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    posted a message on Enderbent Adventure

    Looks like Mop and I are playing this one again. Must be the third or fourth time through. I'm impressed that you're still adding new content after all this time!

    EDIT: And we have now finished it! It still holds up, although it's a shame we couldn't find the Sword of Shame anywhere. With Mop's current recording-to-upload time, I expect it'll be out sometime next year. I did find some typos, which I'll just go ahead and report here:



    Boss droped an item

    Shipwrek

    Curesd summoner

    Mob droped random chest

    Eye of the Spider: Poisen Resist

    Glutten Potion

    Posted in: Maps
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    posted a message on Enderbent Adventure

    Any idea where you plan to post the updates once the forum dies?

    Posted in: Maps
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    posted a message on Enderbent Adventure

    I'm glad this map's still getting updated. Has to be some kind of record, a map from 2012 that's still getting updates.

    Posted in: Maps
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    posted a message on Enderbent Adventure

    Nice to see that this map is still getting some views. It still remains one of the best old maps out there.

    Posted in: Maps
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    posted a message on Diversity 2 [World Record Holder]

    How do you get past the inability to use creative mode in the puzzle room? I'm not looking to get the dye or wool or anything. I just want to see if the creator put signs up again and also some tnt fun. Will I need to use a different version of minecraft? Which one? thanks


    There's a scoreboard when you're in there labelled something like "Creative allowed" (I don't remember, it's been years). Set that to 1 on your player, and you should be good. Alternately, grab the coordinates of the branch, return to the hub, and teleport there.
    Posted in: Maps
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    posted a message on Valley of the Kings - A CTF by The Broken Buttons

    The map has been updated to 1.10. For those of you on realms, it should be available there soon.

    Posted in: Maps
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    posted a message on Diversity 2 [World Record Holder]
    Quote from Weter_23»

    Problem with the map. Should it do this?



    I have to ask the usual questions:
    1. Did you have your render distance set to 9 blocks or more (if in singleplayer) or your server load distance set to the same (if in multiplayer)?
    2. Did you play it on the required map version?
    Posted in: Maps
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    posted a message on Valley of the Kings - A CTF by The Broken Buttons
    Quote from RayHaskell»

    Hey, nice map! Did a quick cinematic vid of it, hope you enjoy!:



    Looks pretty cool! The team loved it.
    Posted in: Maps
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    posted a message on Valley of the Kings - A CTF by The Broken Buttons

    It'll probably work in 1.9 since I didn't use structure blocks, but it's been tested mostly in the latest stable version, so that's the version I'd recommend.

    Posted in: Maps
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    posted a message on Valley of the Kings - A CTF by The Broken Buttons


    Valley of the Kings is a capture-the-flag map set in the Egyptian desert. On one side, there is a team of Archaeologists. On the other, some ancient Egyptians who don't seem to know which millenia it is. Originally designed for large-scale team combat on playmindcrack, this map has been modified to work with smaller groups.



    Scarab Elytra!


    On the upper path, there are the elytra of a scarab beetle. They provide a fast way to get into the enemy base -- if you can avoid enemy arrows, that is! A shortcut is provided to the elytra from each spawnpoint, but bear in mind: The other team has a shortcut, too.


    Flag defense AIs!


    No big teams? No problem! The game comes with up to five AIs per team. These skeletons will keep a careful eye on your flag while you are off attacking the enemy base. They will switch to swords at close range. Do not underestimate them! It is advised that you raise the AI count if playing with fewer players, and lower it if playing with more players. It's fairly fun to try to get past the AI, so you can even play it singleplayer!


    Shields are important!


    This map takes full advantage of the new 1.9 mechanics: Shields are mandatory, and you will not win without using them properly. All of the weapons are set to deliver an instant kill if used correctly (that is, a fully drawn bow or a fully charged sword attack), but they can all be blocked with the shield.


    Download:

    http://bit.ly/ValleyOfKingsMap

    Posted in: Maps
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    posted a message on Diversity 2 [World Record Holder]

    what world record does it hold?


    Most Minecraft map downloads.
    Posted in: Maps
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    posted a message on The Present Factory -- Factory-based Puzzle Map (1.12)

    Congratulations to redstarrer for taking the record for the "Counting Zeroes" challenge, with a solution that can be adjusted for any number from 0 to 1023! He didn't want to publish it, but he sent it to me and I confirmed that it does in fact work.

    Posted in: Maps
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    posted a message on The Present Factory -- Factory-based Puzzle Map (1.12)

    Alas, I tried several methods to make the number appear above the presents. None of them seemed to work very well. As for puzzle 10, that doesn't seem to make much sense. I'll run some tests on it, I might have accidentally picked an input chain which has an output that could be accidentally created.


    I have no idea what the "conveyor speed low" thing is. I can replicate it in very specific circumstances, but the mechanics are identical to the full-speed thing, so I've got nothing.

    Posted in: Maps
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    posted a message on The Present Factory -- Factory-based Puzzle Map (1.12)
    Quote from smcri»

    This is an amazing map.

    I have only completed lv 4 till now and haven't tried solving lv 5.

    This map is really nice and is a great test for your logical skills.

    Looking forward to play the rest of it.

    I did wish that it won''t force the instruction manual on your left hand.

    It was a bit confusing to get things started at the first.


    I don't force it. You can disable the manual with the sign on the left.
    Posted in: Maps
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    posted a message on The Present Factory -- Factory-based Puzzle Map (1.12)
    Quote from Hellothere_1»

    I think I got it. By rerouteing the entire output through pretty much every single still available bit of space I managed to slow the first output down enough for the last one to get out 2 ticks before the output lane gets reset. The 36 sorter should now be fully functional.

    Just don't input the stacks too quickly after each other, or some of them will randomly merge into larger ones during the sorting process.


    https://www.mediafire.com/?bzdsctcm2a4i4i2



    Record confirmed and updated. Congratulations! Thank goodness yours accepts quick inputs, I was afraid that would take forever. I was afraid that the intersecting paths might cause unintended present adding, but it seems to be timed well enough that the presents all make it intact.

    Posted in: Maps
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