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    posted a message on Damage Dash: A Minecraft Puzzle Challenge Map | Inspired by the classic map 72 Seconds
    .
    Damage Dash


    This map is NOT for the faint of heart. The concept is simple: Solve the puzzles and press the button before the timer runs out to win. However, you can only press it when you have exactly half a heart of damage. It can't be THAT hard to take damage in Minecraft...right? Keep your eyes open and find the necessary secrets you'll need to solve and complete Damage Dash. Oh, and don't rage. Unless you really feel like it.


    *** DIRECT DOWNLOAD (no adfly) ***

    Rules:

    Singleplayer ONLY. (Sorry!)

    Play in Adventure mode on Peaceful.

    Turn Smooth Lighting OFF.

    Don't cheat (unless you want to completely ruin the experience for yourself and undermine all our hard work...) :P

    The resource pack, which is required, should be automatically loaded with the map. You'll know it's there if the signs are silver/white.


    Screenshots:












    Good luck! ;)
    -MagicalMapmaker and Rexshell
    Posted in: Maps
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    posted a message on Damage Dash: A Minecraft Puzzle Map by GhostCatProductions
    .
    Damage Dash


    This map is NOT for the faint of heart. The concept is simple: Solve the puzzles and press the button before the timer runs out to win. However, you can only press it when you have exactly half a heart of damage. It can't be THAT hard to take damage in Minecraft...right? Keep your eyes open and find the necessary secrets you'll need to solve and complete Damage Dash. Oh, and don't rage. Unless you really feel like it.


    *** DOWNLOAD: ***

    Rules:

    Singleplayer ONLY. (Sorry!)

    Play in Adventure mode on Peaceful.

    Turn Smooth Lighting OFF.

    Don't cheat (unless you want to completely ruin the experience for yourself and undermine all our hard work...) :P

    The resource pack, which is required, should be automatically loaded with the map. You'll know it's there if the signs are silver/white.


    Screenshots:












    Good luck! ;)
    -MagicalMapmaker and Rexshell
    Posted in: Maps
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    posted a message on I need help about triggering commands!(Please help)

    I'll usually use a testfor system and setblock. Set up a repeating, always-active command block with your basic testfor command, like this one:


    /testfor @p[x=X,y=Y,z=Z,r=Radius]

    (If you want to be more specific, you can use dx, dy, and dz as well to narrow down the blocks...I'm sure there are tutorials for that online.)


    Coming out of the repeating command block, put a chain command block that sets a block of redstone next to a nearby impulse command block. The impulse command block will be whatever you want to trigger.


    I usually put a repeater next to where the redstone block will go as well. This repeater leads into another impulse command block which will setblock air in place of the redstone, so it's automatically resetting. You may or may not want to add this feature, depending on if they'll be standing there for a while. (For example, if it's a /say or /tellraw, you don't want the message appearing hundreds of times in chat if they don't move out of the radius.)


    Hope this helps!

    P.S. There's a spot on the forum for command block and redstone help, as opposed to map postings. You might want to try posting your questions there for a quicker response time and more organized forums! :)

    Posted in: Maps
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    posted a message on Passive mobs following inconsistency

    The solution to this may or may not be command-block related, but I thought I'd put it here anyway because of the way I'm using this.


    I have a puzzle where you need to alternate leading a pig and a chicken through a small maze beneath your feet. The puzzle is timed, so I need to make sure the players can consistently solve the puzzle in time without the game messing them up. However, when I try to lead the animals (I'm standing over them on barriers), they don't always see my seeds/carrots, but stare aimlessly at a wall or something.


    Is there any way to make it so the pig/chicken will ALWAYS start following my carrot/seeds, so I don't have to waste 10-15 seconds just trying to get them to look at me? Thanks in advance for any ideas you may have to make this puzzle work!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Testfor player health (certain range)

    I'll try and test it again later tonight with a new scoreboard objective and see if it works.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Testfor player health (certain range)

    Hello, all!

    Trying to testfor a player with 5 or more hearts...I'm using the following command:


    /testfor @p[score_health_min=10,score_health=20]


    I've already gotten something almost identical to this to work in the same map, but this was testing for 4 or FEWER hearts, so I don't know if the full-health thing is giving me a problem or what. The command just doesn't trigger what I need it to...it doesn't register that I have 5 or more hearts. Any ideas why it can't detect this health? Thanks!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Toggleable NoAI not working

    That was it! *Derp...* :P Thanks for the help!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Toggleable NoAI not working

    I have one of those mazes where you guide an animal through a maze under your feet. However, I'm using two animals: a chicken and a pig. The problem is that when I move one animal, the other animal begins to wander and trigger things it isn't supposed to. So I figured I'd just use some simple entitydata commands to fix the problem. However, I'm running into issues...


    I have the following system set up:


    Repeating command block (always active): /testfor @p {SelectedItem:{id:"minecraft:carrot"}}

    Chain command block (conditional): /entitydata @e[type=Pig] {NoAi:0}

    Chain command block (conditional): /entitydata @e[type=Chicken] {NoAi:1b}


    And a similar system nearby:


    Repeating command block (always active): /testfor @p {SelectedItem:{id:"minecraft:wheat_seeds"}}

    Chain command block (conditional): /entitydata @e[type=Pig] {NoAi:1b}

    Chain command block (conditional): /entitydata @e[type=Chicken] {NoAi:0}


    Hypothetically speaking, this would turn off the pig's AI and turn on the chicken's AI while the player is holding seeds, and vice versa while the player is holding a carrot. However, the chicken just flat-out has no AI and I can't lead it with the seeds, and the pig works one time but won't switch when I toggle items. I spawn the animals in with NoAi:1b already in place.


    Help? :P I don't understand why this isn't working...

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on The Fourth Wall: a mind-bending adventure in virtual reality!

    Thanks so much to CrazyCowMM for posting the first part of a playthrough of this map! :) Definitely check out his channel, but if you haven't played the map yet, beware of spoilers in the video below! :P


    Posted in: Maps
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    posted a message on The Fourth Wall: a mind-bending adventure in virtual reality!


    Welcome to The Fourth Wall, a Minecraft adventure map where your job is to enter into a virtual reality game and convince the characters that they aren't real. All goes smoothly until you begin to lose communication with the lab, and then you discover that this game is hiding secrets from you...

    Experience a strong storyline, mind-boggling puzzles, and (in one section) quite possibly one of the most challenging parkour stretches in Minecraft! Do you have what it takes to conquer this game?

    Gameplay time: roughly 2+ hours, depending on your skill level. :P
    We suggest NOT using Optifine...please see Rules and/or Disclaimer below.

    By the way, there’s an experiment loose in the map. Just don't li
    NO, PLEASE HELP ME! I’m not supposed to be here! Don’t ignore me like everyone else!!!

    *** DOWNLOAD: http://adf.ly/1nVE2C ***
    (Don't click any of the ads--just click "Skip Ad" once it appears in the top right corner.)

    If something goes wrong with the above link, try this one instead: http://www.mediafire.com/file/51c7i93bk3i3h8h/The_Fourth_Wall_by_GhostCatProductions.zip


    Rules and Helpful Advice:


    Play in Adventure Mode on Easy difficulty in 1.12. Cheating is STRICTLY prohibited! This map is suitable for both singleplayer and multiplayer, although you may experience one or two glitches in multiplayer, especially if you cheat (which, of course, you aren't supposed to, anyway.) It is highly suggested that you do NOT use Optifine...while this won't technically break the map, it disables a lighting glitch we were utilizing to make a section look awesome. :P

    Don't rage. If you rage, it makes it easier for him to get you. Stay calm and try taking a few deep breaths...


    Disclaimer:


    This map has been tested countless times by multiple beta testers in both singleplayer and multiplayer scenarios. It probably goes without saying that multiplayer will most likely be more buggy (especially if you cheat--cheating in multiplayer WILL result in bugs). However, even in singleplayer, this map is very conducive to lag, and we have had a couple of lag-related bugs that we are unable to fix simply because there is technically nothing wrong.

    When you run this map, we suggest that you close other programs and keep settings on fast, shorter render distance, clouds off, etc. to avoid complications. Please try to avoid using Optifine, though, as we utilize a lighting glitch in one part of the map, and Optifine disables this effect.


    Screenshots:








    We hope you enjoy! -MagicalMapmaker and Rexshell of GhostCatProductions

    Bonus: Album of behind-the-scenes screenshots from our many hours of mapmaking can be found here: http://imgur.com/a/GNFCn
    Do NOT view this until you've finished the map--spoilers are everywhere! :P

    Posted in: Maps
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    posted a message on Super Bomb Survival!

    Pat and Jen played your map! :)


    Posted in: Maps
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    posted a message on Can lag break maps?

    Thanks so much for replying! I did finally figure out the problem, I think. It wasn't lag, exactly--I was getting a "Cannot place block outside of the world" error, because some chunks loaded in for some people, and some didn't. That's where the discrepancy was...I just have to implement chunk loaders in key areas. Hopefully this'll get finished soon! :)

    Posted in: Maps Discussion
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    posted a message on Can lag break maps?

    I hate to bump, but doesn't anyone have any ideas for how this might be happening or how to fix it? I really want to release this map soon, but don't want to do it if every other person who plays it experiences a bug that breaks the map... :(

    Posted in: Maps Discussion
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    posted a message on Can lag break maps?

    My friend Rexshell and I have finished a map and are now working on bug fixes so that we can release it, but our beta testers keep getting inconsistent glitches that we can't find any reason for. It seems like sometimes the /setblock command won't go off, and certain quests won't trigger.


    This is a very command-block-heavy map...is it possible that lag is keeping some of the mechanics from working properly? How can we fix this, since we can't control lag? Is there any other reason why /setblock wouldn't be going off? I don't think it's a problem with my coding...we're talking simple stuff here.


    Thanks in advance for your thoughts!

    MagicalMapmaker

    Posted in: Maps Discussion
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