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    posted a message on THE TEMPLE =Custom Map=
    Quote from amclavido

    This will be my first Custom Map.


    First thing to do, note in your post that this is a parkour map!
    In the map, use /clear to empty your inventory and /gamemode 0 to make sure the player starts in survival mode. Right now we have a bunch of random blocks and are in creative mode. Are rules 1 & 3 the same? "Do not place any blocks" and "Do not put \ any blocks"?

    I almost missed the first wool block -- sneaky. :) You'll need to power the rail by the starting area if you want it to work. In the first parkour area, I'm not sure the two block jumps are possible with the low ceiling, and I'm 100% sure the three block jump with the low ceiling in the next area isn't doable. In the last area with obsidian, I assume you meant for the player to make a diamond pick to break through, but you've only put one stick in the chest, so there's no way to build it. Maybe just put a diamond pick with high efficiency on it in the chest? Breaking through obsidian takes way too long to be enjoyable.

    I'd suggest making the areas you parkour through a bit more attractive. Raise the ceiling for sure, as the current height makes your map impossible to complete, and maybe make it look like a castle interior or something else with a bit of visual appeal. I'm glad it's not just made out of iron blocks, but it is a bit plain. Beside that, the parkour seems solid and mixing minor puzzles in between parkour areas is a nice touch. :)
    Posted in: Maps Discussion
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    posted a message on Making an Adventure Map, have questions for players...
    Depending on the layout of your map, you could force players to put a disc in a jukebox to continue. The new comparator in 1.5 picks up a signal (strength based on disc number) from jukeboxes. Maybe use that to activate doors into boss fights/similar?

    If you want to fancy up things, you can use some kind of remote detector instead of using pressure plates for story. I know you can use spawners for a repeatable detector (see ), and for a single use I suspect you could use a spider hidden under the floor -- they track the player even through blocks. Hypixel's map "Herobrine's Mansion" does it somehow, so you could just smash through the surface in creative mode and see what's underneath. :)
    Posted in: Maps Discussion
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    posted a message on Making an Adventure Map, have questions for players...
    Use vanilla MC, hands down, no question. Mods aren't always up to date, and don't always work for everyone -- your map will last longer and reach more people without. A custom texture pack isn't unreasonable though. For a map that sounds like fun, I'll stop being lazy long enough to install one, especially if it's included in the map download.

    For adventure maps with a story, playing time of an hour or two isn't unreasonable. Folks recording videos may not want to make a lengthy series -- a lot of the bigger name youtubers limit their videos to around 20 minutes, from what I've seen. So one hour (4-5 episodes) is doable, but longer may be iffy. The other thing to consider is if you're gunning for videos of people playing your map or not. You could probably make a longer map that would get plenty of players, but it wouldn't be as likely to have full Let's Plays. If it's your first project, also, I'd suggest aiming for something shorter to see how your style of map is received, and then working on more ambitious projects. (I say this as someone who has sunk a few months into a custom map: I think I bit off more than I should have!)

    Adventure maps really can have it all, in terms of content -- there's no reason you can't have some combat, some puzzles, and a lot of exploration. Be careful with story, as some people (especially Let's Players, I suspect) aren't fond of tons of reading. Just keep it light and interesting, and not exposition every five minutes, and it'll be fine. Also realize you'll be reaching a really diverse audience, with an age range starting in the single digits and large groups of people who don't necessarily have English as their first language. Keep it in mind when you're writing story and even designing puzzles. Directions need to be very clear and to the point.

    I'd suggest playing some of the best and worst maps you can find, to get an idea of what has been done and what can be done -- hit up Hypixel's adventure maps for the slightly intimidating high end, and just hunt up forum topics with few to zero replies to see mistakes people make in their first maps. When you get ready to release your map, I recommend "How to get more map downloads" by Qmagnet. It's a bit long, but has some solid advice. He also beta tested my map, and had some very useful suggestions; you might want to look him up when you get to that point.

    So now I've written a goddamn novel here, but hopefully some of this is helpful to you. I'm happy to talk map making or help you with MCEdit magic -- I have a long and happy relationship with Sethbling's filters at this point. :) Just drop me a PM if you need a hand.
    Posted in: Maps Discussion
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    posted a message on [In Development] Classic Legend of Zelda
    Quote from ThanisKartaleon

    Is there a way to speed up the spawn rate?



    Change spawner properties filter, which will also let you set the distance the player can trigger it from. :) The count is in ticks, not seconds, so remember 20 ticks to a second. You can set the maximum and minimum spawn time, so there's no random factor. Just don't set any values to zero -- it tends to cause crashes/otherwise fail horribly. If you set entity cap to 1 (2 with a double chest) it should also never spawn a second time, even if the player destroys the chest somehow.
    Posted in: Maps Discussion
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    posted a message on [In Development] Classic Legend of Zelda
    Quote from ThanisKartaleon


    I'm using a trapped chest. Is that not supported?


    It's possible that you need to update either MCEdit or the filter. I just tested it using a copy of Sandify I downloaded 2 days ago, running MCEdit 0.1.6 for Windows, and it worked fine. A double chest will make two spawners instead of one, but that's the only oddity I ran into.
    Posted in: Maps Discussion
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    posted a message on [In Development] Classic Legend of Zelda
    Quote from ThanisKartaleon

    The issue I'm having is that I have no idea how to create a spawner that spawns chest. In Sethbling's video he spawns chests and an auto-turret. Right now that is indistinguishable from magic for me.


    Oh, okay! It's actually really easy. Put what you want in the chest, then go into MCEdit, select the chest, and run the Sandify filter. That will leave a little colored box (mcedit's way of showing an entity) which you should select and then run the create spawners filter. If you want the chest in a specific place, you need to do this IN the map, and check "include position data". Otherwise, build it anywhere and it should spawn near the spawner randomly.
    Posted in: Maps Discussion
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    posted a message on Map converting problems
    It will take longer depending on the size of the map. (Skyblock, for instance, is tiny!) It may not be stuck so much as slow. If it's absolutely not working, you might try hunting down an external map conversion program.
    Posted in: Maps Discussion
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    posted a message on How to make unbreaking armor?
    Quote from JoshFFuller

    I love this solution, I'll still play around with other solutions but I completely forgot that anything can be added as a wearable block and still use enchantments. +1 very nice idea


    Happy to help! If you do find a way to make less insane, more functional unbreaking armor, let me know! I could really use it for my own projects. :)
    Posted in: Maps Discussion
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    posted a message on How to make unbreaking armor?
    Quote from JoshFFuller

    Previously (1.4 and earlier) you could set durability to negative numbers and have "magical unbreaking armor" this was a feature in my map and an adventure map I'm making. Since 1.5 you can no longer do this. For tools, the solution was to add a level 3000 unbreaking enchantment, but for armors, they still take durability hits when you take damage. Is there a way to make armor unbreaking too?


    I found a possible workaround, though it's a long shot (and I think would only work for Single Player.) If you use MCedit + Sethbling's enchant to set whatever properties you want on the player's armor to a block, then copy and paste data from that with NBTEdit onto the player's armor slots (slots 100-104). (It's easiest to just equip something, and then edit that info.)

    I realize that probably made no sense, so here's a picture:


    Obvious problems: the player cannot put the armor back on if it's removed, it would probably be impossible to implement for multiple players, if you want a hat, the block will likely be visible instead of the player's head.

    On the other hand, if you just need them to be protected (high level feather fall for parkour, etc.) this will do as a kludge. :)

    EDIT: If you don't care about aesthetics, you can also just enchant whatever you need on a mob head If you also don't mind crap visibility, a pumpkin. They can both be equipped and don't break.
    Posted in: Maps Discussion
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    posted a message on [In Development] Classic Legend of Zelda
    Quote from ThanisKartaleon


    I have an adder set up to keep track of "heart containers" (golden apples) that the player collects. When the player has collected enough apples, sword upgrades unlock. These upgrades are found within caves hidden in the overworld. The caves themselves may be visited before the player has unlocked the upgrades.

    Sethbling posted a video (the Sandify one) not long ago where he used spawners to spawn large chests with items in them. Is it feasible for me to do something similar, where, when the player has collected enough apples, the adder activates a spawner minecart; when the player enters a cave with an activated spawner minecart, it creates the chest in front of them with the appropriate sword within?

    Ugh, that seems convoluted every time I look at it. Nevertheless, it seems to be my best course of action, if I can only figure it out. Sethbling didn't include a tutorial with that video :'(

    If anyone has any other ideas, I'd be glad to hear them.


    A simpler idea might be to have a door lock set up that will only open once the player has enough apples, so you don't have to mess with the spawner minecarts. Or, if you want the appearing chest, you could have the door lock and then have a spawner hidden in the floor that will only activate when the player is really close -- you can set "include position data" when you make the spawner so it won't spawn multiple copies of the sword chest (I think).

    I'm not sure about setting up the command blocks to check, but I suspect you could use one of Sethbling's proximity detector designs to check the apple count when a player walks by the cave. ()
    Posted in: Maps Discussion
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    posted a message on How to make unbreaking armor?
    Quote from Kinetize

    Ofc, just give your armor unbreaking.
    Couse this is a unallowed enchantment, you have to do it over external tools like InvEdit...
    (Ignore the name and the description, just want to show you that it works...)


    The armor will still break, though, just more slowly. I'm pretty sure the OP wanted armor that never breaks. It used to be possible, but the system has been changed so it no longer works. Armor calculates unbreaking as (60 + 40/(Level+1) = % chance of use. Tools all use 100/(Level+1) = % chance, so they can last forever, but I don't think anyone's found a workaround for armor yet.
    Posted in: Maps Discussion
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    posted a message on My first minecraft map
    Okay, important first step... you need to type /clear, unless you meant for us to start with tons of diamond and gold blocks. You also need to get to wherever your map starts and type /gamemode 0, so the player is put into survival mode. (/gamemode 2 is adventure)

    I couldn't even easily put myself into survival mode, because you disabled cheats. There's really no reason to do that... players can just open to LAN and then turn cheats on, so you may as well save them a step and make them less likely to rage quit.
    .
    In the room with all the netherrack, there's a two-block deep hole that players would have to break/place things to get out of. Immediately after the netherrack is a sign asking me if I found the three levers... with three levers on the wall behind it. I didn't see any obvious locations to place the three I found in the room before that, and no combination of the levers seemed to open a path forward.

    The minecart tracks on the way to save "rex" (who?) already have a cart on them, which means the player goes up the hill, and then right back down again. The room after that, with a sign saying "you can break glowstone" has only one block of glowstone in it, and three blocks later has a sign saying we can't break glowstone. Maybe just put the chest in the room and spare us the ridiculous signs?

    There are no minecarts available at the second set of tracks, and no indication at the first set that we should take the cart with us. After that, there's a ladder which stops at ground level, but a huge pillar of wood that looks to lead up to the next section of the map. If you want players to get up there, fix the ladder. If not, put some indication of where to go next, or people will get lost.

    At the top, the second jump (over certain death) is four blocks, from one piece of ice to another. There have been no check points thus far. In the extremely likely case of someone dying, they have to repeat the entire map. I would strongly recommend adding check points. A quick button with a command block setting the player's spawn would be just fine -- it doesn't need to be fancy!

    The drop on the "did like this map" obvious trap was open when I reached it. Falling down, there's nothing in the dispenser; not sure what you intended to be there.

    If you want to make more Minecraft maps, please get someone to beta test them before you release them -- or at least play through them yourself, in survival mode, to make sure everything works! It's very frustrating to play a map where things don't work, it's impossible to get through without cheating, and you have no idea what's going on. :(
    Posted in: Maps Discussion
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    posted a message on Super Hostile Maps
    Quote from paulpjholcomb

    Some of you may remember those Super Hostile maps from quite a while ago, like the one that was all a massive jungle with ridiculously huge trees and the like. I'm looking for a similar sort of map for an LP series, if such a thing exists, that has been made in a recent version of Minecraft since the old Super Hostile maps are very much showing their age. If you know what I'm talking about, and such a thing is out there, please let me know. Thanks!


    Actually, a lot of Vechs' maps are current -- there's one called Inferno Mines that was recently posted and requires the 1.5 update, in fact. Check out the forum thread for them and see which ones are up to date.
    Posted in: Maps Discussion
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    posted a message on Colored Map Title Index
    Quote from Sir_Kerub

    Hi, I would like to know how to properly change the color of the Map name File

    Thank you for the time, really appreciated.


    The way I know is to open your level.dat with NBTEdit. There's a listing for "LevelName" and you can just add in the color codes (see http://www.minecraft...ormatting_codes) there. I suggest copying and pasting from the wiki--I haven't had any luck trying to type that weird double-s symbol.

    Posted in: Maps Discussion
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    posted a message on Smart Item Detector?
    Quote from hjklr54679

    Is there any way I can use redstone to make a machine that detects exactly what item (dropped) you put in there. I would like it to detect one item that I put in there and do nothing for the rest. I'm trying to make a lock system that detects which map that you put there (it uses a map as a key). Is there any possible way to do this? Any help would be appreciated.


    Yes, you can do it with hoppers in 1.5! Sethbling made a basic version of it in this video:
    EDIT: While that link may work, the actual thing I was thinking of was this: It's made in a snapshot, so it may not function exactly the same in 1.5 full release.
    Posted in: Maps Discussion
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