessary, but many people would be bothered by having to do this if they died multiple times. Seeing as it would be quite difficult and time consuming to find all places in all puzzles that death could break the puzzle, I think you should just keep death in mind in creating future puzzles. I would NOT recommend adding command blocks that either constantly reset the spawn points or check for player deaths because that could cause a large amount of lag.
We have been enjoying the map thoroughly when we have had the time to play and we have just completed the Water Temple. Thanks again for making this map.
Unfortunately it's hard to get Goron Link to stay a child for the 13 hours of gameplay involved. We'll find another way around that though.
We haven't found that one yet, no. In fact, I think your group is the furthest through the game so far. Which sticky piston is missing? Which puzzle of the Water Temple is it? The first, three water level puzzle?
We couldn't quite figure out why Aqua Affinity wasn't granting proper underwater vision. Will have a look at this. Did it make your game impossible to play because of screen distortion? We didn't have those problems when playing.
Where possible we have done our best to add 'escape functions' that allow the players to restart the puzzle if someone goes into the wrong place. I can't say I have accounted for dying from big drops or from drowning in the water puzzles in the Water Temple, but honestly I wasn't expecting anybody to drown at any stage of the game. Worst come to worst, players can all die and respawn at their last updated spawn point. Unless there are any particularly striking examples that you can think of at the moment, we've really done our utmost to prevent people from getting stuck in rooms due to playing with the puzzle.
Glad to hear you're enjoying the map so far! You're about to enter my favourite temple...
The room in the temple that was missing a sticky piston was the last room before the boss. It leads to the lever that makes the boss say "drip" 3 times and makes the water leading into it appear. I believe it was the sticky piston that reveals the 3rd button, which was near the middle of the room. I think the button was at the same height as a player's head.
As for the aqua affinity, I believe it is supposed to somehow slightly alter the clarity of water at level 1. However, with a ridiculously high level it did make it impossible for us to see underwater. There is a very faint pattern you can see when underwater normally, but for us that pattern blocked everything when we had the helmets on.
Oh, one thing I forgot to mention was that the 4th button in that room didn't work either. That is because the redstone path was 1 block too long. We simply added a repeater to make the power reach the piston.
Ah yes, when you're wading through the mob-infested water. Found the issues in question. Thanks! That's quite a big one.
I don't have access to the custom helmet creation codes at the moment, but I'll speak to Duskreaper about them when I get a chance.
Thanks again for all the help! Don't hesitate to post here or email us if you come across any issues that are stopping you from progressing. We tend to reply within around 30 minutes where possible (as long as we're not sleeping).
Hope you enjoy the rest of the map! Any favourite parts so far?
the Temple of Time. I wasn't expecting there to be puzzles in there and I enjoyed how you made the time mechanic work. I really liked the past/present/future puzzle at the end of the temple.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/24/2014
Posts:
93
Location:
Austria
Minecraft:
no_leaf_clover
Member Details
Hey guys, still really enjoying the map.
Unfortunately we ran into an issue today:
We started the fire temple, made it through the first room (with the TNT stalactites) and found Darunia(I think, I'm bad with NPC names), who told us to get dragon eggs - but there was no where to go from that room. I looked around a bit and assume the TNT covered in Cobble on the right was supposed to blow up? Die we miss something or was it a redstone mishap?
Hi, this issue has now been fixed but I guess people who downloaded very quickly will be having this problem. There is simply a stone pressure plate missing from the door on the left. That's the room you'll need to enter first.
I just started playing this map with some friends and uploading it to youtube, and it's really fun so far (still have a lot more to do according to the page that says 12 hours minimum haha). If this map does take my friends and I 12 hours or so to complete, expect a ton of episodes uploaded this month for it lol.
If you want to check it out, here's the link to the first episode:
Thanks for making this map, and I hope to see more maps like this in the future!
Thanks for the link! We've been following your progress so far. Glad to see you're enjoying the game!
Here's an update applicable for everyone - inevitably, our first release of the game was bound to have some bugs in. Patching isn't quite as easy in MInecraft, since you would lose all of your saved progress so far, so instead we have written a post telling you about very quick solutions to bugs that currently prevent you from finishing the map.
We strive to update the map with all changes as soon as possible, but this is the best solution for teams who have already started. Let us know if there is anything that is unclear!
We ran into a bug in the first room of the Shadow Temple. When required to flip the levers for G, H, O, S, T. The letter O is broken. There is a torch powering the top redstone pathway when the lever is in the correct position. To fix this, you can raise the redstone on the 3 way intersection by one block. We have not yet completed the Shadow Temple, so we may tell you of more bugs if we find any.
Thanks SpiderSlasher! We still think you're the furthest through the game so far. Hope you're still enjoying it! Will investigate the issue at some point tomorrow.
The map was designed in and for minecraft 1.8. As far as I know, the game isn't incompatible with 1.8.1, but to be on the safe side it's best to stick with 1.8.
-General
Resource Pack Condensed to smaller size
Added new textures for block - prismarine
Re-orchestrated sounds available in new resource pack for 'Let's Play'-ers
Removed Haroldbrine
-Zone Specific
Lost Woods [P] - restricted accessibility for smoother flow of game
Kokiri Forest [P] - Forrest Stump has a counter for how many books have been returned
Kokiri Forest [P] - empty bookshelf texture replacing prismarine_rough
Deku Tree - exiting 'Share the Load' puzzle is easier
Hyrule Castle [P] - "Kakriko Village" sign typo corrected
Kakariko Village [P] - Lily speech correction
Kakariko Village [P] - Skulltula house counting tokens and accepting method changed
Kakariko Village - cobblestone added for consistency
Goron City [P] - Darunia text corrected
Goron City [P] - Darunia voice files implemented
Goron City [P] - removed Death Mountain Crater's accessibility
Dodongo's Cavern - clarification of King Dodongo's party guest instructions
Dodongo's Cavern - rules for party guest puzzle only accessible after speaking to Phil
Zora's Fountain - King Zora's door system made two-way
Temple of Time [P] - in third puzzle, pulse from gold door buttons was not held in time lock
Temple of Time [P] - sounds added to the timelock
Gardens of Time - gravel block sometimes didn't break in the present
Hyrule Castle [F] - Sheik speech corrected
Kakariko Village [F] - Heath's command block corrected
Forest Temple - boss mob count capped
Forest Temple - impossible to place torches in wrong order
Forest Temple - hole near entrance to Fairy Bow filled in
Fire Temple - quick escape added to third key puzzle
Fire Temple - Fixed Volvagia monsters spawn rate
Ice Cavern - blocks missing leading to teleport command blocks
Ice Cavern - added permanence to doors to prevent trapping due to despawning snowballs
Water Temple - hole in uppermost platform of temple
Water Temple - music system initialises properly
Water Temple - Maze puzzle buttons inserted
Water Temple - Morpha boss partial streamlining
Shadow Temple - 'O' lever in entrance room now behaving properly
We teleported back to the location we died if necessary, but many people would be bothered by having to do this if they died multiple times. Seeing as it would be quite difficult and time consuming to find all places in all puzzles that death could break the puzzle, I think you should just keep death in mind in creating future puzzles. I would NOT recommend adding command blocks that either constantly reset the spawn points or check for player deaths because that could cause a large amount of lag.
We have been enjoying the map thoroughly when we have had the time to play and we have just completed the Water Temple. Thanks again for making this map.
Glad to hear you're enjoying the map so far! You're about to enter my favourite temple...
As for the aqua affinity, I believe it is supposed to somehow slightly alter the clarity of water at level 1. However, with a ridiculously high level it did make it impossible for us to see underwater. There is a very faint pattern you can see when underwater normally, but for us that pattern blocked everything when we had the helmets on.
Thanks again for all the help! Don't hesitate to post here or email us if you come across any issues that are stopping you from progressing. We tend to reply within around 30 minutes where possible (as long as we're not sleeping).
Hope you enjoy the rest of the map! Any favourite parts so far?
Good luck with the rest of your runthrough!
Unfortunately we ran into an issue today:
We started the fire temple, made it through the first room (with the TNT stalactites) and found Darunia(I think, I'm bad with NPC names), who told us to get dragon eggs - but there was no where to go from that room. I looked around a bit and assume the TNT covered in Cobble on the right was supposed to blow up? Die we miss something or was it a redstone mishap?
Austrian Gaming!
I just started playing this map with some friends and uploading it to youtube, and it's really fun so far (still have a lot more to do according to the page that says 12 hours minimum haha). If this map does take my friends and I 12 hours or so to complete, expect a ton of episodes uploaded this month for it lol.
If you want to check it out, here's the link to the first episode:
Thanks for making this map, and I hope to see more maps like this in the future!
Here's an update applicable for everyone - inevitably, our first release of the game was bound to have some bugs in. Patching isn't quite as easy in MInecraft, since you would lose all of your saved progress so far, so instead we have written a post telling you about very quick solutions to bugs that currently prevent you from finishing the map.
http://mentalblockgaming.com/blog/game-design/known-issues-with-templars-of-hyrule/
We strive to update the map with all changes as soon as possible, but this is the best solution for teams who have already started. Let us know if there is anything that is unclear!
Good luck, Templars.
Links:
YouTube Channel
Dailymotion
Steam Group
Buy Gaming Glasses
http://mentalblockgaming.com/blog/game-design/known-issues-with-templars-of-hyrule/
Templars of Hyrule v1.1
Resource Pack Condensed to smaller size
Added new textures for block - prismarine
Re-orchestrated sounds available in new resource pack for 'Let's Play'-ers
Removed Haroldbrine
-Zone Specific
Lost Woods [P] - restricted accessibility for smoother flow of game
Kokiri Forest [P] - Forrest Stump has a counter for how many books have been returned
Kokiri Forest [P] - empty bookshelf texture replacing prismarine_rough
Deku Tree - exiting 'Share the Load' puzzle is easier
Hyrule Castle [P] - "Kakriko Village" sign typo corrected
Kakariko Village [P] - Lily speech correction
Kakariko Village [P] - Skulltula house counting tokens and accepting method changed
Kakariko Village - cobblestone added for consistency
Goron City [P] - Darunia text corrected
Goron City [P] - Darunia voice files implemented
Goron City [P] - removed Death Mountain Crater's accessibility
Dodongo's Cavern - clarification of King Dodongo's party guest instructions
Dodongo's Cavern - rules for party guest puzzle only accessible after speaking to Phil
Zora's Fountain - King Zora's door system made two-way
Temple of Time [P] - in third puzzle, pulse from gold door buttons was not held in time lock
Temple of Time [P] - sounds added to the timelock
Gardens of Time - gravel block sometimes didn't break in the present
Hyrule Castle [F] - Sheik speech corrected
Kakariko Village [F] - Heath's command block corrected
Forest Temple - boss mob count capped
Forest Temple - impossible to place torches in wrong order
Forest Temple - hole near entrance to Fairy Bow filled in
Fire Temple - quick escape added to third key puzzle
Fire Temple - Fixed Volvagia monsters spawn rate
Ice Cavern - blocks missing leading to teleport command blocks
Ice Cavern - added permanence to doors to prevent trapping due to despawning snowballs
Water Temple - hole in uppermost platform of temple
Water Temple - music system initialises properly
Water Temple - Maze puzzle buttons inserted
Water Temple - Morpha boss partial streamlining
Shadow Temple - 'O' lever in entrance room now behaving properly
http://mentalblockgaming.com/blog/maps/known-issues-with-templars-of-hyrule/
There are a few fixes for Ganon's Castle on the Known Issues blog post, too.