It's really more of an obstacle course... but whatever. There's some mazes in it, too. (horribly difficult ones)
I encourage everyone who reads this to give it a shot!
-Turn hacks off (don't just press Z, uncheck the box)
-No deleting blocks, (even temporarily, since you can't actually build on the levels.)
-If running the game using the hack client, water puzzles will be easier but jump puzzles will be a tiny bit harder. Playing from your Browser makes jump puzzles easier, but water puzzles a lot harder. Your call!
-All jumps are possible. No exceptions. Trust us. We've done it all. IF YOU ARE STILL UNSURE AFTER TRYING FOR 10 MINUTES, YOU ARE EITHER BAD (or we messed up(unlikely)).
THE LEVELS:
Level 1: A large area consisting of jump-puzzles. Has a steady increase in difficulty.
Level 2: (UNDER CONSTRUCTION) More of an adventure-platform level. There are also 10 yellow flowers hidden throughout the zone. Finding them all makes you feel even more accomplished.
Level 3: ????
NEWS:
Level 1 is complete and Level 2 is now in progress!
my sn was godhand1942. You were afk at the time but I believe mayonaise was on when I finished it. Same with Alex__ something who also finished it before I did.
ah yeah, mayo finished, dunno about alex :tongue.gif:
i gave you builder, you can come check out level 2 (under construction) whenever you're bored and have a few hours to kill haha
my sn was godhand1942. You were afk at the time but I believe mayonaise was on when I finished it. Same with Alex__ something who also finished it before I did.
This will be my first post - and I have to say; colour me impressed.
I played through the entirety of level 1 without cheats, hacks, or block placement/deletion. I made extensive use of the respawn mechanic, however. :3
There are a few places that could use some tweaking, though. There are two mazes I recall going through that broke the established norm. Practically every maze in that map required the player to find the "stairway" to the next level - basically one had to go upwards. Falling at any point (through the floor) would set the player back a level.
Two mazes actually required me to go downwards in order to progress forwards. I felt this was counter-intuitive and consequently made me spend more time in those two mazes than any other, as I was trying to look for a way up - when in reality I needed to go down.
IIRC, the two mazes were one that was made almost entirely out of leaves (at one point I needed to go down, then back up), and the second was directly after the room with the checkered walkways with doorways using water elevators inside - the maze had a "gold layer" between the floor you start on (Silver), and the lower floor (grey stone).
Two things I found exorbitantly difficult involved swimming in water suspended over nothing. The first area is hard to describe, but you needed to stay inside water blocks hugging the underside of a building, and at one point players are required to do a "hop" from one water block to another, lower one. Around a corner. Air strafing in this game is difficult to say the least, and the lower water block was also located one block away in distance as well, making the hop all the more difficult.
The other water difficulty came right before the large "KEEP GOING!" sign with "NOT DONE YET" on the backside. To get to that sign, players needed to traverse singular water blocks hovering in the air. The ones located linearly from each other were easy enough to traverse, however the ones located diagonally from each other were much, much harder. That was the single most difficult part of the entire map for me.
Aside from the hiccups mentioned above, the map was outstanding. There were a few hackers (at least I think there were, unless players can fly around a la "noclip" normally. All in all, an excellent piece of work, I look forward to a complete level 2!
that's awesome that you took the time out to write that, it'll give us a lot to consider when finishing level2
<3
I'm a level designer, it's practically my job to notice such things!
Much of level 1 is very linear, and that works rather well in directing players where to go - if a bit simple. I also saw arrows pointing where to go, which is another way to help players discover which direction is "forward". Remember though, an organic layout that guides the player without obviously funneling them is one of the best ways to direct players forwards; think about it while working on level 2/3/4/more!
actually, for level 2, we decided to make a gigantic map, and have the player figure that out for themselves
we don't intend to include a curve of difficulty on this level like we did on level1, level2 is going to be a mix
(we may be focusing on making pretty buildings too much)
I encourage everyone who reads this to give it a shot!
http://www.minecraft.net/play.jsp?serve ... f569a0c032
RULES:
THE LEVELS:
NEWS:
Here's the link: http://www.minecraft.net/play.jsp?serve ... f569a0c032
It's also one of the first servers in the list.
I hope to see you there <3 :biggrin.gif:
i gave you builder, you can come check out level 2 (under construction) whenever you're bored and have a few hours to kill haha
I can't get back on until Friday, but I'd like to help build level 2.
and i'd love your help :biggrin.gif:
That'd be me. :3
I played through the entirety of level 1 without cheats, hacks, or block placement/deletion. I made extensive use of the respawn mechanic, however. :3
There are a few places that could use some tweaking, though. There are two mazes I recall going through that broke the established norm. Practically every maze in that map required the player to find the "stairway" to the next level - basically one had to go upwards. Falling at any point (through the floor) would set the player back a level.
Two mazes actually required me to go downwards in order to progress forwards. I felt this was counter-intuitive and consequently made me spend more time in those two mazes than any other, as I was trying to look for a way up - when in reality I needed to go down.
IIRC, the two mazes were one that was made almost entirely out of leaves (at one point I needed to go down, then back up), and the second was directly after the room with the checkered walkways with doorways using water elevators inside - the maze had a "gold layer" between the floor you start on (Silver), and the lower floor (grey stone).
Two things I found exorbitantly difficult involved swimming in water suspended over nothing. The first area is hard to describe, but you needed to stay inside water blocks hugging the underside of a building, and at one point players are required to do a "hop" from one water block to another, lower one. Around a corner. Air strafing in this game is difficult to say the least, and the lower water block was also located one block away in distance as well, making the hop all the more difficult.
The other water difficulty came right before the large "KEEP GOING!" sign with "NOT DONE YET" on the backside. To get to that sign, players needed to traverse singular water blocks hovering in the air. The ones located linearly from each other were easy enough to traverse, however the ones located diagonally from each other were much, much harder. That was the single most difficult part of the entire map for me.
Aside from the hiccups mentioned above, the map was outstanding. There were a few hackers (at least I think there were, unless players can fly around a la "noclip" normally. All in all, an excellent piece of work, I look forward to a complete level 2!
<3
I'm a level designer, it's practically my job to notice such things!
Much of level 1 is very linear, and that works rather well in directing players where to go - if a bit simple. I also saw arrows pointing where to go, which is another way to help players discover which direction is "forward". Remember though, an organic layout that guides the player without obviously funneling them is one of the best ways to direct players forwards; think about it while working on level 2/3/4/more!
we don't intend to include a curve of difficulty on this level like we did on level1, level2 is going to be a mix
(we may be focusing on making pretty buildings too much)