I would take another look at the spawn areas I mentioned, because at the time I played this I had made the conscious decision not to download the update yet (I wasn't sure I quite felt like dealing with the new monster spawning just yet) so I dont think that should have affected it.
As far as adventure mode goes, I didn't realize that that was the intention of the map. I guess I just feel like adventure mode is something that would feel more appropriate for another game.
I would just like to say that I love your map. It is very creative, and...well...amazing. When I got to the middle tower, I didn't want to leave, because of how you had built it. Nice job!
kozierok, I will definitely take a look at that. I do probably agree this would be better suited for another game. Making my own game is something I would love to try eventually. But for now I find the simplicity of Minecraft attractive, and I do think that it will become better in the future with new block types, mod support, and adventure mode support. Who knows, though. The combat and jumping physics are definitely flawed for a platformer-type game mode, but it is fun at the same time.
I have also toyed with the idea of making a map that isn't for adventure mode - something like Skylands, but it would have to be objective-based rather than sandbox. That's just my style I s'pose :smile.gif:. I think my ideas will have to wait for official mod support, however.
I only had one issue with this. I couldn't find a way to get into the towers until I saw the ladder up to the top. Maybe you could make a sign telling you that?
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Quote from Hesstergon »
anyone who answered no is ethier a liar or chuck norris
Cool map, got a new difficulty for you: insane. Bring nothing at the start. For the ultimate hardest mode bring nothing, have in-game hard mode, and set view distance thing to tiny. Good luck with that. And nice work on the map, it looks like you really spent a lot of time and effort into perfecting it. I'm gonna try and make one later...
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Quote from The Great Radio »
Quote from Vary_Skilled »
Let's just return to what this topic was created to discuss shall we?
Cool map, got a new difficulty for you: insane. Bring nothing at the start. For the ultimate hardest mode bring nothing, have in-game hard mode, and set view distance thing to tiny. Good luck with that. And nice work on the map, it looks like you really spent a lot of time and effort into perfecting it. I'm gonna try and make one later...
Actually I think setting the view distance to tiny might cause mobs to not spawn as far away from you haha, so they couldn't gather as much in places out-of-sight.
- A room surrounded by a minecart track going in a circle around it, separated by a wall with the second row up missing. Carts continuously circle around the room, and skeletons spawn behind the walls (thus eventually ending up in the carts) and begin firing at the player from the carts going around in circles. This assumes they do fire arrows while in carts. The player must complete the objective of the room quickly of course, potentially finding shelter and making mad dashes between shelters to avoid fired arrows, in the process.
- A puzzle or challenge which involves quickly hopping between minecarts and/or boats (getting into one from another).
- A challenge where the player must traverse several levels of water passageways to find a hole in the ceiling up to the next passageway. Water over these holes is suspended, and the boat gets up there via the player climbing to a taller place (but not tall enough that they can go up to the next level alone) and using the fishing rod to pull the boat above them. I haven't tested this idea yet, so not sure if it works.
HoundofDarkness: Will do. Thanks for the report. :smile.gif:
Quote from Saber Mage »
Had a few more partially-complete ideas. xD
- A room surrounded by a minecart track going in a circle around it, separated by a wall with the second row up missing. Carts continuously circle around the room, and skeletons spawn behind the walls (thus eventually ending up in the carts) and begin firing at the player from the carts going around in circles. This assumes they do fire arrows while in carts. The player must complete the objective of the room quickly of course, potentially finding shelter and making mad dashes between shelters to avoid fired arrows, in the process.
- A puzzle or challenge which involves quickly hopping between minecarts and/or boats (getting into one from another).
- A challenge where the player must traverse several levels of water passageways to find a hole in the ceiling up to the next passageway. Water over these holes is suspended, and the boat gets up there via the player climbing to a taller place (but not tall enough that they can go up to the next level alone) and using the fishing rod to pull the boat above them. I haven't tested this idea yet, so not sure if it works.
The minecart idea is a really cool one: I've actually tried to make a frogger-type map kind of like this in the past. However.... in order for the mob to start jumping to enter the minecart, they have to have aggro/vision on the player. If they don't, sometimes they will just stand in the way of the cart and stop it. Sometimes even when they're jumping they will stop the cart, I think. Also, any arrows on the track (or extra mobs) will immediately stop the cart. So it's really quite difficult to implement. Another thing is that a large number of moving minecarts will lag the game, I think. But the whole running from spot-to-spot idea could still be done by creating skeleton bunkers, which I've used a bit in the past.
The hopping from minecart to minecart idea is intriguing. It sounds good for a jumping area.
The last boat idea sounds neat. I do intend to add more boating/water areas, so it might be something I'll use.
Haha yeah, mine carts can be ever-so-touchy. It's unfortunate... It might be nice if they hurt and pushed mobs they ran into, at the cost of destroying items they run over. Anyway as for getting the skeletons into the carts, it could get complicated but, could fire be used to achieve an aggro state? What if the skeletons spawned behind a wall (a wall which is behind the wall they can see the player from/behind the tracks) where, if possible, aggro could be applied and the only mine carts they can access are a block below their ground level, so they don't necessarily have to jump into them? Then, by having each mine cart on a stone switch, they can be boosted into the area which views and surrounds the player once they enter a cart. Each track could perhaps have a dedicated booster track which keeps carts moving even over items and such, and another stone switch somewhere along the way could check if the skeleton in the cart has died for some reason. If the cart didn't die with it, the stone switch -not- being triggered causes it to follow the track back to a holding area for the carts or something (because only carts with riders trigger stone switches).
Haha I dunno, it might be more trouble than it's worth, but I do think it's possible. Pondering it now, I'm not sure an aggro state is necessary for them to get in carts. I just know that it isn't needed for zombie pigmen to do so, because i find them in the booster carts of my Nether stations all the time, and they're peaceful until they're attacked haha.
Edit: I tested the fishing rod pulling mobs vertically. Assuming it treats boats simlarly, it can (tested up to 15 blocks above the mob) pull them all the way to one block above your current height (above your head). Jumping seems to make the reel-in almost ineffective. So perhaps for the puzzle I mentioned, the area they player climbs up to is directly below the ceiling, but a block or so away from the hole with water in it so they can't jump up to it. They can however pull the boat up to it, then right click the boat from where they are beneath the suspended water to get in it and proceed to the next level.
... All of my design ideas become overly complicated, hah! =P
As for the idea with the boat, it's something I'll have to think about. I want to make the map multiplayer compatible, so, say, one person can run through the map, then another later, and the map will still "work", mostly. So I'm trying to veer away from having loose entities around like boats and minecarts (ones that are pre-placed, I mean).
Anyways, here's a preview of what I've done on the Labyrinth 2. Sadly, I had to scrap the big water-cave level due to the lag problems. :/
Awesome, the level design is looking perhaps a little better and definitely more visually appealing than the first Labyrinth, albeit a little flatter as well. I like how that last room, you can't really quite tell where the walls are, nor where the mobs are coming from. For the lever protection, I think it would be sufficient to put it up a little higher, and surround it on most sides but the bottom with obsidian.
Had an idea for the "Now find the exit!" sign. Perhaps it could be tucked away in the darkness somewhere, and a redstone torch turns on right by it which alerts the player to its location. But perhaps, as a bit of a hint and in a little empathy for the player, the sign could be on the opposite side of the room from the exit? Just a thought, although maybe kinda pointless.
Yeah, I thought it best to just raise the lever as well. I've decided to re-do most of the first "hell" level, since the mob spawners didn't agree with it before. It probably was a bit too flat before, so I'm going to add vertical levels to it as well. Here's a preview of what I'll be doing with the first level:
(still uploading/processing)
I have actually already placed the exit for level 2, as well as a hint to find it. I think it's rather well-hidden, but it isn't too hard to find with the hint. I think a sign at the beginning telling the player what to do would be a good idea, however.
Alright, so I've re-added that level (which shall henceforth be known as level 3). I had to cut out the top 32 blocks of it, but it functions and looks pretty much just as before. Since I made that video, I've added an entrance and exit, got rid of the portal (it was neat but kinda pointless) and added a boat elevator path leading to level 4. I have also started level 4, which is a grassy island/bamboo/water/lava lit themed level, which will probably be mostly linear, and have many skeletons. Here's a pic:
I'm going to be elongating the level a fair bit, however. I'm also not sure if I like lava at the top and bottom. hmm.
Midway in part 1, there is kind of a tower that spirals upwards with jumps on glass.
At the very top is a peice of glass that is out of reach. My question is how exactly do you get there? It seems pointless and impossible to get there without cheating. I saw somebody in youtube cheat their way up there and there was a golden apple in a chest.
Does that imply that it is possible to reach that part without breaking the rules? Assuming it is impossible to get there within rules, I would suggest placing a sign that reads "Hey! You cheater!" or something along those lines. Otherwise, I would like to know how to get there.
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Quote from TehComs »
REAL MEN DON'T PLAY AS TESTOSTERONE-POISONED SPACE MARINES, REAL MEN PLAY KIRBY.
Midway in part 1, there is kind of a tower that spirals upwards with jumps on glass.
At the very top is a peice of glass that is out of reach. My question is how exactly do you get there? It seems pointless and impossible to get there without cheating. I saw somebody in youtube cheat their way up there and there was a golden apple in a chest.
Does that imply that it is possible to reach that part without breaking the rules? Assuming it is impossible to get there within rules, I would suggest placing a sign that reads "Hey! You cheater!" or something along those lines. Otherwise, I would like to know how to get there.
You can use the water bucket to get up there (there's a secret passage in the water, level #2 to get it). Although I'm sure most people who have got up there cheated, lol.
At the first glass-platforming area, there is the chest containing two diamond ores. I got there using a water bucket. but I don't know the real purpose of it. I can't find iron or an iron pickaxe to use it, or is it possible to smelt it? any other way, its pretty much useless once you get to the towers. What do you really do with it? I'm not so sure.
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Quote from TehComs »
REAL MEN DON'T PLAY AS TESTOSTERONE-POISONED SPACE MARINES, REAL MEN PLAY KIRBY.
As far as adventure mode goes, I didn't realize that that was the intention of the map. I guess I just feel like adventure mode is something that would feel more appropriate for another game.
--Kozierok
kozierok, I will definitely take a look at that. I do probably agree this would be better suited for another game. Making my own game is something I would love to try eventually. But for now I find the simplicity of Minecraft attractive, and I do think that it will become better in the future with new block types, mod support, and adventure mode support. Who knows, though. The combat and jumping physics are definitely flawed for a platformer-type game mode, but it is fun at the same time.
I have also toyed with the idea of making a map that isn't for adventure mode - something like Skylands, but it would have to be objective-based rather than sandbox. That's just my style I s'pose :smile.gif:. I think my ideas will have to wait for official mod support, however.
Also good job in connecting checkpoints, must have taken quite awhile to do that :biggrin.gif:
sure will like this
-Best quote ever
Actually I think setting the view distance to tiny might cause mobs to not spawn as far away from you haha, so they couldn't gather as much in places out-of-sight.
All hail the tail? I guess... I dunno, I just like S&W.
Suicune is awesome BTW.
- A room surrounded by a minecart track going in a circle around it, separated by a wall with the second row up missing. Carts continuously circle around the room, and skeletons spawn behind the walls (thus eventually ending up in the carts) and begin firing at the player from the carts going around in circles. This assumes they do fire arrows while in carts. The player must complete the objective of the room quickly of course, potentially finding shelter and making mad dashes between shelters to avoid fired arrows, in the process.
- A puzzle or challenge which involves quickly hopping between minecarts and/or boats (getting into one from another).
- A challenge where the player must traverse several levels of water passageways to find a hole in the ceiling up to the next passageway. Water over these holes is suspended, and the boat gets up there via the player climbing to a taller place (but not tall enough that they can go up to the next level alone) and using the fishing rod to pull the boat above them. I haven't tested this idea yet, so not sure if it works.
The minecart idea is a really cool one: I've actually tried to make a frogger-type map kind of like this in the past. However.... in order for the mob to start jumping to enter the minecart, they have to have aggro/vision on the player. If they don't, sometimes they will just stand in the way of the cart and stop it. Sometimes even when they're jumping they will stop the cart, I think. Also, any arrows on the track (or extra mobs) will immediately stop the cart. So it's really quite difficult to implement. Another thing is that a large number of moving minecarts will lag the game, I think. But the whole running from spot-to-spot idea could still be done by creating skeleton bunkers, which I've used a bit in the past.
The hopping from minecart to minecart idea is intriguing. It sounds good for a jumping area.
The last boat idea sounds neat. I do intend to add more boating/water areas, so it might be something I'll use.
Haha I dunno, it might be more trouble than it's worth, but I do think it's possible. Pondering it now, I'm not sure an aggro state is necessary for them to get in carts. I just know that it isn't needed for zombie pigmen to do so, because i find them in the booster carts of my Nether stations all the time, and they're peaceful until they're attacked haha.
Edit: I tested the fishing rod pulling mobs vertically. Assuming it treats boats simlarly, it can (tested up to 15 blocks above the mob) pull them all the way to one block above your current height (above your head). Jumping seems to make the reel-in almost ineffective. So perhaps for the puzzle I mentioned, the area they player climbs up to is directly below the ceiling, but a block or so away from the hole with water in it so they can't jump up to it. They can however pull the boat up to it, then right click the boat from where they are beneath the suspended water to get in it and proceed to the next level.
... All of my design ideas become overly complicated, hah! =P
It may be possible, but yeah, difficult.
As for the idea with the boat, it's something I'll have to think about. I want to make the map multiplayer compatible, so, say, one person can run through the map, then another later, and the map will still "work", mostly. So I'm trying to veer away from having loose entities around like boats and minecarts (ones that are pre-placed, I mean).
Anyways, here's a preview of what I've done on the Labyrinth 2. Sadly, I had to scrap the big water-cave level due to the lag problems. :/
Had an idea for the "Now find the exit!" sign. Perhaps it could be tucked away in the darkness somewhere, and a redstone torch turns on right by it which alerts the player to its location. But perhaps, as a bit of a hint and in a little empathy for the player, the sign could be on the opposite side of the room from the exit? Just a thought, although maybe kinda pointless.
(still uploading/processing)
I have actually already placed the exit for level 2, as well as a hint to find it. I think it's rather well-hidden, but it isn't too hard to find with the hint. I think a sign at the beginning telling the player what to do would be a good idea, however.
Alright, so I've re-added that level (which shall henceforth be known as level 3). I had to cut out the top 32 blocks of it, but it functions and looks pretty much just as before. Since I made that video, I've added an entrance and exit, got rid of the portal (it was neat but kinda pointless) and added a boat elevator path leading to level 4. I have also started level 4, which is a grassy island/bamboo/water/lava lit themed level, which will probably be mostly linear, and have many skeletons. Here's a pic:
I'm going to be elongating the level a fair bit, however. I'm also not sure if I like lava at the top and bottom. hmm.
At the very top is a peice of glass that is out of reach. My question is how exactly do you get there? It seems pointless and impossible to get there without cheating. I saw somebody in youtube cheat their way up there and there was a golden apple in a chest.
Does that imply that it is possible to reach that part without breaking the rules? Assuming it is impossible to get there within rules, I would suggest placing a sign that reads "Hey! You cheater!" or something along those lines. Otherwise, I would like to know how to get there.
You can use the water bucket to get up there (there's a secret passage in the water, level #2 to get it). Although I'm sure most people who have got up there cheated, lol.
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