• 0

    posted a message on [RFW] Tunnel Vision - created for RMCT
    Quote from SongOfStorms11

    This map was a blast to test. It's an extremely difficult map, first of all. Very little supplies and only 5-block-wide lanes are tough. Plus the dungeons aren't too forgiving, and with other teams shooting at you, it's a pain at points. But it's just the way how it pulls almost every aspect of RFW into a single map that makes me smile. Four of the best RFW mapmakers out there made it, and I expected no less from them.


    It's gotten a lot easier since your test match. The void lane doubled in width, so PvP is much more manageable. And it's been softened up in many other ways. The one thing that makes it hard is the complexity of navigating the multiple lanes, but a few practice runs will take care of that.
    Posted in: Maps
  • 15

    posted a message on [RFW] Tunnel Vision - created for RMCT


    Tunnel Vision

    A Race for Wool Map
    by iTruthful, FifthWhammy, FreckleEars, and last_username



    CLICK HERE TO DOWNLOAD

    (Version 1.1 updated July 11, 2013)

    Race for Wool is a type of competitive Minecraft, where two teams race to acquire colored wools from two identical worlds and place them on a victory monument, while trying to slow each other down with arrow and cannon fire.

    Tunnel Vision will be the battleground for the final round of the 4th Reddit Minecraft Tournament, to be played in late September, 2013. The map was originally created for the Redstoners vs Whiskey Brigade match on June 16, 2012. These teams are the respective winners of the first two RMCTs. The map was released to the teams, and the general public, only 24 hours before the match!

    The Map

    Tunnel Vision breaks some new ground for RFW maps. The lanes are only five blocks wide, much narrower than the typical 16 block wide lanes found in most RFW maps. It is also a very compact map, at only 192 blocks long. Despite it's small size, it is quite intricate and provides plenty of challenges.

    But the most unique feature of Tunnel Vision is the "isolated lane", a path through the map that is completely seperated from the main world, and contains no supplies or resources. From the starting platform, players can choose to enter either the main lane or the isolated lane. Once they enter, they cannot switch to the other lane until the next time they respawn at the starting gates. However, supplies can be passed between the lanes at many points.

    At each wool location, or "fleecy box", there is a button that is only accessible from the main lane. Pressing this button releases a wool into the isolated lane. The wool must be retrieved from the isolated lane and passed back to the main lane, where the victory monument is. All three wools must eventually be retrieved in this way in order to complete the map.

    Acknowledgements

    I, last_username, would like to thank my fellow mapmakers, iTruthful, FifthWhammy, and FreckleEars, for coming together and making this ambitious and experimental project happen. I'd also like to thank the RMCT staff and players who had faith in us to pull this off. It was a total blast!
    Posted in: Maps
  • 0

    posted a message on Compact Light Sensors, 1x/7x/12x/14x Sensitivity
    Quote from AlarisNimbus

    Hiho,

    first: great thanks for this EXCELENT tutorials! They're very good to follow. I build a 7x light sensor in my survival world for streetlights and city-gates and it works fine, but it takes quite long to detect night where as it needs just a few seconds to detect day :( I made sure to build the 7x exactly as shown in the video. Is there a possibility to shorten the night-detection-time (ndt)?


    What makes it hard to detect night faster is a) the machine needs to wait until it's very dark to be sure that it's night and not just raining and B) as of MC 1.2, grass dies a lot slower than it grows. The best advice I can give you is to upgrade to the 12x, but I'm open to suggestions.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Compact Light Sensors, 1x/7x/12x/14x Sensitivity
    Quote from TNTQc

    Incredibly genius!! Your sensor machine is an awesome invention. I still can't understand the reason why it works, hehe (I didn't read all the pages), this seems to be above my IQ capacity!!! (humble me). I think I understand the way it goes with the light level and the water, but why and how the piston is triggered!!?? Is it because the dirt changing to grass makes an update of the block beside the piston so this one is triggered when the aspect of the block(s) is (are) changing?? I don't understand the way the piston behave in your machine. But to conclude... wow!! this light sensor machine is one of the best mechanism I've seen in MC!! Thousand thumbs up!!!

    * could you please make a schematic with the 12x one? *


    Thank you!

    The pistons function as BUD switches, which you can read about on the wiki. In short, this device exploits a bug in the game to put pistons in a state where they are getting power but remain retracted because they haven't "noticed" it yet. Grass growing or dying beside them causes them to "wake up", notice the power, and extend.

    I will add a schematic and other material for the 12x as soon as I get the chance.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on [1.2.5] Lights Out/Antifreeze - Two mods to fix lighting bugs
    Quote from alexANDgames

    I was testing this mod with ModLoader and SPC and when I converted my map from 1.1 to 1.2.5 this still happens:



    Do you have any idea of what the problem can be?


    I have noticed that Lights Out doesn't seem to help with some maps, such as Kaizo Caverns, and I have no idea why. I can only assume there are other bugs that have similar symptoms, but I don't know why those bugs only affect some maps and not others. I will try to investigate further when I have time.
    Posted in: Minecraft Mods
  • 2

    posted a message on Compact Light Sensors, 1x/7x/12x/14x Sensitivity
    New model: Light Sensor 12x, the most compact light sensor yet!



    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on [RFW] Maps with Friends! [RFW]
    Hey Tom, nice looking map! But why do the traps have to be manually set?

    Also, you should go through this checklist (particularly naming the map and the folder):
    http://www.reddit.com/r/mctourney/comments/qlknd/fellow_mappers_here_is_my_map_release_checklist/

    And the screenshots are missing from the first post.
    Posted in: Maps
  • 0

    posted a message on [1.2.5] Lights Out/Antifreeze - Two mods to fix lighting bugs
    I've added another mod to the first post called Antifreeze. This mod fixes another bug in the lighting engine that causes lag spikes of several seconds in multiplayer on maps with large covered spaces.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Lights Out/Antifreeze - Two mods to fix lighting bugs
    I recently realized that this mod will not work with Bukkit. For that, I will have to get the fix merged into CraftBukkit, which I am working on. I'll update the thread when I know more.
    Posted in: Minecraft Mods
  • 0

    posted a message on [BW] BED WAR - A new kind of team PvP
    Version 0.12.2 of Bed War is released, with significant changes including removal of the much despised Blaze spawners in the middle of the map! See the first post for full changes and download.

    Bed War is one of the maps featured in the Champions of the Map tournament. A few days ago, my team Cubists played an exciting match against Cobalt Crafters to initiate the championship. Live commentary was provided by HonneyPlay and SethBling:

    SethBling covering Cubists:
    HonneyPlay covering CC:

    If your team wants to challenge the current champions of Bed War (or any other map), check out the CotM subreddit:
    http://www.reddit.com/r/championsofthemap
    Posted in: Maps
  • 0

    posted a message on three_two's VINYL FANTASY Series
    Quote from lembley3

    So, I got the lighting mod installed, but when my file converts, all my building is gone? No chest, no torches, nothing. Anyone else have this problem? If so, how do I fix it?


    The Anvil converter leaves the old map behind, so my guess is somehow you were already building in a converted map and then converted again over top of your changes. Or, you were building in the old map while the new one was just sitting there and never changed.
    Posted in: Maps
  • 0

    posted a message on [1.2.5] Lights Out/Antifreeze - Two mods to fix lighting bugs
    Quote from FireHawkDelta

    I made a huge disk at the height limit using world edit, and this mod only fixed 1/4 of the lit chunks.


    Could you post some screenshots of this? It could be a different bug.
    Posted in: Minecraft Mods
  • 0

    posted a message on Compact Light Sensors, 1x/7x/12x/14x Sensitivity
    Quote from DR6

    How do you get the odds for X model having X response time? I know that the random processes are Poisson processes, but if you could give me the function(or how you calculated it) it would be awesome.


    Actually, those numbers need updating for Minecraft 1.2 because the block tick rate was lowered from 80 to 48 per chunk per game tick, and the chunk volume doubled from 32768 to 65536.

    So for example, the Nano detects night when its sensor block gets a tick. Every game tick, that has a 48/65536 = 3/4096 chance of happening, and the chance of it not happening is 4093/4096. The chance of it not happening for 20 consecuitive ticks, or one second, is (4093/4096)20, and the chance of it happening within one second is 1 - (4093/4096)20. The number of ticks after which it has a 50% chance of happening is log0.5(4093/4096) = 946 or 47.3 seconds.

    For detecting day, it's a little more complicated because two blocks are involved: a source block and the sensor block. There are 23 source blocks, so every game tick there is a 23*3/4096 chance that one of them will get a block tick. The grass growth range is 3x3x5, so there is a 1/45 chance that it will choose the sensor block to spread to. So the chance of detecting day per tick is (23*3)/(45*4096) and the half-life is log0.5(1 - (23*3)/(45*4096)) = 1851 ticks or 92.5 seconds (unfortunately, that means the Nano is now too slow to be practical for most uses).

    The 7x/14x times can be calculated the same way using 18 source blocks and 7 or 14 sensor blocks.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Compact Light Sensors, 1x/7x/12x/14x Sensitivity
    Quote from Jay_Em

    Just wondering, would the light from the redstone torches/dust affect the sensor?


    Nope, that is accounted for in the design.
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on [1.2.5] Lights Out/Antifreeze - Two mods to fix lighting bugs
    Quote from Thornstalker

    I've been working on an underground map for the past few months, and I used the 'Nether Expansion Mod' for these light-emitting trees that looked great.
    The mod never updated to 1.2, so I decided to delete those light-emitting trees and update to the 1.2.5 (thinking: "heck, the new jungle trees are dark and stuff too!"), but then my map turned buggy..

    -The whole underground map had phantom light emitting where the trees used to be.
    -It seems as if Steve himself is emitting light because when I fly closer to dark grounds they lit up, and they stay lighted even after I leave..
    -Some other changes I made while deleting the trees in 1.1 didn't show in 1.2, as if they weren't saved.

    Can someone please help me with this issue?
    I know it's not completely related to this particular bug, but it must have something to do with the section-save issue I guess after looking at the video. So at least some idea of what might help would be great. :)


    I think MCEdit can fix it. Just select the affected area, go to the chunk tool, and click "relight".
    Posted in: Minecraft Mods
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