The Creepinator - A Redstone Minigame
Map Download
Map download available here. http://www.mediafire...w08ioq7g7fr8255
The Game
Hey everyone. Just thought I'd share a little game I have been working on in Minecraft. The idea behind it is quite straight forward as it involves the player moving around upon a minecart track, where they see targets in the form of paintings and shoot them down. The hit painting will act as a score which is registered and displayed on a seven segment display for the player to see at the end!
Wooden pressure plates catch the painting to get a score, the signal is then manipulated a bit and fed as a single clock input into ROM which displays the score. Check out how it all works with the tutorial video!
Time to start working on a big level based downloadable map for this. Leave a comment suggesting what theme a level should have
- ajchess1997
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Member for 13 years, 1 month, and 2 days
Last active Wed, Aug, 22 2012 13:32:43
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StephennJF posted a message on The Creepinator - A Redstone MinigamePosted in: Redstone Discussion and Mechanisms -
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MTW2012 posted a message on The new wooden plank textures? [DEBATE HERE] [POLL]I hate that everyone complains when they add some more variety to the game. And if they don't add anything to the game, people STILL complain, if you don't like them, don't use them. People need to get over the fact that the game is still in the progress of being made, if they made the WHOLE game before they released it and had no updates whatsoever, everyone would think of these blocks as the standard, and in time, people will accept change. /rantPosted in: Survival Mode -
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Bubble_Kangaroo posted a message on The new wooden plank textures? [DEBATE HERE] [POLL]Posted in: Survival ModeQuote from PancakeOpinion
I've been playing since alpha, and this is the first update with stuff I don't like.
I have to completely rebuild my underwater tree farm (which will include raising the ceiling, which means I have to get rid of all the water there and deal with going to the surface every few seconds) because I grow birch trees. Also, the birch tree texture doesn't even make sense. Just because the bark is a lighter color doesn't mean the wood is. And the cat thing seems really annoying, even though I don't have one.
^^My first Minecraft rant^^
Birch is a lighter colored wood.
And I loved the update. -
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ba12348 posted a message on Challenge: Make a bridge across a gap without leaving the spawn area.Posted in: Redstone Discussion and MechanismsQuote from robin4sen
uhm pistons only push 14(or less)
dont try to be smart if you aren't
maybe somthing with the rails
i tryed but i failed
Commence Irony.
Pistons push 12 blocks, not 14,
"uhm" is not a word, and very rarely regarded as a sound,
"dont" should be don't,
something
I
tried
I
So lets see:
Pistons only push 14(or less).
Don't try to be smart if you aren't.
Maybe something with the rails,
I tried but I failed.
I'm sorry, I'm not usually like that, but something about your arrogance just pis... ticked me off.
As for the original post:
I still think the answer lies in pistons, the problem is finding a way to push a cobblestone generator out along the bridge. -
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Denegel posted a message on 12w06a Snapshot Out For Testing!It would be nice to see zombies drop chain mail armor pieces instead of iron. That would be a nice way to incorporate chain mail items into the regular survival game. Chain mail isn't as strong as iron anyway, and it can't be crafted in survival, so it would be less powerful but still useful.Posted in: Minecraft News -
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GiddyTLP posted a message on [1.0.0] [Whitelist] Fallout RP Server: The Nuke is The Future!The Nuke is the Future, is officially dead. Thank you all for playing, and I hope to see you sometime in the future.Posted in: Minecraft Survival Servers (archive) -
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TheMightyAnonym posted a message on ~First Official Trap Tagging & Rating System~======================================================================Posted in: Redstone Discussion and Mechanisms
Player traps are often repeated, of varying efficiency, and limited application. Therefore, it has come to my attention that there is a need for a tagging system that will define exactly what a trap is, and how effective it is. As I develop these standards, I hope to create a list of examples, and organize them by score. Hopefully this will eliminate the multiple inefficient duplicate devices, and make proper trap selection much easier to carry out.
======================================================================
~TAGGING:~
======================================================================
There are are several aspects which I believe traps can be separated into. First is the triggering mechanism, which simply refers to the method by which a signal is sent. This can be further divided into the trigger action, and trigger type. Using a BUD furnace trap as an example, the furnace being fired up is the trigger action, while "BUD" is the trigger type.
Next is the killing mechanism. This mechanism may be separated into two categories as well, as follows: The damage type, and the damage cause. The damage type refers to fire damage, fall damage, etc, while the damage cause refers to how that damage is brought about (such as a piston retracting and allowing lava to flow).
After that are some extra categories. First is re-useability, to dictate whether the trap auto-resets or is one use, and then location,, which refers to the place that you would typically use the device (like a hallway).
To summarize:
*Trigger action: Action by player to initiate trap. (i.e., a door opening.)
*Trigger mechanism: Type of receiver activated by trigger action. (Such as a BUD.)
*Damage cause: Mechanism to deliver damage type; covers both mechanisms that push a player to their doom, and mechanisms that deliver damage directly. (Like a piston retracting to drop player.)
*Damage type: Form of damage incurred to victim. (Such as "fall damage".)
*Re-Useablity: How many times can the trap be reused? (once, a few times, auto-reset, etc.)
*Location: Where is the trap placed? (Hallways, walls etc,)
Using these tags, it becomes possible to mix and match trap designs and compare individual functions. That being settled, I will now list as many options for each tag as I can think of. Notice that many tags overlap: this is because many mechanisms can be made direct or indirect, or be applied in different ways.
Trigger actions:
1. Block updates (toward BUDs; here have a list :happy.gif:)
*Pros: easily hidden & very stealthy
*Cons: Often finicky to build and use; often require sticky piston
2. Particle effects (toward PEDs, or "Particle effect detectors")
*Pros: Definitely unexpected; easily hidden.
*Cons: Require more thought to build than other devices; may not be easy to place.
3. Pressure plate press
*Pros: Very quick and cheap to use.
*Cons: Can be spotted by wary player; only effectively hidden in dark areas that match color of plate.
4. Pressure plate depress (player picks item off of pressure plate)
*Pros: Cheap to make, more easily hidden than a normal use pressure plate; .
*Cons: Items may despawn unless a clock is attached to drop items back on.
5. Timers & clocks
*Pros: Can be easy to make; fun for heavily populated areas.
*Cons: Obviously they carry a low potential to actually hit a target.
6. Proximity (for proximity detector)
*Pros: 100% undetectable unless spotted by x-ray (unlikely)
*Cons: Inaccurate unless TNT or multiple detectors are used; may have been patched in multiplayer.
7. Button or lever press
*Pros: Very unexpected by player who frequently uses the button (if rewired), and easy to work with.
*Cons: Relies on clever acts of redirection to convince victim to activate.
8. Block placement
*Pros: Can be unexpected and easily created.
*Cons: Tricky to hide, and relies on player making a specific decision.
9. Third party activation (A player presses a button from afar to kill player in area of trap)
*Pros: 100% undetectable and 100% fun to watch.
*Cons: Obviously, it's that you have to be there to fire it.
10. "Sacrifice switch": XP orbs that move toward the victim and push a pressure plate
*Pros: Very easy to hide and few materials are required.
*Cons: XP may despawn after a while; requires suicide or murdered mob.
11. Fire (placed by victim)
*Pros: May have special uses that cannot be filled by other designs.
*Cons: Unreliable and difficult to apply.
12. Ice melting (by player placing torch, or some similar method)
*Pros: Unexpected, and can be activated by simple torch placement.
*Cons: Requires ingenuity and silk touch (or ice biome).
13. Block Break (can be accomplished by placing a torch to suspend sand on one side, ).
*Pros: Easily hidden and set up.
*Cons: Requires specific action on the part of the victim (easier to accomplish than block place, as a specific block can be encouraged).
14. Leaf decay (initiated by breaking log)
*Pros: Easy to hide.
*Cons: Unreliable; requires ingenuity.
15. Mob spawns and mob activity
*Pros: Can be easily hidden, with exception of noise; has special applications.
*Cons: Very unreliable.
16. Plant growth/decay.
17. [No trigger] No-trigger traps are designs which kill the player without them activating anything. An example would be a deep hole hidden at the corner of a hall, or a pair of ladders in a hall meant to cause the victim to climb and dunk their head in suspended lava.
*Pros/cons: None, as this is a very mixed bag.
Trigger mechanisms:
1. BUDs (le' compendium).
*Pros: Easily hidden and applied.
*Cons: Often require sticky pistons and can be tricky to use.
2. PEDs
*Pros: Very stealth and may have special applications.
*Cons: Often bulky in design.
3. Redstone signal or signal break (pressure plates, sand falling then completing a wire, etc.)
*Usually cheap to make.
*Cons: Requires ingenuity to hide and apply.
4. Mechanical energy (player breaks a block and causes cave-in, etc.)
*Pros: Can be very easily hidden.
*Cons: May require more preparation and problem solving than other mechanisms,
5. [No trigger] (same as before).
*Pros/cons: Also the same as before.
Damage causers:
1. Piston push.
2. Piston retract (drops hazardous substance onto player, or drops player to their death).
3. Block vanish (pistons push/pull blocks, allowing for the player to fall through them).
4. Boat push (boats stacked and stuck somewhere, that push player; mostly only here for the portal ejector)
5. Sand/gravel (falls from beneath player).
6. Liquid flow (pushes the player into danger).
7. TNT (not only refers to the explosion, but also may refer to tnt becoming an entity and dropping the player or inducing some other action)
8. Dispenser(s) (shoots player and knocks them into damage type; to make them go really fast, ).
9. Trapdoor(s)
10. Minecart(s)
11. Plant growth/death
12. Fire spread
13. Alternative (Refers to *usually* non-lethal traps that get player stuck, cause lag, or carry out some other problematic situation).
Damage types:
1. Fall
*Pros: Can be easy to prepare; just dig a hole.
*Cons: Requires enough space for fatal drop; can be survived with armor.
2. Fire
*Pros: Once incurred, death can be imminent unless player can extinguish the flame; fire blocks view - could blind player to second trap.
*Cons: Properly enchanted armor or fire resistance can save life; a prepared player can dump water.
3. Lava
*Pros: Same as the above, but death is much faster and lava slows movement.
*Cons: Lava, sadly, destroys items - thus you can't come in and collect them! D:
4. Drowning
*Pros: Water slows ability to break blocks, and thus can effectively trap player.
*Cons: A prepared player can easily escape, especially if they have enchanted armor.
5. Cactus collision damage
*Pros: Provides for extra damage in addition to suffocation, falling, and so on.
*Cons: Kills slowly on its own; destroys items.
6. Damage from mobs
*Pros: Has chance to overwhelm player and get them killed.
*Cons: Difficult to build and manage; a prepared player could even be benefited.
7. suffocation (pushed into wall by piston)
*Pros: Fairly quick & overwhelming death; very difficult to escape unless player has a good pickaxe on hand and is very quick.
*Cons: As one would expect, a prepared player can save themselves.
8. Suffocation (sand or gravel)
*Pros: Cheaper to set up than pistons; large amounts of sand or gravel could be stacked, preventing the player from digging out.
*Cons: Unless a large amount is placed, the victim can escape.
9. Starvation (something that could kill with this would be a hell of a trap).
*Pros: None (trolol). The only pro here would be the humor in having killed someone with it.
*Cons: No need to elaborate.
10. Void damage
*Pros: KILLS CREATIVE MODE "A /GOD AM I" ADMINS.
*Cons: Impossible to set up without creative mode or clever exploitation of a bug. Also, it kills items.
11. Direct attacks (like a player waiting in ambush).
*Pros: The victim cannot save themselves if no quick means of escape are available, and the attacker is well prepared.
*Cons: Requires constant management; poor execution could get the attacker killed.
12. Arrows
*Pros: When used en-mass or in combination with other damage types, this can overwhelm the victim; knocks back the victim.
*Cons: Players can harvest the arrows for their own benefit; underwhelming damage level; enchanted armor can protect against it easily.
13. Negative potion effects
*Pros: Can be very annoying, especially in combination with another trap; knocks back player (only a little).
*Cons: Pricey to maintain; may not kill victim and can later be robbed.
14. Spider poison
*Pros: Very irksome problem to deal with, spiders may overwhelm victim.
*Cons: Requires access to cave spider spawner; spiders can be heard; a prepared player can defend themselves.
15. Explosion
*Pros: Easily hidden just about anywhere, and used effectively in combination with lava; has a very large range (perfect for use with proximity detectors).
*Cons: Always one-use; requires gunpowder; makes a mess; banned on most servers.
16. Alternative (As previously, this refers to *usually* non-lethal traps which might cause lag, client crashing, the victim to be stuck, and so on).
Re-usability:
1. One-use
2. Manual Reset
3. Limited use (dispensers and the like).
4. Auto reset
5. Random reset (traps that need to be fixed when the world reloads, or get stuck infrequently; they essentially need management every now and then, even though they are automatic).
6. No-reset (Primarily for traps that have no moving parts, such as a simple pit in a field that drops all the way to bedrock.
Location:
1. Suspended (does not require any exterior parts to be hidden and used)
2. Floor only
3. Floor & wall
4. Wall only
5. Corner
6. Wall & ceiling
7. Corner & ceiling
8. Corner & floor
9. Ceiling only
10. Enclosed (needs a hallway, shaft, or something similar).
11. Anywhere (This is for traps that consist of *very* simple components, and can be easily modified for placement).
12. Irregular (A stairwell, hills, stuff like that).
~RATING:~
======================================================================
Now for the rating system. Each rating shall be45 tiered, and based on specific rules.
To be considered:
*Materials: Not much to say here.
*Applicability: Is the design compact and easily hidden anywhere? This measures that.
*Stealth: Can the trap be overcome by a wary and experienced player? (or even someone with x-ray, for that matter.)
*Effectiveness: Could the player get lucky by standing in a safe position or by jumping out?Or are they dead meat?
*Reliability: Is the trap buggy? Does it rely on the presence of an item or mob that could despawn?
*Convenience: How quickly and effortlessly can the trap be built? (Disregards materials.)
*Specialty: Does the design offer a unique advantage for a specific situation?
Overall score shall be calculated as follows, with lower scores being better:
1st tier: 0
2nd tier: 2
3rd tier: 3
4th tier: 4
5th tier: 6
Range: 0 - 42
Top and bottom tier scores are increased and decreased by one, in order to better regard flaws and exceptional designs, as well as to make reading the scores easier (it's hard to read the 7 - 28 scale that I had previously).
A full explanation of each rating:
Materials:
Applicability:
*Tier 1: Readily available materials, such as cobble, gravel, and some wood. Materials are available to any fresh out of the box person to join the game. Hence, nothing requiring ores or less common random supplies (like sugar cane) will be accepted.
*Tier 2: Regular pistons, some redstone, and the like are allowed here.
*Tier 3: Sticky pistons, diamond, TNT, and obsidian all automatically place a design here.
*Tier 4: 8 (or more) sticky pistons enough obsidian for a portal, a diamond block etc.
*Tier 5: unreasonably expensive; requires highly complex circuitry, multiple sticky pistons, etc.
Stealth:
*Tier 1: Can be reliably hidden anywhere, such as: in a featureless wooden house, in the wilderness, in a hallway, even in plain sight in a wide open flatland.
*Tier 2: Requires one basic feature to be hidden, such as a wall or small hidden space.
*Tier 3: Difficult to fit into many areas; may require a small room or hallway to be hidden; may need special conditions.
*Tier 4: Requires extensive amount of preparation and hidden redstone to be effective.
*Tier 5: Better have a mountain to hide that thing!
Effectiveness:
*Tier 1: Impossible to avoid, detect, or suspect, even if killed by it multiple times; easily missed even by someone using x-ray.
*Tier 2: Capable of killing a player several times, even if they know exactly where to look.
*Tier 3: May dispatch the same player one or two times, and is difficult to dodge without some level of prior awareness or paranoia; a player breaking into a suspected house will still be caught off-guard.
*Tier 4: One hit wonder; may kill a player once, but easily avoided once expected and understood.
*Tier 5: Schmuck bait traps; involves direct use of pressure plates, switches, or obvious sabotage. Often called "n00b traps".
Reliability:
*Tier 1: Once triggered, player cannot possibly escape alive without the use of mods and uber-enchanted diamond armor (and may even die with them).
*Tier 2: A *heavily* prepared player with fast reflexes might get lucky and escape, but only if they know what to do. Death is guaranteed for most victims at this point.
*Tier 3: A player will die unless they have a specific item selected in preparation, know exactly what to do, or are wearing enchanted armor. Most players will be caught off-guard and killed.
*Tier 4: Player can dodge the trap if somewhat quick, as design allows for small margin of error.
*Tier 5: Player must walk right into trap or perform a very specific action, else it will not take effect.
Convenience:
*Tier 1: Always works like a charm; player will not survive by standing the wrong way, and trap will always work regardless of chunk loading/unloading, lag, and item/mob despawning/spawning.
*Tier 2: Will only fail to operate under very specific conditions, such as extreme lag.
*Tier 3: Only rarely may fail to function due to "stuck" torches, lag or buggy piston behavior.
*Tier 4: Reasonably reliable; might not work on laggy servers and player might survive every now and then.
*Tier 5: Requires very narrow conditions to operate effectively; lethally afflicted by lag, items despawning, etc, and player has a good chance of getting lucky.
Specialty:
*Tier 1: So quick and fun to build, that you put one of these in every house you raid during pvp, or in the middle of every field. max construction time: 1 minutes.
*Tier 2: Takes a bit of thought to build, but all in all can be constructed in under 5 minutes.
*Tier 3: Takes several minutes (up to 30) to build; may take longer, if the builder gets confused.
*Tier 4: May take up to 3 hours to build properly; very challenging build.
*Tier 5: Takes a massive amount of prior preparation to make work. Likely only built to show off or cause lag.
*Tier 1: Completes task in unique way that cannot be contested by other traps or made more efficient
*Tier 2: Completes task in a manner that would be difficult to replicate with any other design.
*Tier 3: Very effective for its specific requirement.
*Tier 4: Only advantage over other designs is strength in one of the other categories or ratings that is not met by the most efficient overall design.
*Tier 5: Follows conventional trap methods and has no real advantages; another simpler design is definitely possible.
~TRAP COMPENDIUM:~
======================================================================
Under construction; I'll add scores and such later.
Pressure plate depress demonstration:
Nifty block-break detection trap:
Hell's furnace,, the perpetually inescapable SMP trap:
~EXAMPLE:~
======================================================================
*Trigger action: Player plate press
*Trigger mechanism: Redstone signal
*Damage cause: Piston push
*Damage type: Lava
*Re-usability: Auto-reset
*Location: Enclosed
Materials: 3
Applicability: 3
Stealth: 4
Effectiveness: 3
Reliability: 4
Convenience: 3
Specialty: 5
Overall score: 26
Not very good, all things considered.
If I get lots of *useful* feedback, I'll expand on this for sure! Please assist in the ratification and editing of this system~! :cool.gif:
Q&A:
Q: This system is useless! I tried to make <X> trap, and I couldn't think of anything!
A: Wonderful news! Post your problem here so I can find a solution and incorporate it into the system!
Q: What sort of traps do you want to include in your compendium?
A: Traps that score very highly in any area, in addition to the specialty rating. In fact, the specialty rating can ultimately be thought of as a measure of how worthwhile a trap is to build! To summarize: Traps that are special and highly applicable are what I want to see!
Q:HA! This is pointless, there are thousands of traps and situations to place them in!
A: This system is primarily an attempt to categorize conventional trap designs and make trap selection easier; unconventional traps are always going to be highly specialized in one way or another, so they will be acknowledged in the compendium section whenever possible.
Q: Why are you so awesome?
A: I don't know. I just. Don't. Know. But I am.
Helpful links & references:
*Regular Hexahedron's Inventorium
*Sacrifice switch
*Thread O' Links
*Portal ejector
*The cake switch
*
*Self destructing guard tower (demonstrates some useful principals).
*XTREEME Security Made Simple (Indirectly demonstrates application of farmland for traps and such)
*.
to-do list:
*Organize category for special traps, such as the no-trigger traps and lag machines.
*Add trap compendium.
*Make lists more user-friendly.
*Include a system for tagging tricks like covering an area in furnaces, so the victim cannot place blocks and escape.
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Cheesefryc00k posted a message on Weekly Content Contest - Team Fortress 2 Monster SkinsThe New and Improved Medic Villager!Posted in: Minecraft News
Complete with Medic Pack!
Red Medic
So what are you waiting for? Get your red medic villager here!
Blu Medic
So what are you waiting for? Get your blue medic villager here! -
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kanokarob posted a message on New Weekly Video Series - What Do You Want To See In It?Well filmed, roleplay storyline television mock up series about four explorers who venture into a dungeon of ever increasing danger and treasure, seeking the ultimate prize, a dragon egg.Posted in: Minecraft News -
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EricPires9 posted a message on Weekly Content Contest - Team Fortress 2 Monster SkinsI shall summon... MONOBLOCUS! Gaze not upon this MONOCULUS parody!Posted in: Minecraft News
Link Removed - To post a comment, please login.
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2) Your age: 17
3) Your current rank: B-Block, almost to A-Block.
4) How long have you been playing Trapped? (Minimum of 3 days) About 5 days at this moment.
5) Have you read the Server, Prison, and Guard Rules? Of course, the second I arrived
6) Any experience with the prison genre? Yes, I have played on a few, and have even reached the rank of guard on one server owned by a minecraft pal of mine.
7) What is your time zone? Eastern Standard Time [GMT -5]
8) Why are you the best choice for guard? Personally, I know I am a good choice because of my personality and skills. I keep a level head under duress, and would remain a faithful and well-rounded guard. My skills in persuasion and PvP are also quite good, and I think those would help in being a guard. I would also like to get to know the wardens better, and I think this is a great opportunity to do so.
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At the OP, really cool, good job!
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