My lady and I have been working on our own creative world for a long time now in the hopes we can build a suitable adventure for other players to enjoy. We've just started fleshing out the story and how to tie all of our builds together. Now it's time to start building the "adventure" we hope to share, and since MC is very different than most games I've worked with, I figured I'd see what kind of feedback I can get here.
Have you played an adventure map? (A world created and hosted by someone with a specific "goal".)
What do you enjoy most about playing in an adventure map?
Do you prefer a long story that can be played over time, or shorter (5-10min) quests?
Do you prefer traps, pvp, solo vs mobs, puzzels, collection quests? Something else?
Is "action" more important than story?
Do you read ALL of the signs?
What is the most common thing missing in adventure maps that aren't fun to play?
We'll start posting pics soon and more details in the creative forum. We welcome any ideas and will happily be posting signs to give credit to those who've helped.
Since I have a series of maps, I can say what I've done in mine to make them enjoyable for others:
Have a good story--It has to be something that is played out. It can't come on too slowly, but can't just be shoved in such as, "Here's the problem. Do this and help us."
Easter eggs--Having little hidden secrets here and there does wonders for the curious. I have a recurring theme of a Dead Bush saying, "Life is terrible." in each of my maps, all of which are hidden.
Details--The structures need to be detailed in design. If you can have someone stop and look around, you've succeeded.
The style--I believe anything can be pulled off. My second map has a large variety of themes, which include 4-5 staged fights with me in various skins, a few puzzles, some mob fighting, all while collecting 10 altar pieces with the option of searching for 10 optional books. You must always take into account that a large number of mobs and/or Redstone may lag a player online, though, so keep that in mind if making a more PvM-style map.
(This is dependable) Have a path without making it linear--I have a free-roam map where you can go anywhere at any time. However, I have a text document with it (saves from typing what would literally be about 1,000 signs) that has "places of interest." If at any time a player has no idea where to go, he can check that section and decide from there instead of aimlessly wandering.
Balance--If the map is more open-air such as a free-roam, don't have it too easy at the end or too difficult in the beginning. Throughout my second map are Diamonds and a few Diamond items, but you need to work to get them, or potentially die in the process of doing so if you aren't careful. I leave almost all of the enchanting up to the player.
The time--This is a debatable thing and depends on how well you have developed a story. My first map on average takes 90 minutes or so and "initiates" the player as well as introduces them. Upon completing, they are granted access to "our realm," with the task of restoring an altar. With the two playthroughs, this map lasts about 9 hours, but isn't too spaced out where the player will become bored. With 22 storyline notes and an additional 10 optional books to find, the player can stay entertained without a lot of down time.
Wow. Thanks for a ton of info! Mind if I send you a friend invite, I'd love to get some real time tips, and try some of your map. Don't worry I'm not a child or looking to bug you everyone you're online.
Wow. Thanks for a ton of info! Mind if I send you a friend invite, I'd love to get some real time tips, and try some of your map. Don't worry I'm not a child or looking to bug you everyone you're online.
Sure, but check my signature for map details~
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Stay fluffy~
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Have you played an adventure map? (A world created and hosted by someone with a specific "goal".)
What do you enjoy most about playing in an adventure map?
Do you prefer a long story that can be played over time, or shorter (5-10min) quests?
Do you prefer traps, pvp, solo vs mobs, puzzels, collection quests? Something else?
Is "action" more important than story?
Do you read ALL of the signs?
What is the most common thing missing in adventure maps that aren't fun to play?
We'll start posting pics soon and more details in the creative forum. We welcome any ideas and will happily be posting signs to give credit to those who've helped.
Have a good story--It has to be something that is played out. It can't come on too slowly, but can't just be shoved in such as, "Here's the problem. Do this and help us."
Easter eggs--Having little hidden secrets here and there does wonders for the curious. I have a recurring theme of a Dead Bush saying, "Life is terrible." in each of my maps, all of which are hidden.
Details--The structures need to be detailed in design. If you can have someone stop and look around, you've succeeded.
The style--I believe anything can be pulled off. My second map has a large variety of themes, which include 4-5 staged fights with me in various skins, a few puzzles, some mob fighting, all while collecting 10 altar pieces with the option of searching for 10 optional books. You must always take into account that a large number of mobs and/or Redstone may lag a player online, though, so keep that in mind if making a more PvM-style map.
(This is dependable) Have a path without making it linear--I have a free-roam map where you can go anywhere at any time. However, I have a text document with it (saves from typing what would literally be about 1,000 signs) that has "places of interest." If at any time a player has no idea where to go, he can check that section and decide from there instead of aimlessly wandering.
Balance--If the map is more open-air such as a free-roam, don't have it too easy at the end or too difficult in the beginning. Throughout my second map are Diamonds and a few Diamond items, but you need to work to get them, or potentially die in the process of doing so if you aren't careful. I leave almost all of the enchanting up to the player.
The time--This is a debatable thing and depends on how well you have developed a story. My first map on average takes 90 minutes or so and "initiates" the player as well as introduces them. Upon completing, they are granted access to "our realm," with the task of restoring an altar. With the two playthroughs, this map lasts about 9 hours, but isn't too spaced out where the player will become bored. With 22 storyline notes and an additional 10 optional books to find, the player can stay entertained without a lot of down time.
Any more questions? Feel free to ask.
Stay fluffy~
Sure, but check my signature for map details~
Stay fluffy~