The Meaning of Life, the Universe, and Everything.
Join Date:
7/3/2010
Posts:
44
Member Details
Temple of Zerone is an adventure map I've been working on on and off for over a year now. You travel through the ancient temple of the Goddess of Adventure, solving puzzles, avoiding traps, and dealing with the occasional fire wraith.There's plenty of command block shenanigans of course.
The map has an estimated playtime of 2-3 hours. The difficulty is medium-easy. It's designed for 1 player, though bringing in more than that shouldn't break things TOO much.
Because the map uses a lot of custom textures, I recommend going in without any texture packs. Shaders in particular tend to make things way darker than I intended- and there's already some pretty dark areas. >.>
The Meaning of Life, the Universe, and Everything.
Join Date:
7/3/2010
Posts:
44
Member Details
Dang man, you catch on fast compared to my beta testers. Subbed. (Can't wait to see you do the next area though >w>)
I didn't do a boss battle because ultimately there isn't much combat in the map. The final area serves the kind of "final exam" purpose a final boss is usually for anyway. I'll definitely have to come up with one if I do a more combat focused map in the future though!
I have a question. I just got through the gold gate. I found that I was able to get to the large black and gold building through swimming before i did anything in the other areas. Is this alright?
Hey man. You are definitely a genius with puzzles. But... I think some of your aesthetics may need some work. Though I absolutely loved all the palaces, I do concur with the above answer; they are too small individual bosses in them, and though bosses are not necessary, players need something to satisfy them and challenge them at the end of the map. I need something to kill. Other than that, gameplay is Metroid/Zelda like, of which I appreciate upon a paramount scale. It was a good map for the 2-3 hours it lasted. (BTW I definitely was inspired by the Palace of Ice)
Dang man, you catch on fast compared to my beta testers. Subbed. (Can't wait to see you do the next area though >w>)
I didn't do a boss battle because ultimately there isn't much combat in the map. The final area serves the kind of "final exam" purpose a final boss is usually for anyway. I'll definitely have to come up with one if I do a more combat focused map in the future though!
thanks for the sub
sounds like someone has a tough challenge up ahead lol, you'll see me go throught it when it will be up wednesday.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/3/2010
Posts:
44
Member Details
Spoilerz for secretz!
Not gonna lie, I totally didn't expect anyone to find all the wool that quickly. Or necessarily at all. Apparently my beta testers have no spatial awareness.
Not buying that this is your first playthrough though. If only because you credited me by both my names in the description. Good playthrough though!
(Regarding the difficulty: I was under the impression that Twin Temples was difficult after my beta testers bumbled their way through it hitting switches at random. I decided to make the Ice Level easier as a breather, and then the Purple level is a completely different form of challenge with a focus on gimmicky platforming. So I guess the endgame never gets that challenging. Shoot, maybe that boss battle would have been a good idea. ^.^;)
Edit: The diamond gate is a bunch of nogravity falling sand blocks, with a looping command block to set their velocity. Nothing too fancy and kinda laggy, but I was sick of messing with it. ^.^;
The Meaning of Life, the Universe, and Everything.
Join Date:
12/5/2014
Posts:
154
Member Details
I won't lie i did a total of 2 playthroughs, with only like a 5 minutes diffrence cause of little accidents with the boots and having to run back. Had to redo it cause my audio messed up completely to the point where there was only minecraft sounds :p, all the puzzles seems to be based off/inspired by the Legend of Zelda, which gives me the advantage cause i played those alot while growing up + I like adventuring and puzzles.
Well the wool isn't that difficult to find tbh, I mean anyone who saw the platforms at start or when passing them would have returned there and the cyan wool almost litterally said "use the hover boots's special function to reach greater heights" so it kinda points toward the green wool and big statues are often very suspicious lol. Then red and back litterally points toward eachother, red saying kill the tree for black and black saying look at the hill, which very clearly has a check point but isn't part of any trial. Just got to follow the clues.
Ooh nice find for that gate, yeah there do was minor lag, but not too much to handle.
Hey there - I don't usually make a response to too many adventure maps, but I just finished the map (secrets and all) and I just wanted to express how thoroughly I enjoyed it. The mechanics were all fairly original and differentiated, yet still worked together quite well. The pacing of the puzzles was great; every mechanic was introduced slow enough to give the player a proper grip, yet fast enough to give the player a good sense of possibility space that, by the end of each section, was pretty fully realized.
Now, the difficulty wasn't too hard, but it wasn't so easy that I could predict how an entire area might play out by the end of it. Part of what made this map so enjoyable was simply learning the mechanics and waiting in anticipation for what interesting new interaction of mechanics was coming up next. I feel very few Minecraft Adventure maps deliver an experience like that, either being too rooted in normal Minecraft mechanics or too focused on finding the toughest challenge of one or two mechanics (not that those aren't bad to have). When I started the purple area and saw it was parkour, I was at first a little disappointed that just basic parkour would be the theme of the dungeon, particularly when I saw the floating glass panes that looked like a difficult parkour path to a chest. But, because of the precedents set throughout the map, I had faith that something would come along and mix it up; and you absolutely delivered.
Anyways, I think I started rambling on in this a little, but I'd just like to say I really enjoyed the map and I look forward to any future maps you might make!
This map isn't getting nearly enough attention. The buildings are pretty, the puzzles fun, and the mechanics interesting. I really loved the legend of zelda type of feel to the map.
You did a great job with all of it, and I look forwards to seeing your future work.
Temple of Zerone is an adventure map I've been working on on and off for over a year now. You travel through the ancient temple of the Goddess of Adventure, solving puzzles, avoiding traps, and dealing with the occasional fire wraith.There's plenty of command block shenanigans of course.
The map has an estimated playtime of 2-3 hours. The difficulty is medium-easy. It's designed for 1 player, though bringing in more than that shouldn't break things TOO much.
Because the map uses a lot of custom textures, I recommend going in without any texture packs. Shaders in particular tend to make things way darker than I intended- and there's already some pretty dark areas. >.>
Download!
Screenshots:
Youtubes
It's only like 5 posts down but w/e
Legal?:
Don't reupload without my permission ya jerks!
Obligatory link to my puzzle adventure map.
Looks nice! Will try soon. ^ ^
Hate to bump my own thread, but I'd love to hear any feedback you guys have. This was mostly a level design exercise for me after all ^.^;
Obligatory link to my puzzle adventure map.
Haven't had a chance to download yet, but don't worry. ^ ^
Seems pretty cool, may download sometime
Just finished. Very good level design and clever puzzles. Needs a boss battle, though.
The puzzles are pretty good and not too hard, actually way too easy lol. I've made a video on the map which i'll be posting later today.
It's a pretty nice map overall tho, doesn't need a boss battle but it would be fun aswell if it had one.
If you want something special in the description let me know
~Void
Here's the video, hope it's a good one next part is for wednesday!
~Void
Dang man, you catch on fast compared to my beta testers. Subbed. (Can't wait to see you do the next area though >w>)
I didn't do a boss battle because ultimately there isn't much combat in the map. The final area serves the kind of "final exam" purpose a final boss is usually for anyway. I'll definitely have to come up with one if I do a more combat focused map in the future though!
Obligatory link to my puzzle adventure map.
I have a question. I just got through the gold gate. I found that I was able to get to the large black and gold building through swimming before i did anything in the other areas. Is this alright?
There's a few sequence breaks in the map, but I promise none of them are that easy. You'll hit a roadblock when the time comes ;P
Obligatory link to my puzzle adventure map.
Hey man. You are definitely a genius with puzzles. But... I think some of your aesthetics may need some work. Though I absolutely loved all the palaces, I do concur with the above answer; they are too small individual bosses in them, and though bosses are not necessary, players need something to satisfy them and challenge them at the end of the map. I need something to kill. Other than that, gameplay is Metroid/Zelda like, of which I appreciate upon a paramount scale. It was a good map for the 2-3 hours it lasted. (BTW I definitely was inspired by the Palace of Ice)
thanks for the sub
sounds like someone has a tough challenge up ahead lol, you'll see me go throught it when it will be up wednesday.
~Void
I'm looking for a diamond block.. Anyone else?
See, Draykon? You just have to give it time. Now you've got a video on YouTube!
and here's part two, hope you enjoy it
~Void
Spoilerz for secretz!
Not gonna lie, I totally didn't expect anyone to find all the wool that quickly. Or necessarily at all. Apparently my beta testers have no spatial awareness.
Not buying that this is your first playthrough though. If only because you credited me by both my names in the description. Good playthrough though!
(Regarding the difficulty: I was under the impression that Twin Temples was difficult after my beta testers bumbled their way through it hitting switches at random. I decided to make the Ice Level easier as a breather, and then the Purple level is a completely different form of challenge with a focus on gimmicky platforming. So I guess the endgame never gets that challenging. Shoot, maybe that boss battle would have been a good idea. ^.^;)
Edit: The diamond gate is a bunch of nogravity falling sand blocks, with a looping command block to set their velocity. Nothing too fancy and kinda laggy, but I was sick of messing with it. ^.^;
Obligatory link to my puzzle adventure map.
I won't lie i did a total of 2 playthroughs, with only like a 5 minutes diffrence cause of little accidents with the boots and having to run back. Had to redo it cause my audio messed up completely to the point where there was only minecraft sounds :p, all the puzzles seems to be based off/inspired by the Legend of Zelda, which gives me the advantage cause i played those alot while growing up + I like adventuring and puzzles.
Well the wool isn't that difficult to find tbh, I mean anyone who saw the platforms at start or when passing them would have returned there and the cyan wool almost litterally said "use the hover boots's special function to reach greater heights" so it kinda points toward the green wool and big statues are often very suspicious lol. Then red and back litterally points toward eachother, red saying kill the tree for black and black saying look at the hill, which very clearly has a check point but isn't part of any trial. Just got to follow the clues.
Ooh nice find for that gate, yeah there do was minor lag, but not too much to handle.
~Void
Hey there - I don't usually make a response to too many adventure maps, but I just finished the map (secrets and all) and I just wanted to express how thoroughly I enjoyed it. The mechanics were all fairly original and differentiated, yet still worked together quite well. The pacing of the puzzles was great; every mechanic was introduced slow enough to give the player a proper grip, yet fast enough to give the player a good sense of possibility space that, by the end of each section, was pretty fully realized.
Now, the difficulty wasn't too hard, but it wasn't so easy that I could predict how an entire area might play out by the end of it. Part of what made this map so enjoyable was simply learning the mechanics and waiting in anticipation for what interesting new interaction of mechanics was coming up next. I feel very few Minecraft Adventure maps deliver an experience like that, either being too rooted in normal Minecraft mechanics or too focused on finding the toughest challenge of one or two mechanics (not that those aren't bad to have). When I started the purple area and saw it was parkour, I was at first a little disappointed that just basic parkour would be the theme of the dungeon, particularly when I saw the floating glass panes that looked like a difficult parkour path to a chest. But, because of the precedents set throughout the map, I had faith that something would come along and mix it up; and you absolutely delivered.
Anyways, I think I started rambling on in this a little, but I'd just like to say I really enjoyed the map and I look forward to any future maps you might make!
This map isn't getting nearly enough attention. The buildings are pretty, the puzzles fun, and the mechanics interesting. I really loved the legend of zelda type of feel to the map.
You did a great job with all of it, and I look forwards to seeing your future work.
Help me hatch my eggs! Good karma points for every click.