That water pillar one should work fine in v1.3.
There are a couple tricky ones in the room between the coloured downspout and the snow room.
- Swim up the water and jump and grab the dispenser.
- One of the pressure plates open a block in the wall. Maybe those are of the missing ones.
Every UID should be attainable in v1.3
I'm running v. 1.3, and there was definitely a solid block where there shouldn't be one in the water pillars.
I got the swimming up one in the room you were talking about, but I definitely hadn't seen the one the pressure plate opens. I can't seem to get to it fast enough, either. Is it meant to stay open?
There is one now somewhere I haven't found! Yikes.
Also, if you want me to make a rough checklist for the UIDs, I can do it once we figure out the last one I've missed, I think. Maybe a list by floor as a general guide, and a list by room (no directions, just check list) as a more specific guide?
I've started playing this, and it does seem pretty fun!
One suggestion, though... you might want to remove the trees on the starting area with the helicopter. Some players might be tempted to, oh, build a pick and steal all the iron blocks from the helicopter. Just saying. >.>
Edit: Just found the immense bedrock wall around the island -- why? Also, unless there are spawn eggs hidden somewhere, there's no way to get animals, as the entire island seems to be in the ocean biome. Animals other than squid don't spawn naturally in that biome.
I'd highly recommend adding pictures to any map post -- just use imgur, it's really straightforward.
Your map doesn't actually work at the moment. The loop of redstone that powers the dispensers stays powered, so it's only possible to play round one, and nothing else -- the dispensers will never fire a second time. Also, looking at the setup, every round would be the same, two skeletons and two zombies, and no obvious win conditions except to run out of mobs in the dispenser.
I'd suggest fixing the redstone and giving the player some goal to work toward, and some variety of enemies. I also didn't see any way for the player to know what the code for the door should be in the first room. All the switches down is easy enough to figure out, but the signs implied I should know the code somehow.
Edit: It's actually a really easy fix for the dispensers. Just take out all those unnecessary repeaters you have in the loop (any not powering the dispensers) and it works fine.
Technically speaking, since you can't get that due to the bug in the current version, your score is still 61 the logically highest possible for the current version. & that makes me the logical 2nd place for the current version. I am content
Bah, technicality! I'm just interested in knowing where they all are at this point. With only two missing, it'll drive me nuts.
Which version are you playing on?
Until v1.3, there were 3 you couldn't get due to my error.
- One above the center pillar in the 5 water pillar room.
- One when the Patience block opens up
- One inside the lava pillar with the single sign with coordinates. - Chest room only has the one.
Maybe I should do a UID checklist... Kind of time consuming.
Got the patience and lava pillar ones. Going back to double check the water pillars.... and I see a small problem. I definitely checked that, in both run throughs, but it can't be opened because there's a solid quartz block above it. Might want to fix that. (And +1 to my score; only two remain!)
Thanks! I don't have a freaking clue where the last 3 are... I swear I checked every single room. D:
If you're willing to give out hints, I found 10 on the lowest level, 9 on the second (including the pigman rage house), 12 on the third, 14 on the fourth, and 15 on the fifth. And one more that I'm not sure which floor I got it from... it ended up in the second floor pile, but I don't have it marked on my map.
If there's more than one in the room with all the chests, I definitely missed it, but that seemed unnecessarily cruel....
I can understand not installing mods... but why can't you use texture packs?
Also, a lot of fancy custom maps can be played without texture packs. Like Herobrine's Mansion, it looks better with the texture pack but is still totally functional without it.
I couldn't resist a second playthrough, to see if I could find the UIDs I missed the first time. Better this time, but I'm still missing some. The correction of coordinates definitely netted me one, so thank you for the update!
This is what I was trying to say with my first post, re: using the button wrong. Also, new record! Woo!
While I agree - there are SOME items in the shop that are 'VERY high priced' (e.g a beacon will cost ~100lvl) & would be quite difficult to get the required XP level in one go - you could quite easily fall to your death due to a server lag or something -
so a method of 'saving a little here' now and again will help them stock up until they have the full amount
Maybe set it up to take specific amounts of xp instead? It will be harder for the player to see how much they have, but you could easily wire up comparators with command blocks as /testfor to redstone lamps. So have 10, 50, and 100 as amounts to bank (or however many options you want). Player steps into bank, lights over amounts they have light up, and they press a button to donate.
Also handy, this experience calculator: http://www.radthorne.info/exp.php. The amount needed gets absurd as you go up -- 0 to 100 is 22,070, versus 6,790 to get to level 50 twice. Looks like it's MUCH nicer to let them bank levels!
I'm thinking of a 'XP Bank', where a player can 'deposit' & 'Withdraw' XP Levels - stored in a dummy scoreboard value under their name (I believe this will still store it if the player goes offline or dies etc) & would like the player to be able to stand on a pressure plate & it'll show ONLY his XP balance to him [...]
This is why I was thinking of the '/say @p your current balance is...[XPLevelStored]' sort of thing..This will only show the player his xp savings & not have it constantly on show for everyone else to see
I'm relatively sure there's no way (currently) to display the scoreboard values to a player except via the sidebar or tab list. Tab list would be unobtrusive enough, and there's no reason you couldn't leave it always on -- it does let everyone know what other players have, but there's no real reason to keep your banked levels secret, is there?
The other thing to consider is that allowing players to store/take back levels specifically may lead to some gaming the system. It's faster to get to level 5 six times than it is to get to level 30 once, for instance.
I want to create this adventure map. I have things planned out and all I need to know is how do you make checkpoints for the adventure maps. Like for example there is always those maps were you press the button and that is where your new checkpoint is. So do you guys know how to do this. Sorry if I sound like a noob but I really need help.
If you mean checkpoints for when someone dies, you just need to put a command block behind the wall with the button. Type in (without quotes) "/spawnpoint @p" or, if it's a multiplayer map, "/spawnpoint @a". That will set the players' spawnpoint to a new location, so if they die they won't have to start from the beginning. You can also include beds and a way to change the time to night, if you prefer.
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I got the swimming up one in the room you were talking about, but I definitely hadn't seen the one the pressure plate opens. I can't seem to get to it fast enough, either.
There is one now somewhere I haven't found! Yikes.
Also, if you want me to make a rough checklist for the UIDs, I can do it once we figure out the last one I've missed, I think. Maybe a list by floor as a general guide, and a list by room (no directions, just check list) as a more specific guide?
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One suggestion, though... you might want to remove the trees on the starting area with the helicopter. Some players might be tempted to, oh, build a pick and steal all the iron blocks from the helicopter. Just saying. >.>
Edit: Just found the immense bedrock wall around the island -- why? Also, unless there are spawn eggs hidden somewhere, there's no way to get animals, as the entire island seems to be in the ocean biome. Animals other than squid don't spawn naturally in that biome.
0
Your map doesn't actually work at the moment. The loop of redstone that powers the dispensers stays powered, so it's only possible to play round one, and nothing else -- the dispensers will never fire a second time. Also, looking at the setup, every round would be the same, two skeletons and two zombies, and no obvious win conditions except to run out of mobs in the dispenser.
I'd suggest fixing the redstone and giving the player some goal to work toward, and some variety of enemies. I also didn't see any way for the player to know what the code for the door should be in the first room. All the switches down is easy enough to figure out, but the signs implied I should know the code somehow.
Edit: It's actually a really easy fix for the dispensers. Just take out all those unnecessary repeaters you have in the loop (any not powering the dispensers) and it works fine.
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Bah, technicality! I'm just interested in knowing where they all are at this point. With only two missing, it'll drive me nuts.
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Until v1.3, there were 3 you couldn't get due to my error.
- One above the center pillar in the 5 water pillar room.
- One when the Patience block opens up
- One inside the lava pillar with the single sign with coordinates.
- Chest room only has the one.
Maybe I should do a UID checklist... Kind of time consuming.
Got the patience and lava pillar ones. Going back to double check the water pillars.... and I see a small problem. I definitely checked that, in both run throughs, but it can't be opened because there's a solid quartz block above it. Might want to fix that.
Given the number of things hidden in ceilings, you kind of have to on this map.
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Thanks! I don't have a freaking clue where the last 3 are... I swear I checked every single room. D:
If there's more than one in the room with all the chests, I definitely missed it, but that seemed unnecessarily cruel....
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I can understand not installing mods... but why can't you use texture packs?
Also, a lot of fancy custom maps can be played without texture packs. Like Herobrine's Mansion, it looks better with the texture pack but is still totally functional without it.
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Also, mind updating the scoreboard? The main point of the picture wasn't the door, but my second run. XD
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No, of course not, but going places you're not meant to is fun.
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This is what I was trying to say with my first post, re: using the button wrong. Also, new record! Woo!
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Maybe set it up to take specific amounts of xp instead? It will be harder for the player to see how much they have, but you could easily wire up comparators with command blocks as /testfor to redstone lamps. So have 10, 50, and 100 as amounts to bank (or however many options you want). Player steps into bank, lights over amounts they have light up, and they press a button to donate.
Also handy, this experience calculator: http://www.radthorne.info/exp.php. The amount needed gets absurd as you go up -- 0 to 100 is 22,070, versus 6,790 to get to level 50 twice. Looks like it's MUCH nicer to let them bank levels!
0
I'm relatively sure there's no way (currently) to display the scoreboard values to a player except via the sidebar or tab list. Tab list would be unobtrusive enough, and there's no reason you couldn't leave it always on -- it does let everyone know what other players have, but there's no real reason to keep your banked levels secret, is there?
The other thing to consider is that allowing players to store/take back levels specifically may lead to some gaming the system. It's faster to get to level 5 six times than it is to get to level 30 once, for instance.
0
If you mean checkpoints for when someone dies, you just need to put a command block behind the wall with the button. Type in (without quotes) "/spawnpoint @p" or, if it's a multiplayer map, "/spawnpoint @a". That will set the players' spawnpoint to a new location, so if they die they won't have to start from the beginning. You can also include beds and a way to change the time to night, if you prefer.
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Yeah, I'm in the US, so possibly it is a regional problem.
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