I got to the first part of level six when you go around the tower on the cart. It's hard to hit them at the right time and if you die, when you come back and try and hit them again it kills you. maybe buttons would be better...
Oh and I found the little fun things in the pig room. Very risky but fun.
I got to the first part of level six when you go around the tower on the cart. It's hard to hit them at the right time and if you die, when you come back and try and hit them again it kills you. maybe buttons would be better...
lol good point. For some reason I hadn't thought of that. I'll try it out.
By the way, I've got a complaint about part 2 of the level 1 jumping puzzle (the one that goes all the way up a shaft into the ceiling of the lava room). At the bottom, you've got a thing that goes like this (side view):
[] []
[] []
Jumping from to the upper-right is near-impossible because of Minecraft jump physics. If the two glass blocks are level with a two-block gap (like so many times in the Pig Room), it's hard for a newb2minecraft, but easy for an experienced player. Adding in the height increase means you either have to jump 50 times and hope one of those times gets through the clipping and gets you on the block, cheat and use a slow-mo thingy that may or may not exist for Minecraft, or cheat without using an external program and just place a Dirt block at the :Coal:. Either way, you have to cheat to make the jump. Please move the lower glass block closer so the jump is actually feasible.
Otherwise, it's a great map. I liked when I exited the final level (after burning down the Wood Tower ololol) to find the outside covered in snow. (I am disappoint that it's not active snow, but still funny.)
Rollback Post to RevisionRollBack
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
You make a good case... it's not too hard for me if I get a few tries at it, but I've also been playing shooters with bunnyhopping since as long as I can remember. I'll change it for the next release. And thanks. I should probably also change the map so there's falling snow... dunno why I got rid of that tbh.
Edit:
Just a quick look at the basic concept for one of my towers:
You drop down onto the pillar from above. There are zombie spawners below in each one of the mini-corridors. There are also corners which are monster free, and you are able to walk on top of the little walls (although you can still be hit from them). There are holes in the ground, probably behind each of the zombie spawners. One of them will lead to the next area while the rest of them lead nowhere. Basically you have to search for the entrance to the next level while at the same time managing the zombie spawns. I'm going to add glass walls so you can watch the zombie spawners and get a good idea of when they'll spawn next (since they spin faster before spawning), so you can time when exactly you're going to run in. That's the basic idea, but I'll play around with it and try to make each floor (there are about 10 floors per tower) unique and interesting.
>_< My parents aren't letting me get minecraft (they don't like spending online) so... D:! I'm going to keep watching this thread though and see how awesome it becomes.
Cool, thanks. That's actually pretty neat. I knew entities could be saved in schematics but never thought to try putting a monster in one. Hmmm.... :smile.gif:
Even though this is awesome dungeon, I personally don't like combat. WHAT?! you say. I play it mostly peaceful just for the experience. For a hell of a experience indeed. I fear zombies and I hate skeletons, but I like creepers :3 (as long as they are outside!) So, could you make more puzzles for scarycats like me? I like to use my small brains.
Hm, I'll see what can be done... the majority of the last level will still be combat oriented, though. I s'pose I could throw most of the puzzles into one tower. We shall see.
I have an idea for a map I'll be making after this one which will involve a co-operative team where certain players can have mostly non-combat roles though. That will be good for the non-combat players. :smile.gif:
Here's a preview of what I've done so far on the last level:
An actual .zip With a mac, If it's a .zip I can just double click on it and it will extract the folder. Whatever I'll do what you said later.
Ok, I added .zip downloads to the list.
I got it and...
It's EPIC! THe checkpoints are great! It is very difficult even on easy.
Seriously. It's too hard.
Back in my day, sheep dropped brown mushrooms, and by golly we... Hated it, pretty much.
I have to say this, the first area... it's from Ragnarok Online right? Awesome!
lol, never played it :ohmy.gif:
Sure.
Glad you're enjoying it. :smile.gif:
You got farther than me Superty.
Even with low fog and reduced graphics?
Oh and I found the little fun things in the pig room. Very risky but fun.
lol good point. For some reason I hadn't thought of that. I'll try it out.
[] []
[] []
Jumping from to the upper-right is near-impossible because of Minecraft jump physics. If the two glass blocks are level with a two-block gap (like so many times in the Pig Room), it's hard for a newb2minecraft, but easy for an experienced player. Adding in the height increase means you either have to jump 50 times and hope one of those times gets through the clipping and gets you on the block, cheat and use a slow-mo thingy that may or may not exist for Minecraft, or cheat without using an external program and just place a Dirt block at the :Coal:. Either way, you have to cheat to make the jump. Please move the lower glass block closer so the jump is actually feasible.
Otherwise, it's a great map. I liked when I exited the final level (after burning down the Wood Tower ololol) to find the outside covered in snow. (I am disappoint that it's not active snow, but still funny.)
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
Edit:
Just a quick look at the basic concept for one of my towers:
You drop down onto the pillar from above. There are zombie spawners below in each one of the mini-corridors. There are also corners which are monster free, and you are able to walk on top of the little walls (although you can still be hit from them). There are holes in the ground, probably behind each of the zombie spawners. One of them will lead to the next area while the rest of them lead nowhere. Basically you have to search for the entrance to the next level while at the same time managing the zombie spawns. I'm going to add glass walls so you can watch the zombie spawners and get a good idea of when they'll spawn next (since they spin faster before spawning), so you can time when exactly you're going to run in. That's the basic idea, but I'll play around with it and try to make each floor (there are about 10 floors per tower) unique and interesting.
The first tower's design is about 50% done atm.
Here, have a schematic. You might find a use for it.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Cool, thanks. That's actually pretty neat. I knew entities could be saved in schematics but never thought to try putting a monster in one. Hmmm.... :smile.gif:
Hm, I'll see what can be done... the majority of the last level will still be combat oriented, though. I s'pose I could throw most of the puzzles into one tower. We shall see.
I have an idea for a map I'll be making after this one which will involve a co-operative team where certain players can have mostly non-combat roles though. That will be good for the non-combat players. :smile.gif:
Here's a preview of what I've done so far on the last level:
Yeah, that'll be fixed for sure.