We are actually discussing pushing that deadline back a week just because we stopped giving that the attention it deserves while we worked on our own map.
Well, personally I prefer to make new maps while tweaking old ones! Cubeception 1 needed a lot of work after the release, because it was our first map and we had no idea what we were doing, and recently we added new decoration blocks and command blocks checkpoints. Old Hatreds had tons of tweaks and small changes, mainly because of mob/items balance... and now, after adding anti-grief and keepitems commands and reducing the "maxspawn" effect it's actually fun and not frustrating anymore ;]
So I'd say that it's good to tweak things if it doesn't require you to remake the whole map. Sometimes two or three small are more than enough to make your map sooo much better.
It also depends on how popular the map is, though. If your map got a few hundred hits, let it die. If the map got a few thousand hits, keep it playable so that people aren't upset. If the map get's tens of thousands of hits, you sort of feel obligated to keep it great. Your maps have been popular enough to feel that obligation.
A great enterprise, I hope you luck. I'm a redstone veteran but when I have something I cannot solve I'll come to you. Maybe we'll cooportate to make a map if you want...
That's essentially what I'm hoping for; that people will see this and then think of it later when they run into an issue. The only problem with that being that the thread is going to start off quite slowly since I don't think many people are floating around with spontaneous redstone problems.
And I have a few projects myself going on currently that signing myself up for a whole new map is a bit much, but if you have anything specific in mind, feel free to drop me a message whenever.
Redstone is an important part of custom mapmaking. With it, all sorts of dynamic effects can be added to maps that would otherwise be impossible. However, sometimes you really want an effect that you're having difficulty making happen with redstone and you get stuck: this has happened to me quite a few times and my response is usually to check online: watch youtube videos, ask the redstone forum, etc. However, it's very rare that I actually get the answer I need from these places because most of the worlds redstone knowledge is being used to make automatic farms, combination locks, or large scale computers or minigames.
This is where I come in.I have spent just about as much time as anyone putting together redstone for adventure maps, from large scale map mechanics to small door mechanisms. I have experience doing pretty much anything that you'd like to add to an adventure map, and I'm here to share my knowledge.
So Ask Me To Make Something For You
What I'm really hoping for is that people will come here with real problems that are stumping them, but if there's an effect you really just wanna see or get my take on, almost all submissions will be accepted. The only time I won't do something is if it's a device that has already been done to death, so if you come in here and ask me to make a Jeb door, I'll probably dismiss you.
If I fail to make the device you were asking for, I will let you know immediately.
However, if I succeed, I will
- Post pictures, descriptions, and or mcedit schematics here of the end result.
- Priivate message the user who made the request to discuss it with them.
- Make a video about it if I think the product is interesting enough.
I hope this is something that people will take advantage of. Thank you for your time.
I played this last night. It was... interesting to say the least. I think I'm gonna make a video playthrough of this today just because it's so different. It'll be posted by the youtube and forum account dasbuttocks. I hope you don't mind.
Are we still having a discussion about this? Can't people just realize that some maps have lots of redstone and little creativity, some have no redstone and lots of creativity and some have lots of both. No matter how much or little redstone is in a map, it may still be just as good. We can also agree that some people love using redstone (i do quite like redstone myself, however i do not sacrifice creativity for it) and that some people love creativity. Whatever your building style using redstone doesn't make your map better than someone elses, it might make it more impressive but nothing can make as much impression as a really well built castle or statue or mountain or house or dungeon or whatever you care to build in Minecraft.
So, can we please just accept that everyone has their own ways and ideas?
I missed this thread for a while and wanted to give a response.
And the original question was not lots of redstone vs little redstone, it was no redstone at all. And I have never enjoyed a map with no redstone, not a single time, because it very, very quickly degenerates into "can you follow this line of signs to the end." No amount of pretty is going to make playing that map enjoyable because without any interactivity, I'm not so much the adventurer as the mule that gets to carry the adventurer around and listen to the story.
I completely disagree. Adventure maps require a good story and an immersive visual build. You don't need ANY redstone. You can make tons of special effects and challenges without any redstone.
Yes, redstone can add a nice puzzle and special effects, but in my opinion you need to build the map around the story, not around a single redstone 'trick' (the exception being Wintertide, which I don't really count a single BUD as 'redstone')
Redstone is MOST used in 'game' type maps like Sethbling's big creations.
I really do stand by my statement though. In a pre-made single-player map, redstone is the mapmakers method to respond to players' actions. The only other way to do things reactively is tell them to do different things in words, and then it really is a choose-your-own adventure book, at which point I'd rather just read the story and not be distracted by the minecraft. I just see adventure maps as adventure games, and a game that doesn't change depending on what you do isn't very good.
Like, I don't expect everyone to be redstone savants, but if someone is mapmaking without the capacity to do "flip lever, door opens somewhere else" they are making a really, really narrow map.
Also, I don't see "big creations" the same as you do either. In my experience, doing the redstone for something like sethbling's games is the easy, fun part of the project compared to constructing scenery brick by brick.
Redstone is more like science. If you know it, you can use it in various situations to make your projects better.
As far as I'm concerned, redstone IS adventure maps and everyone who tries to makes an adventure map without it is just giving the scenery without the game...
Although, my entry for this never happened because I got tired of breaking and fixing my own redstone...
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We are actually discussing pushing that deadline back a week just because we stopped giving that the attention it deserves while we worked on our own map.
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It also depends on how popular the map is, though. If your map got a few hundred hits, let it die. If the map got a few thousand hits, keep it playable so that people aren't upset. If the map get's tens of thousands of hits, you sort of feel obligated to keep it great. Your maps have been popular enough to feel that obligation.
A lot. It used to be about as limited as signs, but now you can type whole paragraphs in.
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Yes, but you can learn from me! It's not as though I would just hand you the answer with no explanation as to how it worked.
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That's essentially what I'm hoping for; that people will see this and then think of it later when they run into an issue. The only problem with that being that the thread is going to start off quite slowly since I don't think many people are floating around with spontaneous redstone problems.
And I have a few projects myself going on currently that signing myself up for a whole new map is a bit much, but if you have anything specific in mind, feel free to drop me a message whenever.
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Redstone is an important part of custom mapmaking. With it, all sorts of dynamic effects can be added to maps that would otherwise be impossible. However, sometimes you really want an effect that you're having difficulty making happen with redstone and you get stuck: this has happened to me quite a few times and my response is usually to check online: watch youtube videos, ask the redstone forum, etc. However, it's very rare that I actually get the answer I need from these places because most of the worlds redstone knowledge is being used to make automatic farms, combination locks, or large scale computers or minigames.
This is where I come in.I have spent just about as much time as anyone putting together redstone for adventure maps, from large scale map mechanics to small door mechanisms. I have experience doing pretty much anything that you'd like to add to an adventure map, and I'm here to share my knowledge.
So Ask Me To Make Something For You
What I'm really hoping for is that people will come here with real problems that are stumping them, but if there's an effect you really just wanna see or get my take on, almost all submissions will be accepted. The only time I won't do something is if it's a device that has already been done to death, so if you come in here and ask me to make a Jeb door, I'll probably dismiss you.
If I fail to make the device you were asking for, I will let you know immediately.
However, if I succeed, I will
- Post pictures, descriptions, and or mcedit schematics here of the end result.
- Priivate message the user who made the request to discuss it with them.
- Make a video about it if I think the product is interesting enough.
I hope this is something that people will take advantage of. Thank you for your time.
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When you put it that way, it makes sense. If an adventure map is a novel, this map was more of a poem.
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I missed this thread for a while and wanted to give a response.
And the original question was not lots of redstone vs little redstone, it was no redstone at all. And I have never enjoyed a map with no redstone, not a single time, because it very, very quickly degenerates into "can you follow this line of signs to the end." No amount of pretty is going to make playing that map enjoyable because without any interactivity, I'm not so much the adventurer as the mule that gets to carry the adventurer around and listen to the story.
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I really do stand by my statement though. In a pre-made single-player map, redstone is the mapmakers method to respond to players' actions. The only other way to do things reactively is tell them to do different things in words, and then it really is a choose-your-own adventure book, at which point I'd rather just read the story and not be distracted by the minecraft. I just see adventure maps as adventure games, and a game that doesn't change depending on what you do isn't very good.
Like, I don't expect everyone to be redstone savants, but if someone is mapmaking without the capacity to do "flip lever, door opens somewhere else" they are making a really, really narrow map.
Also, I don't see "big creations" the same as you do either. In my experience, doing the redstone for something like sethbling's games is the easy, fun part of the project compared to constructing scenery brick by brick.
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As far as I'm concerned, redstone IS adventure maps and everyone who tries to makes an adventure map without it is just giving the scenery without the game...
Although, my entry for this never happened because I got tired of breaking and fixing my own redstone...