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    posted a message on Creating a map - need Ideas.
    Quote from Carl_Jokl»

    I don't know if Minecraft adventure mode is advanced enough to support any kind of puzzle solving.


    It can. However, you have to put a lot of work into making a puzzle in Adventure Mode that isn't junk. The biggest difficulty is that, while making convoluted redstone contraptions is right up Minecraft's alley, making those in such a way that players can intuit solutions is not. I really like when people make puzzle maps! It's not only a puzzle for players but for the designer as well. In fact, the puzzle for the designer is almost guaranteed to be more difficult.
    Posted in: Discussion
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    posted a message on Diamond Quest Version 1.2.1 (Key Update)

    I guess I'll bump this one. But I've updated the map and here are some new pics!


    View from the watch tower


    View of a different, more bigger, tower

    Posted in: WIP Maps
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    posted a message on Diamond Quest Version 1.2.1 (Key Update)
    Diamond Quest
    Version 1.2.1
    for the current version CLICK HERE


    Diamond Quest is a grand-scale, Zelda-inspired adventure map. I don't know if I'll ever find time to really make this as big as I want, and I can never be sure my schedule will let me work on this continuously, so here's my compromise: I'll upload bits and pieces of this as I make progress! This map is entirely hand-built with commands - no MCEdit or external programs.


    The Current Quest: You begin at home with a letter from an old friend. But when you go to meet her at the nearby village, she isn't there. In fact, no one is - the place is abandoned! Travel to the castle to find out what happened. So far the quest ends once you have completely finished the tutorial dungeon - you've finished all the puzzles, then made it through the "deep dungeon," found the key, and then climbed up to the castle's main floor. There will be a book at the end letting you know you made it.


    New in the Current Build (1.2.1): I call this the "Key Update." I've made a lock and key system (which is just a command block/redstone contraption). The game checks to see if you're holding a certain item which I've named a Key, and whether you're also standing in front of a door I've marked as Locked. Up until this point you couldn't get out of the tutorial dungeon, but now with the key you can actually climb up and go outside.


    For this version I use the John Smith Legacy resource pack (click to download). It is not at all required to play this map but I do recommend it since I use glowstone blocks for lights and that looks ugly with the original resource pack.


    Feedback is absolutely welcome! Let me know if something does not work as intended or it is unclear where to go or what to do next.


    For the current build, CLICK HERE. Or, if you prefer, click here for a folder containing all current builds.


    Extra screenshots below:


    The path to the castle


    Schmidt Farm


    Another shot of the path to the castle


    Inside the tutorial dungeon

    Posted in: WIP Maps
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    posted a message on Why do so many minecraft youtube videos have cheesy music?

    I can't tell you why but I can tell you that for the last five or so years it's been a trend for the high-school-and-under crowd to add an unnecessary computer graphic + dubstep/cheesy music to their channels for anything! In particular though it appears on gaming and tech related channels. I guess it's one of those things where somebody got wildly successful doing it so everyone else jumped on that bandwagon thinking "well that's what you do if you want to be famous." In a way, they're right - an intro of some kind is very helpful in making videos look professional, but a lot of people with less experience or less money end up making some decisions that are in bad taste. At worst, it's merely annoying, so I put up with it if I really want to watch the video.

    Posted in: Discussion
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    posted a message on Introductions & Leavings

    Well I was gone for a very long time. Got a new computer. Lost all my old maps. Started over. Lots those maps. Started over again.


    Hi, I'm keyofw and I'm perpetually starting and restarting projects which I never finish and only serve to distract me from the actual job I'm supposed to be doing and this would be cute if I were 20 years younger AMA.

    Posted in: General Off Topic
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    posted a message on Diamond Quest (Current Build v1.3.3) (+CUSTOM TRACKS/ITEMS)

    Good news, everyone! Build 1.3.3 is here.


    I've finally built up the Castle Road, which connects the first village with the castle area. You can't get onto Castle Road at the moment (the outpost at the start is locked to you until you get there from another way, which you can't do in this build), so you get to wander underneath it through the Royal Forest Reserve.


    Screenshots below:



    Castle Road:

    Part of the Reserve:

    More of the Reserve (a lot of my time was spent terraforming this area to make it harder to get hopelessly lost):

    Posted in: WIP Maps
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    posted a message on Diamond Quest (Current Build v1.3.3) (+CUSTOM TRACKS/ITEMS)
    Good news, everyone! Build 1.3.2 is out! This one focuses on the village, filling in and adding items (mostly foodstuffs). That is all.
    Quote from TheVuFour»

    Ps- Does the resourcepack come with the map? If not could you post a few screenshots of what it looks like without? That'd be great. Thanks!


    Well, I'm not completely 100% sure how to add the resourcepack to this map, since it is not a resourcepack I created. I'm using the John Smith Legacy pack, but it isn't required. So far I have not used anything I imagine that requires the pack. In the future I would like to have some custom texture things in the game - for example, keys that look like keys. Any tips/tricks/good tutorials you know of would be great to have, so send them my way. I probably will not be adding those things right away though.

    And yeah, I should probably go through and make some non-John-Smith screenshots. Until next time!
    Posted in: WIP Maps
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    posted a message on Chasing Time - A Time Travel Story-Centered Map

    Awesome! I'll check it out!

    Posted in: Maps
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    posted a message on Diamond Quest (Current Build v1.3.3) (+CUSTOM TRACKS/ITEMS)

    Good news everyone! Build 1.3.1 is here!


    This build focused on the opening area of the game - filling it out and giving you a reason to actually explore a bit. The biggest piece of this build was the lighthouse at the southeast corner. So far there's nothing to do there but check it out. Shots below:



    The lighthouse:

    The interior (not sure if I like it):

    View from the top:

    Posted in: WIP Maps
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    posted a message on Diamond Quest (Current Build v1.3.3) (+CUSTOM TRACKS/ITEMS)

    Good news everyone! Build 1.3.0 is here!


    I'm starting to clean up a bit of the world and fill it in. I learned how to make custom items today! So far I only have the one, called the "Rain Boots," which slightly increase armor and speed. Actually, the armor doesn't seem to show up in the HUD so I am not sure if I didn't put enough armor on it but that's a pretty easy fix. Now that I know how to use this stuff I'll be creating more unique items for the game.


    Be sure to let me know if you encounter problems I've missed in the world! I want to make sure that first dungeon isn't too confusing.


    I also built another place near the start - the Happy Orchard. Here's an aerial shot:




    A friend of mine also told me that "Castle Town" was too far away from the castle to really have that name, so I renamed it:



    Enjoy!

    Posted in: WIP Maps
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    posted a message on Diamond Quest (Current Build v1.3.3) (+CUSTOM TRACKS/ITEMS)

    Good news, everyone! Build 1.2.5 is here!


    The big thing for this one was to get the dungeon to work. Everything works now (hopefully) but of course it can be improved. Example - while the dungeon is no real maze, it is rather dark and if you get lost it could be a problem. I do not know a way to make a map work down underground so for now just try not to suck at the game. In addition, the only items I've put in the dungeon are the three keys and the dungeon item. Any other chests you see are empty (and there are some rooms that will have chests but don't yet). I would really appreciate feedback on the dungeon to make it a good experience.


    Anyway, hit up the first post for the link. Below I've put in a couple aerial screenshots:




    Posted in: WIP Maps
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    posted a message on Diamond Quest (Current Build v1.3.3) (+CUSTOM TRACKS/ITEMS)

    Good news, everyone! Build 1.2.4 is out!


    I've finished "building" the dungeon. You'll notice "building" is in quotes, because while all the rooms are made, it's still not quite ready for prime-time. But here's what it looks like. Thoughts are appreciated!









    Posted in: WIP Maps
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    posted a message on Help with Custom Music

    Yup. In the sounds folder is the "prologue" folder, and within that is the "morningSong.ogg" file.

    Posted in: Resource Pack Help
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    posted a message on Diamond Quest (Current Build v1.3.3) (+CUSTOM TRACKS/ITEMS)

    Good news, everyone! Build 1.2.3 is here! Link in the top post.


    Also, I have been having trouble with putting in the custom music so I made a thread about it (the link is in the top post). If you know how to help that would be great! Because I'm stuck.


    Anyway, I've added most of the third part of the dungeon now, and it looks like a weird underground cave:





    I like the redstone torches as a light source because it's juuuust enough to see but low enough to still be moody.



    Anyway, you'll actually be wandering through some of this part (but not much). Feedback is appreciated! Thanks,


    keyofw

    Posted in: WIP Maps
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    posted a message on Diamond Quest (Current Build v1.3.3) (+CUSTOM TRACKS/ITEMS)

    Thanks guys! I'm getting kind of bogged down here with the custom music... I have followed every instruction to the letter and have googled the crap out of it but nothing works, so it's been a while since the last update. I'll try to get another version out by tomorrow though.

    Posted in: WIP Maps
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