• 0

    posted a message on Redstone Wars Tournament III (RWT3)

    Challenge 4 scores

    AlexDAM
    [World Download]
    f1urps: 6

    This puzzle was somewhat anticlimactic in how easy it was. I wish there was more to this puzzle, as I’d love to engage more with the timed doors mechanic. However, the way the doors open and close like portals was satisfying, and the experience is overall quite polished. The build is simple, yet robust and clean, the concept is novel, and it was a good playthrough experience.
    kalman98: 5
    alexDAM's build kinda felt like he didn't put much effort into it... which is fair, it was a bit of an odd challenge. The puzzle was very well polished, just... not really a puzzle, and crazy short. It met all the requirements for the challenge regardless.
    Final score: 5.5


    Dalavar
    [World Download]
    f1urps: 5

    This is an implementation of a commonly-known puzzle, the “lights out” puzzle, so it isn’t terribly creative, although the use of command blocks to implement this is impressive from a technical perspective. After many minutes spent trying to solve the puzzle, I used an online solver and discovered that the particular arrangement of lights given at the beginning has no solution. The puzzle being unsolveable is quite a large oversight. The lack of a door is blamed on a lack of time, but I don’t think this is justified, because a single fill command would have been sufficient. It's a cool puzzle, but due to these issues, I can’t give anything more than completion points.
    kalman98: 6
    davalar's build was another recreation of a classic puzzle game. The command blocks behind it functioned well, however he seemed to have run out of time and was unable to implement a door for the exit. Personally, I haven't beat it, because davalar is once again too good at making difficult puzzles and I spent a good ten minutes on it to no avail. The design was also very modular and well put together overall.
    Final score: 5.5


    Kaimonmok
    [World Download]
    f1urps: 10

    As I played through this one, I knew I would be giving it at least a 7. The two challenges presented were simple, but fun and original! The first room with the door timings took me a second to figure out, and then actually getting through the doors took several attempts. The second room with the note blocks was a fun memory game that relaxed me from the stress of the previous room, and I felt satisfied with myself after completing both stages.


    When I exited the room to inspect the command blocks, I was amazed to find none. The circuitry for the first puzzle is straightforward, just lines of observers, but the second puzzle really blew my mind. The circuits are made entirely of observers, dispensers, hoppers, water canals, target blocks, and other blocks you wouldn’t even think to use for a purely logical/counting circuit such as this one. For example, the score counter dispenses arrows onto buttons to keep track of the score. The idea is so simple, yet so creative and unique.

    While everybody else assumed they had to use command blocks, kaimonmok thought “outside the block” (pun intended) and came up with an alternative approach that better suited his skill set, showing great adaptability and ingenuity. As such, I think this submission deserves the first 10 in the competition so far.
    kalman98: 10
    kaimonmok's build was pretty fun to play through (although I had a bit of difficulty understanding how to play the last puzzle), but once I finished and flew outside, my mind was blown. His build was the only one to feature no command blocks at all and had some inspiring "thinking outside the box" elements showcasing amazing creativity. I did not even fully understand what was going on and will be taking more time later to unravel exactly how this creation works. To me, that is worth quite a lot.
    Final score: 10


    Challenge 4 Leaderboard
    29 - Kaimonmok

    23.5 - Dalavar
    21 - AlexDam

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Piston Translocation 1.16.1

    This is fascinating! Thanks for sharing your discovery :) I might use this for a challenge in my redstone wars tournament...

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone Wars Tournament III (RWT3)

    Challenge 5:

    Beacon Vault
    You've hidden your stash of diamonds in a secret underground bunker, but you need a way to conceal the entrance. You glance over at your beautiful iron beacon adorning the central room of your base, and suddenly you have a brilliant idea!

    Description:
    Turn a 5x5 iron beacon pyramid into a piston trap door, concealing a 3x3 hole.

    In the "closed" state, the beacon should be fully assembled and functional. The bottom level of the pyramid (the 5x5 square) should be one block above floor level, as if the pyramid is resting upon a flat floor. The visible floor around the pyramid should be flat with no exposed redstone, consisting only of decorative building blocks. An unknowing player should not suspect a piston door hidden there.

    In the "open" state, all 34 blocks of iron that make up the pyramid should have sunken into the floor, leaving only a 3x3 hole in the ground. No blocks should remain higher than floor level (except for the beacon block itself).

    The hole should lead down into an underground room. You should provide some method of ascending/decending through the hole, like a ladder, stairs, or something more complex if you wish.

    Finally, the trigger that opens/closes the door should be something well-hidden and secret. A simple button or lever is too obvious. You may come up with your own secret trigger, but please use a sign to tell us what it is! Extra points will be given for creativity in this area.


    Simplifications:

    • Allow the hole below the pyramid to be any size, not necessarily 3x3.
    • Allow some suspicious redstone components to be visible in the floor, or use extra blocks to cover them.
    • Allow some blocks to remain above ground level, only removing enough to expose the hole.

    Restrictions:
    No command blocks, must be buildable in survival.

    Objectives:

    Compactness


    Version:
    1.16.1

    Deadline:
    11:00pm CST, Friday, July 3, 2020

    Submit your singleplayer worlds to [email protected] by the deadline.
    Compress into a zip file or other compressed format before sending. Ask me if you need help with this!

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone Wars Tournament III (RWT3)

    Challenge 3 scores

    AlexDAM
    [World Download]
    f1urps: 6

    This puzzle room had an actual portal-like style of commentary that I quite enjoyed. The spiral vault doors, damage-reducing boots, and cake references were also nice additions to fit with the aperture science theme. As for the puzzles themselves, the only one that actually challenged me was the piston pushing puzzle. The bow & arrow one seemed interesting, but when I inspected the redstone, I was disappointed to find out that the timings were completely random, and it also didn't matter which order you hit the buttons in. I think every sub-puzzle in this room had the potential to be more interesting and challenging without necessarily being any more complicated. This room was fun, but could have been more engaging.
    kalman98: 6
    alexDAM's build impressed me by being the only one with an automatic reset when it's completed (so bonus point!) - even if it traps the player in a pit of doom and they can't make use of it. The puzzles were creative, but unfortunately there were several bugs as well - the button combination wall is missing a torch on the "win light" causing it to light up regardless of the middle button's state... this confused me for a minute as I thought I won and jumped off, but the door was closed. Then I couldn't tell what the fish detector was supposed to do and, well, I felt like I didn't understand something that was really creative, so I'm not sure if it was broken or it was just me. I didn't like how many hard parkour jumps were featured.
    Final score: 6


    Dalavar
    [World Download]
    f1urps: 9

    This puzzle was a very fresh and unique experience, as I had never seen any puzzle like it before. The mechanics were very intuitive, so I had no problem understanding what needed to be done, but actually finding the solution was quite hard. The idea of using interconnected piston feed tapes as a puzzle mechanic is really cool and satisfying to play with. It kinda reminded me of solving a rubiks cube. In short, this puzzle manages to be extemely simple, yet present great difficulty without causing frustration, using a fascinating mechanic I've never seen in a minecraft puzzle before. Great work!
    kalman98: 8
    davalar's build was actually pretty creative and I loved the route he chose to make it work. While the challenge did say the exit should not open until the puzzle is solved, I'm not going to take any points off. The difficulty level of this puzzle room was probably the highest of any and would take a good while to beat. Unfortunately I am terrible at tile sliding puzzles and could not bring myself to actually sit and solve it, however after messing with it for a minute I went into the redstone and manually tested to make sure everything worked - and it did, quite spectacularly.
    Final score: 8.5


    Kaimonmok
    [World Download]
    f1urps: 9

    I loved how this puzzle progresses through several smaller rooms. To me, this was the most fun to play through out of all of them. Each puzzle was simple to understand, but challenging to solve, and they were all had unique and novel concepts behind them. I loved the use of mobs in the fourth puzzle as a mechanic, and the last puzzle is just a brilliant concept. This was a really fun puzzle experience, excellent job!
    kalman98: 9
    kaimonmok's build was my personal favorite to play through as a puzzle map. The multi-room design really gave off the Aperture Science feeling, and the puzzles were very creative. It took me a good amount of time to solve some of them, but at the same time they weren't too difficult. The final room was a bit difficult to understand and I almost took off points because for a bit I genuinely thought the redstone was broken, but in the end I figured out how it worked, and that puzzle was also fun to solve. The fireworks death room was also a nice touch.
    Final score: 9


    Challenge 3 Leaderboard
    19 - Kaimonmok

    18 - Dalavar
    15.5 - AlexDam

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone Wars Tournament III (RWT3)

    Challenge 4:
    Puzzle Chamber II
    Aperture Science's testing initiative has unfortunately been forced to make some budget cuts. They can no longer afford redstone, leaving only cheap command blocks and whatever other materials they can find at their disposal, and room size has to be cut down. However, the room shape has become more flexible to enable more interesting puzzle layouts.

    This challenge is nearly identical to challenge 3. Things that differ from challenge 3 are highlighted in blue.

    Description:
    Create some kind of interesting puzzle inside a room with a volume of at most 4000 blocks. The dimensions are up to you. For example, all of the following dimensions are okay: 20x20x10, 15x15x15, 40x10x10, etc. You may also use a non-rectangular room, as long as the total volume of air is no more than 4000 blocks.

    The room should have a clear entry and exit point, and the exit should only become accessible when the puzzle is solved.

    The puzzle itself can be anything you wish. Here are some ideas, but you need not limit yourself to them:
    - Combination lock, with hints to decipher the combination
    - A lock with several stages, where unique tasks have to be done to unlock each stage
    - Parkour with moving obstacles
    - Shifting maze
    - Multiple sub-puzzles, all of which must be solved


    Your puzzle does not have to be the same as your submission for challenge 3, but it can be. If you reproduce your challenge 3 puzzle, be mindful of the volume restriction, because the room for this challenge will have to be smaller.


    The puzzle should be designed for a single player in adventure mode, with normal difficulty setting.

    The 4000 block space is where the player enters and completes the puzzle. Any interactive parts of the puzzle should be inside this room. All the machinery and circuitry of the puzzle that the player isn't intended to see should be hidden outside.

    Please include a reset button to reset your puzzle.


    Simplifications:
    Your puzzle room can be as simple or complex as you like.The puzzle design will be the most important scoring criteria. Use of complex mechanisms may give you a somewhat better score, but only if they support an equally complex and interesting puzzle experience.


    Restrictions:
    The following redstone components are banned from use anywhere in your build. You may not build with them or use command blocks to summon them. Command blocks are of course an option, but get creative with other minecraft mechanics you can try!

    • Redstone dust
    • Redstone torch
    • Repeater
    • Comparator
    • Piston (sticky or regular)

    Objectives:

    Make the puzzle fun and challenging!


    Version:
    1.16.1

    Deadline:
    11:00pm CST, Monday, June 29, 2020

    Submit your singleplayer worlds to [email protected] by the deadline.
    Compress into a zip file or other compressed format before sending. Ask me if you need help with this!

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone Wars Tournament III (RWT3)

    Challenge 2 scores

    AlexDAM
    [World Download]
    f1urps: 6

    Despite not implementing leveling trades, thus technically not fulfilling all requirements, this build is impressive. It is robust, reliable, and compact, using no command blocks at all. The design also seems amenable to being re-programmed easily, which was another objective of this challenge. And even though this doesn't affect the score, the villager build looks pretty nice.
    kalman98: 5
    alexDAM's build actually had a villager build (and a good one at that!), so I was already impressed. He also implemented the first level of trades with a very nice (and reliable) interface that returns invalid/incorrect pay to the user. Despite not having leveling trades, the design was very polished, and didn't use any command blocks.
    Final score: 5.5


    Gwekkemans
    [World Download]
    f1urps: 1

    Some attempted circuits are present, but no complete build of any form. One point is given for effort.
    kalman98: 1
    gwekkemans's build was... well, he clearly was trying to do something, but I'm guessing he ran out of time, because it's not actually working, so I just gave him a participation point.
    Final score: 1


    Dalavar
    [World Download]
    f1urps: 3

    Very compact and functional, but this design has several major flaws. It was made entirely out of command blocks, even though they were supposed to be minimized. It requires the exact amount of items in the player's inventory, which is very inconvenient. The upgrade mechanism is backwards from how it was intended to work. And most importantly, there is no villager statue! :( While this is a technically skilled creation, I cannot give it a high score, because it did not conform to the specifications of the challenge.
    kalman98: 3
    davalar's build was made solely from command blocks, which were supposed to be limited. He seems to have misunderstood the trade levelling and made it so that the system cycles through each set of trades instead of one from each set per level - so you get 1 emerald for 3 wheat, 1 emerald for 7 wheat, and 1 emerald for 10 wheat at the same time, then when it levels up, you get the apple trades. However despite being backwards the leveling system does work. He also made it so that you have to have a stack of exactly the right amount of items to pay with in your inventory. Any more than that and it won't accept them, and that isn't made clear in the build, so that's a negative point for me. My biggest disappointment was the fact that he didn't even attempt to build the villager, though - I can't give him points for something he didn't try to do.
    Final score: 3


    Kaimonmok
    [World Download]
    f1urps: 8

    This build did very well in terms of compactness, used no command blocks, and was the only build to complete all requirements. The only flaw is that some items tend to fly out of droppers and not land in the right place, causing malfunctions. But this is an easy fix with some extra protective blocks, so I didn't consider it a big deal. The design is also easily re-programmable. Overall, this build did a great job achieving the goals of this challenge and deserves a high score. The villager build is also absolutely stunning, thank you for gifting this upon my eyes.
    kalman98: 7
    kaimonmok's build's villager terrified me, but at least he built one. His design was the only one that implemented all three trades and leveling properly, so I gave him a generous score. My only issue with the build is that he did not properly enclose his droppers, so items fly out of the waterways inside and throw off all the math, and at one point the items quite often get stuck on a hopper instead of flowing past. He also used no command blocks.
    Final score: 7.5


    Challenge 2 Leaderboard
    10 - Kaimonmok

    9.5 - Dalavar
    9.5 - AlexDam
    4.5 - Gwekkemans

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone Wars Tournament III (RWT3)

    Scores for challenges 1 and 2 are done! Here's your scores, along with feedback from the judges.

    Challenge 1 scores

    AlexDAM
    [World Download]
    f1urps: 4

    Well-built and resource light. The equipping mechanism with the tunnel is very fun. Great use of flying machines for an efficient blaze farm. However, not all requirements were fulfilled, as the machine has no farms to regenerate nether wart, sugar, or gunpowder.
    kalman98: 4
    alexDAM's build is crazy fun to use all around, and he obviously put a lot of work into it, however, there is nothing renewable about it besides the blaze rods.
    Final score: 4


    Gwekkemans
    [World Download]
    f1urps: 3

    Works reliably, but is more resource heavy than other designs and not very compact. Did not meet all requirements, as it is missing any automatic farms for nether wart, sugar, or gunpowder.
    kalman98: 4
    gwekkeman's build was decent, however he didn't actually include automatic farms for anything besides the blaze rods, or even a manual refill system, so the machine would eventually run out completely.
    Final score: 3.5


    Dalavar
    [World Download]
    f1urps: 7

    Fulfills all requirements, very well-built and efficient. However, resource cost could be improved significantly by rearranging the machine's layout to eliminate long hopper chains.
    kalman98: 6
    davalar's build worked very well and satisfied all the requirements, save for two things: the fact that you have to manually craft sugarcane into sugar (but considering the difficulty of witch farming and blaze powder already had to be crafted, I feel like that really isn't too big of an issue)
    Final score: 6.5


    Kaimonmok
    [World Download]
    f1urps: 2

    The build shows serious effort and good ideas, but is not complete or functional beyond a single use. If this was built in the intended version (1.15.2) I would have given it a 1, but since kaimonmok was obeying a typo and built in 1.5.2, it didn't seem fair, so I gave an extra free point. However, most or all of the requirements were certainly also possible to achieve in 1.5.2, so a low score is still appropriate.
    kalman98: 4
    kaimonmok's build was in 1.5.2, which I feel bad about because he's the only person who actually followed the version on the challenge, even if it was a mis-type. He seemed to have a really great plan using witch huts to generate empty bottles and sugar, but he never actually finished the build and there are just pieces scattered around, and in the end the booth itself only works one time and then has no more resources. I gave him the highest score for a failed attempt because he was working in 1.5.2.
    Final score: 2.5


    Challenge 1 Leaderboard
    6.5 - Dalavar
    4.0 - AlexDam
    3.5 - Gwekkemans
    2.5 - Kaimonmok

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone Wars Tournament III (RWT3)

    Since the last challenge was a bit difficult, here's a potentially easier one! Hopefully y'all enjoy having creative freedom in this one :)

    Challenge 3:
    Puzzle Chamber
    Aperture Science is introducing a new testing initiative in the Minecraft universe, and they need test chamber designs!

    Description:
    Create some kind of interesting redstone-based puzzle inside a 20x20x20 room. The room should have a clear entry and exit point, and the exit should only become accessible when the puzzle is solved.

    The puzzle itself can be anything you wish. Here are some ideas, but you need not limit yourself to them:
    - Combination lock, with hints to decipher the combination
    - A lock with several stages, where unique tasks have to be done to unlock each stage
    - Parkour with moving obstacles
    - Shifting maze
    - Multiple sub-puzzles, all of which must be solved


    The puzzle should be designed for a single player in adventure mode, with normal difficulty setting.

    The 20x20x20 space is where the player enters and completes the puzzle. Any interactive parts of the puzzle should be inside this room. All the machinery and circuitry of the puzzle that the player isn't intended to see should be hidden outside.

    Please include a reset button to reset your puzzle. You may use command blocks for this part, but you may not use them anywhere else.


    Simplifications:
    Your puzzle room can be as simple or complex as you like.The puzzle design will be the most important scoring criteria. Use of complex redstone circuits may give you a somewhat better score, but only if they support an equally complex and interesting puzzle experience.

    Restrictions:
    No command blocks allowed.

    Objectives:


    Version:
    1.15.2

    Deadline:
    11:00pm CST, Thursday, June 25, 2020

    Submit your singleplayer worlds to [email protected] by the deadline.
    Compress into a zip file or other compressed format before sending. Ask me if you need help with this!

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone Wars Tournament III (RWT3)

    Challenge 2:
    Mecha Villager
    Minecraft Incorporated is developing cutting-edge technology that can replace villagers, cutting labor costs to rake in that sweet, sweet profit. These new mecha villagers will be faster, stronger, smarter... and made of redstone, of course.

    Description:
    Simulate a simplified version of villager trading, encapsulated within a giant villager statue. The statue can be any size, but all redstone must be hidden within it. Next to the statue, please provide an exact copy with the outer shell stripped away, so we can see all the redstone clearly. Worldedit is useful for this.

    The giant villager should have the following features, through whatever interface you like:
    - Some mechanism to perform trades
    - Some mechanism to display what trades are available (can be very simple)
    - Trades should "upgrade" if the player trades with the villager 16 times.

    Implement the following 3 trades, each with 3 "stages". When the villager is traded with 16 times (any combination of trades), it should "upgrade", and all 3 trades should go to their second stage. If the player trades 16 more times, the trades should upgrade again to the third stage, and never change again.


      1. 10 wheat -> 1 emerald
      2. 7 wheat -> 1 emerald
      3. 5 wheat -> 1 emerald

      1. 2 emeralds -> 3 apples
      2. 2 emeralds -> 5 apples
      3. 1 emerald -> 5 apples

      1. 8 emeralds -> 1 cake
      2. 4 emeralds -> 1 cake
      3. 2 emeralds -> 1 cake

    Simplifications:
    If this challenge is too difficult, here's some suggested ways to simplify the problem and make it easier. They won't score as many points, but it's a lot better than having nothing that works! (This section will be included in all future challenges, as they will get increasingly difficult.)

    • Implement just one trade.
    • Implement all three trades, but without upgrades.
    • Don't try to pack everything into a tight space. Use as much room as you need.

    Restrictions:
    None. Use any redstone and/or command block mechanics you like.

    Objectives:

    • Limit the number of command blocks.
    • Compactness.
    • Re-programmability (should be easy to rewire/reprogram it with different trades)

    Version:
    1.15.2

    Deadline:
    10:30pm CST, Sunday, June 21, 2020

    Submit your singleplayer worlds to [email protected] by the deadline.
    Compress into a zip file or other compressed format before sending. Ask me if you need help with this!

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone Wars Tournament III (RWT3)

    Hey guys, while you're working on challenge 1, I wanna give you some insight on how your stuff will be scored.


    • For each challenge, will receive a score between 0 and 10.
    • The other judge (Kalman98) and I will each assign a score according to the rubrik below, and they will be averaged.
    • As a general rule, aesthetic/artistic qualities of your build will never impact your score.
    • Rubrik:
      • 0: No submission or empty submission.
      • 1: If your submission shows evidence of a serious attempt, but none of it works, you're guaranteed at least 1 point.
      • 2-4: Submission partially works or doesn't fulfill all requirements. Exact score depends on our judgement.
      • 5: If your submission is fully functional and satisfies all requirements, you're guaranteed at least 5 points.
      • 6-9: Submission shows impressive design and/or does well in the objectives. Exact score depends on our judgement.
      • 10: Reserved for submissions that really blow us away. This score is somewhat rare.

    • As the competition progresses, your scores will be added together into a running total.
    • With 12 challenges, the maximum final score is 120 points.
    • Fulfilling the minimum requirements for every challenge will net you 60 points.

    With this rubrik, you should be able to somewhat estimate your score before we assign one, and guide your decisions while you build. It'll also make us judges more transparent and accountable to avoid bias.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone Wars Tournament III (RWT3)

    Challenge 1 begins now! Good luck everyone!

    Challenge 1:
    Hero Transformation Booth

    Mild-mannered Steve M. Craft has a secret alter-ego: Minecraft's most powerful superhero, Daring Diamond! When monsters attack the city, he needs to enter his secret transformation booth to quickly equip his gear and powers!

    Description:
    Build a small chamber with a single button. When the button is pressed, it should cause two splash potions to be thrown upon the player: swiftness and strength. The machine should automatically refill its potions (using automatic farms and brewing). No manual refilling is allowed, except glass bottles. You may rely on the player to craft blaze rods into blaze powder, but a convenient interface for this should be provided inside the booth.

    The machine should refill itself fast enough to allow the button to be pressed once every 3 minutes continuously without running out.

    Blaze spawner(s) should be within range of the button, so they are active while the player is standing in the booth.

    In addition to the potions, when the button is pressed, equip the player with a superhero suit (armor) and/or weapons. These don't have to automatically refill.

    Addendum 6/15/2020: You may rely on the player to kill blazes, and this should be done conveniently and safely from within the booth.

    Restrictions:
    Must be buildable in survival. No command blocks. You may use blaze spawners, but no other spawner types.

    Objectives:
    Minimize the resource intensity to make it more attainable in survival mode.

    Version:
    1.5.2

    Deadline:
    10:00 pm CST, Wednesday, June 17, 2020

    Submit your singleplayer worlds to [email protected] by the deadline.
    Compress into a zip file or other compressed format before sending. Ask me if you need help with this!

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Redstone Wars Tournament III (RWT3)

    Signups are closed!

    The competition will now begin!


    Competitors:
    kaimonmok
    Dalavar
    AlexDAM

    Judges:
    f1urps (me)
    Kalman98

    Announcement:
    The structure of the tournament will be slightly different than originally planned due to a low number of signups. Instead of a tournament, we'll do a series of all-vs-all challenges.

    • 12 challenges
    • 3 days per challenge, with a 1 day break between each
    • Everyone submits for each challenge
    • Each submission is scored by the judges (1-10 scale)
    • An individual's final score is the sum of all 12 scores

    The first challenge will begin 24 hours from now, at 10:00pm CST Sunday, June 14 2020.
    It will be posted in this thread and announced via email and the Discord server.

    Good luck to all the contestants!

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone Wars Tournament III (RWT3)
    Quote from Award21»

    Hi,
    There is something i don't understand :

    Is the competition a sort of "1v1v...." or is it in team of 2 ?


    Thanks


    Every challenge is done independently. So it's 1v1v1v1... etc.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone Wars Tournament III (RWT3)

    Two days left for judge signups! We have two judges now and could use more! If you've got a bit of spare time and you're interested in seeing and evaluating other people's redstone and helping run this competition, please sign up!

    If you wanna compete, those signups are also open for one more week!

    (see OP for signup link)

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone Wars Tournament III (RWT3)
    Quote from Kalman98»

    YES, I finally didn't barely miss the signups for one of these! Welcome back, good sir. I look forward to being involved in this, one way or another. ;)


    It's good to be back! :) I missed doing this.

    Posted in: Redstone Discussion and Mechanisms
  • To post a comment, please or register a new account.