Why not just complete randomization? That's what I always meant and intended from the beginning; the "large", "medium", and "small" titles were only meant to give people an idea of what they could expect.
I'm worried that the intricacies of the largest dungeon will be difficult to code for randomization. It would work for small/medium, but the large are a bit too much perhaps.
Currently the loot is the same, although I am considering making a proposal in the OP to change the loot. Why do you ask, do you want better loot? Keep in mind that many of the dungeons described here would have more chests and thus more loot.
It looks really cool! Surface dungeons would certainly be a change, but that's not necessarily a bad thing. Thanks for taking the time to make that!
Do you want desert dungeons in particular, or is this an example of some different ideas that could be used in any dungeon?
Sorry, didn't notice it. I may build a dungeon of my own inspired from this.
Play through our downloadable map, man, and if you make a good dungeon hit us with a link to download that! We we might be able to get inspiration from one another.
Besides the silverfish thing, what'd you think? Was it fun? :3
It was very fun, I loved it. I just had an idea, would it be too evil to add those proximity detection tnt spawners, so that you can have an undetectable trap that when you step on, spawns some lit tnt in your face? Or what if you added fire charges to some of the trap dispensers. Not only could they hit you, but if zombies walk on the plate, they would be on fire, and with 1.5, they would light you on fire with them when they hit you.
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I have no idea what to do with my signature. This is good enough for now.
It was very fun, I loved it. I just had an idea, would it be too evil to add those proximity detection tnt spawners, so that you can have an undetectable trap that when you step on, spawns some lit tnt in your face? Or what if you added fire charges to some of the trap dispensers. Not only could they hit you, but if zombies walk on the plate, they would be on fire, and with 1.5, they would light you on fire with them when they hit you.
I'm afraid that it probably is too much, a "TNT spawner" is unlike anything currently in vanilla Minecraft. While it would be a lethal trap, I, let alone other people, don't want dungeons to kill you unexpectedly. There are other, readily apparent, problems with a TNT spawner that I shall not detail. The fire charges are more palatable, but right now any dispenser traps have mobs constantly activating them even before the player gets close (I'm removing them for that exact reason), so they probably would be wasted. Were they somehow not wasted, they would either deal enough damage to zombies (or other mobs that cannot set you on fire) so that the fire threat is nullified, or provide a "nice haul" of fire charges that are intended to be expensive.
While I am much obliged for your efforts to improve this thread, I'm afraid I can't include any of the ideas in their current form. Yet should you have any other ideas, I should much enjoy hearing them.
I really like the idea of expanding the dungeons to be larger (let's face it, the current dungeon system is a little lack-luster)
however, I feel you are jumping the shark a bit.
Instead of adding all of these extra things, I think it should be modular:
Each dungeon will have 2 Rooms and 1 Spawner, and 2 of the below items, generated randomly:
-1 extra room
-1 extra room & spawner
-1 TNT trap
-2 arrow traps
-1 pit trap.
Therefore, using the above model:
-A dungeon may have 4 rooms and 2 spawners, but you are guarunteed to have no traps.
-A dungeon may have 3 rooms, but there is a trap somewhere.
-A dungeon may have 2 types of traps, but there is guaranteed to be only 1 spawner.
I do indeed see where you're going with this, and I like it. However, I could use clarification on some things, if you would be willing to give it. Doing so would assist me change the post; as is, I would have to come up with my own specifics, something I think you might want a say in. In addition, what do you mean by "jumping the shark", is there something in particular you desire changed, aside from your proposal?
Play through our downloadable map, man, and if you make a good dungeon hit us with a link to download that! We we might be able to get inspiration from one another.
Ok, but I don't know how to make worlds downloadable.
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Hi! I like shorts! They're comfy and easy to wear!
Just one suggestion:
- In certain chests, they may appear cracked and old. When opened bats or silverfish may swarm/slither out.
Cracked Chests may not be crafted, only obtain through silk touch.
10/10 Golden Support.
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Are you planning to make suggestion? check the search bar first.
Like the idea but would like the possibility to just have a single room, no corridors. Would make it more random.
I think it'd be good to still have that as a possibility for the smallest dungeons, good point.
Hey, since I'm certain that CodenameDuchess and myself respect your opinion, would you be willing to play through the large dungeon and give us feedback?
Feel free to ask for assistance on individual steps, should you need it (I certainly did when I first uploaded). Alternately, you could just email it to me at [email protected]. I would handle it from there, and would not alter your map in any way.
Good luck!
Just one suggestion:
- In certain chests, they may appear cracked and old. When opened bats or silverfish may swarm/slither out.
Cracked Chests may not be crafted, only obtain through silk touch.
10/10 Golden Support.
That's a big change that requires a new item, which is exactly what I'm trying to avoid, sorry. If you wanted, though, that could be your own thread!
For sure, this idea should be supported further! I definitely feel there should be more depth in dungeons. Right now the only threat or challenge is the monster spawner. They could easily implement traps and such like they have already done with the jungle temples and sand pyramids.
....but the sand pyramid and jungle temple traps are so easy....
Thanks for the support.
Fantastic work and ideas. It definitely seems to me that you put a lot of thought into this in order to convince a portion of the community and gain a large amount of supporters. I would, however, like to see these added as their own set of dungeons and we can still keep the old ones. I think it adds the feeling of simply getting more for less.
Support.
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"I fear the day when the technology overlaps with our humanity. The world will only have a generation of idiots." - Albert Einstein
It just seemed that you were jumping from one extreme to the other (taking something extremely basic, and making it extremely complicated instead) That's all. And that would be just as bad, because when I read your OP and looked at your traps, I knew for sure I would die if I found any of your dungeons.
Keep in mind, our goal is not to kill the players, but to make them work for their melon seeds and other loots. If your original dungeon proposal was implemented, only the players who knew how the dungeons were generated would have a chance of surviving without setting off the traps.
Also, I'll build off of my previous idea if you'd like, but I'm spoilering it to keep it from taking up tons of space:
Each dungeon will have exactly 2 Chests.
Each dungeon will have 2 Rooms and 1 Monster Spawner in addition to 2 of the following items, generated randomly:
-1 Extra Room
-1 Extra Room & Spawner
-1 TNT Trap
-2 Arrow Traps
-1 Pit Trap
The 1st chest will always spawn inside of one of the 2 original rooms. This is determined independently of where the Monster Spawner is placed.
The 2nd chest will be paired with the first of the two randomly selected features. A chest paired with a room will spawn in that room. A chest paired to a trap will be linked to that type of trap, but spawn in a random room (including any additional rooms).
Dungeon Rooms will all be predetermined geometries (similar to village structures), but will have modular corridor connections so that any room may be connected to any other room. Each room will have exactly 2 'openings' (which form connecting corridors when joined with another room, or simply lead nowhere if no room borders it on that side)
Dungeon Rooms will then be randomly determined and assembled (by ID).
The following is an example 'generation' of this type of randomly determined dungeon:
1. The world seed dictates that a dungeon will occur at this X, Y, and Z value, so generation commences.
2. The dungeon features are generated: It will have 1 extra room, and 2 arrow traps.
3. The 2nd chest is paired to the extra room, and will spawn in it.
4. The two original rooms have IDs randomly selected: the 1st room is a Room Type 2, and the 2nd is a Room Type 7.
5. The additional room gets a random ID. It is also a Room Type 7.
6. The two original rooms are placed connected to each other VIA their openings.
7. The 1st chest placement is randomly determined. It goes in the 1st room.
8. The Monster Spawner placement is randomly determined. It also lands in the 1st room.
9. The Additional room is connected to one of the 2 remaining openings, determined randomly. It lands next to the 2nd Room.
10. The 2nd chest is then placed in the Additional room.
11. The Arrow traps are placed in any of the available predetermined positions (positions for traps and mechanisms would have to be pregenerated as well)
12. The dungeon is fully generated.
I had another possible idea (or actually 3). What if you built lava traps that causes for a quick pulse of lava, so that whatever triggered the trap would be on fire, like my firecharge idea but reusable, and with less helpful loot. I am pretty sure this is possible with redstone, but it might be to complicated to have generate in vanilla minecraft. The other idea that I had would be to have fake traps, that wouldn't have arrows or anything in them, and the pressure plate wouldn't do anything. The dispenser of the "trap" would contain the things that you could find in a dungeon chest, but in a dispenser. These dispensers could also be hidden in ceilings and walls. One more idea that popped into my head is to have reverse psychology chests. These would be trap chests, so they player would see the red stain around the lock, and would start digging around under the chest. If the block under the chest is destroyed however, a circuit is broken causing TNT to trigger. This way, if you open the chest, nothing will happen, but if you tamper recklessly, boom. You would still be able to tell the difference by carefully digging to the inverter next to the TNT. If that is destroyed, the trap will no longer work, so I don't think it would be too overpowered.
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I have no idea what to do with my signature. This is good enough for now.
I'm worried that the intricacies of the largest dungeon will be difficult to code for randomization. It would work for small/medium, but the large are a bit too much perhaps.
I dunno, I'm not a coder.
Sorry, didn't notice it. I may build a dungeon of my own inspired from this.
Hi! I like shorts! They're comfy and easy to wear!
Maybe particular, deserts barely have anything.
Play through our downloadable map, man, and if you make a good dungeon hit us with a link to download that! We we might be able to get inspiration from one another.
It was very fun, I loved it. I just had an idea, would it be too evil to add those proximity detection tnt spawners, so that you can have an undetectable trap that when you step on, spawns some lit tnt in your face? Or what if you added fire charges to some of the trap dispensers. Not only could they hit you, but if zombies walk on the plate, they would be on fire, and with 1.5, they would light you on fire with them when they hit you.
But don't you think that a desert-specific dungeon is a little much?
I'm afraid that it probably is too much, a "TNT spawner" is unlike anything currently in vanilla Minecraft. While it would be a lethal trap, I, let alone other people, don't want dungeons to kill you unexpectedly. There are other, readily apparent, problems with a TNT spawner that I shall not detail. The fire charges are more palatable, but right now any dispenser traps have mobs constantly activating them even before the player gets close (I'm removing them for that exact reason), so they probably would be wasted. Were they somehow not wasted, they would either deal enough damage to zombies (or other mobs that cannot set you on fire) so that the fire threat is nullified, or provide a "nice haul" of fire charges that are intended to be expensive.
While I am much obliged for your efforts to improve this thread, I'm afraid I can't include any of the ideas in their current form. Yet should you have any other ideas, I should much enjoy hearing them.
Any dungeon you create shall be gratefully received, and I encourage you to include your own innovations should you choose to do so.
however, I feel you are jumping the shark a bit.
Instead of adding all of these extra things, I think it should be modular:
Each dungeon will have 2 Rooms and 1 Spawner, and 2 of the below items, generated randomly:
-1 extra room
-1 extra room & spawner
-1 TNT trap
-2 arrow traps
-1 pit trap.
Therefore, using the above model:
-A dungeon may have 4 rooms and 2 spawners, but you are guarunteed to have no traps.
-A dungeon may have 3 rooms, but there is a trap somewhere.
-A dungeon may have 2 types of traps, but there is guaranteed to be only 1 spawner.
Do you see where I'm going with this?
I do indeed see where you're going with this, and I like it. However, I could use clarification on some things, if you would be willing to give it. Doing so would assist me change the post; as is, I would have to come up with my own specifics, something I think you might want a say in. In addition, what do you mean by "jumping the shark", is there something in particular you desire changed, aside from your proposal?
Ok, but I don't know how to make worlds downloadable.
Hi! I like shorts! They're comfy and easy to wear!
- In certain chests, they may appear cracked and old. When opened bats or silverfish may swarm/slither out.
Cracked Chests may not be crafted, only obtain through silk touch.
10/10 Golden Support.
I think it'd be good to still have that as a possibility for the smallest dungeons, good point.
Hey, since I'm certain that CodenameDuchess and myself respect your opinion, would you be willing to play through the large dungeon and give us feedback?
Oh, the downloadable map is on the first page of this thread. It's easy! Just download it and copy it into your minecraft saves folder.
I know that, but I don't know how to make MY Dungeon downloadable.
Hi! I like shorts! They're comfy and easy to wear!
You can follow the steps on http://www.minecraftworldmap.com/ , or any other minecraft "map uploader". There are also plain upload sites not specific to Minecraft, like http://www.mediafire.com/. It's up to you.
Feel free to ask for assistance on individual steps, should you need it (I certainly did when I first uploaded). Alternately, you could just email it to me at [email protected]. I would handle it from there, and would not alter your map in any way.
Good luck!
That's a big change that requires a new item, which is exactly what I'm trying to avoid, sorry. If you wanted, though, that could be your own thread!
....but the sand pyramid and jungle temple traps are so easy....
Thanks for the support.
As do I! But you knew that already, I hope.
Thanks.
Support.
It just seemed that you were jumping from one extreme to the other (taking something extremely basic, and making it extremely complicated instead) That's all. And that would be just as bad, because when I read your OP and looked at your traps, I knew for sure I would die if I found any of your dungeons.
Keep in mind, our goal is not to kill the players, but to make them work for their melon seeds and other loots. If your original dungeon proposal was implemented, only the players who knew how the dungeons were generated would have a chance of surviving without setting off the traps.
Also, I'll build off of my previous idea if you'd like, but I'm spoilering it to keep it from taking up tons of space:
Each dungeon will have exactly 2 Chests.
Each dungeon will have 2 Rooms and 1 Monster Spawner in addition to 2 of the following items, generated randomly:
-1 Extra Room
-1 Extra Room & Spawner
-1 TNT Trap
-2 Arrow Traps
-1 Pit Trap
The 1st chest will always spawn inside of one of the 2 original rooms. This is determined independently of where the Monster Spawner is placed.
The 2nd chest will be paired with the first of the two randomly selected features. A chest paired with a room will spawn in that room. A chest paired to a trap will be linked to that type of trap, but spawn in a random room (including any additional rooms).
Dungeon Rooms will all be predetermined geometries (similar to village structures), but will have modular corridor connections so that any room may be connected to any other room. Each room will have exactly 2 'openings' (which form connecting corridors when joined with another room, or simply lead nowhere if no room borders it on that side)
Dungeon Rooms will then be randomly determined and assembled (by ID).
The following is an example 'generation' of this type of randomly determined dungeon:
1. The world seed dictates that a dungeon will occur at this X, Y, and Z value, so generation commences.
2. The dungeon features are generated: It will have 1 extra room, and 2 arrow traps.
3. The 2nd chest is paired to the extra room, and will spawn in it.
4. The two original rooms have IDs randomly selected: the 1st room is a Room Type 2, and the 2nd is a Room Type 7.
5. The additional room gets a random ID. It is also a Room Type 7.
6. The two original rooms are placed connected to each other VIA their openings.
7. The 1st chest placement is randomly determined. It goes in the 1st room.
8. The Monster Spawner placement is randomly determined. It also lands in the 1st room.
9. The Additional room is connected to one of the 2 remaining openings, determined randomly. It lands next to the 2nd Room.
10. The 2nd chest is then placed in the Additional room.
11. The Arrow traps are placed in any of the available predetermined positions (positions for traps and mechanisms would have to be pregenerated as well)
12. The dungeon is fully generated.
I hope this helps and is specific enough. haha