Today I'll play a couple of maps while livestreaming (twitchtv). I'll add this map to my list
The update to MineCraft 1.3 has broken several of the puzzles to a point beyond repair. If you're going to play this I seriously recommend using MineCraft version 1.2.5.
I've edited the opening post to also reflect this as you've rather seriously bumped the topic, lol.
Right now I'm working on making this map work in 1.3: some things can be improved now (better redstone over long distances, enderchests at start/end points etc) and some things are broken (golf course because of the stacking together of items, mob puzzles because mobs don't seem to follow at all when there is no path, and some more stuff). It's slow though, because I'm lacking for time!
Amazing map! I enjoyed playing it. Although I did have trouble with the zombies in the sand temple because I did not know that you needed to smack them in order for them to follow you.
However, I am not well wise in the ways of minecraft and there may have been a sign that I did not see which would have helped me.
Anyway, this was the best map that I have played by far.
Keep it up.
There was a sign, in the space above the zombie intro-puzzle. Also, if there are windows in the cages that's probably for a good reason
Thank you sir!
I'm progressing, but I hit a stumbling block at the race.
I don't know if it's the lava, the giant size of the room, or what, but my framerate instantly plummets to 0 as soon as it starts, making it completely impossible. I turned down every setting I had, eventually resorting to vandalizing his minecart tracks. I feel dirty. >.<
Hm, I'm not sure why that is. I would expect lag after the next puzzle, but not at the race.. I'm not sure why you had problems.
Don't feel bad about breaking the tracks, if you're having a problem with the puzzle, you're always allowed to skip it.
Quote from Experiment626 »
I was stuck and might have cheated during the swamp town. I found ingredients for some swiftness potions, which I went ahead and made. There was a hut with a portal inside, but the swiftness potions didn't help at all to get to it. It said I needed a "key"? What key!? I used an ender pearl. >.> I hope i'm not sequence breaking...
In the Shaman's hut, you should have found a chest, floating on top of a slab, with a sign saying "holy chest of the key". It contains a lily pad. You can place the lily pad on the water between the huts and hop across to the portal.
Quote from Experiment626 »
I'm beating this, but some of these puzzles are absolutely frustrating. That makes the ice dungeon the only one so far I haven't cheated on.
I did finally complete the map, and I have to say the ending tied it all together really well. Still a great map, and I eagerly await your next!
I found one of the hardest things of making the map was to balance it properly - what's too hard for some is easy for others. If you're really stuck, cheating is fine imo.
I'm glad you liked the map overall Thanks for playing and providing feedback!
Ideally, what you can and can't do should be decided by the map builder. Let's face it, for some maps its better to not be allowed to break leaves (for instance), and for others it should.
I think it would be best to actually have a gui for this in which the map maker could decide which blocks are allowed to be broken and which can be placed. (Imo, which objects you can break do not equal the objects you can place - think about levers)
There are also some maps (Ok, including mine ) that allow you to place redstone items on gold blocks, but not on other surfaces. I'm not sure how viable it would be to include that in the adventure mode, but you could just have the rule placement is allowed in the adventure mode, and add "only on gold blocks" as a rule the player should follow.
My map also has the rule that you can remove and place redstone items from/on diamond blocks, so again, if implemented there should be different rules for placement and breaking.
There are other options that might be considered convenient for an adventure map. (all of them configurable) Some I can think of are:
- Creepers not destroying terrain, endermen not picking up blocks
- Only spawning mobs from spawners
- Weather - dynamic, always raining, always sunny, or always thundering?
- Hunger togglable
- Always day, always night, or dynamic
- Always allow sleeping in beds to reset the spawn, regardless of time of day
What this new "Dungeons" need are monster-spawners. This would also add instant randomness to them because you would never know which monsters you are facing before entering them.
That would just set off all the tripwires, emptying the dispensers before the player even found the temple. If you add mobs, you need a trigger system that doesn't trigger by them.
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The update to MineCraft 1.3 has broken several of the puzzles to a point beyond repair. If you're going to play this I seriously recommend using MineCraft version 1.2.5.
I've edited the opening post to also reflect this as you've rather seriously bumped the topic, lol.
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Right now I'm working on making this map work in 1.3: some things can be improved now (better redstone over long distances, enderchests at start/end points etc) and some things are broken (golf course because of the stacking together of items, mob puzzles because mobs don't seem to follow at all when there is no path, and some more stuff). It's slow though, because I'm lacking for time!
Hang in there.
Thanks for keeping me updated with the LP's too
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And thank you for the post as well
There was a sign, in the space above the zombie intro-puzzle. Also, if there are windows in the cages that's probably for a good reason
Thank you sir!
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There's only two alternative endings!
*blushes* I'm flattered you're enjoying it so much.
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Hm, I'm not sure why that is. I would expect lag after the next puzzle, but not at the race.. I'm not sure why you had problems.
Don't feel bad about breaking the tracks, if you're having a problem with the puzzle, you're always allowed to skip it.
In the Shaman's hut, you should have found a chest, floating on top of a slab, with a sign saying "holy chest of the key". It contains a lily pad. You can place the lily pad on the water between the huts and hop across to the portal.
I found one of the hardest things of making the map was to balance it properly - what's too hard for some is easy for others. If you're really stuck, cheating is fine imo.
I'm glad you liked the map overall
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I think it would be best to actually have a gui for this in which the map maker could decide which blocks are allowed to be broken and which can be placed. (Imo, which objects you can break do not equal the objects you can place - think about levers)
There are also some maps (Ok, including mine
My map also has the rule that you can remove and place redstone items from/on diamond blocks, so again, if implemented there should be different rules for placement and breaking.
There are other options that might be considered convenient for an adventure map. (all of them configurable) Some I can think of are:
- Creepers not destroying terrain, endermen not picking up blocks
- Only spawning mobs from spawners
- Weather - dynamic, always raining, always sunny, or always thundering?
- Hunger togglable
- Always day, always night, or dynamic
- Always allow sleeping in beds to reset the spawn, regardless of time of day
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They do now. EvilSeph said so on a live stream.
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That would just set off all the tripwires, emptying the dispensers before the player even found the temple. If you add mobs, you need a trigger system that doesn't trigger by them.