I am making a nether-themed zone. It will include a fake Nether Portal. Is it okay if I make an unreachable portal for sound effects?
Unfortunately, adding a picture makes the "post too long", so I cant post a picture.
Yep that`s fine, the rule is just to prevent people from actually going to the nether
Thanks a lot for letting us do this! But I couldn't understand three things within the rules:
What does AMVending means? Why do we have to put a sign with it at ground level?
I want to do an sky encounter. Can I use command blocks to teleport players from one part of the encounter to other?
How we move the player from one place to another without using coordinates?
Thanks!
The AMVending sign is the place you will get teleported to once your encounter is complete. If you want to teleport players around you must have signs for the coordinates because I`ll be using Sethblings Command Block Signs filter so the coordinates are updated when I import your encounter. For more information on that filter, watch this:
I was wondering about the "no visible redstone rule"...
If it adds to the gameplay or to the estetics of the map, is it ok if the redstone is visible?
Yep, you can add it in if it is controlled for a puzzle, or for aesthetic purposes. It's more referring to the behind the scenes redstone and the stuff where if a player gets access to it, they could break something.
You say that the entrance/exit that you add can be outside of the area. But is that just the case in the templates? Or can I make the entrance/exit outside of the area using MCEdit? (as long as that is the only thing outside the area ofcourse)
It can poke out the bottom of the template, and only out the bottom. Nothing else can be outside the area.
Guys stop it you all know that An Epic Hatventure is the by far LONGEST adventure map ever,it takes you 3 days continuous to complete it D:
It's the biggest maybe, but even on the page it says that it took them about 10 hours to play. Even the Adventure Multiplex 1 takes longer than that to beat.
Are we able to edit the exit text when finishing the map:
It's possible but you'll need to include those details when you submit it because I'll be overwriting those command blocks before I enter it into the map. But it does have to include AMVname (which is you) and that you completed it in some fashion.
Also, one more thing. I'm using scoreboards in my entry, with "setdisplay sidebar".
After my encounter is finished, when the scoreboard is removed, do you want the player to see how many encounters that they have completed?
I'm assuming to do that, all I have to do is add a command block after I have removed my scoreboard with "/scoreboard objectives setdisplay sidebar EComplete".
I was wondering, right now I have my redstone on the bottom and three levels of rooms above it, and I'd like the beginning at the bottom level above the redstone and the ending level at the top because of the sunlight. Is this possible, or will I have to change it around so it has the entrance at the absolute bottom? And what about the exit, does this have to be anywhere in particular or?
I'm not sure I understand the question... It looks like you're asking if you can have the entrance NOT on the bottom right? If so, that is correct. There are many templates that don't have the entrance on the very bottom. The entrance just needs to be at ground level (your ground level may vary in height). redstone is allowed to be above the entrance but it can't be visible from the outside above ground level. Rememeber that the player can walk all around your encounter and see it from all angles from the ground level (where the entrance is) and above.
The Entrance redstone must be at the entrance. The exit command blocks can be anywhere in the encounter and be activated by a redstone pulse.
If that didn't make sense, or didn't answer your question sorry, a screenshot might help me understand it a bit more
Alright, sent my entry! One question: are we allowed to make and submit more than one? I have some additional ideas floating around that are not going to be used in any of my upcoming maps.
Alright, sent my entry! One question: are we allowed to make and submit more than one? I have some additional ideas floating around that are not going to be used in any of my upcoming maps.
Only allowed to submit one at this stage, also I'll be testing yours today
Hey, it's me again. And, once again, I could use some help.
I noticed one of our options was "Boss", so I'm working on a boss that's kind of a mix between the Koragor battle in Herobrine's Return and the Blezius (or whatever that crazy invincible blaze thingamabober was, anyway) from Wrath of the Fallen. As I said earlier, it's coming along pretty well.. except for one thing.
My plan was to make it so that she (yes, the boss is female) spawns some blazes and ghasts after taking some damage. The problem? Every time I try to make a redstone-controlled mob spawning system (basically, a spawner spawning spawner minecarts into lava that can be toggled by a dispenser), it fails miserably. If you don't mind me asking, would anyone mind giving me some help with making a redstone-controlled spawner? If not, well, I'm sure I could find a way to work around it.
Anyway, sorry for the long post. Thanks for your patience!
Hey, it's me again. And, once again, I could use some help.
I noticed one of our options was "Boss", so I'm working on a boss that's kind of a mix between the Koragor battle in Herobrine's Return and the Blezius (or whatever that crazy invincible blaze thingamabober was, anyway) from Wrath of the Fallen. As I said earlier, it's coming along pretty well.. except for one thing.
My plan was to make it so that she (yes, the boss is female) spawns some blazes and ghasts after taking some damage. The problem? Every time I try to make a redstone-controlled mob spawning system (basically, a spawner spawning spawner minecarts into lava that can be toggled by a dispenser), it fails miserably. If you don't mind me asking, would anyone mind giving me some help with making a redstone-controlled spawner? If not, well, I'm sure I could find a way to work around it.
Anyway, sorry for the long post. Thanks for your patience!
Redstone spawners are some of the hardest things to make right now and are quite finicky. This video probably best explains the easiest method for it. However keep in mind, if you're spawning ghasts and blazes, make sure they can not exit your encounter and in the case of the ghast: make sure they can't break a hole in your encounter Don't want these creatures roaming the multiplex!
Redstone spawners are some of the hardest things to make right now and are quite finicky. This video probably best explains the easiest method for it. However keep in mind, if you're spawning ghasts and blazes, make sure they can not exit your encounter and in the case of the ghast: make sure they can't break a hole in your encounter Don't want these creatures roaming the multiplex!
Thank you! Once again, you really helped me out!
Also, thanks for telling me that it's hard to make redstone-controlled spawners- I felt pretty noobish. Almost as noobish as the time when (I am not making this up) I just started playing Minecraft and I attempted to make a crafting table by placing wooden planks in a 2x2x1 square.
Fortunately, I have gained much experience since then.
EDIT: I almost forgot to mention! You have a pretty good point about blazes and ghasts escaping the encounter, so I decided to replace them with creepers and witches. Is that a little better? Personally, I'm glad you caught that before I submitted it!
Also, thanks for telling me that it's hard to make redstone-controlled spawners- I felt pretty noobish. Almost as noobish as the time when (I am not making this up) I just started playing Minecraft and I attempted to make a crafting table by placing wooden planks in a 2x2x1 square.
Fortunately, I have gained much experience since then.
EDIT: I almost forgot to mention! You have a pretty good point about blazes and ghasts escaping the encounter, so I decided to replace them with creepers and witches. Is that a little better? Personally, I'm glad you caught that before I submitted it!
Well those things can't fly out so they should be ok. But a few things to remember: Spawners need to be below the ground level AND the entry must be completable even if you die. Once you enter the encounter it will reset your spawn to just inside the encounter. As long as you can still get to the boss and beat him from there (unless you reset the spawn point again) then you're good to go. Also don't skimp on equipment! I look forward to playing it
Yep that`s fine, the rule is just to prevent people from actually going to the nether
I don`t know. It depends on how much time I can dedicate to the map and how many entries I get.
Expect an email soon with feedback
The AMVending sign is the place you will get teleported to once your encounter is complete. If you want to teleport players around you must have signs for the coordinates because I`ll be using Sethblings Command Block Signs filter so the coordinates are updated when I import your encounter. For more information on that filter, watch this:
Yep, you can add it in if it is controlled for a puzzle, or for aesthetic purposes. It's more referring to the behind the scenes redstone and the stuff where if a player gets access to it, they could break something.
Thanks
I love coming home from a day of work and having more encounters to play. It's been quite fun so far. Keep submitting!
What? Stop this?
So far 11 that follow all the rules, and another 7 that need fixing.
It can poke out the bottom of the template, and only out the bottom. Nothing else can be outside the area.
It's the biggest maybe, but even on the page it says that it took them about 10 hours to play. Even the Adventure Multiplex 1 takes longer than that to beat.
It's possible but you'll need to include those details when you submit it because I'll be overwriting those command blocks before I enter it into the map. But it does have to include AMVname (which is you) and that you completed it in some fashion.
Yes and yes.
I'm not sure I understand the question... It looks like you're asking if you can have the entrance NOT on the bottom right? If so, that is correct. There are many templates that don't have the entrance on the very bottom. The entrance just needs to be at ground level (your ground level may vary in height). redstone is allowed to be above the entrance but it can't be visible from the outside above ground level. Rememeber that the player can walk all around your encounter and see it from all angles from the ground level (where the entrance is) and above.
The Entrance redstone must be at the entrance. The exit command blocks can be anywhere in the encounter and be activated by a redstone pulse.
If that didn't make sense, or didn't answer your question sorry, a screenshot might help me understand it a bit more
My Minecraft Maps: coldfusionmaps.com
Only allowed to submit one at this stage, also I'll be testing yours today
My Minecraft Maps: coldfusionmaps.com
I noticed one of our options was "Boss", so I'm working on a boss that's kind of a mix between the Koragor battle in Herobrine's Return and the Blezius (or whatever that crazy invincible blaze thingamabober was, anyway) from Wrath of the Fallen. As I said earlier, it's coming along pretty well.. except for one thing.
My plan was to make it so that she (yes, the boss is female) spawns some blazes and ghasts after taking some damage. The problem? Every time I try to make a redstone-controlled mob spawning system (basically, a spawner spawning spawner minecarts into lava that can be toggled by a dispenser), it fails miserably. If you don't mind me asking, would anyone mind giving me some help with making a redstone-controlled spawner? If not, well, I'm sure I could find a way to work around it.
Anyway, sorry for the long post. Thanks for your patience!
Message sent. ps: awesome puzzle
Redstone spawners are some of the hardest things to make right now and are quite finicky. This video probably best explains the easiest method for it. However keep in mind, if you're spawning ghasts and blazes, make sure they can not exit your encounter and in the case of the ghast: make sure they can't break a hole in your encounter Don't want these creatures roaming the multiplex!
Thank you! Once again, you really helped me out!
Also, thanks for telling me that it's hard to make redstone-controlled spawners- I felt pretty noobish. Almost as noobish as the time when (I am not making this up) I just started playing Minecraft and I attempted to make a crafting table by placing wooden planks in a 2x2x1 square.
Fortunately, I have gained much experience since then.
EDIT: I almost forgot to mention! You have a pretty good point about blazes and ghasts escaping the encounter, so I decided to replace them with creepers and witches. Is that a little better? Personally, I'm glad you caught that before I submitted it!
Thanks! Trust me, you ain't seen nothin' yet. Wait untill you see her pinch mode.
(Cue evil laughing )
Well those things can't fly out so they should be ok. But a few things to remember: Spawners need to be below the ground level AND the entry must be completable even if you die. Once you enter the encounter it will reset your spawn to just inside the encounter. As long as you can still get to the boss and beat him from there (unless you reset the spawn point again) then you're good to go. Also don't skimp on equipment! I look forward to playing it
Why not contribute too? Then you'll get to see your own entry in it also!