- Separate colored rooms give natural checkpoints!
- Fun!
Cons:
- The difficulty's a little all over the place. For instance, the ladder and fence sections in green/lime are way harder than the cyan/blue sections after. The cake parkour was (sorry, not sorry) a cakewalk and it came right after a hard level with a mix of previous elements.
- Most of the challenge comes from straight-on 4 block jumps. I would have liked to see more tricky jumps, around obstacles or similar.
- A little bit more scenery wouldn't have gone amiss. If the map were any longer, the plain decor would really be an issue. It's not major, but something to look at is nice.
There are a few small technical mistakes too:
- The map loads with the player in creative mode, in the black section of the course. Might want to fix that -- though I do suggest leaving cheats enabled in case people start to rage.
- There's some wall missing in the dark gray section.
- There's no ladder back to the start if you fall in the black section.
tl;dr: Fun, not too long, really solid for a first map!
Copy and paste the terrain you want to use with MCEdit, probably into a void world. For changing the actual biomes, I'm quite fond of Biome Painter, though you may need to tweak its biome listings to get it to function with 1.7 content. Pretty sure you can change the biomes in MCEdit as well, but I find Biome Painter particularly easy to use.
With a wood axe and mining fatigue 4, it takes about 7.5 seconds to break a log. To give a sense of scale, mining obsidian with an unenchanted diamond pick is 9.4 seconds.
There's no challenge to this -- it would just be irritating. It's like playing Minecraft partially in slow motion. If you're going for an angle where players have to be selective about resources, just limit their availability instead.
I haven't finished yet, but I will weigh in a bit on the areas I have done.
Going to have to back up the critics on the arena area. The order of mobs doesn't feel like a difficulty curve so much as a zig-zag. I think reordering a few mobs, and a bit of tweaking for spawn speed and detection range could go a long way toward making it not overwhelm the player. (Larger detection range will stop extra mobs from spawning even if players are kiting them around the edge of the ring, etc.) Maybe substitute a pressure plate instead of the button to go to the next area? It is extremely difficult, if not impossible, to hit the button with some mobs, like skeletons. Some cover, especially in skeleton/blaze/witch areas would be deeply appreciated. Maybe setup a low-level enchant table at the start and/or checkpoint? It will encourage players to backtrack early on, or not resent so much if they get killed, and one at the checkpoint would be a nice halfway reward.
Parkour brach: I do like Minecraft parkour, and it was apparent from the get-go that you weren't quite as much of a fan. The linear forward path was a little frustrating given that I've played some larger-scale maps -- I love finding paths, and upward/downward shift a lot. That said, most of the parkour is solid and some of it (noteblocks!) had me grinning even while I was starting to rage. As an aesthetic addition, some blocky/pixel art scenery to either side would make it feel a bit like the player had stepped into a 2d platformer, and I think it would be a lot of fun.
Boss fight: Couldn't beat it in SP, because I lost patience trying to get enchants. Maybe just one bucket of milk or healing potion? Or a bit more room to run/some cover? It wasn't bad at all, just not particularly engaging either.
Dropper branch: Raged and raged and raged and cheated through. Much like the maps that kicked off the genre. XD No legitimate complaints for this; it's meant to be small-scale rather than epic scenery, and that's fine by me.
Trivia branch: The trivia was good, though even I had to resort to guess and check for a few rooms, and I went through a long period of eat/sleep/breathe Minecraft Map-making. I think for an ordinary player, some of the questions are a bit too esoteric. And some things, like stone brick versus stone bricks is just plain cruel. The deaths, though. Jesus. I walked away to get a snack at one point, because drowning in peaceful mode takes minutes. Maybe a quick instant damage effect before you tp the player to the death room? The variety and setups were really clever, but it was way too slow. The last room also killed me because I thought it was a trick -- one of the questions (19) has a period instead of a question mark.
As for the rest, I only tried part of the Labyrinth before getting a bit bored. They're great mazes, but... I'd be thrilled to never see a maze in a map again. XD In any game, not just MC! No fault of yours, and the aesthetics for this level are quite high. I also stepped into the Escape Branch and thought you'd just put the whole Complex in, so I went right back out again. I may give it another try later.
I'm not sure who all you had beta this, but I think a slightly wider or (dare I say it) more diverse group might have been good. I played the map solo, and then with a friend, and we both had very similar complaints.
All else aside, I think the biggest problem this map suffers from is being the follow-up to a brain-bendingly good puzzle map. It's not bad, and it's clear you put a ton of effort into it, but... it's no Complex. I miss the humor, tone, and little bits of plot for me to put together. Complex had so much character to it that Diversity pales a bit in comparison.
P.S.
Not every map you make will be well-received. I loved mine dearly, but it hardly broke 1k downloads. Pick yourself up, and build something even more awesome next time. Your skills as a map-maker aren't even remotely in question, Q. <3
Yeah, I unzipped when I put it in the saves folder. When I opened MC it wasn't there. Is this a bug, or is it on my end.
You may have accidentally added an extra level of folders to it when you unzipped it. Make sure that when you open saves/Complex, you see things like the level.dat file. If you see just one folder labeled Complex, you need to copy that folder into your saves.
Counting emeralds is going to depend on how the player gets them. Counting zombie kills, provided that they're the only mob, is easy -- it'll be a scoreboard objective of the type "totalKillCount". For help with command blocks, see this thread: http://www.minecraft...shops-and-more/
You can't use dispensers and spawn eggs to create custom mobs. You'll need to use an external editor like MCEdit. Have you used it before? The filter you need can be downloaded here, and there's a tutorial video for it on the same page: http://sethbling.com...eategearedmobs/
Yeah, Windows/Mac/Linux is what I was looking for. I haven't actually used Windows 8, unfortunately. On Win 7, if you right-click on a folder, one of the options is "Send to" which opens a list of things, including "Compressed (zipped) folder". That's what you're looking for.
Pictures of the maps, embedded into the post (or at leastlinked to, rather than a download) would be nice. Some idea of what kind of map these are would be good too -- parkour? Survival? CTM/Squid farming hybrid?
I'm not sure what "horrible and cheesy amps" are -- your post could really use some proofreading. A post that's clear and offers plenty of information (pictures, types of map, version of Minecraft, rules, etc.) to the potential map-player is one that will get the most people interested.
This is an unusual idea, and I think it could be really fun.
Set the respawn point in front of each challenge instead of back at the beginning.
You say we need to place redstone torches in front of the doors, but none are provided.
The constant spam telling me to check out your Youtube channel makes it 100% certain I will not do so. It's extremely frequent and very annoying.
Challenge 4 cannot kill you. Poison will never do more than drop you to 1/2 heart. Also, if you want to hide potion effects, add them to a plain water bottle.
6: I am standing perfectly still and the ghasts can't hit me at all. XD Also, there's a chance your dispenser will drop the good loot before the ghasts.
7 & 8 are both "be an idiot and jump into lava"... I'm not sure that's a different death method.
Other things to add: a scoreboard system to keep track of player deaths maybe, challenges automatically closed off once completed, better/prettier level design. (I know this is a demo, so I assume you're going to change how it looks for a final version).
This might be a bug: I was curious and placed Spark in front of the iron door ("We need pistons") to open it, and when I broke it to get it back it reverted to its default name ("Redstone torch").
I did the exact same thing, placing the spark all over. It still works just fine in its intended location.
Just tested it out, and it looks like you can't. Dang it.
Okay, this will vary a lot depending on your game type, but here's the general idea:
If someone just has to hit a button in the opposing team's base, you could easily just do /scoreboard players add Orange displayPoints 1 (assuming Orange is one of your fake players on the display) and at the same time do /scoreboard players add @a[team=orange] realPoints 1. Then you use /testfor @a[team=orange,realPoints=5].
0
Hey, this was pretty fun!
Pros:
- Puns o' plenty
- Good length: not too short but not gonna take up your whole day
- Nice concept, minimalistic style isn't distracting
- Separate colored rooms give natural checkpoints!
- Fun!
Cons:
- The difficulty's a little all over the place. For instance, the ladder and fence sections in green/lime are way harder than the cyan/blue sections after. The cake parkour was (sorry, not sorry) a cakewalk and it came right after a hard level with a mix of previous elements.
- Most of the challenge comes from straight-on 4 block jumps. I would have liked to see more tricky jumps, around obstacles or similar.
- A little bit more scenery wouldn't have gone amiss. If the map were any longer, the plain decor would really be an issue. It's not major, but something to look at is nice.
There are a few small technical mistakes too:
- The map loads with the player in creative mode, in the black section of the course. Might want to fix that -- though I do suggest leaving cheats enabled in case people start to rage.
- There's some wall missing in the dark gray section.
- There's no ladder back to the start if you fall in the black section.
tl;dr: Fun, not too long, really solid for a first map!
0
0
There's no challenge to this -- it would just be irritating. It's like playing Minecraft partially in slow motion. If you're going for an angle where players have to be selective about resources, just limit their availability instead.
0
Parkour brach: I do like Minecraft parkour, and it was apparent from the get-go that you weren't quite as much of a fan. The linear forward path was a little frustrating given that I've played some larger-scale maps -- I love finding paths, and upward/downward shift a lot. That said, most of the parkour is solid and some of it (noteblocks!) had me grinning even while I was starting to rage. As an aesthetic addition, some blocky/pixel art scenery to either side would make it feel a bit like the player had stepped into a 2d platformer, and I think it would be a lot of fun.
Boss fight: Couldn't beat it in SP, because I lost patience trying to get enchants. Maybe just one bucket of milk or healing potion? Or a bit more room to run/some cover? It wasn't bad at all, just not particularly engaging either.
Dropper branch: Raged and raged and raged and cheated through. Much like the maps that kicked off the genre. XD No legitimate complaints for this; it's meant to be small-scale rather than epic scenery, and that's fine by me.
Trivia branch: The trivia was good, though even I had to resort to guess and check for a few rooms, and I went through a long period of eat/sleep/breathe Minecraft Map-making. I think for an ordinary player, some of the questions are a bit too esoteric. And some things, like stone brick versus stone bricks is just plain cruel. The deaths, though. Jesus. I walked away to get a snack at one point, because drowning in peaceful mode takes minutes. Maybe a quick instant damage effect before you tp the player to the death room? The variety and setups were really clever, but it was way too slow. The last room also killed me because I thought it was a trick -- one of the questions (19) has a period instead of a question mark.
As for the rest, I only tried part of the Labyrinth before getting a bit bored. They're great mazes, but... I'd be thrilled to never see a maze in a map again. XD In any game, not just MC! No fault of yours, and the aesthetics for this level are quite high. I also stepped into the Escape Branch and thought you'd just put the whole Complex in, so I went right back out again. I may give it another try later.
I'm not sure who all you had beta this, but I think a slightly wider or (dare I say it) more diverse group might have been good. I played the map solo, and then with a friend, and we both had very similar complaints.
P.S.
1
0
You may have accidentally added an extra level of folders to it when you unzipped it. Make sure that when you open saves/Complex, you see things like the level.dat file. If you see just one folder labeled Complex, you need to copy that folder into your saves.
1
You can't use dispensers and spawn eggs to create custom mobs. You'll need to use an external editor like MCEdit. Have you used it before? The filter you need can be downloaded here, and there's a tutorial video for it on the same page: http://sethbling.com...eategearedmobs/
0
Here's a tutorial: http://windows.microsoft.com/en-us/windows-8/zip-unzip-files
I hope this helps, and remember next time to try a Google or a forum search!
0
I just felt the need to say that you're not alone...
Facing in a different direction, but I think it's the same floor!
Your map is much prettier than mine.
1
I'm not sure what "horrible and cheesy amps" are -- your post could really use some proofreading. A post that's clear and offers plenty of information (pictures, types of map, version of Minecraft, rules, etc.) to the potential map-player is one that will get the most people interested.
0
Set the respawn point in front of each challenge instead of back at the beginning.
You say we need to place redstone torches in front of the doors, but none are provided.
The constant spam telling me to check out your Youtube channel makes it 100% certain I will not do so. It's extremely frequent and very annoying.
Challenge 4 cannot kill you. Poison will never do more than drop you to 1/2 heart. Also, if you want to hide potion effects, add them to a plain water bottle.
6: I am standing perfectly still and the ghasts can't hit me at all. XD Also, there's a chance your dispenser will drop the good loot before the ghasts.
7 & 8 are both "be an idiot and jump into lava"... I'm not sure that's a different death method.
Other things to add: a scoreboard system to keep track of player deaths maybe, challenges automatically closed off once completed, better/prettier level design. (I know this is a demo, so I assume you're going to change how it looks for a final version).
I kind of want to design a death-centric map now.
0
I did the exact same thing, placing the spark all over. It still works just fine in its intended location.
0
Okay, this will vary a lot depending on your game type, but here's the general idea:
If someone just has to hit a button in the opposing team's base, you could easily just do /scoreboard players add Orange displayPoints 1 (assuming Orange is one of your fake players on the display) and at the same time do /scoreboard players add @a[team=orange] realPoints 1. Then you use /testfor @a[team=orange,realPoints=5].
0
I don't see anything listed there. A quick Google search does turn up at least one Super Hostile map someone converted, though:
0