I had my brother test my map and he got all my stuff and spawned on the place were i loged out. the doors(iron) that i used were open and they need to be open what do i need to do?
You seem a bit out of breath. Slow down a bit, and could you please repeat that? :smile.gif:
Next to nothing is set in stone at the moment, but I would lean towards yes. If not naturally spawning, then probably as an obstacle if the game gets too slow.
ben needs to maek his server ready without the holes an stuff thanks
The map that was up last time I was on was just for throwing around concepts/ideas for things to include in the map. I'm working on getting a walled off arena up and running, which will hopefully become the main playing field.
First we all need to get together and do some planning though.
Also, here lies the answer to the question of the invisible cameraman.
:blink.gif: We need content before we can put out a trailer, wait until I can get a good map up and running with MCEdit, and then maybe we can get some action shots.
im pretty sure that the pistons wouldnt be visible, it would most likely be hooked up to some kind of double piston extender that retracts itself after, not to difficult to build, but your obsidian pod idea sound great too
That would make more sense, just the OP mentioned a rule about not breaking pistons in his post. I know it's possible to do, I've built them before :wink.gif:
this would require mods, as pistons are unable to move bedrock, and I think the mines are a perfectly viable option, as long as the tributes are placed far enough away from each to ensure that the explosions don't affect each other, cause that would be terrible
If you're going to tell competitors not to break the pistons, you may as well just put them in whatever material, and tell them not to break that too. Alternately, they could be in an obsidian pod, as *checks the Minecraft Wiki* it takes 50 seconds to destroy without a diamond pick.
EDIT:
If anyone can figure out how to do it, we might be able to livestream the games
It's more than possible to stream several people talking over Skype while one of them streams footage live. That way you could have a camera man with a fly mod enabled moving over the field, following competitors, etc, while people on Skype could provide commentary. The only problem is the commentators would also need to be on the field (unless they had X-ray mods/the field was really small), which would look awkward while filming.
I rage slightly when I see this at the beginning of posts. People should be apologizing for making short posts...
On the topic of first impressions, it sort of reinforces the idea that the thread for your map is half the battle, because next to the map title, it's the player's first impression of your map. He hasn't had a chance to even download it yet, but he's going to be making assumptions already. The other thing I would say is that if there's a part of your map that's visually stunning, put it right at the beginning. It'll set the tone of your map to 'wow' right off the bat, which is definitely a good thing.
That sounds like an epic idea. I can help build (although I would prefer it if I could somehow make use of MCEdit (eg, I give you the schematic files, and you import them into the server map when not many people are on.) I can also build by hand, if necessary.)
I can also help with ads or designing.
Also, just my opinion, but it seems like because of how the mechanic for picking things up in Minecraft works, it's possible that whoever gets to the cornucopia first will vacuum up all of the items and then run away. Also, while the idea of a bunch of people getting killed right away in the first brawl might be fine in a book where the majority of the characters can just not be developed, in this game, I think it would be nicer if there were a longer game with all 12 players surviving for a more significant length of time. Just my thoughts on the first few moments of the game.
Anyway, even if I can't help build, I'd love to participate as a tribute later on!
On a related note, here's Jonathan Blow, creator of Braid, talking about what makes a good adventure/puzzle game (or map, one might say) during an interview about his new adventure puzzle game: GamesRadar: You’ve said that The Witness is your attempt to modernize the adventure game, which hasn’t been evolved as well as other genres. What’s wrong and can you fix it?
Jonathan Blow: First, in a typical graphic adventure, you just start clicking around to see what you can interact with and that tends to persist through the whole game. Hunt the pixel. Second, the puzzles tend to be really arbitrary, like “Why is there a sliding tile puzzle on this safe?” or “I have to coerce the cat into coming out so I can reach into the cat box without getting bitten, so I have to get some milk?” Things like that, where you have to read the designer’s mind because they really don’t make sense.
So I started to adopt design language from other genres. If you play a platformer, for example, and there are levers you can pull, the first lever looks the same as every other lever that behaves that way. I know when I see that, I can pull it back. Maybe when I go in the jungle world, it’s got some vines on it, but there’s that concept of visual design communicating affordances – what you can do with the object.
GamesRadar: How does this translate to your game?
JB: At the very beginning of The Witness, you’re stuck in this small area and you don’t know what you can interact with, but the game shows you, “Here’s what the buttons look like. Here’s what the levers look like. Here are these puzzle panels.” And then once you’re outside, that’s basically the [system of] interactivity - there isn’t a weird machine that works in a way you haven’t seen. There are new elements that come in – that system can combine with another system – but it’s built on something you already understand. It can be nonlinear and crazy and interesting because that structure is clear. Even if it’s not verbal sense, it’s intuitive sense, and that’s something I think a lot of adventure games lack.
Very relevant to about 50% of the maps on this forum.
The parts that you did change were... well, fun. But it needs moar. Beyond the armor, all I noticed that you had changed was the texture on the sun, and people can just make/find skins if they want to change their appearance. Which leaves you with a texture pack that changes what the sun looks like. It'd be cool to see you expand on the idea and style to the rest of Minecraft, but for now I doubt I'd use the pack.
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You seem a bit out of breath. Slow down a bit, and could you please repeat that? :smile.gif:
(I don't understand what you mean.)
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Next to nothing is set in stone at the moment, but I would lean towards yes. If not naturally spawning, then probably as an obstacle if the game gets too slow.
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Also, maybe when you die, he tries to come back to your spawn? That way there's a chance he'll bring your items back to you.
This mod looks like it has lots of potential, keep up the good work!
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The map that was up last time I was on was just for throwing around concepts/ideas for things to include in the map. I'm working on getting a walled off arena up and running, which will hopefully become the main playing field.
First we all need to get together and do some planning though.
Also, here lies the answer to the question of the invisible cameraman.
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(Also, the random sheep :tongue.gif: ).
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That would make more sense, just the OP mentioned a rule about not breaking pistons in his post. I know it's possible to do, I've built them before :wink.gif:
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If you're going to tell competitors not to break the pistons, you may as well just put them in whatever material, and tell them not to break that too. Alternately, they could be in an obsidian pod, as *checks the Minecraft Wiki* it takes 50 seconds to destroy without a diamond pick.
It's more than possible to stream several people talking over Skype while one of them streams footage live. That way you could have a camera man with a fly mod enabled moving over the field, following competitors, etc, while people on Skype could provide commentary. The only problem is the commentators would also need to be on the field (unless they had X-ray mods/the field was really small), which would look awkward while filming.
It's definitely do-able though.
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I rage slightly when I see this at the beginning of posts. People should be apologizing for making short posts...
On the topic of first impressions, it sort of reinforces the idea that the thread for your map is half the battle, because next to the map title, it's the player's first impression of your map. He hasn't had a chance to even download it yet, but he's going to be making assumptions already. The other thing I would say is that if there's a part of your map that's visually stunning, put it right at the beginning. It'll set the tone of your map to 'wow' right off the bat, which is definitely a good thing.
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I agree completely, using visual cues rather than signs to tell people where to go is a huge leap forward for your map.
The only reason I don't play your maps is because I play Minecraft for the building/exploring side of it, not for the survival.
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Join a vanilla multiplayer server?
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I can also help with ads or designing.
Also, just my opinion, but it seems like because of how the mechanic for picking things up in Minecraft works, it's possible that whoever gets to the cornucopia first will vacuum up all of the items and then run away. Also, while the idea of a bunch of people getting killed right away in the first brawl might be fine in a book where the majority of the characters can just not be developed, in this game, I think it would be nicer if there were a longer game with all 12 players surviving for a more significant length of time. Just my thoughts on the first few moments of the game.
Anyway, even if I can't help build, I'd love to participate as a tribute later on!
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That should definitely be big enough. It's generating now.
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GamesRadar: You’ve said that The Witness is your attempt to modernize the adventure game, which hasn’t been evolved as well as other genres. What’s wrong and can you fix it?
Jonathan Blow: First, in a typical graphic adventure, you just start clicking around to see what you can interact with and that tends to persist through the whole game. Hunt the pixel. Second, the puzzles tend to be really arbitrary, like “Why is there a sliding tile puzzle on this safe?” or “I have to coerce the cat into coming out so I can reach into the cat box without getting bitten, so I have to get some milk?” Things like that, where you have to read the designer’s mind because they really don’t make sense.
So I started to adopt design language from other genres. If you play a platformer, for example, and there are levers you can pull, the first lever looks the same as every other lever that behaves that way. I know when I see that, I can pull it back. Maybe when I go in the jungle world, it’s got some vines on it, but there’s that concept of visual design communicating affordances – what you can do with the object.
GamesRadar: How does this translate to your game?
JB: At the very beginning of The Witness, you’re stuck in this small area and you don’t know what you can interact with, but the game shows you, “Here’s what the buttons look like. Here’s what the levers look like. Here are these puzzle panels.” And then once you’re outside, that’s basically the [system of] interactivity - there isn’t a weird machine that works in a way you haven’t seen. There are new elements that come in – that system can combine with another system – but it’s built on something you already understand. It can be nonlinear and crazy and interesting because that structure is clear. Even if it’s not verbal sense, it’s intuitive sense, and that’s something I think a lot of adventure games lack.
Very relevant to about 50% of the maps on this forum.
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Good start!