Wow... this thread is still going... may as well throw more ideas and comments in here.
As much as I like the idea of the laws of physics being somewhat arbitrary in places, I doubt it would be easy from a coding standpoint. Unless we had some physics engine geniuses working on this I wouldn't get my hopes up.
I really like the idea of stone slimes that disguise themselves as blocks. They're already blocky enough that I could see it happening. What I particularly like is that it reinforces the idea that the maze itself isn't particularly happy about your being there, and is passive aggressively trying to get you lost or killed.
I had an interesting idea a while back that could potentially fit in here. In the general sense, developed Minecraft worlds function on magic with the trappings of technology (i.e. pistons - they look and act mechanical but actually run on redstone, which is magical in nature). As far as useable items go the last couple updates greatly advanced the role of this magic in advancing Minecraft's "technology", with enchanting and potion making. However, with the exception of the piston, little has been added in the way of making more advanced, magical blocks. It seems a bit of a shame that one of the most fundamental building blocks (pun intended) of Minecraft seems somewhat neglected as of late compared to all the new toys tools and armor have gotten, let alone all the potion making stuff that popped onto the scene.
This is where Mazeworld can fit in. It represents an old, dead world where civilization has advanced so far it has crowded out all of the natural elements. Assuming this civilization advanced in much the same way as Steve, though on a far larger scale, they would have most likely mastered this magic and found new ways of using it. Perhaps, deep within the bowels of Mazeworld, powerful artifacts of the long gone civilization would remain, waiting to be reawakened. I'm picturing these as blocks made of stone or other material with redstone runes or power lines running all over the surface (kind of taking a little aesthetic inspiration from the markings on that one boss from LoZ Windwaker). When powered with redstone, the runes on these blocks would glow red (perhaps they'd also have symbols coming out of them like with the enchanter and bookshelves, idk) and they would do... something, depending on the kind of block. Perhaps one variety could act as a sort of elevator block, pushing blocks and players on top of it upwards as it moves up. Another could damage mobs and players that stand on it. Yet another could emit a straight reddish beam that powers the first block it hits (allowing for wireless transmission of redstone signals). The idea is that these blocks would reward the player for exploring Mazeworld by opening up new possibilities for building.
It depends of WHAT in physics you do want to change.
Gravity? Supposing that gravity works as a vector that pulls everything down together with collision tests to avoid phasing through, it's just a matter of changing the vector.
Localized gravity in certain blocks? Easy to do it so: "IF in Mazeworld, Blocks X, Y and Z do different stuff."
Way as water and lava flows? That would demand a little more work, indeed...
About the new redstone blocks, excellent idea! In ths case Mazeworld would need or a very good procedural generator or contraptions using new blocks, or a very good database of redstone works to create as chunks are placed...
It depends of WHAT in physics you do want to change.
Gravity? Supposing that gravity works as a vector that pulls everything down together with collision tests to avoid phasing through, it's just a matter of changing the vector.
Localized gravity in certain blocks? Easy to do it so: "IF in Mazeworld, Blocks X, Y and Z do different stuff."
Way as water and lava flows? That would demand a little more work, indeed...
About the new redstone blocks, excellent idea! In ths case Mazeworld would need or a very good procedural generator or contraptions using new blocks, or a very good database of redstone works to create as chunks are placed...
Although weird physics could be cool (if done right) I think just generating an infinite city will be difficult enough without adding a whole new system of physics too.
I'm all up for adding new block types though with unusual properties, but they shouldn't be too hard to create. And in the purpose of conserving code, any physics changes should add a lot to the game, not be strange or unusual just to be strange and unusual. For example, netherrack has the unusual property of sustaining infinite fire. Which is strange and unusual, and great for hellish decoration in the nether, but also handy for fireplaces.
All that happened here was a large number of NPC villages spawned on top of each other. Uber up the stronghold spawn so they span across the map while keeping everything else the same..
What you have here is a base to build mazeworld from.
After exploring some strongholds, villages, and mineshafts I'm positive that Mazeworld could be created. Those essentially are Mazeworld, just with simpler and more repetitive architecture.
Although that's pretty different from mazeworld, a "combat world" with waves of weaker mobs constantly attacking might be fun.
Mazeworld wouldn't be quite that dangerous though. There would be plenty of enemies, but plenty of downtime to explore and build too.
Have you ever played Ico? It's a classic Sony game where you navigate this massive mazelike castle. It's very quiet and beautiful for the most part, but shadows occasionally attack you. That's kind of the feel I'd like Mazeworld to have.
i have never played ico but i googled it and got the international coffee organization i didn't even know that existed sounds cool bothe the game and the coffee group mmm... but never mind that ill try and find that game to learn about it some more but i agree that mazeworld should have a less direct approch to terror and combat but somthing that slowly whittles away at your sanity and peace of mind so that even when you go back home to the overworld you still jump at every shadow and you could just as easily sucumb to your own fears as apposed to the actual dangers but if i am completly missing the entire point of maze world feel free to correct me but i love the entire idea of it anyways and i sir think are brilliant and perhaps just a tiny bit mad but "all the best of us are"
About the new redstone blocks, excellent idea! In ths case Mazeworld would need or a very good procedural generator or contraptions using new blocks, or a very good database of redstone works to create as chunks are placed...
Well yeah, getting them connected up and working as part of the terrain generator would be difficult to code. I didn't really think they'd actually be, you know, hooked into redstone circuits when you found them, just sort of sitting in the middle of a room unpowered or in a chest. It wouldn't be too hard to get some relatively simple circuits to be generated, and keep in mind that they don't necessarily have to generate perfectly; having an incomplete redstone contraption adds to the ruined feel of the place I think. Making them do something worthwhile and interesting is a whole different ball of yarn. Just sort of thinking of this out loud, if you had it generate certain "pathways" for the redstone to go through, and put logic gate like structures at certain intersections of the pathways, with switches and pressure plates dispersed around at dead ends, you'd end up, ideally, with some weird contraption that activates only when certain things are turned on or off. That sounds like the start of how that would work...
Amazing idea old bean! Simply marvelous!
Srsly.
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........ This post may as well have some content...
You have point with the whole "Strongholds/mineshafts are the same thing yet it's not." thing; in 1.8pre1 mineshafts went on forever. So, you could just explore and explore 'till you herp and/or derp.
Although that's pretty different from mazeworld, a "combat world" with waves of weaker mobs constantly attacking might be fun.
Mazeworld wouldn't be quite that dangerous though. There would be plenty of enemies, but plenty of downtime to explore and build too.
Have you ever played Ico? It's a classic Sony game where you navigate this massive mazelike castle. It's very quiet and beautiful for the most part, but shadows occasionally attack you. That's kind of the feel I'd like Mazeworld to have.
I thought mazeworld was considered very dangerous, but not immediately dangerous like the nether is, instead dangerous like 'oh god I swear I just heard a minotaur' instead of 'oh god minotaurs everywhere!'
Anyhow, what do you think of the idea of a "high class" district? Basically, mazeworld's equilvalent of a stronghold. It would harbor advanced red stone blocks like described by eyeofdaev. It could even have a powerful boss enemy in the center room, who could protect a special artifact who's use would extend far into other aspects of the game. While my idea for this special spoil is a key that instantly activates inter-dimensional portals of any type, even end portals, I think someone may have a better idea than me
I thought mazeworld was dangerous in the aspect that the enemies were less predictable and sometimes only attack if you try to "cheat". Ico, I never got the chance to play that game so I only vaguely know what it is like.
Anyhow, what do you think of the idea of a "high class" district? Basically, mazeworld's equilvalent of a stronghold. It would harbor advanced red stone blocks like described by eyeofdaev. It could even have a powerful boss enemy in the center room, who could protect a special artifact who's use would extend far into other aspects of the game. While my idea for this special spoil is a key that instantly activates inter-dimensional portals of any type, even end portals, I think someone may have a better idea than me
maybe this item would allow you to pick up the ender portal and place it in your house so like after you beat the ender dragon you could build a cool thing in the end and not have to travel 1200 blocks just to get to the portal
I had an interesting idea a while back that could potentially fit in here. In the general sense, developed Minecraft worlds function on magic with the trappings of technology (i.e. pistons - they look and act mechanical but actually run on redstone, which is magical in nature). As far as useable items go the last couple updates greatly advanced the role of this magic in advancing Minecraft's "technology", with enchanting and potion making. However, with the exception of the piston, little has been added in the way of making more advanced, magical blocks. It seems a bit of a shame that one of the most fundamental building blocks (pun intended) of Minecraft seems somewhat neglected as of late compared to all the new toys tools and armor have gotten, let alone all the potion making stuff that popped onto the scene.
This is where Mazeworld can fit in. It represents an old, dead world where civilization has advanced so far it has crowded out all of the natural elements. Assuming this civilization advanced in much the same way as Steve, though on a far larger scale, they would have most likely mastered this magic and found new ways of using it. Perhaps, deep within the bowels of Mazeworld, powerful artifacts of the long gone civilization would remain, waiting to be reawakened. I'm picturing these as blocks made of stone or other material with redstone runes or power lines running all over the surface (kind of taking a little aesthetic inspiration from the markings on that one boss from LoZ Windwaker). When powered with redstone, the runes on these blocks would glow red (perhaps they'd also have symbols coming out of them like with the enchanter and bookshelves, idk) and they would do... something, depending on the kind of block. Perhaps one variety could act as a sort of elevator block, pushing blocks and players on top of it upwards as it moves up. Another could damage mobs and players that stand on it. Yet another could emit a straight reddish beam that powers the first block it hits (allowing for wireless transmission of redstone signals). The idea is that these blocks would reward the player for exploring Mazeworld by opening up new possibilities for building.
Wireless redstone. :laugh.gif: How about, just like pistons, it works up to max 16 blocks away or something to that effect.
I have another idea: miniature pulsating redstone clock! This would be like a repeater in the way that you can set it(1 tick to 5) but instead of a repeater it's a mini clock!! This would help everyone so much!! Very valid too. :smile.gif:
Well yeah, getting them connected up and working as part of the terrain generator would be difficult to code. I didn't really think they'd actually be, you know, hooked into redstone circuits when you found them, just sort of sitting in the middle of a room unpowered or in a chest. It wouldn't be too hard to get some relatively simple circuits to be generated, and keep in mind that they don't necessarily have to generate perfectly; having an incomplete redstone contraption adds to the ruined feel of the place I think. Making them do something worthwhile and interesting is a whole different ball of yarn. Just sort of thinking of this out loud, if you had it generate certain "pathways" for the redstone to go through, and put logic gate like structures at certain intersections of the pathways, with switches and pressure plates dispersed around at dead ends, you'd end up, ideally, with some weird contraption that activates only when certain things are turned on or off. That sounds like the start of how that would work...
Pre-made redstone logic gates moving the maze, I like this so much. :laugh.gif:
Hm, I do like the idea of having advanced redstone machinery generate as part of Mazeworld. Something like a redstone computer might be too much, in that it would take up too much space and make it too easy to get resources by scrapping the thing for parts. But it would be neat if secret Jeb doors (with a nearby button you'd have to look for) and other not-too-big-but-still-cool devices spawned as part of the maze.
I haven't put any mobs in the first post since I don't want to tie the idea of Mazeworld to any specific set of concepts. I like the idea of an infinite procedurally generated city, and I'm sure if Notch/Jeb adopted the idea then they would add their own spin to it and change a lot of what we're proposing here. So while I've suggested mobs, and other people have suggested mobs, I don't think anything but the idea of an infinite city is crucial to creating Mazeworld. Stuff like mobs, new blocks, specific biome types, etc. is just the execution of the fundamental idea, and there are are a lot of different ways of doing it.
That said, here are a few mobs ideas (some old some new) that I think would be pretty good options. In this interpretation of the idea, all the mobs are either constructs or ghosts, since I feel living creatures takes away from the eeriness of Mazeworld. And although many of these creatures are hostile, I feel that neutral mobs should be more common. You should be able to traverse much of Mazeworld without fighting if that's your preference. Hostile mobs would be rarer, and often confined to guarding specific areas.
I also have not yet thought about what these mobs should drop. Obviously they should all have something to provide, so they are not just a threat but also a resource.
Gargoyles
Gargoyles are Mazeworld's most common mob, and appear like block headed pigman statues with a pair of tiny pointed horns on their head. They have no legs and scuttle around on their torsos, and can climb up walls like spiders. All gargoyles are neutral, and ignore the player until provoked. Gargoyles pretend to be simple statues when the player is looking at them. If a non-hostile gargoyle is in a player's field of vision it remains frozen in place, and only moves when no player can see them. Provoked gargoyles do move in front of players in order to attack them though.
There are a few different species of gargoyle, each with a different texture and a different reason for getting provoked. Gargoyles also become hostile if they see a player attack (even in defense) against a gargoyle of any species.
Stone Gargoyles - Appears like a statue made of gray stone. Becomes hostile if they see a player break a stone, cobblestone, brick, stonebrick, or netherbrick block block. Their function is to prevent players from smashing through walls recklessly.
Brick Gargoyles - Becomes hostile if they see a player place any block other than stone brick, brick, or netherbrick. Their purpose is to made pillaring up over barriers a little costly - you can still do it without provoking nearby brick gargoyles, but it requires placing valuable blocks rather than dirt. And recollecting those blocks may provoke nearby stone gargoyles.
Cobblestone Gargoyle - These gargoyles only become provoked if they see you attacking another gargoyle, essentially they are there as support for the stone and brick gargoyles. If only cobble gargoyles happen to be nearby you can break blocks safely. Cobblestone gargoyles are more challenging enemies though in that they can often resurrect after death, transforming into a small pile of smashed stone that then reforms into a fully healed gargoyle after a second. A cobblestone gargoyle has a 50% chance of resurrecting, and can resurrect multiple times if you're unfortunate.
Minotaur
Minotaurs appear like a clockwork cow-man golem made of golden gears. Minotaurs are immediately hostile and pursue the player. Although no tougher than a zombie, minotaurs are nearly immortal. After being "killed" they collapse into a pile of golden clockwork parts that then reforms into a fully healed minotaur after 3 seconds. Fortunately minotaurs do not spawn like other hostile and neutral mobs but generate as part of the map like animals. They neither spawn nor despawn, they come with the chunk. And since they have the same dumb AI as zombies and other melee mobs, it's fairly easy to trap them. Once you trap all the minotaurs in an area you don't need to worry about them anymore. Although trapping them may be complicated, as any nearby gargoyles may be provoked by the blocks you break/place to trap the minotaurs. The only method of slaying a minotaur for good is to kill one with a golden sword enchanted with sharpness level V - doable but definitely not an easy enchantment to get.
Sentinel
These immobile mobs spawn on obsidian pedestals across Mazeworld, and appear like a cross between a gargoyle and a dispenser's spit-face. Sentinels have a very fast ranged attack that can quickly drain a player's health, but can only attack in the direction they're facing. If you can approach them from behind you can slay them with ease. However they often have their backs to walls. Like minotaurs sentinels are created with the chunk, and do not spawn or despawn after that.
Shade
Shades are translucent ghostly flying creatures that pursue and attack the player. They appear like faceless albino versions of Steve, clad in white robes. However their attacks drain hunger rather than health. Shades take half damage from non-enchanted tools and weapons.
Wisp
Wisps appear like translucent white herobrine heads, and fly around in random directions. They damage the player on contact, but do not pursue them, even if attacked. Wisps are immune to knockback and have a great deal of health, so often it is wiser to simply dodge them.
Titans
Titans are immense statues, the size of giants, that move slowly and have a ranged ghast-type fireball attack. They are extraordinarily difficult to kill with 100 health each. However titans can only spawn in specific rare chunks, like slimes, and only in wide and high open spaces large enough to accommodate them. Since titans cannot fly or climb walls, and cannot fit through most doorways, this usually guarantees that they will be trapped in outdoor plazas or inside immense halls. Players can choose to battle them, but it is often wiser or easier simply to sneak past or run by.
I haven't put any mobs in the first post since I don't want to tie the idea of Mazeworld to any specific set of concepts. I like the idea of an infinite procedurally generated city, and I'm sure if Notch/Jeb adopted the idea then they would add their own spin to it and change a lot of what we're proposing here. So while I've suggested mobs, and other people have suggested mobs, I don't think anything but the idea of an infinite city is crucial to creating Mazeworld. Stuff like mobs, new blocks, specific biome types, etc. is just the execution of the fundamental idea, and there are are a lot of different ways of doing it.
That said, here are a few mobs ideas (some old some new) that I think would be pretty good options. In this interpretation of the idea, all the mobs are either constructs or ghosts, since I feel living creatures takes away from the eeriness of Mazeworld. And although many of these creatures are hostile, I feel that neutral mobs should be more common. You should be able to traverse much of Mazeworld without fighting if that's your preference. Hostile mobs would be rarer, and often confined to guarding specific areas.
I also have not yet thought about what these mobs should drop. Obviously they should all have something to provide, so they are not just a threat but also a resource.
-snip-
I like these mobs. But as an addition, I really liked the shadow mobs mentioned by someone to be constricted to the underground biomes.
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You invade this world claiming it as your own simply by your presence.
You slaughter animals for their hides and flesh.
You destroy the landscape and gouge out the earth to build your monuments to vanity.
And yet you call me monster.
The Meaning of Life, the Universe, and Everything.
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I love the idea, I have always supported the mysterious abandoned (and inhabited) structures, but felt they were too eroded, especially strongholds. Not too mention towns are too small and it is all too rare. Hope this gets made into a mod soon.
P.S. I don't think there should be new blocks so right before a Minecraft update I can copy the world to the overworld of a level and keep using it!
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"Today, I am become death, the destroyer of worlds." -Marethyu
I haven't put any mobs in the first post since I don't want to tie the idea of Mazeworld to any specific set of concepts. I like the idea of an infinite procedurally generated city, and I'm sure if Notch/Jeb adopted the idea then they would add their own spin to it and change a lot of what we're proposing here. So while I've suggested mobs, and other people have suggested mobs, I don't think anything but the idea of an infinite city is crucial to creating Mazeworld. Stuff like mobs, new blocks, specific biome types, etc. is just the execution of the fundamental idea, and there are are a lot of different ways of doing it.
That said, here are a few mobs ideas (some old some new) that I think would be pretty good options. In this interpretation of the idea, all the mobs are either constructs or ghosts, since I feel living creatures takes away from the eeriness of Mazeworld. And although many of these creatures are hostile, I feel that neutral mobs should be more common. You should be able to traverse much of Mazeworld without fighting if that's your preference. Hostile mobs would be rarer, and often confined to guarding specific areas.
I also have not yet thought about what these mobs should drop. Obviously they should all have something to provide, so they are not just a threat but also a resource.
Gargoyles
Gargoyles are Mazeworld's most common mob, and appear like block headed pigman statues with a pair of tiny pointed horns on their head. They have no legs and scuttle around on their torsos, and can climb up walls like spiders. All gargoyles are neutral, and ignore the player until provoked. Gargoyles pretend to be simple statues when the player is looking at them. If a non-hostile gargoyle is in a player's field of vision it remains frozen in place, and only moves when no player can see them. Provoked gargoyles do move in front of players in order to attack them though.
There are a few different species of gargoyle, each with a different texture and a different reason for getting provoked. Gargoyles also become hostile if they see a player attack (even in defense) against a gargoyle of any species.
Stone Gargoyles - Appears like a statue made of gray stone. Becomes hostile if they see a player break a stone, cobblestone, brick, stonebrick, or netherbrick block block. Their function is to prevent players from smashing through walls recklessly.
Brick Gargoyles - Becomes hostile if they see a player place any block other than stone brick, brick, or netherbrick. Their purpose is to made pillaring up over barriers a little costly - you can still do it without provoking nearby brick gargoyles, but it requires placing valuable blocks rather than dirt. And recollecting those blocks may provoke nearby stone gargoyles.
Cobblestone Gargoyle - These gargoyles only become provoked if they see you attacking another gargoyle, essentially they are there as support for the stone and brick gargoyles. If only cobble gargoyles happen to be nearby you can break blocks safely. Cobblestone gargoyles are more challenging enemies though in that they can often resurrect after death, transforming into a small pile of smashed stone that then reforms into a fully healed gargoyle after a second. A cobblestone gargoyle has a 50% chance of resurrecting, and can resurrect multiple times if you're unfortunate.
Minotaur
Minotaurs appear like a clockwork cow-man golem made of golden gears. Minotaurs are immediately hostile and pursue the player. Although no tougher than a zombie, minotaurs are nearly immortal. After being "killed" they collapse into a pile of golden clockwork parts that then reforms into a fully healed minotaur after 3 seconds. Fortunately minotaurs do not spawn like other hostile and neutral mobs but generate as part of the map like animals. They neither spawn nor despawn, they come with the chunk. And since they have the same dumb AI as zombies and other melee mobs, it's fairly easy to trap them. Once you trap all the minotaurs in an area you don't need to worry about them anymore. Although trapping them may be complicated, as any nearby gargoyles may be provoked by the blocks you break/place to trap the minotaurs. The only method of slaying a minotaur for good is to kill one with a golden sword enchanted with sharpness level V - doable but definitely not an easy enchantment to get.
Sentinel
These immobile mobs spawn on obsidian pedestals across Mazeworld, and appear like a cross between a gargoyle and a dispenser's spit-face. Sentinels have a very fast ranged attack that can quickly drain a player's health, but can only attack in the direction they're facing. If you can approach them from behind you can slay them with ease. However they often have their backs to walls. Like minotaurs sentinels are created with the chunk, and do not spawn or despawn after that.
Shade
Shades are translucent ghostly flying creatures that pursue and attack the player. They appear like faceless albino versions of Steve, clad in white robes. However their attacks drain hunger rather than health. Shades take half damage from non-enchanted tools and weapons.
Wisp
Wisps appear like translucent white herobrine heads, and fly around in random directions. They damage the player on contact, but do not pursue them, even if attacked. Wisps are immune to knockback and have a great deal of health, so often it is wiser to simply dodge them.
Titans
Titans are immense statues, the size of giants, that move slowly and have a ranged ghast-type fireball attack. They are extraordinarily difficult to kill with 100 health each. However titans can only spawn in specific rare chunks, like slimes, and only in wide and high open spaces large enough to accommodate them. Since titans cannot fly or climb walls, and cannot fit through most doorways, this usually guarantees that they will be trapped in outdoor plazas or inside immense halls. Players can choose to battle them, but it is often wiser or easier simply to sneak past or run by.
Best compilation of ideas I have seen yet. Since it comes from OP it carries triple the weight in my book. My only suggestions would be to have cobble gargoyles be provoked when any other mob is struck and instead of a ghostly floating block we use one that appears to be another block type that moves as described.
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Don't fear the creeper, yeah he's in your mine
Don't fear the creeper, happens all the time, don't fear the creeper
For the odd gravity problem, how about "special" blocks that are sticky or magic or something.
For example... You're exploring mazeworld and find an apparent dead end. However, the wall looks... odd. Upon walking INTO it, your feet suddenly fly on to it, making gravity seem odd. Once you've gotten back to the regular part, your feet shift again, putting you upright.
These blocks could be called "Upside" "Downside" "Wall-Walker" "Spider" and other things. They should also be available in Creative mode.
For the odd gravity problem, how about "special" blocks that are sticky or magic or something.
For example... You're exploring mazeworld and find an apparent dead end. However, the wall looks... odd. Upon walking INTO it, your feet suddenly fly on to it, making gravity seem odd. Once you've gotten back to the regular part, your feet shift again, putting you upright.
These blocks could be called "Upside" "Downside" "Wall-Walker" "Spider" and other things. They should also be available in Creative mode.
Not sure how that would work but blocks you can walk through sounds cool (which this gave me the idea of).
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The Isles, an arctic Sky Dimension that should be used along with the End.
As much as I like the idea of the laws of physics being somewhat arbitrary in places, I doubt it would be easy from a coding standpoint. Unless we had some physics engine geniuses working on this I wouldn't get my hopes up.
I really like the idea of stone slimes that disguise themselves as blocks. They're already blocky enough that I could see it happening. What I particularly like is that it reinforces the idea that the maze itself isn't particularly happy about your being there, and is passive aggressively trying to get you lost or killed.
I had an interesting idea a while back that could potentially fit in here. In the general sense, developed Minecraft worlds function on magic with the trappings of technology (i.e. pistons - they look and act mechanical but actually run on redstone, which is magical in nature). As far as useable items go the last couple updates greatly advanced the role of this magic in advancing Minecraft's "technology", with enchanting and potion making. However, with the exception of the piston, little has been added in the way of making more advanced, magical blocks. It seems a bit of a shame that one of the most fundamental building blocks (pun intended) of Minecraft seems somewhat neglected as of late compared to all the new toys tools and armor have gotten, let alone all the potion making stuff that popped onto the scene.
This is where Mazeworld can fit in. It represents an old, dead world where civilization has advanced so far it has crowded out all of the natural elements. Assuming this civilization advanced in much the same way as Steve, though on a far larger scale, they would have most likely mastered this magic and found new ways of using it. Perhaps, deep within the bowels of Mazeworld, powerful artifacts of the long gone civilization would remain, waiting to be reawakened. I'm picturing these as blocks made of stone or other material with redstone runes or power lines running all over the surface (kind of taking a little aesthetic inspiration from the markings on that one boss from LoZ Windwaker). When powered with redstone, the runes on these blocks would glow red (perhaps they'd also have symbols coming out of them like with the enchanter and bookshelves, idk) and they would do... something, depending on the kind of block. Perhaps one variety could act as a sort of elevator block, pushing blocks and players on top of it upwards as it moves up. Another could damage mobs and players that stand on it. Yet another could emit a straight reddish beam that powers the first block it hits (allowing for wireless transmission of redstone signals). The idea is that these blocks would reward the player for exploring Mazeworld by opening up new possibilities for building.
Gravity? Supposing that gravity works as a vector that pulls everything down together with collision tests to avoid phasing through, it's just a matter of changing the vector.
Localized gravity in certain blocks? Easy to do it so: "IF in Mazeworld, Blocks X, Y and Z do different stuff."
Way as water and lava flows? That would demand a little more work, indeed...
About the new redstone blocks, excellent idea! In ths case Mazeworld would need or a very good procedural generator or contraptions using new blocks, or a very good database of redstone works to create as chunks are placed...
Although weird physics could be cool (if done right) I think just generating an infinite city will be difficult enough without adding a whole new system of physics too.
I'm all up for adding new block types though with unusual properties, but they shouldn't be too hard to create. And in the purpose of conserving code, any physics changes should add a lot to the game, not be strange or unusual just to be strange and unusual. For example, netherrack has the unusual property of sustaining infinite fire. Which is strange and unusual, and great for hellish decoration in the nether, but also handy for fireplaces.
After exploring some strongholds, villages, and mineshafts I'm positive that Mazeworld could be created. Those essentially are Mazeworld, just with simpler and more repetitive architecture.
i have never played ico but i googled it and got the international coffee organization i didn't even know that existed sounds cool bothe the game and the coffee group mmm... but never mind that ill try and find that game to learn about it some more but i agree that mazeworld should have a less direct approch to terror and combat but somthing that slowly whittles away at your sanity and peace of mind so that even when you go back home to the overworld you still jump at every shadow and you could just as easily sucumb to your own fears as apposed to the actual dangers but if i am completly missing the entire point of maze world feel free to correct me but i love the entire idea of it anyways and i sir think are brilliant and perhaps just a tiny bit mad but "all the best of us are"
Well yeah, getting them connected up and working as part of the terrain generator would be difficult to code. I didn't really think they'd actually be, you know, hooked into redstone circuits when you found them, just sort of sitting in the middle of a room unpowered or in a chest. It wouldn't be too hard to get some relatively simple circuits to be generated, and keep in mind that they don't necessarily have to generate perfectly; having an incomplete redstone contraption adds to the ruined feel of the place I think. Making them do something worthwhile and interesting is a whole different ball of yarn. Just sort of thinking of this out loud, if you had it generate certain "pathways" for the redstone to go through, and put logic gate like structures at certain intersections of the pathways, with switches and pressure plates dispersed around at dead ends, you'd end up, ideally, with some weird contraption that activates only when certain things are turned on or off. That sounds like the start of how that would work...
Srsly.
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This post may as well have some content...
You have point with the whole "Strongholds/mineshafts are the same thing yet it's not." thing; in 1.8pre1 mineshafts went on forever. So, you could just explore and explore 'till you herp and/or derp.
I thought mazeworld was considered very dangerous, but not immediately dangerous like the nether is, instead dangerous like 'oh god I swear I just heard a minotaur' instead of 'oh god minotaurs everywhere!'
Anyhow, what do you think of the idea of a "high class" district? Basically, mazeworld's equilvalent of a stronghold. It would harbor advanced red stone blocks like described by eyeofdaev. It could even have a powerful boss enemy in the center room, who could protect a special artifact who's use would extend far into other aspects of the game. While my idea for this special spoil is a key that instantly activates inter-dimensional portals of any type, even end portals, I think someone may have a better idea than me
maybe this item would allow you to pick up the ender portal and place it in your house so like after you beat the ender dragon you could build a cool thing in the end and not have to travel 1200 blocks just to get to the portal
I have another idea: miniature pulsating redstone clock! This would be like a repeater in the way that you can set it(1 tick to 5) but instead of a repeater it's a mini clock!! This would help everyone so much!! Very valid too. :smile.gif:
Pre-made redstone logic gates moving the maze, I like this so much. :laugh.gif:
That said, here are a few mobs ideas (some old some new) that I think would be pretty good options. In this interpretation of the idea, all the mobs are either constructs or ghosts, since I feel living creatures takes away from the eeriness of Mazeworld. And although many of these creatures are hostile, I feel that neutral mobs should be more common. You should be able to traverse much of Mazeworld without fighting if that's your preference. Hostile mobs would be rarer, and often confined to guarding specific areas.
I also have not yet thought about what these mobs should drop. Obviously they should all have something to provide, so they are not just a threat but also a resource.
Gargoyles
Gargoyles are Mazeworld's most common mob, and appear like block headed pigman statues with a pair of tiny pointed horns on their head. They have no legs and scuttle around on their torsos, and can climb up walls like spiders. All gargoyles are neutral, and ignore the player until provoked. Gargoyles pretend to be simple statues when the player is looking at them. If a non-hostile gargoyle is in a player's field of vision it remains frozen in place, and only moves when no player can see them. Provoked gargoyles do move in front of players in order to attack them though.
There are a few different species of gargoyle, each with a different texture and a different reason for getting provoked. Gargoyles also become hostile if they see a player attack (even in defense) against a gargoyle of any species.
Stone Gargoyles - Appears like a statue made of gray stone. Becomes hostile if they see a player break a stone, cobblestone, brick, stonebrick, or netherbrick block block. Their function is to prevent players from smashing through walls recklessly.
Brick Gargoyles - Becomes hostile if they see a player place any block other than stone brick, brick, or netherbrick. Their purpose is to made pillaring up over barriers a little costly - you can still do it without provoking nearby brick gargoyles, but it requires placing valuable blocks rather than dirt. And recollecting those blocks may provoke nearby stone gargoyles.
Cobblestone Gargoyle - These gargoyles only become provoked if they see you attacking another gargoyle, essentially they are there as support for the stone and brick gargoyles. If only cobble gargoyles happen to be nearby you can break blocks safely. Cobblestone gargoyles are more challenging enemies though in that they can often resurrect after death, transforming into a small pile of smashed stone that then reforms into a fully healed gargoyle after a second. A cobblestone gargoyle has a 50% chance of resurrecting, and can resurrect multiple times if you're unfortunate.
Minotaur
Minotaurs appear like a clockwork cow-man golem made of golden gears. Minotaurs are immediately hostile and pursue the player. Although no tougher than a zombie, minotaurs are nearly immortal. After being "killed" they collapse into a pile of golden clockwork parts that then reforms into a fully healed minotaur after 3 seconds. Fortunately minotaurs do not spawn like other hostile and neutral mobs but generate as part of the map like animals. They neither spawn nor despawn, they come with the chunk. And since they have the same dumb AI as zombies and other melee mobs, it's fairly easy to trap them. Once you trap all the minotaurs in an area you don't need to worry about them anymore. Although trapping them may be complicated, as any nearby gargoyles may be provoked by the blocks you break/place to trap the minotaurs. The only method of slaying a minotaur for good is to kill one with a golden sword enchanted with sharpness level V - doable but definitely not an easy enchantment to get.
Sentinel
These immobile mobs spawn on obsidian pedestals across Mazeworld, and appear like a cross between a gargoyle and a dispenser's spit-face. Sentinels have a very fast ranged attack that can quickly drain a player's health, but can only attack in the direction they're facing. If you can approach them from behind you can slay them with ease. However they often have their backs to walls. Like minotaurs sentinels are created with the chunk, and do not spawn or despawn after that.
Shade
Shades are translucent ghostly flying creatures that pursue and attack the player. They appear like faceless albino versions of Steve, clad in white robes. However their attacks drain hunger rather than health. Shades take half damage from non-enchanted tools and weapons.
Wisp
Wisps appear like translucent white herobrine heads, and fly around in random directions. They damage the player on contact, but do not pursue them, even if attacked. Wisps are immune to knockback and have a great deal of health, so often it is wiser to simply dodge them.
Titans
Titans are immense statues, the size of giants, that move slowly and have a ranged ghast-type fireball attack. They are extraordinarily difficult to kill with 100 health each. However titans can only spawn in specific rare chunks, like slimes, and only in wide and high open spaces large enough to accommodate them. Since titans cannot fly or climb walls, and cannot fit through most doorways, this usually guarantees that they will be trapped in outdoor plazas or inside immense halls. Players can choose to battle them, but it is often wiser or easier simply to sneak past or run by.
I like these mobs. But as an addition, I really liked the shadow mobs mentioned by someone to be constricted to the underground biomes.
You slaughter animals for their hides and flesh.
You destroy the landscape and gouge out the earth to build your monuments to vanity.
And yet you call me monster.
~creeper
P.S. I don't think there should be new blocks so right before a Minecraft update I can copy the world to the overworld of a level and keep using it!
Best compilation of ideas I have seen yet. Since it comes from OP it carries triple the weight in my book. My only suggestions would be to have cobble gargoyles be provoked when any other mob is struck and instead of a ghostly floating block we use one that appears to be another block type that moves as described.
Don't fear the creeper, happens all the time, don't fear the creeper
For example... You're exploring mazeworld and find an apparent dead end. However, the wall looks... odd. Upon walking INTO it, your feet suddenly fly on to it, making gravity seem odd. Once you've gotten back to the regular part, your feet shift again, putting you upright.
These blocks could be called "Upside" "Downside" "Wall-Walker" "Spider" and other things. They should also be available in Creative mode.
Not sure how that would work but blocks you can walk through sounds cool (which this gave me the idea of).
True survival server, and fun!