Patricius and I have completed our first demonstration map generated using the dungeon generator!
It's been over a year since we started the project, so I am eager to share it as soon as possible. Because of this, I have not yet done another test run of the map (though I have done many of maps generated using recent versions of the generator and its associated resources). However, I have tested all of the command block related code, and it all appears to be working. I will be doing a test run with Pat alongside anyone who gives it a try and updating this post with any necessary bugfixes.
Please refer to the thread linked above for more preview screenshots. Previews of some things have been excluded, as they would be spoilers - the map is not just a demonstration of the generator's capability, but also of our map making skills and, personally, my event/command coding skills using abuse of things like MC's "execute" command and...you guessed it...armor stands.
has videos of previews of generated dungeons as well, including a beta version of the currently much more cinematic bossfight meant to be midway into the adventure. Of course, it's a non-linear world, so "midway" isn't necessarily midway at all!
There are currently 8 "fleece" - you'll know when you've found them because they will have custom names and lore attached to the items - to find and place on the poorly-made temporary Victory Monument. We are not currently generating the monument or the system for spawning players at the "map start", so you will need to use a command black on the spawning island to teleport to the correct spawn point.
There are also 2 hidden "skulls" to collect. They are the skulls of hextator and Firemblemaniac (our heads!).
There are also a few bonus skulls to hunt, but they are not part of the monument. They belong to characters inspired by the Mario series of games.
Also, fair warning - the generator placed the area I chose to be the "spawn area" in an awkward place compared to usual, which may make things a bit tricky even for experienced CTM players to deal with. As a hint, try to avoid the quartz-built area early on and consider digging through suspicious walls instead. The generator doesn't care about the difficulty of the various areas it generates and will gladly place high tier areas next to low tier ones (which can result in hilarious deaths from overpowered enemies seeping into otherwise tame biomes).
Please note that I left gamerule doMobSpawning false when I created the download. The map works fine like this, but for the intended difficulty, please set gamerule doMobSpawning true before you start! This is the setting Pat and I will be playtesting with.
I finished the test run of the map and found only two issues.
The first is that the vault in the Lab biome does not always work. It seems to be random (possibly dependent on whether there is player data for that player in the world), but dropped skulls will not always have the same format for their owner tags, which makes it hard to properly test for a player's skull like the vault is meant to.
If you possess the "Lab Founder's Head" item and still cannot open the Founder's Vault, you will need to remove the bedrock barrier in creative mode.
I am not sure how to cleanly account for both possible tag formats (why is it not consistent, Mojang?) at the moment.
The other issue is unbearable lag. Everything will play quite slowly on a weak PC, possibly even a strong one. I am not sure what is causing this behavior as it does not seem to be related to any changes made since the last time the map ran smoothly, though it's not the first time a generated map was slow to play on. I suspect it is simply a consequence of the 1.12 update, possibly due to most of the generator's resources still being from 1.10 and 1.11, but multiple restarts of the server and loadings of the chunks doesn't fix the issue, so it's hard to pin down the cause. Turning off natural mob spawns and removing most of the entities did not help the lag either. It could just be that my 7-8 year old laptop, which I am stuck with after ASUS sold me a 2400 US$ self-bricking piece of garbage that lasted only 3 years, is not able to run 1.12.1 maps at good speed.
Following from our efforts documented in the following thread:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/2769902-preview-minecraft-1-10-dungeon-generator
Patricius and I have completed our first demonstration map generated using the dungeon generator!
It's been over a year since we started the project, so I am eager to share it as soon as possible. Because of this, I have not yet done another test run of the map (though I have done many of maps generated using recent versions of the generator and its associated resources). However, I have tested all of the command block related code, and it all appears to be working. I will be doing a test run with Pat alongside anyone who gives it a try and updating this post with any necessary bugfixes.
Please refer to the thread linked above for more preview screenshots. Previews of some things have been excluded, as they would be spoilers - the map is not just a demonstration of the generator's capability, but also of our map making skills and, personally, my event/command coding skills using abuse of things like MC's "execute" command and...you guessed it...armor stands.
My YouTube channel:
http://www.youtube.com/7eld
has videos of previews of generated dungeons as well, including a beta version of the currently much more cinematic bossfight meant to be midway into the adventure. Of course, it's a non-linear world, so "midway" isn't necessarily midway at all!
Here is one of the aforementioned videos:
Here is the download link for the demo:
http://www.mediafire.com/file/348tynf5yha91aj/Hex_Pat_DG_1.12_20170904.1326.zip
How to play:
There are currently 8 "fleece" - you'll know when you've found them because they will have custom names and lore attached to the items - to find and place on the poorly-made temporary Victory Monument. We are not currently generating the monument or the system for spawning players at the "map start", so you will need to use a command black on the spawning island to teleport to the correct spawn point.
There are also 2 hidden "skulls" to collect. They are the skulls of hextator and Firemblemaniac (our heads!).
There are also a few bonus skulls to hunt, but they are not part of the monument. They belong to characters inspired by the Mario series of games.
Also, fair warning - the generator placed the area I chose to be the "spawn area" in an awkward place compared to usual, which may make things a bit tricky even for experienced CTM players to deal with. As a hint, try to avoid the quartz-built area early on and consider digging through suspicious walls instead. The generator doesn't care about the difficulty of the various areas it generates and will gladly place high tier areas next to low tier ones (which can result in hilarious deaths from overpowered enemies seeping into otherwise tame biomes).
Please note that I left gamerule doMobSpawning false when I created the download. The map works fine like this, but for the intended difficulty, please set gamerule doMobSpawning true before you start! This is the setting Pat and I will be playtesting with.
I finished the test run of the map and found only two issues.
The first is that the vault in the Lab biome does not always work. It seems to be random (possibly dependent on whether there is player data for that player in the world), but dropped skulls will not always have the same format for their owner tags, which makes it hard to properly test for a player's skull like the vault is meant to.
If you possess the "Lab Founder's Head" item and still cannot open the Founder's Vault, you will need to remove the bedrock barrier in creative mode.
I am not sure how to cleanly account for both possible tag formats (why is it not consistent, Mojang?) at the moment.
The other issue is unbearable lag. Everything will play quite slowly on a weak PC, possibly even a strong one. I am not sure what is causing this behavior as it does not seem to be related to any changes made since the last time the map ran smoothly, though it's not the first time a generated map was slow to play on. I suspect it is simply a consequence of the 1.12 update, possibly due to most of the generator's resources still being from 1.10 and 1.11, but multiple restarts of the server and loadings of the chunks doesn't fix the issue, so it's hard to pin down the cause. Turning off natural mob spawns and removing most of the entities did not help the lag either. It could just be that my 7-8 year old laptop, which I am stuck with after ASUS sold me a 2400 US$ self-bricking piece of garbage that lasted only 3 years, is not able to run 1.12.1 maps at good speed.