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    posted a message on [SURV] ZomBeatBox 1.2 - Unique Zombie-Punching Action! [1200+ downloads!]
    Quote from minihilly

    I think you could keep both of them, but increase the prices more; perhaps think a little more carefully about which chest-loot goes where (especially the one in the Extreme-Hills biome I mentioned, that definitely needs swapping-around). So...yeah; increasing (about double? I think double for the villager-trades imo; don't know about the mall) the prices should help even it out quickly.


    I actually hiked the prices for iron and diamond weapons/armor once already... my temptation (probably for a sequel, or I'll just edit this one forever) would be to have the villagers trade food and swords rather than raw materials.

    I also briefly considered making a skeleton-only variant of the map... but I'm not sure anyone could survive that.

    Quote from minihilly

    I personally would like to see an attempt at a sequel for this, whether you'd want me to review it or not ;P

    Review, nothing! I'd want you to beta test and rip the thing to shreds until it came out perfect. XD

    Quote from minihilly
    • Seeeeeeeequeeeellll......
    • You probably could've got the same effect from simply ripping biomes from a survival world, then editing them to more appropriate shapes (and likely blocking the most of the caves, and shaping your own). I suppose, though, the self-customisation might have been the simpler for you anyway...hmm...
    • Ah, I suppose that makes some sense. I think the only idea I have (without testing anything) is the ludicrously-insane idea to use several command blocks attached to clocks - one to cover the main area (ring), and several to cover the awkward box-shape of the biomes
    • Damn it, man, I want to make new things too!
    • I did rip up biomes, but I had to edit extensively for continuous cave systems and the like. (Extreme Hills was actually impossible the first time and I had to spawn new terrain to get it to work. Ugh.)
    • The problem is that both gamemode and gamerule are global rather than player-specific. No matter what system you set up, it will never work in multiplayer unless you forbid people from splitting up.
    Quote from minihilly

    I think it's partially due to me being a bit of a dunce. I went back to the map to check the nether again, with the hints book one me, and I found a couple chests, but couldn't seem to find any-more

    This is a HUGE MAJOR SPOILER, for anyone else reading this thread:
    The other major treasure is hidden in caves under the lava. The netherrack paths lead generally to them, and they're marked with flowing rather than still lava.

    Quote from minihilly

    ...I can haz sequel?


    Uuuugh, so tempting. I could use more types of mobs, natural terrain, even more hidden things no one but me can find.... This may have to happen, and I blame you. :)

    One last question, I may have missed this in your review: did you find all the treasure in the End?
    Posted in: Maps
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    posted a message on Game mechanics that would drive you crazy

    By this, I'm guessing your going with a free-roam kind style kind of map with no actual main goal than to survive? If that's what your aiming for, I'd say that's fine, especially if you have a trade system going on, as well as random dialogue. Would seem kind of like Skyrim. Also, your punishment for sleeping sounds reasonable; but, in addition to giving the player a penalty if they don't sleep enough, maybe sleeping would give the player and added bonus for rest? As in, strength for being well rested? That's another Skyrim aspect I stole. Kinda liked that.

    Hadn't actually linked this idea to Elder Scrolls games (the last I played through was Morrowind, which was it's own sort of hilariously, awesomely broken), but I definitely like the idea of bonuses at low exhaustion. Maybe a low level speed and strength or mining speed if you keep it at 0-1.

    Quote from minihilly

    Ahhh, I see what you're going for now; it's like a survival/adventure mash-up, of sorts (at least, that's how I see it :P )

    I think these ideas could work well; the no-crafting one is hard to say, even still, if it's a good idea. Hopefully, you'll pull it off :)

    That's not a bad description at all. I think you've kinda hit to the heart of my map-making: interesting ideas, dodgy implementation. XD Hopefully other people play my maps, steal my ideas, and make better versions so I get a chance to play them too.


    Quote from minihilly

    Perhaps the mining fatigue effect, instead? As slowing down the player's movement (and thus making it more annoying to get back to your bed) could be a problem, as has already been acknowledged. With mining fatigue, though, you can still have in increase over time (much like slowness), and even make it completely stop the player from mining. Now, I've not tested-out that effect much at all, but I think it could work well here - what do you think?

    I think I'm going to be pestering you to help me flesh out ideas for the rest of eternity. I can't believe I didn't think of mining fatigue, but it's perfect -- annoying, definitely will cut down on your resource collection (and leave you hard-pressed to fight mobs in melee!) but won't cripple your ability to run home again.

    Quote from minihilly

    One question, though: how are you actually monitoring whether the player has slept? A light sensor w/command blocks for the area around the main bed(s)...?
    Actually, that probably is it xP

    That... may be a lot simpler than the system I've been working. I don't actually have a system that could really be called "functional" at the moment -- if I can get mine to work, I'd prefer it, because there's already WAY too much riding on daylight sensors already, and I'd have to make sure the player's home isn't close enough to the spawn point to stay loaded or they would never get tired. If only BUDs still detected someone sleeping in a bed, this would be a piece of cake, but noooo, gotta mess with carefully timed and positioned spawners instead.

    As usual, I'm trying to make this multiplayer compatible, which tends to add some complications to most systems.

    If anyone's curious, this is the system I have setup for counting in-game time: http://www.minecraft...command-blocks/
    Posted in: Maps Discussion
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    posted a message on [SURV] ZomBeatBox 1.2 - Unique Zombie-Punching Action! [1200+ downloads!]
    Quote from minihilly

    Okay, so this idea did feel like a little bit of a mish-mash at first, and I wasn't sure what to expect when I started.

    This is the biggest problem I've had with the map -- I haven't found a punchy way to describe the gameplay that is universally understandable. :)

    Quote from minihilly

    But the achievements came mostly down to luck (and some parkour to get there), as I found myself searching endlessly, even with the hints, without managing to find anything further...Perhaps I just misinterpreted what the hints were trying to tell me, so I'll bring that down to me just being bad at it ;)

    I'm not sure it's just you -- the achievements are probably the least-tested part of the game; if you wouldn't mind, I'd love some input into how to improve the tips.
    For 90% of the chests/finding things, they mention the type of zombie closest to where the goal is.


    Quote from minihilly

    Although, it does bring onto the main problem this map, and most of its category (given this map mainly played and progressed like a survival map), is that is did become a cycling tedium of grinding specific zombies of certain areas (for example, the obsidian zombie; the End Portal zombie; your zombie for food; etc.), and it quickly got repetitive when I'd found most zombie types (although I may have missed some, but I can't imagine more than 3 were still out there).

    I think, though, one particular hidden-chest was a little too easy to find, considering the worth of the loot:



    In the Extreme-Hills biome, there's a chest just a few steps-away from where you teleport to; the player simply has to make a safe-route down, and they can grab it just there - making their way back up through the tunnel to the left, and climbing-up safely...

    Treasure here would be fine, except I got 4 Diamond swords, with strong enchantments...


    Presumably, you'd wanted the players (since this is multiplayer-compatible) to take one sword each, perhaps even leaving ones were other players weren't present...I feel this is a bit of a dodgy assumption, if it is what was intended, as I wasn't forewarned about that anyway (so I took all four, but I only found myself using the one).


    So...yeah...it seemed a little too OP considering how easy the find was. Wasn't for about another hour before I think I found another chest with such strong swords...

    Extremely fair points on both counts. The grinding is basically inevitable (though read on for a comment on the End Portal guys) and that one chest is just too much in plain sight. While a lot of people miss it, I may want to just limit the shiny bonus treasure to the harder-to-find chests.


    Quote from minihilly

    I never found myself using the 'mall' (levels shop) once; this is partially because I don't use shops generally in survival maps like this, but mainly because most items in there didn't seem to be worth my XP.

    So, essentially, while I think the difficulty-curve for when I started was good, I realised I was too OP, very quickly, so it became a rather dull mob-grinding session again (which I feel is a real shame). I didn't manage to go into the End (as that would require repeated slaughter of the end-portal zombie that seldom-spawned quickly-enough), but wander the Nether for some-time. I know there's several treasures in there, but I didn't find anything myself :<

    This is actually a really interesting point. In my final beta version of the map, there was no mall, no villagers, and no shiny bonus weaponry in the hidden chests. The main complaint I got from all of my testers is that it was too damn hard. It took a lot of work to survive long enough to get basic armor so you could get better swords. Pretty much everyone ran around in gold armor with gold swords and got slaughtered. XD

    I personally find the mall a bit too much to the easy side of the curve, but like the difficulty options it's there if you want it and can be ignored otherwise. Maybe I should release a separate "hard mode" version?

    Quote from minihilly
    • special dungeon-like areas (almost acting as mini boss-fights) for more useful zombie-resources, like the obby-zombie necessary for the Nether, and the End-Portal zombie. These don't have to be 'closed' boss-fights, they could just be 'specials' that attack with additional mechanics, such as splash potions, or lava, attacked at the player; spawned-in by minecart-spawners. It wouldn't be easy to do by any means, but it would certainly be a joy to both find, and fight, in a true challenge (making the reward of access to the nether/end much more fulfilling). Extra treasures/journals could also be added in this way.
    • The story was overall bland; and a little generic (like a science experiment gone wrong, and you're the last one there, blah blah blah). Story isn't really considered the key to maps of this type, but that doesn't mean you can't have a good one to tie it together. Personally, I'd stay away from the idea these were an experiment: I almost feel a fantasy-like route would work better in this scenario; there were several times I felt like I was attacking [zombie] spirits of the minerals I was gathering, in some-kind of alternate (fantasy) reality...Maybe I'm just strange ;)
    • I feel it looked overall rather bland...I mean, it was literally floating in space (why is it like a rule maps like this float in space? Why do people even do this? It looks so bland! You could've easily had it in normal terrain, or in an enclosed large-dome. just SOMETHING; even if it must have lava at the bottom)
    • That would require a completely restructuring of the map, as boss fights would need to be one-off rather than spawner-based, and special attacks require quite a bit of extra redstone. It's not that it's a bad idea, just that I couldn't possibly implement it without remaking the whole map.
    • The story is relatively bland; that's fair. I went more for a fun flavor than originality, and I quickly realized that at least half the players wouldn't read a single page anyway. :( I do like the idea of strange fantasy spirits... I'll hang on to that for another project.
    • Y'know, I think you're right about the normal terrain. Again, complete reworking of the map, but it might be fun to implement the custom mobs in a more "natural" environment.
    It's worth noting that the ring was there because the final beta didn't have teleports between the spawn point and the different teleports into the box. Adding them makes travel much smoother, so I don't regret it even if it ends up being odd. Assuming the player wants to build a base, the ring still serves a purpose in that they can at least choose which biome to live in.

    Quote from minihilly
    • The 'Mall' All building's layouts were overall really bland - the mall was just a cylindrical-like room, with no decoration whatsoever, and practically no detail on the walls/floor/roof; the options room was a square-box, with extremely bland walls again; (you get the idea) - spice it up, man! I know it's not the main aspect of this type of map, but it all helps!
    • I can't give you points for the biomes themselves, really; as, other than some re-shaping to allow the player to climb up from any point (and you did a nice job there, I never got stuck anywhere, and actually never used my ladders once), there wasn't really anything in them, just some occasional added-blocks (to signify what type of zombie spawns there), and tiny room-areas, like with the End-Portal zombie (the one I love-to-hate; so much grinding I had to do).
    • perhaps (if you want to take it a step further) an area that uses a Command-block(s) w/testfor command to change your gamemode when you enter (to survival, so you may build), and reverts it back when you exit...? Seems like a fair idea to me...It could also prevent the player from messing-about and trying to damage the portals/main area/etc..
    Quick-ish Note on gamemodes: it makes me wonder why, when you entered a biome, the map didn't change my gamemode to adventure...? I mean, surely that'd be a no-brainer to add...you could easily set me back to survival when I get out, and it would be far more useful overall. It's a shame that you can break glass in adventure mode (imo, a terrible feature), as this would over-wise be a perfect change, as you wouldn't be able to break the rules, while still being able to place ladders+torches (I believe you still can in Adv. mode) just fine. So...yeah...why wasn't this attempted? Is there something I've derp'd and missed here?

    • The mall is boring, can't argue. You're right about the item frames, though -- it's the least I could do in terms of spicing it up. Like I mentioned above, the mall was a late addition, and as such it's pure function over form.
    • I actually feel compelled to defend myself here. I spent a lot of time terraforming this bad boy. Making it 100% accessible without any breaking/building was a pain, but the real issue was making sure I had enough caves without having too many, places for all the zombies to spawn, light control, etc. I realize it's one of those things where the work to visible end result ratio is off, so I can't disagree too much all the same.
    • This existed! Every time you teleported in, you went into adventure mode and tile drops were turned off. This system is absolutely fantastic until one of two things utterly breaks it: 1) the player dies. There's no easy way to reset gamemode on death, which meant they might not be able to build normally if they wanted to. 2) A second player joins the game. Suddenly, anyone going into any box means that everyone has to deal with the gamemode, and if player 1 comes out while player 2 stays in, player 2 can now break the environment. After bashing my head into this problem long enough, I gave up and just let them break things if they really wanted to. Honestly, if cheating makes people enjoy the map more, I'd rather let them cheat. :)
    Quote from minihilly

    It was clear you randomised their drops+hand-held items, too, which was a neat bonus indeed. But, going back again to my thoughts on adding more challenge for treasures/specials/etc., nothing that interesting was used. The map's mechanics+redstone consisted almost-entirely of command blocks for scoreboard (used in achievements); the shops that utilised player-XP; and obviously the custom-mobs complete with their gear, and (presumably) using special randomised-spawning that picks between several alternates in one spot (I remember trying this out when it was a new filter by Sethbling, and being rather boggled with it; kudos for getting it working flawlessly as it seemed to here; assuming this is the method you've used). So, basically, everything worked fine, and you utilised things properly - but there was nothing outstanding about the mechanics used, and very little was utilised here, even if one could argue little would be needed anyway. The redstone here is no special feat, so I'm afraid I cannot rate highly on that aspect.

    The redstone is indeed not fancy, though I put a fair amount of detail work into things like the shop. The buying range is tightly centered for each item to prevent multiplayer issues like buying items with someone else's levels. Mostly I went for "How likely is it to break?" and "Can this be used in multiplayer?" (The latter question drove a lot of decisions behind the map -- I really wanted it to be usable by as many people as possible.)

    I did use Sethbling's geared mobs filter (among others; note the list in my original post!). There's only one mob that actually had randomized options for spawning, though -- the rest have randomized chances for individual drops.
    The randomized option one is the creeper -- there's one version for each music disc, so players could still collect them all if they really wanted to.

    I think that missing everything in the Nether really impacted your gameplay. For instance, re:End Portal Zombie, your arch-nemisis:
    There is a chest in the Nether with two end portal blocks, 8 eyes of ender, and instructions for building the thing correctly on the first try. :)

    Again, if you're up for some more discussion of this, I would love suggestions on making the Nether prizes more accessible. There's a lot there (at least five chests, and two other large secrets) but so far I don't know if anyone's found them.

    Thank you for the review, and I'm glad you enjoyed the map at least a bit, and I'm sorry this is like a million words long. :)
    Posted in: Maps
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    posted a message on Game mechanics that would drive you crazy
    Quote from minihilly

    I think, having trade-ONLY is a tad excessive, but it does really depend on what direction this map is going to take...By the sounds of it, it's an adventure-map, yes? They all seem like appropriate mechanics for a good adventure-map.

    Anyway, the trade-only things seems to be going to far if torches are the only item you're allowed. Since you said the player will be going mining, this will mean the resources (other than coal) would only be sell-able; something that would probably become very tedious (makes me thing of the old prison-server craze...mining endlessly in class B for profit :S).

    As for the sleeping-required idea...the annoyance of walking-back to your bed would be, well, annoying. It's nice you've considered this in an above post (and that would seem a good idea). But perhaps it shouldn't be slowness...perhaps it became just dizziness? Or maybe if, after a long time, you get given the blindness effect shortly before being teleported right back. Of course, there would need to be enough beds scattered relatively-evenly for this idea in the first place, so I hope that'll be the case.

    EDIT: Relating to your comment about coffee - If you're allowing the use/purchase of potions, perhaps speed II could act as coffee? Obviously it always does through the time it lasts; but I mean, you drink it (or maybe get the effect from a vendor [using commandblocks to give it; so it's a track-able thing]), and the player's slowless effect is decreased and/or removed.


    The random-tips idea seems nice, no complaints on that. Just make sure they don't all give the same useless garbage over-and-over xD.
    If you wanted to take it further, and/or if you have the time, perhaps they had 2/3 things to say?

    If you want to take it really far, perhaps they could have topical conversations, depending on what the player has done recently (obviously you'd need to think of a way to track certain recent events...probably via /scoreboard would be easiest)



    Having day-specific shops may be a little annoying...I guess it depends how reliant the player will need to be on them. Judging by the 'you cannot craft anything' rule, the player will probably have a high-dependency on shops...Why not just have them closed at night-hours?


    So what I'm planning isn't exactly an adventure map. My goal is to have basically an island containing the town and the player's home which can be dropped into any regular world. Resources could be sold, but also traded for any items that you would normally craft.

    The no-crafting limitation seems harsh, I know, but tools and weapons (and armor, if unbreakable armor ever can be a thing again) will be unbreakable -- major quest items, rather than disposable. (Keep inventory on to prevent the fiery death of your immortal pick in lava.)

    I briefly considered nausea as the status effect for exhaustion, but... well, try it out for yourself. /effect yourname 9 30 will give you nausea 1 for 30 seconds. It makes it completely impossible to tell what your cursor is over, make jumps, and (at least for me) look at the screen for more than a few seconds without actual nausea. The slowness also has the added bonus of ramping up over time. So five days without sleep and you slow down just a tiny bit, but when you've gone a couple weeks without, you slow to a crawl.

    Potions of "coffee" that remove your slowness and add a low-level speed for a day is a perfect idea, though. Maybe even add a higher level version that will give you a speed boost over a longer period of time. (The player can, of course, just drink milk to remove the slowness for an entire day, but I'd wager most people won't think of that.) Also, just to give a sense of scale, I was going to setup the forced teleport home after one in-game month, which (if you don't sleep through nights) is 10 real hours.

    The random tips/conversation would be the hardest thing to implement in an non-irritating manner, I think. There's a solid upper limit on how many I could include; the systems aren't that compact, especially if I include forks depending on the player's reputation or similar.

    Last thing: since this is meant to be an open world, beds around the world and charting what the player's done recently would probably not be an option, alas. If I did decide to make it a fixed world, then definitely I could include both.
    Posted in: Maps Discussion
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    posted a message on Game mechanics that would drive you crazy
    Quote from Minecrafter1912

    The first thing would be an own gamemode. Maybe it can be included in Adventure mode, since an adventure is similar to your idea.


    Just to be clear, I'm not suggesting changes to vanilla Minecraft, but rules/designs for a custom map I've been planning. So the no crafting would be on the honor system rather than enforced. The other mechanics would be enforced in-game, though. :)
    Posted in: Maps Discussion
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    posted a message on Minecraft week counter and display with command blocks
    Okay, I made up a tidier version with day/week/year as a schematic. Just drop it into the spawn chunk of your world, follow the setup directions (the book in the chest) and then place the daylight sensor. If you're using MCEdit 0.1.6, be careful not to rotate the schematic when you import it -- this version isn't up to date with things like comparators and will NOT rotate them correctly!

    http://www.mediafire...98cj385pz2qbnn2


    The entire surface is covered with grass in the schematic version, excepting the four slabs and the daylight sensor. The final size is 10 blocks square and 4 high.
    Posted in: Redstone Creations
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    posted a message on Game mechanics that would drive you crazy
    Quote from StrandedPickles

    Love the idea of Slowness for not sleeping, would start making MineCraft into real life. :P


    If only we could craft coffee or energy drinks. XD
    Posted in: Maps Discussion
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    posted a message on Minecraft week counter and display with command blocks
    Quote from shadowX9000

    Very interesting idea!

    Quote from MrRedstoner

    Clever :)


    Thank you! :)

    Unfortunately, I don't think I can get a viable system for months and years to also display -- there's only two display slots easily visible to the player.

    Edit: to clarify, I can get the display all on the sidebar, but the day/week/year jumps around as the values increase or decrease. Color coding helps a little, but I worry it would be confusing or irritating anyway.
    Posted in: Redstone Creations
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    posted a message on Game mechanics that would drive you crazy
    Quote from Dual_Matrix

    If you wanna add good speach to Villagers, let them comment on the weather, easily addable and not random at all(At least a few Villagers, not all)


    I didn't know there was a way to test for the current weather. Do you know the command? That would be pretty cool. :)
    Posted in: Maps Discussion
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    posted a message on Game mechanics that would drive you crazy
    Quote from Feare_104

    A system where you would be penalized with negative status effects if you went too long without sleeping at home?


    This would be awesome! It'd add an extra part of realism to the game, more of a challenge.

    Random tips when you walk into town and random dialogue from NPCs?


    Depends what tips. If they don't give to much away, for sure! The NPCs are find, as long as they don't talk about random, useless things..


    So the major problem is that the player would have to sleep in a specific location rather than just any bed -- I was thinking about a forced teleport back if your exhaustion reaches a really high level. Like fade to black, "You passed out from exhaustion" and then you wake up by your bed with exhaustion recovered. It's intended as a kindness to players who end up exploring really far away, since it's pretty hard to travel under massive slowness effects.

    The random tips would be geared toward subtle/beginner info. So "Hold Tab to see your reputation!" not "It was Mrs. White in the ballroom with the lead pipe." The shop dialogue was either going to be maybe 8 or so random greetings, or 2-3 options for different levels of reputation. It would probably mention a few products/services the shop offers or make comments about other shops/things around town. Part useful, part atmosphere.
    Posted in: Maps Discussion
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    posted a message on PVP map where your class is based on a personality test
    That sounds like a pretty fun idea! What kind of questions were you thinking of? Like "Do you prefer speed or stealth" and "Ranged or melee combat"? Or more like "What's your ideal dream date?" kind of question? XD
    Posted in: Maps Discussion
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    posted a message on Game mechanics that would drive you crazy
    So I tend to build game mechanics when ideas hit me, and I worry that I'm building systems that I think are cool but would drive the average player completely off their rocker. Thus, the poll.

    The no crafting issue: everything would be available to you in one form or another (quest, trade, hidden chests), and you would still be free to explore/mine/build as usual. The most likely exception I would make to the rule is torches, as it's impossible to carry enough torches if you're caving.

    Penalties for not sleeping: to be clear, the system I have at the moment hits the player with Slowness I after five days of not sleeping. At 15, it's Slowness II and at 25 days, it ramps up to Slowness III, which basically means you have to sprint to reach normal walking speed.

    Timed shops: basically normal stores close on Sundays but a church/temple is open, and similar. Probably not any dungeons/loot areas or mob spawns.

    Random tips: when you walk between your home and a town, for instance, you get random gameplay tips. When you walk up to a store, the people inside will greet you with a random welcome phrase. There would be a finite number of options, so after a while you will definitely see repeats, but it will never be "Welcome to Corneria" levels of bad.

    These are all intended for a single map, so if the combination of any of them would be bad, let me know that as well. Thank you! :)
    Posted in: Maps Discussion
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    posted a message on How Does Herobrine's Mansion Work?
    Quote from Dennis2pro

    It's easy... if you understand MCEdit fully
    there are spawners all over the map, which activate when you come close enough, then will spawn a few mobs (or a boss)

    I could explain more if you really want to


    The mob's in Herobrine's Mansion are actually all on the map when it starts. They're all set to be permanent so they don't despawn if the player walks away. You can easily test by starting the map in peaceful and then switching back -- no mobs will spawn. (You can also check in MCEdit -- note the HUGE amount of red boxes.)

    It's a really great map to take apart if you need ideas or want to figure out mechanics, in any case. :)
    Posted in: Maps Discussion
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    posted a message on [TUTORIAL] Command Blocks for Map-Making -- Includes Banks, Shops, Scoreboards and More!
    This is turning into a really helpful guide. :) Are you going to add different kinds of command block based inventions, or are you just looking to cover more basic topics?

    If you're interested, I designed a (relatively) simple system to count off an in-game week with a display, and I set up a basic achievement system in my custom map.
    Posted in: Mapping and Modding Tutorials
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    posted a message on Adventure Map Help!
    Quote from minihilly

    I thought /spawnpoint behaved like the beds' spawnpoints; in that they don't change player starting position (what I think OP wants here) and just they're bed-respawn-type position.



    Just double checked with MCEdit, and you are 100% correct. :)
    Posted in: Maps Discussion
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