Awesome so far man. Done with the training levels and two of the towers. The central tower really made me smile, especially with the gentlemen's lounge =P. Those armchairs are clever; I've even used signs on stairs to make them face the right direction before and didn't think of that haha. Can't wait to finish.
I admire most of the things I've seen you do with the 'Craft, and also enjoy your musical tastes xP. Was wondering, I know you said you're busy with school, but has/will anymore work been/be done on that The Cube map you mentioned above? I'd love to see that idea come to fruition, but also understand why it might get scrapped altogether.
A small suggestion, although it's really a non-issue: you might put a chest of slime balls near the checkpoint of the ice-bowling tower, so players don't have to go all the way to the top to get more if they die before they reach the end.
About the Cube - I've scrapped the idea because I didn't really like the whole "huge maze" dynamic, and there are a few problems with mob spawners and other things that would make the map quite difficult to make. If I do work on anything it'll be on the Labyrinth 2, which I've only finished one level of so far, but I do have some ideas for other levels. I'm kind of waiting on the Halloween update before I do any more work though, because it will probably add quite a few options for the map.
And about the slime balls, good point. Forgot about that. :smile.gif:
Wasn't so bad =P. I just couldn't quite tell where I was going, but I made it out alright. I'll need to go back and try glass and cactus at some point. Maybe.
@fireb0rn: Are there any big secrets we should be aware of in the training rooms, aside from less-significant chests? Which reminds me, the chest in hard room... I took the right path at first, got the quitegooditem, then out of curiosity thought the TNT might actually lead somewhere. So I went over the wrong switch on purpose, stood by to see where it might lead. And then. Good Lord that was cruel XD. Didn't get to keep the quitegooditem because of that! D:
Excited for Labrynth 2! Surely you've seen http://www.pcgamer.com/2010/10/22/minec ... he-ghasts/ by now? You could probably edit in spawners for the new enemy outside of the new dimension. Think you'd use that dimension for Labrynth 2 at all?
@fireb0rn: Are there any big secrets we should be aware of in the training rooms, aside from less-significant chests?
Excited for Labrynth 2! Surely you've seen http://www.pcgamer.com/2010/10/22/minec ... he-ghasts/ by now? You could probably edit in spawners for the new enemy outside of the new dimension. Think you'd use that dimension for Labrynth 2 at all?
Big secrets, hm... There's something in the water in the first room, and you can use the water buckets to get across the lava in the first room to get... something... and then break a boat and use the sticks to craft... something else. There's a crafting table before the maze rooms for this purpose.
Then in the "mysterious cave", you might be able to reach something on the other side of the glass. Just barely. But run after you hit it. :smile.gif:
And I certainly do plan on using the new mobs (presuming there are working spawners for them... slime spawners still don't work, so I dunno) and dimension. But yeah, it just depends on what works and what I can edit in. The portals, specifically, look like they would be good for checkpoints - hopefully when players goes in to hell, they won't get killed too quickly by ghasts, though. lol
Big secrets, hm... There's something in the water in the first room, and you can use the water buckets to get across the lava in the first room to get... something... and then break a boat and use the sticks to craft... something else. There's a crafting table before the maze rooms for this purpose.
Then in the "mysterious cave", you might be able to reach something on the other side of the glass. Just barely. But run after you hit it. :smile.gif:
And I certainly do plan on using the new mobs (presuming there are working spawners for them... slime spawners still don't work, so I dunno) and dimension. But yeah, it just depends on what works and what I can edit in. The portals, specifically, look like they would be good for checkpoints - hopefully when players goes in to hell, they won't get killed too quickly by ghasts, though. lol
The thing in the water of the first room, first secret I found 8D. And then I died soon afterward, never to keep the item. xD
I never found any water buckets, not sure where you can get those. As I mentioned, I haven't visited the cactus or glass maze rooms, so maybe there?
Found the mysterious cave one before as well, which is pretty clever. The differences are blatantly obvious, but if you have the sole goal of finding redstone, 'tis easy to miss. 8D
I find that the sign that tells you to not worry about using tons of arrows was rather off. Arrows aren't that abundant in the Labyrinth =\.
Personally, I'm wondering quite a few things about the portals. Must they all be the same shape and size? Do they have to be perpendicular to the ground? Can the player go through them on carts, boats, and even pigs? Can other mobs go through them, for that matter? It seems the answer to a lot of these questions might be the answer I would least wish for, but interesting to think about nonetheless.
I can't get past the part in the Dark Room with the two iron doors and the zombie/skeleton spawners. (The place where you died in the preview video for that level.) I've gotten to it and died trying to figure it out many times. Any hints?
There's an exit hidden elsewhere. Check the corners for a hole in the ground.
Found it, thanks. :smile.gif:
Not sure how I didn't before.
I'm loving the map by the way. It's giving a way to occupy my time until the Halloween update. I might end up trying to make my own map like this at some point. I used to do stuff like this on creative but never realized how much cooler it could be on Alpha.
I had an idea that you're welcome to use for any of The Labyrinth 2, if you want. It's tough to implement without a map editor, and impossible without at least editing your inventory.
A mine cart ride where there are still water blocks directly above the cart tracks. The player must make the correct decisions in order to take a quicker route so that they can reach the end faster to avoid drowning, or if they're lucky some routes will give them air.
This makes me wonder though if movement of a cart with a player in it is affected by water blocks directly above the tracks, since that can't really be tested under most circumstances. Also, would a turn-track changing direction via redstone power trigger still water to move?
I suggest a room with a maze made of fire. You could run straight through it, but take damage, or you could take your time. To add to it, make it so that all but one way out are false. So if you do run through, you stand a pretty good chance of dying when you run from door to door
About the Cube - I've scrapped the idea because I didn't really like the whole "huge maze" dynamic, and there are a few problems with mob spawners and other things that would make the map quite difficult to make. If I do work on anything it'll be on the Labyrinth 2, which I've only finished one level of so far, but I do have some ideas for other levels. I'm kind of waiting on the Halloween update before I do any more work though, because it will probably add quite a few options for the map.
And about the slime balls, good point. Forgot about that. :smile.gif:
Wasn't so bad =P. I just couldn't quite tell where I was going, but I made it out alright. I'll need to go back and try glass and cactus at some point. Maybe.
@fireb0rn: Are there any big secrets we should be aware of in the training rooms, aside from less-significant chests? Which reminds me, the chest in hard room... I took the right path at first, got the quitegooditem, then out of curiosity thought the TNT might actually lead somewhere. So I went over the wrong switch on purpose, stood by to see where it might lead. And then. Good Lord that was cruel XD. Didn't get to keep the quitegooditem because of that! D:
Excited for Labrynth 2! Surely you've seen http://www.pcgamer.com/2010/10/22/minec ... he-ghasts/ by now? You could probably edit in spawners for the new enemy outside of the new dimension. Think you'd use that dimension for Labrynth 2 at all?
Big secrets, hm... There's something in the water in the first room, and you can use the water buckets to get across the lava in the first room to get... something... and then break a boat and use the sticks to craft... something else. There's a crafting table before the maze rooms for this purpose.
Then in the "mysterious cave", you might be able to reach something on the other side of the glass. Just barely. But run after you hit it. :smile.gif:
And I certainly do plan on using the new mobs (presuming there are working spawners for them... slime spawners still don't work, so I dunno) and dimension. But yeah, it just depends on what works and what I can edit in. The portals, specifically, look like they would be good for checkpoints - hopefully when players goes in to hell, they won't get killed too quickly by ghasts, though. lol
The thing in the water of the first room, first secret I found 8D. And then I died soon afterward, never to keep the item. xD
I never found any water buckets, not sure where you can get those. As I mentioned, I haven't visited the cactus or glass maze rooms, so maybe there?
Found the mysterious cave one before as well, which is pretty clever. The differences are blatantly obvious, but if you have the sole goal of finding redstone, 'tis easy to miss. 8D
I find that the sign that tells you to not worry about using tons of arrows was rather off. Arrows aren't that abundant in the Labyrinth =\.
Personally, I'm wondering quite a few things about the portals. Must they all be the same shape and size? Do they have to be perpendicular to the ground? Can the player go through them on carts, boats, and even pigs? Can other mobs go through them, for that matter? It seems the answer to a lot of these questions might be the answer I would least wish for, but interesting to think about nonetheless.
And yeah, the arrow thing is probably just me always being OCD about not wasting them. heh
The Quick Fix!
Click the creeper!
No, I'm pretty much done with it. For now at least.
I found that on accident my first time there xD. Just kinda stumbled through the dark and made survival a priority until I was out =P.
Found it, thanks. :smile.gif:
Not sure how I didn't before.
I'm loving the map by the way. It's giving a way to occupy my time until the Halloween update. I might end up trying to make my own map like this at some point. I used to do stuff like this on creative but never realized how much cooler it could be on Alpha.
Only one thing... A creeper blew up the sign at the top of the exit stairs D:! Can someone please tell me what it said?
Also, made a circle around the perimeter of the place, as I'm sure many do. Quite hugee =P.
A mine cart ride where there are still water blocks directly above the cart tracks. The player must make the correct decisions in order to take a quicker route so that they can reach the end faster to avoid drowning, or if they're lucky some routes will give them air.
This makes me wonder though if movement of a cart with a player in it is affected by water blocks directly above the tracks, since that can't really be tested under most circumstances. Also, would a turn-track changing direction via redstone power trigger still water to move?