Multiplayer would cause some problems with some of the mini games and races, but the main world is pretty good. Another Youtuber and his friend take turns in these mini games while the other is in spectator if you want to go that route.
Ah, the map is insanely textured and detailed, which contributes to the nostalgic effect it has on people who played the nintendo64 and the wii such as myself. Great representation of the DK isle! Totally beautiful, and well made c;
This Will Be For Anyone Who Wants To Download This As Well As My Personal Pros And Cons, And Or Problems For The Map Maker To Fix... Thanks!
Long Length (I Clocked In At About 14 Hours Or So...)
Lots Of Colectebals
There's Only 2
The Final Boss (While Amazing) The First Phase Is Infuriating And Often Glitches Out On Me... And On My First Few Playthroughs, Mad Jack Broke And I Had To Restart The Map...
My Other Problem Is That Well, You Need To Constantly Eat... (Add Saturation Or Effects Or Something) This Made Some Parts Of The Map Annoying To The Point Of Finding The Nearest Hammer And Smashing My Computer
Oh And This Ones Personal Taste, But I Don't Like Gloomy Galleon
Overall If You're A Fan Of DK64 Or Not This Is A Map That You NEED To Play, It's Great Gameplay, Challenging And Stratigical Boss Fights (Mad Jack/Pufftoss/Second Dogodon Fight), And Great Recreation Of A Classic N64 Game, This One's Something You Need To Play. (Oh And Map Maker, If You're Reading This, I LOVED This Map, And The Complaints I Listed Above Are Just Minor Nitpicks I Had, Please Don't Hate Me... Because I Loved Almost All Of This Map... So If You Can, Fix Those Problems (Exept Gloomy Galleon) And This Map Will Be Perfect, Thanks For Spending Your Time Reading This... And Let Me Know If You Have Differing Oppinions... Thanks!)
Yeah... I didn't really like Gloomy Galleon (or any water level) either, which is why it was the last major level I built.
I will try to fix the problems you addressed, but unfortunately, sometimes the game simply fails to detect a mob's presence even if you can see it. This causes some very inconsistent glitches that I can't really do anything about. Solving the eating issue will be easy, though. I will update the map soon.
For the past six months or so, I have been working on a map that is very similar to this one (It's not dk64, it's unique), and I was wondering how you did the commands for the collectables and music. I want to make my map as great as possible, and it would really help me out if you explained how you did these commands. If it helps, the map is in 1.11.2 with no resource pack currently.
Sorry for not responding earlier. I haven't played in quite a while.
Everything I used for the collectibles and music can be found in the spawn chunks (x: -1000, z: -200)
for the collectibles, I have a redstone clock at (x: -960, y: 11, z: -223) activate several command blocks. These command blocks remove a specific item from the player, and if successful, sends a redstone command that increments the appropriate scoreboard objective. The command block with the gold block on it checks for golden bananas (re-skinned golden apples) and the ones with wool on them checks for the corresponding colored bananas .Other command blocks that are activated here are map-specific, like sounds or activating events for certain collectibles.
As for the music, you are not the first person to ask how it works, so I'll repeat what I said in previous private messages
Go to (x: -990 y: 40 z: -220). This is where the music playing and looping system is located. Put a redstone block under any of the quartz blocks to see it in action.
The main part of the music system is the really long array of purple stained clay.
When a command block that changes the music in the main part of the map is triggered, it puts a redstone block underneath one of the quartz blocks. This first silences any existing soundtrack (see below for how it does this) then removes the redstone block so the track can be triggered again. The short redstone pulse generated by this sets the stone block above the quartz to gold (this keeps track of which soundtrack to loop), plays the soundtrack, and finally, sets a scoreboard objective/variable to a number equal to how many seconds long the soundtrack is.
making the scoreboard objective:
/scoreboard objectives add musicTime dummy Music Time
set the objective to how long the music is:
/scoreboard players set @a musicTime 120
The other part of the music system is located at x= -967 y = 47 z = -228 (ignore the part with the yellow wool). Here a slime holds the scoreboard variable. A redstone clock depletes the variable by 1 every second, and also checks if the score is 0 or less. If this is the case, it sends an execute command to all of the armor stands on the array. If there is a gold block under an armor stand, it sets a redstone block under the quartz block, which causes the track to play again, and the scoreboard variable to reset.
Silencing existing tracks
Before any track is played, any previous track needs to stop. At coordinates x= -992 y = 4 z = -248, I play a streamed track that is a few seconds long, but completely silent 45 times in quick succession. This many tracks being played at once seems to stop all sounds currently being played in 1.8.5. I don't know if this still works in newer versions. I split the 45 command blocks into groups of 9 because playing them all at once causes lag and once even crashed my game. As of 1.9.3, a stopsound command was added that you might want to look into instead. I haven't used it yet.
Other notes about this system
Playing another song at the same time another song is repeating might cause both to play. Make sure the soundtracks are decently long (more than a minute recommended) to minimize the chances of this happening.
The system must be built in the spawn chunks in order for it to work everywhere on the map.
The music is played globally, so if two players are in locations that have different sound tracks, the most recent track activated will be played to both people.
In short, any previous music is stopped, the new soundtrack is played, and a scoreboard variable is set to how many seconds long the new track is. A redstone clock decreases this variable by 1 each second. When the variable is 0 or less, the appropriate track (determined by the gold block) plays again and the variable is reset.
To get the music to play when you log back in, I made another scoreboard objective to keep track of how many times you logged out:
/scoreboard objectives add logout stat.leaveGame Games Left
When you log back in again, the command block at x = -966 y= 46 z= -230 detects that you logged out, and sets the timer objective mentioned before to 0, causing the system to play the appropriate track right away. It also sets the logout objective back to 0.
Be aware that these tricks worked for version 1.8.5, and I've not played in quite some time, so I can't guarantee they'll work in the current version.