I've been doing some preliminary beta tests on my own, but I do not believe that I can do it justice with just one test. I need you!, the people of the minecraftforum, to help me test out this map. The beta map will be out by the end of this week if not sooner. If you would like to participate use this form:
Minecraft Username: Best way to get a hold of you (email, steam, etc.): Youtube name (optional): Skype: Do you have hamatchi? No? Get hamatchi: Would you like to test multiplayer or singleplayer: Country/Timezone (only if you want to test multiplayer):
Thank you all for your time.
Hello goers of the minecraftforum. My name is StickDynasty, but you can call me Stick. I had this idea whilst I was watching video by youtuber EthoSlab. He showed off his hyperspawners, a brilliant idea that I could not resist building upon. Then my friend told me about two things that were in the new weekly snapshot: tripwires and adventure mode. An idea began to take shape in my brain and I began building almost immediately. The first incarnations of what I started calling 'Dungeoneering' were mediocre at best. I did not enjoy playing the map at all and the difficulty skyrocketed after the second room.
Then I had a new problem. Cheating. My redstone sucked. I hung up my idea like a hat. After a night of (barely) sleeping, I decided to have another go at it, but to really think the idea through. It's time for some pictures, ladies and gentleman. Here is the beginning and how all this works:
Well, if that looks like a mess, its because it is. I am no expert, but I got the job done, somehow. Anyway, here is the inside portion:
To the left are button that you push depending on how many people you want in the dungeoneering game. There must be a player one (I couldn't find a way around that one ), but it does not matter if the second player chooses to be player 4. The buttons act like switches with that fancy wiring in the back (i'm blanking on the name of the redstone contraption). The buttons activate lamps which show the active player spots. The buttons also activate (through even more redstone magic) half of the dispenser wiring to give out items to the players.
And on the right are pressure plates which each player stands on. The light in front of the pressure plates show active players. The players ALL have to stand on pressure plates then the hidden piston door opens to the next room. Also the players get the starting items which are varying now, but I haven't decided on what to give each player.
Once the players get the wiring and the door opens gravel also falls down in the exit of the spawn room. Thats how I made it hardcore
Now here is the fun part. After this insane section it is painfully easy to set up. All I needed was a simple in-between bit between each dungeon level and dungeon levels themselves. Here's what I came up with.
If you look at the image of the in between bit, there is a faint tripwire in the top-right. That is how I activate the hyperspawners (which are not so hyper right now, only a few zombies and skellies in these first three levels) and some treasure dispensers.
In level 1, Spring of the Afterlife, I wanted it to be a simple introduction that the player has to face without a lot of a challenge yet.There is a really easy puzzle and only four zombies to deal with. Plus a little treasure and a single potion. It is fun to play this one, I think.
Next up is level 2, Crypt Entry. It has three skellies right at the start with a speed boost. Its kinda funny when they kill themselves, but it feels like a good step up in difficulty. In the right of the image is a button which opens the underside of the crypt where six zombies greet you. I wanted you startled. Simple. Then there is a button which give you pants and opens up the door to the next level. Also between these two levels is a trader which traders treasure (emeralds) for beef. Food for all!
The last one I have done so far is level 3, Catacomb Nursery. I wanted something pretty that looks harmless in the beginning with just four zombies, but as the redstone activates spawners down the hallway, it gets difficult. The water makes this level not as daunting as monsters are idiots in water
That is all I've got. Now for why I did this, other than to get critiqued by the masses of the minecraftforum. I need help with ideas. I have practically exhausted my brain (not really), but I need a LOT of levels in order to make this legitimate. I need cool dungeon-y ideas. Doesn't have to be too complex, but I need it to be fun to play and not massively expansive. Thanks everybody for viewing this and to everybody that helps me with ideas. Your all awesome.
Edit 6-10-12: I have level 4 and level 5 done. Level 4 is the 'Inner Sanctum,' which is sort of like a standalone coffin-thing. I based it off of pictures from pyramids. And level 5 is the subtle change into a more destroyed looking crypt. There is fire, cracks, and six blazes to deal with. I beat it with a little luck, but I beat it.
Edit 6-11-12:
Beta will come out within a week or so. I am currently working on level 7. I'm not going to reveal any more spoilers about what is inside the next couple levels either
Edit 6-12-12:
Level 7 is completed and looks very nice. I am bringing all sorts of redstone into this, so this is a pretty awesome puzzle. I also made a few videos about the redstone that makes up the starting bits and a glimpse into the first three levels. They are in the spoiler.
Edit 6-14-12: The map is progressing. Almost done with level 8. I'm just deciding how many monsters to throw at the player in this level. I've amped it up to like 25 or something absurd, but I may need to lower it. I scrapped the original level 8 for something new, harder to navigate, and funner. Can't resist teasing it: Edit 6-16-12: I'm progressing very well. Just so everybody knows, the first enchanting table is in level 6 and another in level 7. I will probably put one right before the boss. So, yes there will be a boss. It most likely will not be an animate boss. What I mean is that the boss won't be a really strong zombie. The boss will be something that you have to destroy by pressing a bunch of buttons while it constantly spawns monsters. That may be a good challenge, especially if the more buttons that you press, the more rapid the spawning gets. Maybe I can even have 'special' moves like most bosses have. I haven't even started on the boss level, but I am almost there. And, yesterday I did some spur of the moment alpha testing with a cool Canadian dude from the server I play on. He only had a bit of trouble in a few places and there really wasn't enough armor to go around >.< I don't know if I need more armor in the game or not. Currently there is only a full set of leather and a full set of chain in the first 10 levels. I'll figure it out eventually. Edit 6-18-12: Look at top of post for details
LOVE IT. first idea: have it ready for 1.3, probably about 10 levels. second idea: put the walkthrough steps in spoilers, once it's fully functioning. honestly, though, i'm terrible at adventure maps, so i don't have suggestions for other levels, except maybe make every different room be differently themed, like an obsidian room with creepers, a netherbrick room with blazes, maybe a white wool room with skellys (camo!), etc. instead of just stone brick the whole time.
Rollback Post to RevisionRollBack
Freakin' useful mod (I only use it for SSP!)
I like to play FTB with some additions. Also custom modsets are awesome!
Woah o.o
this looks awesome
any chance of a boss that constantly spawns monsters until defeat? and a way to stem half the flow of monsters, with say a button?
Woah o.o
this looks awesome
any chance of a boss that constantly spawns monsters until defeat? and a way to stem half the flow of monsters, with say a button?
That's a pretty good idea. Constantly should be a relative term. I don't think a really fast steady stream would be even possible to deal with, but let's say 1 zombie every 10 seconds would be an easy feat. The button thing is a little harder, but is very possible. Thanks for your ideas and I will be using that as a boss level
LOVE IT. first idea: have it ready for 1.3, probably about 10 levels. second idea: put the walkthrough steps in spoilers, once it's fully functioning. honestly, though, i'm terrible at adventure maps, so i don't have suggestions for other levels, except maybe make every different room be differently themed, like an obsidian room with creepers, a netherbrick room with blazes, maybe a white wool room with skellys (camo!), etc. instead of just stone brick the whole time.
It will be ready for 1.3 with hopefully 10 levels. I want to make a walkthrough video, but that may not be a possibility, so I may have a comprehensive guide in a spoiler. I plan on having every 10 rooms be different themed. The first ten is the descent into a crypt. The second ten will probably incorporate spiders and a 'horde' of insects. The third ten I'm keeping to myself because it may be impossible.
Thanks for the ideas and for posting first
And in other news, I have level 4 and level 5 done. Level 4 is the 'Inner Sanctum,' which is sort of like a standalone coffin-thing. i based it off of pictures from pyramids. And level 5 is the subtle change into a more destroyed looking crypt. There is fire, cracks, and six blazes to deal with. I beat it with a little luck, but I beat it.
Idea:
A "last stand" type of level(s) where you're behind a 'barricade' and have to fend off a set amount of attackers.
If you've ever played the Last Stand you'll know what I'm talking about.
For the zombies and such to get up the barricade, You could build pistons right in front of the barricade with pressure plates in front of them, so as the onslaught of zombies attack, they'll activate the pressure plate if they get close, opening the piston, lifting them high enough to breach the defenses and cause havoc
Skeleton's are err... ranged units that'll shoot at you hiding in your barricade.
There could be a 'machine gun' behind the barricade that you can man. It's basically just a fast firing arrow dispenser (I'm sure you've heard of those, right?) You could purposely make the pulser burn out (by giving it 1 or 2 torches instead of 4?) to act as if you're 'reloading' so you can't just sit there shooting arrows at the attackers.
And I hope I'm not being a nuisance with the ideas, I just want this map to be the best it can
Idea:
A "last stand" type of level(s) where you're behind a 'barricade' and have to fend off a set amount of attackers.
If you've ever played the Last Stand you'll know what I'm talking about.
For the zombies and such to get up the barricade, You could build pistons right in front of the barricade with pressure plates in front of them, so as the onslaught of zombies attack, they'll activate the pressure plate if they get close, opening the piston, lifting them high enough to breach the defenses and cause havoc
Skeleton's are err... ranged units that'll shoot at you hiding in your barricade.
There could be a 'machine gun' behind the barricade that you can man. It's basically just a fast firing arrow dispenser (I'm sure you've heard of those, right?) You could purposely make the pulser burn out (by giving it 1 or 2 torches instead of 4?) to act as if you're 'reloading' so you can't just sit there shooting arrows at the attackers.
And I hope I'm not being a nuisance with the ideas, I just want this map to be the best it can
P.S. When's a alpha/beta coming out?
Great ideas, thanks. I probably won't have the 'last stand' idea because that's a minigame all on its own. A machine gun won't really fit in with what theme I'm going for on this map. I want a more 'magical' feel and I'm also slowly creating a story that goes along with the levels (why your there in the first place). Don't worry about giving too many ideas. If I don't use them here, I may use them some other time
Beta will come out within a week or so. I am currently working on level 7. I'm not going to reveal any more spoilers about what is inside the next couple levels either
That makes sense ^-^
hmmm... use them another time...
maybe I can beat you to it if I finish my map in time
just hope you don't copyright it
I don't think I can copyright a redstone creation
Anyway, I am one level closer to Beta version. The first seven are done. There are also a couple videos (with explanations from my awful voice) in the last spoiler of the first thread post. I explain the redstone and show how things will work for the levels a little. Thanks for all the support
I don't think I can copyright a redstone creation
Anyway, I am one level closer to Beta version. The first seven are done. There are also a couple videos (with explanations from my awful voice) in the last spoiler of the first thread post. I explain the redstone and show how things will work for the levels a little. Thanks for all the support
You'd be surprised what you could copyright
I watched your videos you put up. Your voice is fine ^-^ I like it
I'm so pumped for this maaap >.<
The Meaning of Life, the Universe, and Everything.
Join Date:
7/21/2011
Posts:
51
Minecraft:
stickdynasty
Member Details
The map is progressing. Almost done with level 8. I'm just deciding how many monsters to throw at the player in this level. I've amped it up to like 25 or something absurd, but I may need to lower it.
Woah!
please don't tell me it's parkour
not that i have anything against parkour... :3
Not parkour. Don't worry. No parkour. Only a little in a previous level, but not on that level. There is much more to that level than there seems, though.
I'm genuinely excited for this, and hope your progress is still going well. It's a very interesting concept , the new emerald system is opening up a lot of cool stuff like this.
Do you plan on having a boss like level at the end of every 10 (like the one mentioned above)? and will you be putting enchanting tables in at any point to use the exp gathered?
I'm progressing very well. The first enchanting table is in level 6 and another in level 7. I will probably put one right before the boss. So, yes there will be a boss. It most likely will not be an animate boss. What I mean is that the boss won't be a really strong zombie. The boss will be something that you have to destroy by pressing a bunch of buttons while it constantly spawns monsters. That may be a good challenge, especially if the more buttons that you press, the more rapid the spawning gets. Maybe I can even have 'special' moves like most bosses have. I haven't even started on the boss level, but I am almost there.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/21/2011
Posts:
51
Minecraft:
stickdynasty
Member Details
I've been doing some preliminary beta tests on my own, but I do not believe that I can do it justice with just one test. I need you!, the people of the minecraftforum, to help me test out this map. The beta map will be out by the end of this week if not sooner. If you would like to participate use this form:
Minecraft Username: Best way to get a hold of you (email, steam, etc.): Youtube name (optional): Skype: Do you have hamatchi? No? Get hamatchi: Would you like to test multiplayer or singleplayer: Country/Timezone (only if you want to test multiplayer):
The Meaning of Life, the Universe, and Everything.
Join Date:
7/21/2011
Posts:
51
Minecraft:
stickdynasty
Member Details
Since nobody wants to sign up, your the only one, Dracus. I will give you the map tomorrow and release the map in about two days without a whole lot of testing. Should be fun
Hello goers of the minecraftforum. My name is StickDynasty, but you can call me Stick. I had this idea whilst I was watching video by youtuber EthoSlab. He showed off his hyperspawners, a brilliant idea that I could not resist building upon. Then my friend told me about two things that were in the new weekly snapshot: tripwires and adventure mode. An idea began to take shape in my brain and I began building almost immediately. The first incarnations of what I started calling 'Dungeoneering' were mediocre at best. I did not enjoy playing the map at all and the difficulty skyrocketed after the second room.
Then I had a new problem. Cheating. My redstone sucked. I hung up my idea like a hat. After a night of (barely) sleeping, I decided to have another go at it, but to really think the idea through. It's time for some pictures, ladies and gentleman. Here is the beginning and how all this works:
Now here is the fun part. After this insane section it is painfully easy to set up. All I needed was a simple in-between bit between each dungeon level and dungeon levels themselves. Here's what I came up with.
If you look at the image of the in between bit, there is a faint tripwire in the top-right. That is how I activate the hyperspawners (which are not so hyper right now, only a few zombies and skellies in these first three levels) and some treasure dispensers.
Edit 6-10-12:
I have level 4 and level 5 done. Level 4 is the 'Inner Sanctum,' which is sort of like a standalone coffin-thing. I based it off of pictures from pyramids. And level 5 is the subtle change into a more destroyed looking crypt. There is fire, cracks, and six blazes to deal with. I beat it with a little luck, but I beat it.
Edit 6-11-12:
Beta will come out within a week or so. I am currently working on level 7. I'm not going to reveal any more spoilers about what is inside the next couple levels either
Edit 6-12-12:
Level 7 is completed and looks very nice. I am bringing all sorts of redstone into this, so this is a pretty awesome puzzle. I also made a few videos about the redstone that makes up the starting bits and a glimpse into the first three levels. They are in the spoiler.
Edit 6-14-12:
The map is progressing. Almost done with level 8. I'm just deciding how many monsters to throw at the player in this level. I've amped it up to like 25 or something absurd, but I may need to lower it.
I scrapped the original level 8 for something new, harder to navigate, and funner.
Can't resist teasing it:
Edit 6-16-12:
I'm progressing very well. Just so everybody knows, the first enchanting table is in level 6 and another in level 7. I will probably put one right before the boss. So, yes there will be a boss. It most likely will not be an animate boss. What I mean is that the boss won't be a really strong zombie. The boss will be something that you have to destroy by pressing a bunch of buttons while it constantly spawns monsters. That may be a good challenge, especially if the more buttons that you press, the more rapid the spawning gets. Maybe I can even have 'special' moves like most bosses have. I haven't even started on the boss level, but I am almost there.
And, yesterday I did some spur of the moment alpha testing with a cool Canadian dude from the server I play on. He only had a bit of trouble in a few places and there really wasn't enough armor to go around >.<
I don't know if I need more armor in the game or not. Currently there is only a full set of leather and a full set of chain in the first 10 levels. I'll figure it out eventually.
Edit 6-18-12:
Look at top of post for details
-Stick-
I like to play FTB with some additions. Also custom modsets are awesome!
this looks awesome
any chance of a boss that constantly spawns monsters until defeat? and a way to stem half the flow of monsters, with say a button?
That's a pretty good idea. Constantly should be a relative term. I don't think a really fast steady stream would be even possible to deal with, but let's say 1 zombie every 10 seconds would be an easy feat. The button thing is a little harder, but is very possible. Thanks for your ideas and I will be using that as a boss level
It will be ready for 1.3 with hopefully 10 levels. I want to make a walkthrough video, but that may not be a possibility, so I may have a comprehensive guide in a spoiler. I plan on having every 10 rooms be different themed. The first ten is the descent into a crypt. The second ten will probably incorporate spiders and a 'horde' of insects. The third ten I'm keeping to myself because it may be impossible.
Thanks for the ideas and for posting first
And in other news, I have level 4 and level 5 done. Level 4 is the 'Inner Sanctum,' which is sort of like a standalone coffin-thing. i based it off of pictures from pyramids. And level 5 is the subtle change into a more destroyed looking crypt. There is fire, cracks, and six blazes to deal with. I beat it with a little luck, but I beat it.
Idea:
A "last stand" type of level(s) where you're behind a 'barricade' and have to fend off a set amount of attackers.
If you've ever played the Last Stand you'll know what I'm talking about.
For the zombies and such to get up the barricade, You could build pistons right in front of the barricade with pressure plates in front of them, so as the onslaught of zombies attack, they'll activate the pressure plate if they get close, opening the piston, lifting them high enough to breach the defenses and cause havoc
Skeleton's are err... ranged units that'll shoot at you hiding in your barricade.
There could be a 'machine gun' behind the barricade that you can man. It's basically just a fast firing arrow dispenser (I'm sure you've heard of those, right?) You could purposely make the pulser burn out (by giving it 1 or 2 torches instead of 4?) to act as if you're 'reloading' so you can't just sit there shooting arrows at the attackers.
And I hope I'm not being a nuisance with the ideas, I just want this map to be the best it can
P.S. When's a alpha/beta coming out?
Great ideas, thanks. I probably won't have the 'last stand' idea because that's a minigame all on its own. A machine gun won't really fit in with what theme I'm going for on this map. I want a more 'magical' feel and I'm also slowly creating a story that goes along with the levels (why your there in the first place). Don't worry about giving too many ideas. If I don't use them here, I may use them some other time
Beta will come out within a week or so. I am currently working on level 7. I'm not going to reveal any more spoilers about what is inside the next couple levels either
hmmm... use them another time...
maybe I can beat you to it if I finish my map in time
just hope you don't copyright it
I don't think I can copyright a redstone creation
Anyway, I am one level closer to Beta version. The first seven are done. There are also a couple videos (with explanations from my awful voice) in the last spoiler of the first thread post. I explain the redstone and show how things will work for the levels a little. Thanks for all the support
You'd be surprised what you could copyright
I watched your videos you put up. Your voice is fine ^-^ I like it
I'm so pumped for this maaap >.<
Can't resist teasing it:
Woah!
please don't tell me it's parkour
not that i have anything against parkour... :3
Not parkour. Don't worry. No parkour. Only a little in a previous level, but not on that level. There is much more to that level than there seems, though.
I'm progressing very well. The first enchanting table is in level 6 and another in level 7. I will probably put one right before the boss. So, yes there will be a boss. It most likely will not be an animate boss. What I mean is that the boss won't be a really strong zombie. The boss will be something that you have to destroy by pressing a bunch of buttons while it constantly spawns monsters. That may be a good challenge, especially if the more buttons that you press, the more rapid the spawning gets. Maybe I can even have 'special' moves like most bosses have. I haven't even started on the boss level, but I am almost there.
Minecraft Username:
Best way to get a hold of you (email, steam, etc.):
Youtube name (optional):
Skype:
Do you have hamatchi? No? Get hamatchi:
Would you like to test multiplayer or singleplayer:
Country/Timezone (only if you want to test multiplayer):
Thank you all for your time.
Email: [email protected]
Youtube name: DracusDakkrius
Skype: ... (Derp :P)
Hamatchi: Yes
Singleplayer (My comp is crap, I couldn't really handle any multiplayer).
I don't have skype
But I'll test singleplayer
Okay, I'll email you by the end of the week.
Any other takers?