I just wanted to share a map, the progress and maybe even some helpful information for others. Comments and feedback are always welcome. Thanks for reading
Backstory
(Extended Version the backstory on the map is extremely abridged...because I didn't want to have to type it all on the signs lol):
A long, long, time ago the gods decided to create a world known as Minecraftia. In this world they placed everything from the dirt to stone, the water and sand, the ores, trees, and skies. They then created life, chickens, sheep, cows, pigs and squid. Pleased with themselves they decided to create a being to rule over this world. Thus the first steves were born.
The gods told the first steves that they would live totally peaceful and fulfilling lives. That they would be left wanting for nothing, food would be plentiful and diamonds would be everywhere. However the gods left one rule. The Steves must never open a portal to the Nether. The Steves agreed and soon they prospered and tamed the land and the beasts that dwelled upon it. They built villages and towns. The gods smiled upon their creations and decided to share with them a way to harness power from the land itself. They gave them Redstone. With this new power source they were able to automate most of their tasks, and their villages grew into cities and their towns into castles.
One day, a particularly curious Citizen who's name shall not be spoken. Decided that he wanted to see what exactly was in the Nether. So one night he placed the obsidian in the shape of a portal and lit it. The portal gave off a foreboding purple glow, strange sounds emanating from within. Just then thunder cracked the sky. "You fool" echoed around the world, "For your insubordination the world shall suffer" the gods voices boomed. Lightning rained down from the sky, destroying cities, burning everything. The dead rose from graves in the form of skeletons and zombies, creepers and spiders poured out of the portal. The gods then punished "him" for his curiosity by taking his eyes and banishing him to purgatory forever. They then stripped the world of diamonds and sealed them into A cave sealed by magic.
The world was falling into ruin, the gods abandoned the world, every night the evil hordes would attack. One day though a brilliant scientist developed a way for the remaining survivors to essentially become immortal. He created special rooms, built from redstone itself, sleeping in these special rooms allowed the survivors to have a second chance to rebuild their society...however....The survivors left started fighting between each other for supplies. Many deaths occurred and many of these rooms were lost. Two sides arose from the battles the Red and Blue faction.
Each faction built a mighty fortress on the outskirts of the cave said to house the worlds diamonds. Each side battling for the riches held within. Although many attempted the door seemed impassable, locked by a magical force. One night a mysterious figure appeared before the leader of each faction and told them the mysterious cave the gods sealed could be opened by destroying the redstone torches that powered the enemies stronghold, and their safe rooms. The figure said only when one side falls will the redstone power return to the land and the door shall open. Was the figure a regretful God trying to help their remaining children? Or was it "him" trying to trick the people into opening something...Evil.
To this day the 8 survivors still do battle both sides trying to destroy the other for the riches supposedly held in the cave. With supplies running low on both sides one thing is clear, victory or death creeps ever closer for each of these factions...will you be the one to win the war? Will you be the one to open the door? Only time will tell...
Map Objective
The objective of the map is to make your way into the enemy base, and break all of their redstone torches by pushing a "self-destruct" button. However besides the enemy team trying to kill you, each torch holds a challenge of it's own, wether it be parkour, protected by hostile mobs, etc...however should you break one of these torches a bonus will be granted to your team.
Also I have implemented a class system into the map. Your class is chosen in the spawn room, and resets when you leave the room. The classes are as followed.
(UPDATE: I will be adding certain enchants for each class, along with certain potions to try to implement more strategic gameplay, all potions will be maxed out duration wise. Also the enchants are subject to change depending on how balanced everything is on beta testing)
Classes:
Knight: Chain Chestplate, Chain boots, Stone sword
Potion: Strength 1
Enchants: Sharpness 1
Main melee class, deadly at close range but vulnerable to long distance attacks.
Thief: Leather Chestplate, Stone sword, Bow & Arrows
Potion: Swiftness 1
Enchants: Power 1, Punch 1, Feather falling 4
Quick and nimble this class prefers long distance combat. Ideal for hit and run gameplay.
Noble: Gold Helmet, Gold Sword, Bow & Arrow, Splash potion of poison 1 (min duration)
Potion: Regeneration 1
Enchants: Fire Aspect 1, Flame 1
This class is all about DoTs (Damage over time) nobles prefer to let their fire and poison do the dirty work, don't get caught in a fight though as their armor is relatively weak.
Paladin: Iron Chest, Iron boots, Wooden sword
Potion: Fire Resistance 1
Enchants: Projectile protection 1, Fire Protection 1, Sharpness 1
The Tank. Able to absorb a lot of damage, although lacking in firepower, this class can prove invaluable for crawling through mobs and enemies.
Rules:
1)No breaking or placing blocks, the only thing you can use are buttons to destroy the torches.
2)No crafting
3)Duplicating of any kind is not allowed.
4)You ARE ALLOWED to use a dead players gear.
5)You must stay within the confines of the play area.
6)All players must sleep when they arrive at their spawn room.
7)All players must push the ready button to begin the match.
8)Must be played on AT LEAST EASY, NEVER PEACEFUL.
In this next section I will talk about my ideas for the torch locations, challenges and bonuses ( Torch 1 will also correspond with challenge 1 and bonus 1 etc...) , while hopefully not spoiling too much
Redstone Torch Locations:
1)Hidden near the castle gate.
2)Located in the castle courtyard
3)On top of the broken down tower
4)Located in the armory/Forge
5)Located in the dungeon
6)Located in the throne room
Redstone Torch Challenge:
1)You will have to shoot several mine carts hidden in the castle wall with a bow to reveal the torch.
2)This torch (and button) will be well hidden and the players will need to find it.
3)You will need to parkour up the tower to the top to reach the torch
4)Hehehe..blacksmiths use fire to shape weapons...in Minecraftia they found lava works to...problem is the ongoing war has made quite a mess...
5)Beware of hostile mobs *Hissssss....*
6)This will be a straight up battle to reach as the opposing players will be able to enter this area very quickly if they die.
Redstone Torch Bonus:
1) No real bonus per say, but in order to reach any of the other torches this one must be taken out as it activates the gate allowing your team entry into the opposing teams castle.
2)Your team receives one golden apple each upon their next respawn.
3)Causes Lava to leak from your signal tower, making getting up your tower more difficult for the enemy.
4)Being an armory/forge I think a chest of better armor and weapons is fitting
5)Breaking the enemy torch will make your dungeon completely dark. Making it very difficult to navigate and very dangerous being full of hostile mobs.
6)Look under the throne for your reward
In this next section I will try to explain the diffrent mechanics I have or am planning to implement.
Mechanics/Circuits:
•At the main spawn of the world, besides the rules and torch into boards, I have built a team randomizer for players who don't want to choose which side they are on it uses the mechanic of dispensers randomly shooting out different objects if there is more then one kind inside (IE: In this case red and blue wool)
•There will be hidden chests on the map with some really good supplies, some are easy to reach, others....require sacrifice....
•There will be a cave which will only be accessible when one team has won. Inside the winners can collect their reward.
•There will be a health bar above each base showing which torches are left. It is basically a tile-able block-swapper which shifts from green wool to red wool.
•The spawn room consists of several circuits and mechanics. The class selection is actually a modified cart selection circuit. It uses RS-NOR latch arrays to make sure only one class is selectable at a time, also it allows for the class selection to be reset when the player leaves the room.
•Not wanting the players to die of starvation I made the pressure plate to enter the ready room also activate a dispenser to shoot out steak. I also hooked the golden apple circuit to this. So when you break the enemy torch the steak and an apple will come out on your next spawn.
•When the healthbar empties completely for a team, I have setup a circuit that will destroy the teams spawn rooms. So they will now spawn back at the main world spawn. After all only the winners should get the prize also a signal will be sent to the door to the mysterious cave and it will open.
•Depending on which class you choose, on your way up the playarea your character will be hit with a beneficial splash potion.
•I have many more circuits planned and will do my best to update this thread when I implement them.
On to the pictures....Here I will post a picture and try to tell you about the picture or if it's a circuit what it does and why I chose that configuration.
Also inb4 I should have used an AND gate for each team, then just have one wire going to an AND gate for both teams :P....dat moment when you step back and realize you could have saved yourself an hour by doing something simple *FacePalm*
Here is the main world spawn for all players keep in mind this is not set in stone. Also you may notice the stone ring around the bottom that's because the entire spawn will be located in the centre of a mountain (with the area above the spawn being open to the sky to allow spawning in the proper place of course)
This is just a night pic of the pillar under the spawn platform
Next is the team randomizer in all it's simplistic glory lol. I already explained this earlier so I will not go into detail about it again.
Next up are some outside overview shots of the spawn rooms. The colored wool are different circuits Iron (seen from the underneath photo) is for class selection, orange is input for the ready button, yellow is the output for the ready button, pink is the golden apple circuit. I normally don't like to use too much glowstone but in this map I need to light up everything if I want the hostile mobs to spawn in the right locations....Give us monster spawner blocks 4J ;p
Next I have a shot of the RS-NOR Latch Array I used for my class selection. Please note that the order in which you build this DOES matter.
And here is the exit out of the spawn room and the reset signal for the RS-NOR latch.
Here is the circuit for the golden apple dispenser. The redstone leading up to the glowstone goes to the steak dispenser, and when the correct torch is broken the signal coming from the pink wool inverts, which retracts the piston which allows the signal to also be carried to the golden apple dispenser.
The next photos will show the inside of the spawn rooms. The first picture is what you will be greeted by when you enter. There is a pressure plate behind the sign that activates the iron door and steak dispenser.
This is a picture of the bed placement and of the class selection wall. The redstone Torch will light up when you select that class, also if you select a new class it will turn off all the torches and light up the new one.
Here is a picture of the ready room where players receive their food and get locked in at the start of the match. Only when all players push the button will the second iron door open. I also added an RS-NOR latch to the button which I show in the following picture so players only have to push the button once.
Here is the gear room. As you can see depending on which class you select the pistons will retract allowing you access. Also the exit/class reset button can be seen in the distance.
Some work on making the map look up to quality. I started building the mountain that will encase the spawn. I am also surrounding the map with mountains as a way to keep players in. Let me know what you think. Keep in mind this is just for looks under the spawn room players won't be able to access this area.
First stage of transformation.
Second stage added some more ores for some detail and a mineshaft for some contrast.
Third Stage added dirt and gravel patches.
UPDATE 12/28/12
Still working on spawn a bit. Trying to close in the ceiling a little. Don't worry about the flat spots I will be naturalizing everything.
I also enclosed all the rail lines (pain in the ***) to give the illusion they are still in a cave. I also softened the transition from stone to stone bricks by periodically making patches of the bricks leading to the smaller tunnels.
My Minecraft OCD kicked in and I totally rebuilt my wiring lol. I did this for two reasons. First being that I wanted to cleanup the wiring a bit, the second being I had a change of plans, after some calculations I found my designs for the play area would intrude upon the spawn rooms. Not willing to compromise my ideas I moved the play area from below the spawn rooms to above. This gives me an enormous amount of room to run wiring and It allows me to build the dungeon and forge areas of the map with no problem.
Here is a picture of the cleaning process. Much cleaner then before. I have the ready buttons leading to 4 RS-NOR latches which lead to an AND gate so i have 1 wire leading to the other AND gate instead of 4 for each team.
The main AND gate.
I also lit up the wiring with glowstone to prevent mob spawning. The underneath of the playarea will all be lit up as well.
And finally the new play area Tons of room to lay everything out the way I want to.
Also I have made some additions to the spawn rooms not shown. I have splash potion dispensers that will give you a buff depending on your class (thief = swiftness etc...) I'm also going to enchant certain pieces of every classes armory to add some more variety to the game. I'm not doing that until 4J does some changes to enchanting/creative mode though. Getting that many of the same enchant is horrible! I'd rather mine bedrock all day lol. So until they make it so items don't leave your inventory in creative when placing them in chests, or allow us to pick the exact enchants I'm holding off on that for now.
Update 01/07/13
I have finished the magic cave that opens when someone wins the match. I thought I would give you a tiny sneak peak. This is just the hall leading to the actual cave...I wonder what's in the center of the room here
Keep in mind players will never see the outside of this building as it will be hidden/buried in a mountain.
And I laid out some markers so I can layout the castles the same way, not shown is the work I have done with the mountains bordering the playarea.
As always comments and suggestions are always welcome. Thanks for viewing.
Nice to see you've finally finished this build. It looks pretty amazing, I'll have to come check it out some time.
Haha not finished yet just at a point where I can share what I've done so far. However your more then welcome to come check it out whenever you want. Thanks again for setting me on the right track with the RS-NOR Latches for the class selection
Nope, no download announcement here aha just thought I would document my journey through building a redstone powered PvP map. Also posting here would also help me find beta testers when the time comes.
Nope, no download announcement here aha just thought I would document my journey through building a redstone powered PvP map. Also posting here would also help me find beta testers when the time comes.
There are some in the OP they are in the spoiler section. I have more but my thumbs hurt from typing all that on my phone I'll post the other pics tomorrow.
Haha not finished yet just at a point where I can share what I've done so far. However your more then welcome to come check it out whenever you want. Thanks again for setting me on the right track with the RS-NOR Latches for the class selection
Oh... I see this now... and I feel dumb. First time I saw the thread I just kind of skimmed, looked at screenshots, went back to trolling people on GTA. Anyway, the main concern is it may be difficult to tell what team a certain person is on. A 3 vs. 3 skirmish could easily turn into a free-for-all moshpit. I'm guessing you will use BUDs behind the torches, connected to the scoreboard? And are you planning to add win detection? It would be pretty easy to do with something essentially based on score.
Oh... I see this now... and I feel dumb. First time I saw the thread I just kind of skimmed, looked at screenshots, went back to trolling people on GTA. Anyway, the main concern is it may be difficult to tell what team a certain person is on. A 3 vs. 3 skirmish could easily turn into a free-for-all moshpit. I'm guessing you will use BUDs behind the torches, connected to the scoreboard? And are you planning to add win detection? It would be pretty easy to do with something essentially based on score.
Ya I will for the most part be using BUD switches. Also my main concern is the team recognition as well. Aside from player skins and XBL parties (which is not the best option) there isn't much in the way of distinguishing teams. I do have a win detection circuit worked out already. Haha you should see the mess of my test world lol
Ya I will for the most part be using BUD switches. Also my main concern is the team recognition as well. Aside from player skins and XBL parties (which is not the best option) there isn't much in the way of distinguishing teams. I do have a win detection circuit worked out already.
I would just go with a BUD by itself, rather than a switch. Someone may try to be sneaky and update the spot where a torch would be, increasing the "health" of their base. As for teams, my ideas are no better than yours. I think chainmail armor is just as effective as iron armor, but team-based equipment would defeat the purpose of class loadouts.
I know the feeling. When I start a project, I tend to come up with some idea I want to try out. I just save a backup of the world as-is, then keep the test copy on my HDD. Once I'm done building prototypes, come up with a final design and such, I write over the HDD copy with the original backup.
One would have to be a moron to answer "yes" to that question.
Haha as much as I would love to share this map when it's complete, I'm afraid I won't until 4J implement some sort of map sharing ability (which honestly should have been built into the game in the first place but that's a rant for another day) I will however be hosting the map everyday for a while when I complete it.
Update when I get off work, classes now have specific enchants on a few key pieces of their gear, I have also incorporated potions Into the mix, now when exiting the spawn room each class will receive a specific potion effect.
I'm also going to incorporate potions into the map, maybe have dispensers shoot out harming and poison potions from the castle walls, like a defese mechanism that can only be used every 5 minutes. Also thinking about some other neat tricks to implement Stay tuned.
I was lucky enough to get a personal tour of this stunning map. My brain nearly went pop. The amount of work that has gone into the redstone wiring, among other things, truly amazed me.
I was lucky enough to get a personal tour of this stunning map. My brain nearly went pop. The amount of work that has gone into the redstone wiring, among other things, truly amazed me.
Glad to see it's coming along nicely.
Thanks man. Check out the OP I just finished updating it
I need your help guys I'm debating making some changes to the map but I am unsure and would like some input. I was thinking about changing the knocking out of the torches just a little, maybe having the player hit a button which uses a piston and knocks out the torch instead. This way I can turn the mine/place blocks permission off and turn on the activate switches permission as an added form of security against cheaters.
Also I've been debating about approaching one or two people to help with the actual building of the castle and surrounding area, keep in mind the whole area will be surrounded by man made mountains (a lot of work) Up until this point it has been a solo build (save for my gf helping me place down the play area) so naturally I'm a little weary about bringing new people in. What do you guys think? And does anyone come to mind who you think would be good to ask to collaborate with?
Hello Everyone.
I just wanted to share a map, the progress and maybe even some helpful information for others. Comments and feedback are always welcome. Thanks for reading
(Extended Version the backstory on the map is extremely abridged...because I didn't want to have to type it all on the signs lol):
A long, long, time ago the gods decided to create a world known as Minecraftia. In this world they placed everything from the dirt to stone, the water and sand, the ores, trees, and skies. They then created life, chickens, sheep, cows, pigs and squid. Pleased with themselves they decided to create a being to rule over this world. Thus the first steves were born.
The gods told the first steves that they would live totally peaceful and fulfilling lives. That they would be left wanting for nothing, food would be plentiful and diamonds would be everywhere. However the gods left one rule. The Steves must never open a portal to the Nether. The Steves agreed and soon they prospered and tamed the land and the beasts that dwelled upon it. They built villages and towns. The gods smiled upon their creations and decided to share with them a way to harness power from the land itself. They gave them Redstone. With this new power source they were able to automate most of their tasks, and their villages grew into cities and their towns into castles.
One day, a particularly curious Citizen who's name shall not be spoken. Decided that he wanted to see what exactly was in the Nether. So one night he placed the obsidian in the shape of a portal and lit it. The portal gave off a foreboding purple glow, strange sounds emanating from within. Just then thunder cracked the sky. "You fool" echoed around the world, "For your insubordination the world shall suffer" the gods voices boomed. Lightning rained down from the sky, destroying cities, burning everything. The dead rose from graves in the form of skeletons and zombies, creepers and spiders poured out of the portal. The gods then punished "him" for his curiosity by taking his eyes and banishing him to purgatory forever. They then stripped the world of diamonds and sealed them into A cave sealed by magic.
The world was falling into ruin, the gods abandoned the world, every night the evil hordes would attack. One day though a brilliant scientist developed a way for the remaining survivors to essentially become immortal. He created special rooms, built from redstone itself, sleeping in these special rooms allowed the survivors to have a second chance to rebuild their society...however....The survivors left started fighting between each other for supplies. Many deaths occurred and many of these rooms were lost. Two sides arose from the battles the Red and Blue faction.
Each faction built a mighty fortress on the outskirts of the cave said to house the worlds diamonds. Each side battling for the riches held within. Although many attempted the door seemed impassable, locked by a magical force. One night a mysterious figure appeared before the leader of each faction and told them the mysterious cave the gods sealed could be opened by destroying the redstone torches that powered the enemies stronghold, and their safe rooms. The figure said only when one side falls will the redstone power return to the land and the door shall open. Was the figure a regretful God trying to help their remaining children? Or was it "him" trying to trick the people into opening something...Evil.
To this day the 8 survivors still do battle both sides trying to destroy the other for the riches supposedly held in the cave. With supplies running low on both sides one thing is clear, victory or death creeps ever closer for each of these factions...will you be the one to win the war? Will you be the one to open the door? Only time will tell...
The objective of the map is to make your way into the enemy base, and break all of their redstone torches by pushing a "self-destruct" button. However besides the enemy team trying to kill you, each torch holds a challenge of it's own, wether it be parkour, protected by hostile mobs, etc...however should you break one of these torches a bonus will be granted to your team.
Also I have implemented a class system into the map. Your class is chosen in the spawn room, and resets when you leave the room. The classes are as followed.
(UPDATE: I will be adding certain enchants for each class, along with certain potions to try to implement more strategic gameplay, all potions will be maxed out duration wise. Also the enchants are subject to change depending on how balanced everything is on beta testing)
Knight: Chain Chestplate, Chain boots, Stone sword
Potion: Strength 1
Enchants: Sharpness 1
Main melee class, deadly at close range but vulnerable to long distance attacks.
Thief: Leather Chestplate, Stone sword, Bow & Arrows
Potion: Swiftness 1
Enchants: Power 1, Punch 1, Feather falling 4
Quick and nimble this class prefers long distance combat. Ideal for hit and run gameplay.
Noble: Gold Helmet, Gold Sword, Bow & Arrow, Splash potion of poison 1 (min duration)
Potion: Regeneration 1
Enchants: Fire Aspect 1, Flame 1
This class is all about DoTs (Damage over time) nobles prefer to let their fire and poison do the dirty work, don't get caught in a fight though as their armor is relatively weak.
Paladin: Iron Chest, Iron boots, Wooden sword
Potion: Fire Resistance 1
Enchants: Projectile protection 1, Fire Protection 1, Sharpness 1
The Tank. Able to absorb a lot of damage, although lacking in firepower, this class can prove invaluable for crawling through mobs and enemies.
1)No breaking or placing blocks, the only thing you can use are buttons to destroy the torches.
2)No crafting
3)Duplicating of any kind is not allowed.
4)You ARE ALLOWED to use a dead players gear.
5)You must stay within the confines of the play area.
6)All players must sleep when they arrive at their spawn room.
7)All players must push the ready button to begin the match.
8)Must be played on AT LEAST EASY, NEVER PEACEFUL.
In this next section I will talk about my ideas for the torch locations, challenges and bonuses ( Torch 1 will also correspond with challenge 1 and bonus 1 etc...) , while hopefully not spoiling too much
1)Hidden near the castle gate.
2)Located in the castle courtyard
3)On top of the broken down tower
4)Located in the armory/Forge
5)Located in the dungeon
6)Located in the throne room
1)You will have to shoot several mine carts hidden in the castle wall with a bow to reveal the torch.
2)This torch (and button) will be well hidden and the players will need to find it.
3)You will need to parkour up the tower to the top to reach the torch
4)Hehehe..blacksmiths use fire to shape weapons...in Minecraftia they found lava works to...problem is the ongoing war has made quite a mess...
5)Beware of hostile mobs *Hissssss....*
6)This will be a straight up battle to reach as the opposing players will be able to enter this area very quickly if they die.
1) No real bonus per say, but in order to reach any of the other torches this one must be taken out as it activates the gate allowing your team entry into the opposing teams castle.
2)Your team receives one golden apple each upon their next respawn.
3)Causes Lava to leak from your signal tower, making getting up your tower more difficult for the enemy.
4)Being an armory/forge I think a chest of better armor and weapons is fitting
5)Breaking the enemy torch will make your dungeon completely dark. Making it very difficult to navigate and very dangerous being full of hostile mobs.
6)Look under the throne for your reward
In this next section I will try to explain the diffrent mechanics I have or am planning to implement.
•At the main spawn of the world, besides the rules and torch into boards, I have built a team randomizer for players who don't want to choose which side they are on it uses the mechanic of dispensers randomly shooting out different objects if there is more then one kind inside (IE: In this case red and blue wool)
•There will be hidden chests on the map with some really good supplies, some are easy to reach, others....require sacrifice....
•There will be a cave which will only be accessible when one team has won. Inside the winners can collect their reward.
•There will be a health bar above each base showing which torches are left. It is basically a tile-able block-swapper which shifts from green wool to red wool.
•The spawn room consists of several circuits and mechanics. The class selection is actually a modified cart selection circuit. It uses RS-NOR latch arrays to make sure only one class is selectable at a time, also it allows for the class selection to be reset when the player leaves the room.
•Not wanting the players to die of starvation I made the pressure plate to enter the ready room also activate a dispenser to shoot out steak. I also hooked the golden apple circuit to this. So when you break the enemy torch the steak and an apple will come out on your next spawn.
•When the healthbar empties completely for a team, I have setup a circuit that will destroy the teams spawn rooms. So they will now spawn back at the main world spawn. After all only the winners should get the prize also a signal will be sent to the door to the mysterious cave and it will open.
•Depending on which class you choose, on your way up the playarea your character will be hit with a beneficial splash potion.
•I have many more circuits planned and will do my best to update this thread when I implement them.
On to the pictures....Here I will post a picture and try to tell you about the picture or if it's a circuit what it does and why I chose that configuration.
Here is the main world spawn for all players keep in mind this is not set in stone. Also you may notice the stone ring around the bottom that's because the entire spawn will be located in the centre of a mountain (with the area above the spawn being open to the sky to allow spawning in the proper place of course)
This is just a night pic of the pillar under the spawn platform
Next is the team randomizer in all it's simplistic glory lol. I already explained this earlier so I will not go into detail about it again.
Next up are some outside overview shots of the spawn rooms. The colored wool are different circuits Iron (seen from the underneath photo) is for class selection, orange is input for the ready button, yellow is the output for the ready button, pink is the golden apple circuit. I normally don't like to use too much glowstone but in this map I need to light up everything if I want the hostile mobs to spawn in the right locations....Give us monster spawner blocks 4J ;p
Next I have a shot of the RS-NOR Latch Array I used for my class selection. Please note that the order in which you build this DOES matter.
And here is the exit out of the spawn room and the reset signal for the RS-NOR latch.
Here is the circuit for the golden apple dispenser. The redstone leading up to the glowstone goes to the steak dispenser, and when the correct torch is broken the signal coming from the pink wool inverts, which retracts the piston which allows the signal to also be carried to the golden apple dispenser.
The next photos will show the inside of the spawn rooms. The first picture is what you will be greeted by when you enter. There is a pressure plate behind the sign that activates the iron door and steak dispenser.
This is a picture of the bed placement and of the class selection wall. The redstone Torch will light up when you select that class, also if you select a new class it will turn off all the torches and light up the new one.
Here is a picture of the ready room where players receive their food and get locked in at the start of the match. Only when all players push the button will the second iron door open. I also added an RS-NOR latch to the button which I show in the following picture so players only have to push the button once.
Here is the gear room. As you can see depending on which class you select the pistons will retract allowing you access. Also the exit/class reset button can be seen in the distance.
Some work on making the map look up to quality. I started building the mountain that will encase the spawn. I am also surrounding the map with mountains as a way to keep players in. Let me know what you think. Keep in mind this is just for looks under the spawn room players won't be able to access this area.
First stage of transformation.
Second stage added some more ores for some detail and a mineshaft for some contrast.
Third Stage added dirt and gravel patches.
UPDATE 12/28/12
Still working on spawn a bit. Trying to close in the ceiling a little. Don't worry about the flat spots I will be naturalizing everything.
I also enclosed all the rail lines (pain in the ***) to give the illusion they are still in a cave. I also softened the transition from stone to stone bricks by periodically making patches of the bricks leading to the smaller tunnels.
My Minecraft OCD kicked in and I totally rebuilt my wiring lol. I did this for two reasons. First being that I wanted to cleanup the wiring a bit, the second being I had a change of plans, after some calculations I found my designs for the play area would intrude upon the spawn rooms. Not willing to compromise my ideas I moved the play area from below the spawn rooms to above. This gives me an enormous amount of room to run wiring and It allows me to build the dungeon and forge areas of the map with no problem.
Here is a picture of the cleaning process. Much cleaner then before. I have the ready buttons leading to 4 RS-NOR latches which lead to an AND gate so i have 1 wire leading to the other AND gate instead of 4 for each team.
The main AND gate.
I also lit up the wiring with glowstone to prevent mob spawning. The underneath of the playarea will all be lit up as well.
And finally the new play area Tons of room to lay everything out the way I want to.
Also I have made some additions to the spawn rooms not shown. I have splash potion dispensers that will give you a buff depending on your class (thief = swiftness etc...) I'm also going to enchant certain pieces of every classes armory to add some more variety to the game. I'm not doing that until 4J does some changes to enchanting/creative mode though. Getting that many of the same enchant is horrible! I'd rather mine bedrock all day lol. So until they make it so items don't leave your inventory in creative when placing them in chests, or allow us to pick the exact enchants I'm holding off on that for now.
Update 01/07/13
I have finished the magic cave that opens when someone wins the match. I thought I would give you a tiny sneak peak. This is just the hall leading to the actual cave...I wonder what's in the center of the room here
Keep in mind players will never see the outside of this building as it will be hidden/buried in a mountain.
And I laid out some markers so I can layout the castles the same way, not shown is the work I have done with the mountains bordering the playarea.
As always comments and suggestions are always welcome. Thanks for viewing.
Haha not finished yet just at a point where I can share what I've done so far. However your more then welcome to come check it out whenever you want. Thanks again for setting me on the right track with the RS-NOR Latches for the class selection
Do you have pictures?
There are some in the OP they are in the spoiler section. I have more but my thumbs hurt from typing all that on my phone I'll post the other pics tomorrow.
Oh... I see this now... and I feel dumb. First time I saw the thread I just kind of skimmed, looked at screenshots, went back to trolling people on GTA. Anyway, the main concern is it may be difficult to tell what team a certain person is on. A 3 vs. 3 skirmish could easily turn into a free-for-all moshpit. I'm guessing you will use BUDs behind the torches, connected to the scoreboard? And are you planning to add win detection? It would be pretty easy to do with something essentially based on score.
Ya I will for the most part be using BUD switches. Also my main concern is the team recognition as well. Aside from player skins and XBL parties (which is not the best option) there isn't much in the way of distinguishing teams. I do have a win detection circuit worked out already. Haha you should see the mess of my test world lol
I would just go with a BUD by itself, rather than a switch. Someone may try to be sneaky and update the spot where a torch would be, increasing the "health" of their base. As for teams, my ideas are no better than yours. I think chainmail armor is just as effective as iron armor, but team-based equipment would defeat the purpose of class loadouts.
I know the feeling. When I start a project, I tend to come up with some idea I want to try out. I just save a backup of the world as-is, then keep the test copy on my HDD. Once I'm done building prototypes, come up with a final design and such, I write over the HDD copy with the original backup.
Not yet still quite a bit of work to do but l did update the OP with new pics of the progress I made today.
inb4no
One would have to be a moron to answer "yes" to that question.
Haha as much as I would love to share this map when it's complete, I'm afraid I won't until 4J implement some sort of map sharing ability (which honestly should have been built into the game in the first place but that's a rant for another day) I will however be hosting the map everyday for a while when I complete it.
I'm also going to incorporate potions into the map, maybe have dispensers shoot out harming and poison potions from the castle walls, like a defese mechanism that can only be used every 5 minutes. Also thinking about some other neat tricks to implement Stay tuned.
Glad to see it's coming along nicely.
Thanks man. Check out the OP I just finished updating it
Also I've been debating about approaching one or two people to help with the actual building of the castle and surrounding area, keep in mind the whole area will be surrounded by man made mountains (a lot of work) Up until this point it has been a solo build (save for my gf helping me place down the play area) so naturally I'm a little weary about bringing new people in. What do you guys think? And does anyone come to mind who you think would be good to ask to collaborate with?