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    posted a message on [Adv] The Toybox (A Community Collaboration)
    Quote from Fangride

    I have finished my entry!

    It's called "This Fiction" and is more of a mini-adventure than it is a "Choose your own path"....


    Mines unnamed and short and 50% redstone!
    Posted in: Maps
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    posted a message on [Adv] The Toybox (A Community Collaboration)
    Quote from The_Forgotten

    But please, by all means, give it your all! Don't compare yourself to other map-makers: you'll never be as good as them... and they'll never be as good as you. Do what you want to do, whether or not you think it'll set a standard! The more we have in this map, the greater it'll be! If you join in with the best you can provide, regardless of what it is, it'll make it better! One step at a time, we'll make this collab a great one! :D


    It's true, not everyone can be me... muahahahaha.
    Posted in: Maps
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    posted a message on [RPG/ADV] Deja Vu: The Reincarnation of Steve (85,000+ Downloads)(1.4 compatible)
    Quote from namurt28

    Heres an idea. Make a "fix spawn" mod. Then we can play the map


    You can downgrade to 1.2.5 (which takes less time and effort that it took to leave a comment) or you can wait until we fix it in 1.4 (which takes no effort at all!).

    Or I can make a "fix spawn" mod.... which would not only take me untold hours, it would also take longer for you to install than it would for you to change your .jar version...
    Posted in: Maps
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    posted a message on [Adv] The Toybox (A Community Collaboration)
    Quote from Black_Drath

    I've just about finished my own entry. It takes place in a swamp at night after the player emerges from a cave (i.e. a previous area).



    And my entry has an option that it ends by walking towards a cave exit! Teamwork!
    Posted in: Maps
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    posted a message on [Adv] The Toybox (A Community Collaboration)
    Quote from ColdFusionGaming

    Neat!

    I should be able to work on my entry this weekend. I've been working every weekday until 8:00 on homework. :(


    I did most of mine (short some signs and a random input function) the night I saw this and then did nothing since despite being bored and unoccupied! :lol:
    Posted in: Maps
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    posted a message on [Adv] The Toybox (A Community Collaboration)
    After an hour of work...

    Posted in: Maps
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    posted a message on [Adv] The Toybox (A Community Collaboration)
    Question: should it be able to work multiple times, or may I use permanent effects like contained explosions?
    Posted in: Maps
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    posted a message on [Adv] The Toybox (A Community Collaboration)
    The smilarity to Deja Vu (in practice, not feel) begs me to submit a level. I'll do my best not to over-redstone it.
    Posted in: Maps
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    posted a message on [RPG/ADV] Deja Vu: The Reincarnation of Steve (85,000+ Downloads)(1.4 compatible)
    Quote from Apollo9898

    CaptainSparklez is playing this, why that no in OP?


    Because if you're here, you already knew that, and I'm busy building other projects!

    It'll get there when I'm not lazy or occupied.
    Posted in: Maps
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    posted a message on Compact Lockable Door Entrance Detector
    Quote from Zhul

    Maybe using tripwires instead of pressure plates as inputs fits your design better - the hooks need to be on blocks but those can be a bit away from the doors.


    I forgot about tripwires entirely! lol. I could get the door flush with the outside then which is what I really want. I just need to see if I can make tripwires look suitable in a small-town america atmosphere, but that's just an aesthetic issue, technologically it works.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Compact Lockable Door Entrance Detector
    Quote from Zhul

    Quick and dirty solution for the locking problem:



    The doors look closed, but are actually in their open position (powered), so that when they're locked applying power from elsewhere won't matter (the player can even put a lever on the wall and they won't "open").

    To allow a lock, the input (pressure plates on both sides) runs through an AND gate (on the right) which can be disabled by the lever (I omitted the AND's torch there).


    To determine the direction a player walks use 2 RS latches:
    - the inside pressure plates set the 1st and reset the 2nd
    - the outside pressure plates set the 2nd only if (AND) the 1st is set, otherwise resets both


    Thank you for the quality reply.

    This is close to exactly where I got to trying to make this. I can cut down a little on the wiring just because I know more the specifics of what I'm trying to do, but that's only cutting down wiring and underground is practically infinite space. This is as small as I can make the surface portion.

    What I'm really hoping to figure out is a way to do it with the pressure plate (or whatever input) next to the door so that I don't have to set the door of every building in one block. I don't believe it is actually possible, but I guess for all I'm doing, a one block gap is a small concession.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Compact Lockable Door Entrance Detector
    For the purposes of an adventure map in the planning stages, I'm looking for a way to trigger a redstone signal only when the player walks out of a building, but not when they walk into it, and I want to be able to lock the door. The redstone work must all be underfoot, and the floor area used must be as compact as possible. If you can accomplish that, I don't have any preference on the method. If bud switches are necessary, I'm comfortable with that so long as it's none of the varients that seem to be based on a glitch they might fix later.

    So far as I can tell, the easiest way to detect direction (possibly the only way) is to have two seperate redstone triggers wired together so that order matters, likely two sides of an RS-nor with a pulse limiter off of one side. With that in mind, you can do pressure plates on either side of an iron door and wire them together to get everthing but the lock, but it seems to me that you can't do a locking door with pressure plates. Either the doors is positioned that it cannot be locked, or it's positioned to be locked but then the pressure plates serve to slam the door in the player's face.

    I know that I can just use the same theory with a 5 block long hallway, but I'd very much prefer not to construct a 5 block long conspicuously small entranceway to every building in my entire map...

    So, basically the question boils down to - does anyone know of a better way to trigger off of motion in a specific direction, or does anyone know another way to lock an iron door?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on The awkward moment with redstone when....
    Quote from Ribsterz

    Getting half way through making an adventure map and realising redstone doesn't update over large distances. Ruining the full map concept. -_-


    Oh man, I feel that one. It does update if they load every chunk inbetween, but if the transport method is death or interdimensional travel, you're screwed if there's more than 16 chunks inbetween.

    That awkward moment when your giant piston scoreboard is wired to induce the the infamous piston glitch and you have to redesign the entire thing.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on =Gloria=
    Quote from ColdFusionGaming

    Thanks for the feedback! It's really too bad that you're done reviewing maps, you do indeed offer some pretty good feedback.
    I do like how you pointed out that the map is not flawless, and I thank you for that. Sometimes perfect scores and such gets on my nerves because I'm the kind of person who likes to have room to improve. :)

    Hopefully Gloria 2 will be much better of a map, and I hope you'll be able to at least play it someday. :)


    I don't think I'm done reviewing maps; I'm especially more likely to now that Deja Vu 2 is on indefinite postponement (the spawn system is glitched so the map doesn't work in the snapshots). If I do continue reviewing though, I'm going to clean out my queue of every map that hasn't been updated or bumped recently...

    The way I use the word flawless does not negate the possibility of improvement. The way I see it, games can be great while having glaring flaws while other games have no flaws but aren't good at all. There were never any flaws in original tetris, but that has not stopped them from improving the game over time. Your map is in the other corner of the spectrum: it has its flaws, but it's fun enough that you don't mind. A lot of great things are like that. Ocarina of Time is riddled with bugs and design flaws, but it's still one of the most beloved games ever made.

    I do agree that perfect scores can get a bit irritating. They say things are perfect now, but they haven't seen anything yet (once again, Deja Vu 2). But don't let perfect scores annoy you, because perfect scores hardly even mean that you did something great, they just mean that you didn't screw anything up. Take the scores as an analysis of your flaws, or lack thereof, and judge greatness by your own understanding.
    Posted in: Maps
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