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    posted a message on Infinity Dungeon - A random dungeon crawler map using /clone. A roguelike adventure.
    Great map as usual, Jig. One of my nitpicks is kinda personal, but I hated the blindness beacons. They made it really hard in dark sections such as the caves, and made it impossible to plan a course from the watchtower if one spawned in near the center. Also, tone down the happy pills on the zombie pigmen, for christ's sake.
    Posted in: Maps
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    posted a message on Detecting a Cured Villager
    Just make sure the search radius is small enough that you don't detect other villagers really far away.
    Posted in: Maps Discussion
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    posted a message on Detecting a Cured Villager
    This is the best idea i have for this to work (would work on hard mode only) [EDIT: place blocks in the spots to the right of the normal zombie so it is confined to a 1x1 space]:




    Once you've built this basic skeleton (or something like it) either by using commands or MCedit (Change mob properties filter needed) either summon or change the normal zombie to have a maximum detection radius of however far away the villager is from the normal zombie, in the case of the above picture, the normal zombie is 3 blocks away from the villager, so we'll set the maximum detection radius to 3. (Note: Be careful that the door is right on the edge of the block, so that the zombie cannot move from its 1x1 enclosure and detect the player). Also, I would make the walls 1 block thicker than the detection radius of the zombie to ensure that it doesn't detect you if you are walking by the side of the holding cell. Once this is done, build a BUD switch against the side of the door so that if you break the door, it will set off the BUD. Below is a compact example that I often use:



    Here's how it works: First, you cure the villager with the golden apple. Then the zombie detects the villager and attempts to move closer so it can kill it. The zombie then detects the door as an obstacle and begins to break it (if you're using a custom resource pack, you can delete the sound to not make it seem awkward). Because the zombie's detection radius is limited to villager, it won't be able to detect you and break down the door without curing the villager first. Once the door is broken by the zombie, it sets off the BUD switch, which can be hooked up to an output of your choice (I'd recommend the rdstone torch in the above BUD).

    So there you have it. If you have any questions or problems with it, feel free to drop another message here. If anyone else reading this has a suggestion to improve the build, feel free to tell me. By the way, good choice with the villager puzzle. As a map maker, I don't really see other people use it much. Good luck to you!

    ~Jaxler
    Posted in: Maps Discussion
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    posted a message on [ADV] The Stanley Parable - Minecraft Edition
    Please....PLEASE include the disco room easter egg! That would be AWSOME
    Posted in: Maps
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    posted a message on The reviews are closed now. For real.
    Quote from collectics

    *snippitysnip* (am i doing it right?)


    It's ok. I was jk'ing (story was true though). While I'm here...


    and it burns,


    burns,


    bur-
    Posted in: Maps Discussion
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    posted a message on The reviews are closed now. For real.
    Quote from jajo252

    *Map name: The Rings of Fire 0.2.5
    *map type (parkour, adventure ect): Parkour, puzzle, adventure.
    *how long it should take: Currently ten minutes
    *Max/min player count (eg, 1-4 player): One preferably, but can support up to two.
    *Screenshots: On my post.
    *why should I play this map?: I think it would be very fun watching it develope into an awesome game.
    *why do you want me to play this map? So that I can get some feedback and more downloads.
    Fourm post (if any) : Search for: The Rings of Fire
    addtional info: If you wait a week or so I can give you the beta map...


    No, please... please tell me you didn't name this after the Johnny Cash song (jk). In 7th grade, we did a project on the "Ring of Fire" in science class, and my teacher played the song the WHOLE TIME.
    Posted in: Maps Discussion
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    posted a message on Looking for advice
    Hello, forums. I need a little advice. I am working on this huge map project, but I am in a bit of a bind. I want to use a mod called SmartMoving to make the parkour more realistic and challenging, but I am not sure if this is a good idea. I have heard that many people are put off by (and won't play) maps that require mods since they are a hassle to install (especially because SmrtMoving requires Player API). I also worry about having to teach the player about the mod's mechanics, which may also annoy players and make it hard to those who are unfamiliar with the mod. Is the mod worth implementing, or will it hinder my project in the long run?

    ~Jaxler1
    Posted in: Maps Discussion
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    posted a message on [1.6.2] [ADV] Escape from the Psychotic Lab! A Game & Watch Studios production. 1,000 Downloads! 8.6 out of 10 rating on minecra
    Updated and cleaned up the thread a bit. 1,400 downloads so far. Thanks to all for you support.
    Posted in: Maps
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    posted a message on Brimstone Canyon [ADVENTURE/PUZZLE/PARKOUR/STORY]
    Review: Brimstone Canyon (40pt scale):

    Storyline: 5/10
    The story is basic, at most, but it was enough to keep me slightly interesting. I thought the intro part was well handled, but by far the most problematic part was the ending. Nothing was ever resolved. You never knew what the scientist was researching and the map doesn't even TELL you that the explosion of the house was the ending. Very unsatisfying.
    Gameplay: 2/10
    I'm going to be really brutal here, just a warning. The gameplay is EXTREMELY repetitive. Most the map seemed like running around flipping levers to unlock another area to find another set of levers to unlock the next area... You get the point. The progression wasn't any better. When you actually got to a legitimate puzzle, they stayed at the same difficulty the ENTIRE time. Oh, and speaking of difficulty, this map is EXTREMELY easy. One more part and then I'm done ranting. I found several sequence breaks in the map. From the spawn room, you could place the tnt on the redstone lamp to get past about 1/4th of the map. Also, it was really easy to climb up the side of a mountain and into a building in some parts.
    Visuals: 4.5/10
    The visuals weren't too bad. Some of the underground areas looked really cool. The mountains looked kinda dull, and it looks a bit bland in other places.
    Enjoyability: 3/10
    I think I already explained why earlier.

    Overall Score: 14.5/40

    It's a good start, but it needs significant improvement.
    Posted in: Maps
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    posted a message on Brimstone Canyon [ADVENTURE/PUZZLE/PARKOUR/STORY]
    Ok so I get to the guy's house or what ever, then I do the generator switches and the house blows up. Is that end? I have abosultly no idea what happened or what im supposed to do.
    Posted in: Maps
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    posted a message on Thorough, well written, thought out map reviews!
    Thank you for the review!
    Posted in: Maps Discussion
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    posted a message on [1.6.2] [ADV] Escape from the Psychotic Lab! A Game & Watch Studios production. 1,000 Downloads! 8.6 out of 10 rating on minecra
    Quote from Nbtful

    Where is da download


    Download can be found under the "Downloads:" heading on the thread. Make sure to choose the most recent version.
    Posted in: Maps
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    posted a message on Brimstone Canyon [ADVENTURE/PUZZLE/PARKOUR/STORY]
    From what I see, this looks pretty good. Seems that you put a lot of time into it. I might play this later today.
    Posted in: Maps
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    posted a message on Doing map reviews!
    Quote from rmk812

    So! I just played Escape from the Psychotic Lab....... Kind of. I was at the part when you push the buttons until you reach the lever that says "Switch to exit", so I did..... nothing, nothing happened, at all. So I went in creative and followed the redstone until I saw that it led to nothingness, just stopped.. but Im not going to rate it yet.... I will let Jaxler rely to this and see if this was intended....
    Time to play the next map.


    There are 3 more switch to exit switches hidden throughout the puzzle. Hitting all four opens a door in the maze to move on to the next area. I should probably add a sign about that. :/
    Posted in: Maps Discussion
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