Hello everyone, thanks for checking out my custom map! I called this map The Frame: Auftenheim (off-tin-heim, “heim” rhyming with “time”) because it’s (hopefully going to be) part of a series. I hope to release more in the future, and I’m already working on the second (technically third) one, which will be WAY better than this one (check the "Future" tab below). Also, Auftenheim doesn't actually mean anything, it just sounded like “oftentimes” and sounded vaguely Germanic so I decided I would attempt to be clever for the first time in my life. Funny funny.
This map was made in the plain vanilla 1.8.1 version of Minecraft... it's also not a real CTM map per se, since it's a bit different from the maps Vechs has made. Oh well, at least it has wool and you get to stick it on something.
Auftenheim is a weird hybrid of a CTM map and an adventure map. Basically, you have to find wool scattered throughout the world and put it on some weird bridge/staircase thing at the end so you can fight someone named King. I can’t spoil too much, but it’s pretty neat. I literally only made up the plot in the last three weeks of development, and I've been working on this off and on since November of 2014. However, some of the dungeons are a few years old so I had to update them for this game.
This game is a bit like The Legend of Zelda: Ocarina of Time, so you have to find equipment and explore dungeons to find the wool. There are a few different collectibles, but they’re explained in a book in-game. Did I mention there are a few books in the game? They add a whole new dimension to the game. Tee hee.
You can do the dungeons in any order, BUT you’ll need certain tools to access some of them (namely, a shovel or pickaxe that breaks clay which are found in caverns). You can get them very early on if you find the right caverns, and I tried it myself in one playthrough, but it made the game much more difficult (you get better armor throughout the dungeons, and the monsters get stronger as you progress, so no armor + strong mobs = ouch omg).
And yes, I swore at my own map. Difficulty-wise, it's pretty easy/medium, I think. Not sure how to measure difficulty LOL.
This map took me about 5 hours to play through (I went for 100% completion so it took me longer), so I'd guess it would take you anywhere from 3 to 6 hours to complete it. Lots of walking, empty space, and pretty landscapes that all look the same.
If you don't spawn in a house or in Cobalt Town, type in this command:
/tp @p -349 74 -64
That'll set you right in your house.
Also, if you want to record yourself or you and your friends playing my map(s), feel free to! Just link back here on your video and post your video here, and I'll try to add a section for LPs.
Click here for more screenshots!
If you want to see where everything is, click here!
You'll notice 6 colors of wool are missing. You'll find them though! They're in an inconspicuous area on a mountain.
Here's a map showing where you can find the tools to break the clay barriers!
In case you need help finding the Blue Orchids, here's a map of them!
There are only a few different types of collectibles (the next game will have more), and they are Wool (obviously), Blue Orchids (which you can buy golden apples with), Bottles of Enchanting (you’ll need them at the end to improve armor), and Prismarine Crystals (which are just money for food and potions). I originally intended Blue Orchids to be a miscellaneous/useless “100%” completion type of thing, but I eventually gave them a use, so if you want to brag about how many you've found, you’re welcome to post your Blue Orchid score here! Just make sure you write down how many you have before you trade them in lolol.
I think for the next game I’ll use separate flowers to separate the overworld flowers from the dungeon flowers… but it’s too late for that now, haha.
I’m aware I’m being vague about everything, but that’s because I’m trying to keep everything a surprise.
If you want to know the intended wool order, click here!
If you're having trouble finding the Pink, Cyan, White, Light Gray, Gray, and Black wool, click here!
They're somewhere on Sky Mountain.
There aren’t very many rules to Auftenheim, but you essentially have to be in Adventure Mode (so no block-breaking unless you have the tools allowing you to destroy clay barriers). No mods, no commands (except for command blocks).
Red gamerules should be FALSE, green gamerules should be TRUE, and blue gamerules are totally up to you! (Rhyme unintentional.)
doEntityDrops (you don't need this)
doFireTick (I never tested this, so this should stay off lol)
doMobLoot (you don't need this)
doMobSpawning (you don't need this)
doTileDrops (you don't need this)
mobGriefing (creepers and endermen? lol no)
commandBlockOutput (there are command blocks in the game)
doDaylightCycle (you'll need to sleep)
sendCommandFeedback (I would leave this on to make sure command blocks are working)
showDeathMessages (I don't use this)
naturalRegeneration (turning if off makes it harder)
keepInventory (makes the game harder and might break it if you lose your tools, so be careful)
logAdminCommands (I don't use this)
reducedDebugInfo (I don't use this)
I've changed them to their preferred settings before uploading the world, but if you want to change them, you can download NBTExplorer here.
I designed Auftenheim solely using the Isabella II/Suikacraft resource pack from this thread.
You can use any pack you want, but this is what I used, so if you use it, you'll be seeing it how I intended.
I don’t have any direct inspirations for this map since everything was mostly spontaneous, but I used to play these games a lot, so you may find trace elements of them in Auftenheim.
The Legend of Zelda: Ocarina of Time
The Legend of Zelda: Majora's Mask
The Elder Scrolls III: Morrowind
Gex: Enter the Gecko
The Elder Scrolls V: Skyrim
Donkey Kong Country
Also, special thanks to The Creatures who first got me interested in Minecraft, and to the MindCrack crew who got me interested in it again after a long time of not playing. They provided me with great entertainments when I didn't have much to look forward to.
I've got a few game ideas already in mind. You can click below to see more info, though they have nothing to do with Auftenheim. They're really rough ideas as of right now, but you can comment if you'd like me to start working on them sooner.
The Frame: Sinking Ships (pirate themed; likely won't have an overworld, just a hub ship with islands with wool on them)
The Frame: In Retrograde (like the pirate idea, but with planets and in space)
The Frame: Wanderlust (you're tiny and have to find wool in your house+backyard)
The Frame: White Gates (you die at the beginning and you're stuck in a sky realm trying to come back to life)
The Frame: Scars of Hatred (post apocalyptic)
I like the first 4 ideas.
It also goes without saying that I'll try to make my next custom map better. Here are some things I'll do differently:
• No double tall grass. It is a PAIN trying to kill mobs when you can't break anything.
• Maybe players should fill out the maps themselves?
• Make a command room for custom game rules.
• Make a bottle recycling program for used potions? I got stuck with a ton of empty bottles at the end. Maybe a way to trade back unused potions too.
• Travelling by boat like in Morrowind where you get on a boat and you stand on a pressure plate.
• A tool to break chests so players won't waste they're time looking through an empty chest.
• Mines with mine-able minerals, kind of like Skyrim.
• A portal hub in the sky somewhere far away, instead of in the nether. Will use command blocks.
• Add horses and places to buy them.
• Chores like Skyrim's wheat harvesting to make extra money.
• Instead of special loot chests, make command blocks give players items.
• In houses, no more doors before staircases. I annoyed myself with this design element LOL.
• A pickaxe that destroys spawners AND clay barriers.
• I probably won't make the next games SO BIG. There's way too much walking involved for my taste, but I didn't realize this until I put everything in. Let me know if you guys think I should make smaller worlds next time.
With all that having been said, I hope you enjoy the game! A lot of time went into this map, and if you guys like it, better maps will come soon.
Let me know if there are any issues/bugs, or if you get stuck somewhere. I tried to make it not feel like I was holding your hand through the game, so I don't know if I went too far with that... I played through it myself again and again until I stopped finding obvious bugs, but you might find something I missed.
And yes, I designed all the graphics myself lol. I also want to make a trailer for this using custom music! But that'll have to wait until I have better internet.
Looks amazing my friend, keep up the good work! I can see you've put in a lot of effort in this!
Thank you! I put in about 2 hours a day into this for about two months, then it was all day for the last week of development. It totally doesn't look like it though because I tend to scrap ideas easily.
I've noticed there's hardened clay as well as regular clay around; where do I find the tools to break those?
Here's a map showing their locations.
You'll need to get the Ferret Shovel (which breaks soft clay) in order to get the Groundhog Pickaxe (which breaks hardened clay).
I'm not sure I'll use soft clay and hardened clay for barriers in the next game. It takes longer to mine soft clay with a pickaxe, so I might just use hardened clay, granite, and polished granite for barriers.
Speaking of the next game, this is what I've got so far:
Everything if really rough right now, details will come later.
So basically players will shrink to about the size of a pixel.
EDIT: I also have another map that's more parkour and it's set in a quartz tower. I may post it, but I'll probably have to update all of the redstone in it. I'll post screenshots in a bit.
Here are screenshots from The Frame: Quartz Tower. I decided to polish it a little bit, and then I'll post it in the OP later today.