The thing is, I tried with 1.4.6, and it gave me the same error. It baffles me. If I knew anything about python, I'd try to rewrite them, but I don't. Maybe someone does? (Hint hint)
This really sucks, because I don't know of anything that has a similar function, and I REALLY don't wanna hand place all of this loot.
Problem is that you need to start from scratch to not offend his/her ToS...
The Elder Guardian can give you Mining Fatigue. With Command Blocks I can change that to Wither, Poison, Instant Damage, Slowness... all that happy stuff.
sorry, i probably sound like a noob here... but what commands whould i use, and how? (i already know all the effect ids, don't bother listing them)
edit: ok, evidently nobody cares that i asked a question, so just never mind.
No my gawd. The guardian's laser DOESN'T have a max range. You can just alter the follow distance attribute and it can zap you from HUNDREDS of blocks away. I assume the only limit to its range is however far it actually renders the mob. Customizable attack damage coming from an enemy a mile away shooting a mega-laser... or from on top of a ghast or ender dragon... this mob is getting scary.
After some initial testing, a guardian on a ghast wont shoot through the whole ghast. This means that you won't get zapped if you are directly below the ghast or close to it, but the guardian will zap you if the angle is sufficient. Might be different with the elder though. Guardians also can't shoot through walls thankfully.
HI! I'm new here. I'm currently working on my first CTM map currently unnamed, I'm stuck on my first dungeon, after giving out the player a set of leather armor, some coal, and (limited) stone tools. I want to make it a coal mine while giving out white wool. How should I go about doing this?
...it's safe to post help on CTM map making, right?
Rollback Post to RevisionRollBack
TIJGESP- The Inverted Jump Grand Elaborate Shift Paradox To make Caesar ciphers, I use (M=E). CTMs completed: None, I'm bad at these. CTM working on:Uncharted Territory 3
No my gawd. The guardian's laser DOESN'T have a max range. You can just alter the follow distance attribute and it can zap you from HUNDREDS of blocks away. I assume the only limit to its range is however far it actually renders the mob. Customizable attack damage coming from an enemy a mile away shooting a mega-laser... or from on top of a ghast or ender dragon... this mob is getting scary.
Ooh.
Ooooohh.
OOOOOOOOHHHHHHH!
I foresee the Guardian spending the rest of its days as a utility mob.
How to make an ender dragon actually challenging? stick a guardian on it with 100 attack damage and follow distance attributes. I'm wearing full diamond gear with protection 4 in this video and I still need stacked HP potions to kill it, although it would have prolly been easier if I managed to pop the invisible guardian first. And obviously if I were to implement this the attack damage would be toned down a bit... eh heh
sorry, i probably sound like a noob here... but what commands whould i use, and how? (i already know all the effect ids, don't bother listing them)
edit: ok, evidently nobody cares that i asked a question, so just never mind.
Hook up a comparator as an output to a command block with the command /effect @a clear. The comparator will output the number of players the effect has been cleared from. Then, just set up some command blocks to give the player an effect.
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
Hook up a comparator as an output to a command block with the command /effect @a clear. The comparator will output the number of players the effect has been cleared from. Then, just set up some command blocks to give the player an effect.
thanks, but... that wasn't what i was asking. read the post i quoted.
edit: NO WAIT STOP that is what i was asking sorry and thank you
How to make an ender dragon actually challenging? stick a guardian on it with 100 attack damage and follow distance attributes. I'm wearing full diamond gear with protection 4 in this video and I still need stacked HP potions to kill it, although it would have prolly been easier if I managed to pop the invisible guardian first. And obviously if I were to implement this the attack damage would be toned down a bit... eh heh
Someone testing out ideas rather than complaining about them. Having the seen the video I doubt that's the best way to go but at least you had the sense to try it out.
Depth Strider enchantment works on mobs as well, so if you have any water-based skelly/zombie custom mobs you should throw the enchantment on something they're wearing. Mobs still wont move if they're trapped underwater though, so the enchant only really does something when they're floating or running over water the player could have poured to try and keep them away.
Having saw the prismarine blocks, somehow it reminds me of Jolly Rogers Bay from Super Mario 64. I don't know why but they did.
And also is it possible to evade the Guardians' attack once they locked their shot at us? I haven't play the snapshot yet.
You can cancel the attack after it starts beaming you by either getting up really close to it, getting out of its follow distance, or hiding behind blocks. It's not as much about evasion as cancelation.
Anyways, I suppose this is rather overdue. I briefly considered trying to finish Syncquential, but just couldn't get back to the mapping level I was at before. So instead of indecisively holding on to this stuff, never to use it, I'm finally putting it up for download so you guys can make something of it.
In the spoiler below are images and notes of what's included.
Syncquential Map
Area List:
INTERSECTION I (Echoblast Island (Self-Inversion)):
Annular Garden (Inversion - Shadelight Garden) (1st Temple)
Hanging Overgrowth
Blue Sky Palace
R.I.N.G. (Resonating Intermittent Nexus Gates)
INTERSECTION II (Scintillating Basin (Gold), VESTIGE Mining Corporation Deep Water Outpost):
Sands of Insanity (Inversion - Broken Mind)
Empire of Dissident
Shores of Cataclysm
Shadows of the Swamp (Irradiated Marsh - Music Disk)
INTERSECTION III (Battleplex Warzone):
Shadows of the Swamp
Gears of Industry (Ember Fields-Iron, Ragesteel Forge)
The Aftermath (Temple)
Swarmheart (Fang/Venom - Music Disk) (Entrance Area - VESTIGE Mining Corporation Complex)
INTERSECTION IV (Spindledepth Mines)
Swarmheart
Archer's Guild (Inversion - Sniper's Roost)
Dragonlight Depthstorm (Temple)
Stonewall Death Maze (Portal to I5) (Inversion - Firewalled)
INTERSECTION V (The End, Containment Cell ZM):
Chaos Corridor (Diamond OR Weapons OR Armor OR Potions)
The Zenithal Army
Mortality Trials
Zero Mercy
Summaries of each area and its intended design:
INTERSECTION I (Echoblast Island)
An floating island mirrored at its base and the inverted area having a different block scheme. The player spawns in at the top of the central mountain, surrounded in the lower sections, outside a ring of trees, by accelerated charged creepers that can only be destroyed by their own detonations.
Annular Garden (Inversion - Shadelight Garden)
Player must navigate down from the upper tiers of the garden to the unlit lower section, containing copious amounts of wheat as an early food source, as well as a wool.
Hanging Overgrowth
An inverted mass of spires covered in vines, providing no walkable ground except for a network of wooden bridges. Skeletons are the prime enemy, spawned in the upper reaches and dropped down the vines.
Blue Sky Palace (Inversion - Red Sun Stronghold)
Tranquil palace floating in the sky, laid out around a central tower. Proceeding to the top of the tower, it can be entered, and traversed to its bottom, where the wool lays. In the inversion the lapis block composition is replaced by netherrack, and many of the palace decorations are repurposed as defensive infrastructure.
R.I.N.G (Resonating Intermittent Nexus Gates)
The teleporter linking I1 to the rest of the map, located at the top of a network of platforms spiraling around a central pillar. Roaming ghosts are the primary threat, and secondarily columns of platforms with beacons providing slowing debuffs.
INTERSECTION II (Scintillating Basin, VESTIGE Mining Corporation Deep Water Outpost):
Two tiers of sandy alcoves cut into the main cavern, populated by pools of water. The mining outpost provides a suitable base from which to explore the intersection and travel to its areas. The basin itself extends ~100 blocks deep, filled with water and guarded against sand/gravel filling through half block coverage on the basin floor. Several hundred blocks of gold ore and gold are embedded into the bottom, minable from initial visit to the area by use of single provided iron pickaxe, allowing the for the assembly of several enchanted gold apples.
Empire of Dissident (The Old Empire)
Subterranean city above lake of lava, positioned at the top of lavafalls, and in cavern wall across the gap. Wool in located in lower cavern above lake. Tertiary cavern below lava is also accessible through ravine with elevator, containing decaying pyramids and illuminated by leaking lava from the lake above.
Shores of Cataclysm
Sandy cliff overlooking an expansive ocean of lava that has tendrils intricately twisting and rising above the sea level. The path along the wall is rigged with explosives and creepers, and gradually slopes downwards to the sea level shore where a fragmented extension of land leads out into the sea to the wool.
Sands of Insanity (Inversion - Broken Mind)
Chaotic but consistent matrix of caverns composed of sand, soul sand, and web. Projected sounds, generated torches, and water extinguishers eliminate any bearing and make exit difficult once the wool is retrieved. Inversion is the inversion of the cavern (land where there's cave, air where there was cave wall) suspended in the air.
Shadows of the Swamp (Irradiated Marsh - Music Disk)
Standard underground swamp. Many zombies, some invisible and slow moving, rise out of the many pools of water. The Irradiated Marsh provides a powerful starvation status effect, preventing sprinting and slowly killing the player if extensive time without food is spent there.
INTERSECTION III (Battleplex Warzone)
Gladiator arena stationed below the intersection. Betting and fighting for loot is possible here. Technological theme, redstone devices play a prominent role in the functioning of the intersection and travel around it.
Gear of Industry (Ember Fields, Ragesteel Forge)
Extensive factory that refines and utilizes ore mined from the Ember Fields nearby. Broken mob farming traps provide the primary challenge, but can be utilized if repaired and not destroyed. The Ember Fields is an extensive and open area, but bedrock roofed to prevent sunlight. The floor of the area mirrors that of floor utilized in the VA area of Mini-map Lightstorm Quarry, with iron instead of diamond, and more prevalent. The border of the area is a drop off of the lava into void. Fort Fengrov is located a ways out into the fields, holding a storehouse of iron in its vaults.
The Aftermath
Run down, modern-day city similar to Mini-map Cinereal. Multiple variants of zombies populate the areas in large quantities, making street travel near impossible. Ramshackle bridges between building serve as the main means of transportation in the inner city.
Swarmheart (Fang/Venom, VESTIGE Mining Corporation Complex)
The mining complex holds much equipment and many ores in storage for use, and borders on a mine entrance to a hive of spiders/silverfish. Design as a whole is akin to Mini-map Sleeping Hive (II). Fang/Venom (from the cancelled map) guard the music disk in an offshoot cavern. The wool is at the center of the hive. Possible spread of hive through use of spawners/snowmen.
INTERSECTION IV (Spindledepth Mines)
A narrow hole leading into the ground, branching off into multiple thinner passageways that likewise continue to branch/shrink. Upon reaching the bottom where the loot is located, water/lava floods into the passageways, turning the final, very thin ones into death traps.
Archer's Guild (Inversion - Sniper's Roost)
A tall castle embedded into the wall of a likewise tall cavern, tiered in steps, each one allowing the archers above to fire down below. Inversion if similar, but with void as the cavern floor and more lethal archers and defense setup, including artillery encampments in the upper keep. Reference Pic
Dragonlight Depthstorm Dragonstone Keep, Scalelight Citadel, Frostflare Depths, Lightstorm Quarry. An amalgamation of all four maps. Upper section of the cavern is frostflare, middle section is dragonstone, lower section is lightstorm, and center is the scalelight citadel structure reworked.
Stonewall Death Maze (Inversion - Firewalled)
Stone maze, grass floor, open sky. Traps and varied sections (e.g. missing floor, mob encampment, etc.) are scattered throughout. The maze loops into itself, with a smaller maze encapsulated within the main walls. Relatively straightforward area to avoid unnecessary exploration. In inversion the walls are replaced with lava, behind which ranged mobs are placed. Similar to Mini-map Devastation Gauntlet.
INTERSECTION (Containment Cell ZM)
Located in 'The End' dimension. Spawn point is in a small cell above void with pathways leading outwards. Mobs/Dispenser traps maintain an outer section around the cell. Falling into the void teleports the player back to the cell.
Chaos Corridor
Bedrock passageway centered around the concept of making basic mobs extremely hazardous solely through area design and manual redstone traps. Along with wool the player is given the option of choosing between a massive supply of diamonds, very powerful weapons, very powerful armor, or very powerful potions.
The Zenithal Army
A massive cavern with the wool atop a plateau in the center. Diamond ore is sparsely distributed around the cavern. A system of mob spawners randomly spawn mobs throughout the cavern. Each mob is entirely unique from all others, meaning each enemy encountered is completely different and thus eliminating logical anticipation.
Mortality Trials
Red Wool Area. Teleporter brings player to wool room immediately, with a full chest of 27 wool, and instructions. Player must then traverse 1 of 26 short but difficult trials with a single wool. At the end of the trial, the player must still be in possession of the wool, and then kill themselves (losing the gear that they used for that trial). Upon successfully completing each trial and dying 26 times with 26 wool, the player may finally bring the 27th piece to the Victory Altar. If the player fails to complete any trial with a wool, they will be unable to obtain the red wool for the altar.
Zero Mercy
Embodiment of the series in one final area that's a castle/battleground cross. Each death in the area makes the area more difficult.
You may encounter a lot of random signs, usually marked 'note' or 'devnote.' These are all just reminders I made to myself for later passes through the map, when I would add mobs/loot/traps. Likewise, filler blocks are employed in areas that would be replaced in MCEdit with blocks that couldn't be placed in-game, such as lava. Lapis ore was also used in conjunction with Zombe's ore finder so that I could keep track of loot chests for later filling (see 'Hanging Overgrowth' in I1).
Now, for a quick rundown on some areas not previously seen…
This is where the player would spawn upon first opening the map. It's located in the save file "Syncquential - Spawn Area." Here you could read the rules, set the type of death counter you wanted, etc. etc. As an added bonus you're in creative mode and can fly, though can't cheat due to the safeguards located below the platform.
My favorite (looking) area, Annular Garden. Pretty self explanatory here. It was the second area I ever conceptualized (after Echoblast), but went through some reworking until it was playable and pretty enough.
Blue Sky Palace. It has some nice architecture, a little blocky for my liking, which was why I was eventually planning on reworking the outer sections. There's an additional dungeon on the roof with a nice view.
One of the more epic views, particularly with a sunset in the back. Hanging Overgrowth was actually made on the fly despite extensive, previous planning to make it something different. It's a pretty interesting area, with no natural floor to stand on, making it rather precarious despite the vines.
Never could get a design down for this one. Really it was just a glorified teleportation station to the next intersection, nothing too special. Possibly would have looked nice with the aesthetic of my experimenting world ("Zero Mercy - Prep. World 2").
Intersection 2 - Scintillating Basin. It's built on the simple idea of diving down ~100 blocks, a task which seems trivial until it's tried. Half blocks and an overhang around the edge prevent any easy sanding/building down to the gold at the bottom. The gold itself is enough for a good number of Super Golden Apples, many of which would definitely be needed by I3.
Sands of Insanity. Very laggy when loading. It's concept was a very surreal environment that was difficult to navigate and be easy to get lost in. Projected noise and torches, as well as extinguishing water would be setup throughout to prevent any easy backtracking. Evil stuff and all.
A real time waster, this one. Even though it only has 1 wool, I ended up building on it until it could easily house 5. Very detailed, with lots to explore. Each house on top of the lavafalls is unique to its location, so they can be fun to look around.
Haven Base, the main base for the player, accessible from any intersection. It includes living space, teleporters, shop, dungeon, Victory Altar, and fireworks display*! The shop and teleporters have a lot of redstone to prevent cheating, but I believe both are wired up if you want to use them. (*not functional)
That covers Syncquential, here's everything else…
(Last picture shows where to access redstone). Sleeping Hive II. I just flat gave up on this one after it failed to function despite everything being correct and tested. It's basically the same as SHI, but just reworked and more complex. Taking the second wool would trigger earthquakes, waking up the hive. Silverfish would destroy the floor, revealing lava, and the initial mining base would also be destroyed and overrun on the sprint back to the VA. Pretty fun, usable, just forego the cinematic.
Merry Christmas (1.5 years late)! I'm not particularly well with the whole 'finishing maps' idea, as seen here. Despite creating the entire map with areas for all 12 wool in two days, populating chests and placing spawners was something that I could never get around to finishing. It's semi-playable, though, only the final areas remain un-finalized, as well as a gimmick at spawn, so you can try it out, if you want.
Also, my testing/preparation world. Here you can find all my loot boxes, custom mobs, and inventions, most intended for Sync. Not a whole lot else to say, though if you want a quick way back to the main platform just jump into the void and you'll get teleported on up.
Zero Mercy - Legacy Included:
1. Syncquential (Spawn point, I1, I2, base)
2. Advent Map 2012 - Sleeping Hive II
3. Advent Map 2012 25/25
4. Zero Mercy Test World
5. Text Files with dev notes on Sync. layout, enemies, books, and rules.
6. Map of Syncquential (one from above)
Feel free to use anything for your own maps, and let me know if you do, I'd love to see what's made of it!
First thought: Whoa, nice picture. I wonder who WHAAAAAAAT
Second thought: HAS XEKAJ RETURNED?!
Third thought: No.
Seriously, you had my hopes up for a split second.
But... this is still awesome. I am amazed at what you've done. There are no words to adequately describe what I'm seeing here... I might as well not try.
I guess you really are leaving now that you've given us all this. Goodbye, Xekaj. It's been fun.*
*For varying definitions of "fun". Most of which involve rage.
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
The blocks look ok together, but it can be improved. I suggest you try make the border between purple and cyan less obvious. Also, try make your white brushes stick out or indent 1-2 blocks, so they look like veins instead odf just brushes. I think that a few of the greener pieces stained clay, or maybe the normal clay, would mix in nicely. I dont really like seeing bricks in a natural formation though.
Problem is that you need to start from scratch to not offend his/her ToS...
TOS isn't posted on the forum page. The source is here if anyone is interested.
sorry, i probably sound like a noob here... but what commands whould i use, and how? (i already know all the effect ids, don't bother listing them)
edit: ok, evidently nobody cares that i asked a question, so just never mind.
After some initial testing, a guardian on a ghast wont shoot through the whole ghast. This means that you won't get zapped if you are directly below the ghast or close to it, but the guardian will zap you if the angle is sufficient. Might be different with the elder though. Guardians also can't shoot through walls thankfully.
That looks really cool!
...it's safe to post help on CTM map making, right?
To make Caesar ciphers, I use (M=E).
CTMs completed: None, I'm bad at these.
CTM working on:Uncharted Territory 3
Ooooohh.
OOOOOOOOHHHHHHH!
I foresee the Guardian spending the rest of its days as a utility mob.
Nuuuuh you stole my idea ; - ;
But also you could do this with farm animals so when they go to kill them..... Zap!
How to make an ender dragon actually challenging? stick a guardian on it with 100 attack damage and follow distance attributes. I'm wearing full diamond gear with protection 4 in this video and I still need stacked HP potions to kill it, although it would have prolly been easier if I managed to pop the invisible guardian first. And obviously if I were to implement this the attack damage would be toned down a bit... eh heh
Hook up a comparator as an output to a command block with the command /effect @a clear. The comparator will output the number of players the effect has been cleared from. Then, just set up some command blocks to give the player an effect.
thanks, but... that wasn't what i was asking. read the post i quoted.
edit: NO WAIT STOP that is what i was asking sorry and thank you
And also is it possible to evade the Guardians' attack once they locked their shot at us? I haven't play the snapshot yet.
You can cancel the attack after it starts beaming you by either getting up really close to it, getting out of its follow distance, or hiding behind blocks. It's not as much about evasion as cancelation.
Anyways, I suppose this is rather overdue. I briefly considered trying to finish Syncquential, but just couldn't get back to the mapping level I was at before. So instead of indecisively holding on to this stuff, never to use it, I'm finally putting it up for download so you guys can make something of it.
In the spoiler below are images and notes of what's included.
Area List:
INTERSECTION I (Echoblast Island (Self-Inversion)):
Annular Garden (Inversion - Shadelight Garden) (1st Temple)
Hanging Overgrowth
Blue Sky Palace
R.I.N.G. (Resonating Intermittent Nexus Gates)
INTERSECTION II (Scintillating Basin (Gold), VESTIGE Mining Corporation Deep Water Outpost):
Sands of Insanity (Inversion - Broken Mind)
Empire of Dissident
Shores of Cataclysm
Shadows of the Swamp (Irradiated Marsh - Music Disk)
INTERSECTION III (Battleplex Warzone):
Shadows of the Swamp
Gears of Industry (Ember Fields-Iron, Ragesteel Forge)
The Aftermath (Temple)
Swarmheart (Fang/Venom - Music Disk) (Entrance Area - VESTIGE Mining Corporation Complex)
INTERSECTION IV (Spindledepth Mines)
Swarmheart
Archer's Guild (Inversion - Sniper's Roost)
Dragonlight Depthstorm (Temple)
Stonewall Death Maze (Portal to I5) (Inversion - Firewalled)
INTERSECTION V (The End, Containment Cell ZM):
Chaos Corridor (Diamond OR Weapons OR Armor OR Potions)
The Zenithal Army
Mortality Trials
Zero Mercy
Summaries of each area and its intended design:
INTERSECTION I (Echoblast Island)
An floating island mirrored at its base and the inverted area having a different block scheme. The player spawns in at the top of the central mountain, surrounded in the lower sections, outside a ring of trees, by accelerated charged creepers that can only be destroyed by their own detonations.
Annular Garden (Inversion - Shadelight Garden)
Player must navigate down from the upper tiers of the garden to the unlit lower section, containing copious amounts of wheat as an early food source, as well as a wool.
Hanging Overgrowth
An inverted mass of spires covered in vines, providing no walkable ground except for a network of wooden bridges. Skeletons are the prime enemy, spawned in the upper reaches and dropped down the vines.
Blue Sky Palace (Inversion - Red Sun Stronghold)
Tranquil palace floating in the sky, laid out around a central tower. Proceeding to the top of the tower, it can be entered, and traversed to its bottom, where the wool lays. In the inversion the lapis block composition is replaced by netherrack, and many of the palace decorations are repurposed as defensive infrastructure.
R.I.N.G (Resonating Intermittent Nexus Gates)
The teleporter linking I1 to the rest of the map, located at the top of a network of platforms spiraling around a central pillar. Roaming ghosts are the primary threat, and secondarily columns of platforms with beacons providing slowing debuffs.
INTERSECTION II (Scintillating Basin, VESTIGE Mining Corporation Deep Water Outpost):
Two tiers of sandy alcoves cut into the main cavern, populated by pools of water. The mining outpost provides a suitable base from which to explore the intersection and travel to its areas. The basin itself extends ~100 blocks deep, filled with water and guarded against sand/gravel filling through half block coverage on the basin floor. Several hundred blocks of gold ore and gold are embedded into the bottom, minable from initial visit to the area by use of single provided iron pickaxe, allowing the for the assembly of several enchanted gold apples.
Empire of Dissident (The Old Empire)
Subterranean city above lake of lava, positioned at the top of lavafalls, and in cavern wall across the gap. Wool in located in lower cavern above lake. Tertiary cavern below lava is also accessible through ravine with elevator, containing decaying pyramids and illuminated by leaking lava from the lake above.
Shores of Cataclysm
Sandy cliff overlooking an expansive ocean of lava that has tendrils intricately twisting and rising above the sea level. The path along the wall is rigged with explosives and creepers, and gradually slopes downwards to the sea level shore where a fragmented extension of land leads out into the sea to the wool.
Sands of Insanity (Inversion - Broken Mind)
Chaotic but consistent matrix of caverns composed of sand, soul sand, and web. Projected sounds, generated torches, and water extinguishers eliminate any bearing and make exit difficult once the wool is retrieved. Inversion is the inversion of the cavern (land where there's cave, air where there was cave wall) suspended in the air.
Shadows of the Swamp (Irradiated Marsh - Music Disk)
Standard underground swamp. Many zombies, some invisible and slow moving, rise out of the many pools of water. The Irradiated Marsh provides a powerful starvation status effect, preventing sprinting and slowly killing the player if extensive time without food is spent there.
INTERSECTION III (Battleplex Warzone)
Gladiator arena stationed below the intersection. Betting and fighting for loot is possible here. Technological theme, redstone devices play a prominent role in the functioning of the intersection and travel around it.
Gear of Industry (Ember Fields, Ragesteel Forge)
Extensive factory that refines and utilizes ore mined from the Ember Fields nearby. Broken mob farming traps provide the primary challenge, but can be utilized if repaired and not destroyed. The Ember Fields is an extensive and open area, but bedrock roofed to prevent sunlight. The floor of the area mirrors that of floor utilized in the VA area of Mini-map Lightstorm Quarry, with iron instead of diamond, and more prevalent. The border of the area is a drop off of the lava into void. Fort Fengrov is located a ways out into the fields, holding a storehouse of iron in its vaults.
The Aftermath
Run down, modern-day city similar to Mini-map Cinereal. Multiple variants of zombies populate the areas in large quantities, making street travel near impossible. Ramshackle bridges between building serve as the main means of transportation in the inner city.
Swarmheart (Fang/Venom, VESTIGE Mining Corporation Complex)
The mining complex holds much equipment and many ores in storage for use, and borders on a mine entrance to a hive of spiders/silverfish. Design as a whole is akin to Mini-map Sleeping Hive (II). Fang/Venom (from the cancelled map) guard the music disk in an offshoot cavern. The wool is at the center of the hive. Possible spread of hive through use of spawners/snowmen.
INTERSECTION IV (Spindledepth Mines)
A narrow hole leading into the ground, branching off into multiple thinner passageways that likewise continue to branch/shrink. Upon reaching the bottom where the loot is located, water/lava floods into the passageways, turning the final, very thin ones into death traps.
Archer's Guild (Inversion - Sniper's Roost)
A tall castle embedded into the wall of a likewise tall cavern, tiered in steps, each one allowing the archers above to fire down below. Inversion if similar, but with void as the cavern floor and more lethal archers and defense setup, including artillery encampments in the upper keep.
Reference Pic
Dragonlight Depthstorm
Dragonstone Keep, Scalelight Citadel, Frostflare Depths, Lightstorm Quarry. An amalgamation of all four maps. Upper section of the cavern is frostflare, middle section is dragonstone, lower section is lightstorm, and center is the scalelight citadel structure reworked.
Stonewall Death Maze (Inversion - Firewalled)
Stone maze, grass floor, open sky. Traps and varied sections (e.g. missing floor, mob encampment, etc.) are scattered throughout. The maze loops into itself, with a smaller maze encapsulated within the main walls. Relatively straightforward area to avoid unnecessary exploration. In inversion the walls are replaced with lava, behind which ranged mobs are placed. Similar to Mini-map Devastation Gauntlet.
INTERSECTION (Containment Cell ZM)
Located in 'The End' dimension. Spawn point is in a small cell above void with pathways leading outwards. Mobs/Dispenser traps maintain an outer section around the cell. Falling into the void teleports the player back to the cell.
Chaos Corridor
Bedrock passageway centered around the concept of making basic mobs extremely hazardous solely through area design and manual redstone traps. Along with wool the player is given the option of choosing between a massive supply of diamonds, very powerful weapons, very powerful armor, or very powerful potions.
The Zenithal Army
A massive cavern with the wool atop a plateau in the center. Diamond ore is sparsely distributed around the cavern. A system of mob spawners randomly spawn mobs throughout the cavern. Each mob is entirely unique from all others, meaning each enemy encountered is completely different and thus eliminating logical anticipation.
Mortality Trials
Red Wool Area. Teleporter brings player to wool room immediately, with a full chest of 27 wool, and instructions. Player must then traverse 1 of 26 short but difficult trials with a single wool. At the end of the trial, the player must still be in possession of the wool, and then kill themselves (losing the gear that they used for that trial). Upon successfully completing each trial and dying 26 times with 26 wool, the player may finally bring the 27th piece to the Victory Altar. If the player fails to complete any trial with a wool, they will be unable to obtain the red wool for the altar.
Zero Mercy
Embodiment of the series in one final area that's a castle/battleground cross. Each death in the area makes the area more difficult.
You may encounter a lot of random signs, usually marked 'note' or 'devnote.' These are all just reminders I made to myself for later passes through the map, when I would add mobs/loot/traps. Likewise, filler blocks are employed in areas that would be replaced in MCEdit with blocks that couldn't be placed in-game, such as lava. Lapis ore was also used in conjunction with Zombe's ore finder so that I could keep track of loot chests for later filling (see 'Hanging Overgrowth' in I1).
Now, for a quick rundown on some areas not previously seen…
This is where the player would spawn upon first opening the map. It's located in the save file "Syncquential - Spawn Area." Here you could read the rules, set the type of death counter you wanted, etc. etc. As an added bonus you're in creative mode and can fly, though can't cheat due to the safeguards located below the platform.
My favorite (looking) area, Annular Garden. Pretty self explanatory here. It was the second area I ever conceptualized (after Echoblast), but went through some reworking until it was playable and pretty enough.
Blue Sky Palace. It has some nice architecture, a little blocky for my liking, which was why I was eventually planning on reworking the outer sections. There's an additional dungeon on the roof with a nice view.
One of the more epic views, particularly with a sunset in the back. Hanging Overgrowth was actually made on the fly despite extensive, previous planning to make it something different. It's a pretty interesting area, with no natural floor to stand on, making it rather precarious despite the vines.
Never could get a design down for this one. Really it was just a glorified teleportation station to the next intersection, nothing too special. Possibly would have looked nice with the aesthetic of my experimenting world ("Zero Mercy - Prep. World 2").
Intersection 2 - Scintillating Basin. It's built on the simple idea of diving down ~100 blocks, a task which seems trivial until it's tried. Half blocks and an overhang around the edge prevent any easy sanding/building down to the gold at the bottom. The gold itself is enough for a good number of Super Golden Apples, many of which would definitely be needed by I3.
Sands of Insanity. Very laggy when loading. It's concept was a very surreal environment that was difficult to navigate and be easy to get lost in. Projected noise and torches, as well as extinguishing water would be setup throughout to prevent any easy backtracking. Evil stuff and all.
A real time waster, this one. Even though it only has 1 wool, I ended up building on it until it could easily house 5. Very detailed, with lots to explore. Each house on top of the lavafalls is unique to its location, so they can be fun to look around.
Haven Base, the main base for the player, accessible from any intersection. It includes living space, teleporters, shop, dungeon, Victory Altar, and fireworks display*! The shop and teleporters have a lot of redstone to prevent cheating, but I believe both are wired up if you want to use them.
(*not functional)
That covers Syncquential, here's everything else…
(Last picture shows where to access redstone). Sleeping Hive II. I just flat gave up on this one after it failed to function despite everything being correct and tested. It's basically the same as SHI, but just reworked and more complex. Taking the second wool would trigger earthquakes, waking up the hive. Silverfish would destroy the floor, revealing lava, and the initial mining base would also be destroyed and overrun on the sprint back to the VA. Pretty fun, usable, just forego the cinematic.
Merry Christmas (1.5 years late)! I'm not particularly well with the whole 'finishing maps' idea, as seen here. Despite creating the entire map with areas for all 12 wool in two days, populating chests and placing spawners was something that I could never get around to finishing. It's semi-playable, though, only the final areas remain un-finalized, as well as a gimmick at spawn, so you can try it out, if you want.
Also, my testing/preparation world. Here you can find all my loot boxes, custom mobs, and inventions, most intended for Sync. Not a whole lot else to say, though if you want a quick way back to the main platform just jump into the void and you'll get teleported on up.
Zero Mercy - Legacy
Included:
1. Syncquential (Spawn point, I1, I2, base)
2. Advent Map 2012 - Sleeping Hive II
3. Advent Map 2012 25/25
4. Zero Mercy Test World
5. Text Files with dev notes on Sync. layout, enemies, books, and rules.
6. Map of Syncquential (one from above)
Feel free to use anything for your own maps, and let me know if you do, I'd love to see what's made of it!
~Xek
WHAT
First thought: Whoa, nice picture. I wonder who WHAAAAAAAT
Second thought: HAS XEKAJ RETURNED?!
Third thought: No.
Seriously, you had my hopes up for a split second.
But... this is still awesome. I am amazed at what you've done. There are no words to adequately describe what I'm seeing here... I might as well not try.
I guess you really are leaving now that you've given us all this. Goodbye, Xekaj. It's been fun.*
*For varying definitions of "fun". Most of which involve rage.
The blocks look ok together, but it can be improved. I suggest you try make the border between purple and cyan less obvious. Also, try make your white brushes stick out or indent 1-2 blocks, so they look like veins instead odf just brushes. I think that a few of the greener pieces stained clay, or maybe the normal clay, would mix in nicely. I dont really like seeing bricks in a natural formation though.