I am currently working on a map that, I believe, will bring joy to many people in the future.
In this topic I'd like to share some info about it so that you can help me make it better. Perhaps it will inspire others to make something similar!
Here is the idea:
The map itself is a huge maze filled with traps of all sorts (yes, I know, not very original but please hear me out). There are two areas: the Master Level and the Specimen Level. The walls of the maze a pretty tall, with glass as a ceiling. Everything above the glass is the "Master Level". Everything below the glass is "Specimen Level" - where all the action happens. Those who brave the maze take on the roles of "specimen" in an experiment of some twisted-minded scientist (that's me! nice to meet ya!) and his subordinates. The specimen must find their way to the exit and not die in the process.
Like I said the maze contains all sorts of traps: monster rooms, cave-ins, trapdoors, explosions (oh, the things I would be able to do with pistons..!!). The levers that activate the traps are located on the Master Level. Using the glass ceiling I, or anyone who runs the show, can see the way the specimen is taking and activate appropriate traps (the way I'm building it is that there are several traps in each path, so even if the player is a bit familiar with the map, he'll never know which trap I will use).
At some points of the map, one of the Masters may enter the Specimen Level if he feels that the guinea pig is doing too good. The Master's goal here is to make the game challenging, not to annihilate the specimen completely. Perhaps make a few hits, give the specimen a good scare or simply block his way, if the specimen is about to take an easy path (requires the Master to know the map well).
Along the way the specimen will find chests with items that may make his miserable life easier.. to some extent. Food, some crappy worn armor, torches, perhaps mining tools and some blocks.
There are certain rules to playing this game:
- the specimen may not mine any blocks, unless given a tool
- the specimen may not take and use any blocks left from explosions
- the specimen can only use blocks found in chests
This is it! Hope you like the idea and will help me make it even better!
The map itself is far from finished. It is actually more of a concept. There are only about 20 traps so far (most of them haven't been tested properly yet, as my life got a bit busy all of a sudden), and we've only found one mob spawner (T.T). Please share your ideas of different traps that can be used and ways to conceal them (even the piston-traps - better start planning ahead!).
Here's the list of traps I'm planning to use:
- monster rooms (pretty obvious; in my case the speciment suddenly falls into such a room)
- pitfalls (you wouldn't believe the number of times I've fallen for my own trap in total darkness)
- trapdoors
- cave-ins (plant some dynamite in the ceiling of a corridor and a lot of sand or gravel above it; if you're lucky the specimen might even die from suffocation; the problem here is that you probably won't be able to see clearly where the specimen is going, as the sand will block your view; timing the activation might prove challenging as well)
- lava (an obstacle course)
- I'm also thinking of using Nether portals, but that's gonna be hard
Also, the problem with activating the traps is that you need a lot of space. Connecting the lever to the dynamite, for example, is quite problematic.
Sounds interesting...what happens if he makes it to the end? And the nether idea. If you could get the portals to work right, you could have them go into the nether, and run madly across it to the other portal (maybe cobble blocks suspended in midair above a lava ocean. The test subject would have to jump from one to the next while keeping from falling and getting hit by ghasts). You wouldn't need traps because the nether is challenging enough.I would do it
Sounds interesting...what happens if he makes it to the end? And the nether idea. If you could get the portals to work right, you could have them go into the nether, and run madly across it to the other portal (maybe cobble blocks suspended in midair above a lava ocean. The test subject would have to jump from one to the next while keeping from falling and getting hit by ghasts). You wouldn't need traps because the nether is challenging enough.
I would do it
It'll take a hell of a lot of work but it does sound fun and damn challenging
The End might actually be anything: some grand monument to show off or a boss fight. Or the Specimen might earn the right to become the Master
Its like you playing god and we play and try and survive.....
Yes. The key words here are "weplay". It's build for your entertainment after all. Have you ever tried pen and paper RPGs? While the DM (or GM) truly has god-like powers it's actually a tough job to keep the players hooked and entertained.
Besides, some people actually like that kind of stuff. Ever played Penumbra or Amnesia?
While I'll brobably be the only one capable of running the map as a "GM" it's only because I'm the only one who knows which lever does what.
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I am currently working on a map that, I believe, will bring joy to many people in the future.
In this topic I'd like to share some info about it so that you can help me make it better. Perhaps it will inspire others to make something similar!
Here is the idea:
The map itself is a huge maze filled with traps of all sorts (yes, I know, not very original but please hear me out). There are two areas: the Master Level and the Specimen Level. The walls of the maze a pretty tall, with glass as a ceiling. Everything above the glass is the "Master Level". Everything below the glass is "Specimen Level" - where all the action happens. Those who brave the maze take on the roles of "specimen" in an experiment of some twisted-minded scientist (that's me! nice to meet ya!) and his subordinates. The specimen must find their way to the exit and not die in the process.
Like I said the maze contains all sorts of traps: monster rooms, cave-ins, trapdoors, explosions (oh, the things I would be able to do with pistons..!!). The levers that activate the traps are located on the Master Level. Using the glass ceiling I, or anyone who runs the show, can see the way the specimen is taking and activate appropriate traps (the way I'm building it is that there are several traps in each path, so even if the player is a bit familiar with the map, he'll never know which trap I will use).
At some points of the map, one of the Masters may enter the Specimen Level if he feels that the guinea pig is doing too good. The Master's goal here is to make the game challenging, not to annihilate the specimen completely. Perhaps make a few hits, give the specimen a good scare or simply block his way, if the specimen is about to take an easy path (requires the Master to know the map well).
Along the way the specimen will find chests with items that may make his miserable life easier.. to some extent. Food, some crappy worn armor, torches, perhaps mining tools and some blocks.
There are certain rules to playing this game:
- the specimen may not mine any blocks, unless given a tool
- the specimen may not take and use any blocks left from explosions
- the specimen can only use blocks found in chests
This is it! Hope you like the idea and will help me make it even better!
The map itself is far from finished. It is actually more of a concept. There are only about 20 traps so far (most of them haven't been tested properly yet, as my life got a bit busy all of a sudden), and we've only found one mob spawner (T.T). Please share your ideas of different traps that can be used and ways to conceal them (even the piston-traps - better start planning ahead!).
Here's the list of traps I'm planning to use:
- monster rooms (pretty obvious; in my case the speciment suddenly falls into such a room)
- pitfalls (you wouldn't believe the number of times I've fallen for my own trap in total darkness)
- trapdoors
- cave-ins (plant some dynamite in the ceiling of a corridor and a lot of sand or gravel above it; if you're lucky the specimen might even die from suffocation; the problem here is that you probably won't be able to see clearly where the specimen is going, as the sand will block your view; timing the activation might prove challenging as well)
- lava (an obstacle course)
- I'm also thinking of using Nether portals, but that's gonna be hard
Also, the problem with activating the traps is that you need a lot of space. Connecting the lever to the dynamite, for example, is quite problematic.
With monsters.
Why make that when you can go out and crap your self over a creeper exploding you while you have diamonds?
the trick here is that there's an actual GM here to make life harder for you and he has every tool at his disposal.
It'll take a hell of a lot of work but it does sound fun and damn challenging
The End might actually be anything: some grand monument to show off or a boss fight. Or the Specimen might earn the right to become the Master
Yes. The key words here are "we play". It's build for your entertainment after all. Have you ever tried pen and paper RPGs? While the DM (or GM) truly has god-like powers it's actually a tough job to keep the players hooked and entertained.
Besides, some people actually like that kind of stuff. Ever played Penumbra or Amnesia?
While I'll brobably be the only one capable of running the map as a "GM" it's only because I'm the only one who knows which lever does what.