I don't know if someone had posted this, but the Intermediate box at the very beginning has arrows in it, but no bow. Both the Expert and beginner boxes have bows in them, but the intermediate one does not. Was this intentional?
i was really annoyed because level 5 was just stupid. it was redicolous. trying to get up the stairs with all the creeprs, skeles and zombies jumping on me, i couldnt get up without a creeper blowing up and knocking me back into the water.
First one was good, sadly, this one sucks. I feel sorry for you wasting this much time on something this bad, i'm sorry - you're a nice guy and all it just didnt live up to my expectations, also at the end of the 5th level i just dropped into nothing? wtf?
The mob spawner setups aren't really different. It's not a matter of the Labyrinth 2 sucking and the Labyrinth 1 being great. They're practically the same. Mob spawners are just highly random and really aren't meant to work with these kinds of maps. The area has to be dark for a mob spawner to work, but darkness means random mobs spawning. Random mob spawning means that the map will be experienced differently by different players, as for some players there will be a seemingly infinite number of mobs and for other players there will be next to none. Furthermore, mob spawners are designed so that they will only activate when players are close enough, resulting in mobs inevitably spawning on top of or very close to the player. It's not fun at all to have mobs spawning on top of you with you having little to no control over whether it happens.
You're right though in that the mob spawns didn't seem as bad in the Labyrinth 1. The only spot that I thought it was completely flawed was in the Wood Tower. In the Labyrinth 2, it seems to be the case for every level. There's not much I can do about it, sadly. It's the same deal with bugged spawn points. It's a pain to get the spawn point to work in the first place - for both maps I had to play around with it for several hours. And then for some people it doesn't even work. Really makes me want to design a more 'normal' adventure map, and just say screw it with these kinds of maps until the game actually supports them properly.
Nice first release. One thing I immediately noticed was that on the normal map (I haven't check hard/coop) was the massive lag I experienced until I escaped to the green room, bear in mind I had this lag with the fog on tiny and the graphics on low.
Other than that, it is shaping up pretty well so far.
(Spoiler warning)
Also how does the ghast in the lava bridge room always know when I get to the end? Seriously, it would loom up as soon as I got past that last spawner and start shooting at me... I'd really like to know how that works.
Finally, quick unrelated question do you know if there is a program for Minecraft that can manipulate how often mobs randomly spawn?
AKSpartanKiller just did his first episode on Labyrinth 2. Your minecart boosters are broken and don't work, he had to get out and walk and push the carts.
From what I see so far, the 2nd one is not as good as the first Labyrinth.
Pretty good map, although not as good as the first one so far.
Anyways, I have a question. Since the 1.3 update, the green room don't work. How do I get to the exit?
AKSpartanKiller just did his first episode on Labyrinth 2. Your minecart boosters are broken and don't work, he had to get out and walk and push the carts.
From what I see so far, the 2nd one is not as good as the first Labyrinth.
Yeah. This is why I need to find some people to test the next map I make. For some reason the Labyrinth 2 worked perfectly fine for me in pretty much every regard. But when I watch LPs on youtube, it's practically broken in every regard. Oh well, it's kinda frustrating but I'll just have to keep all of these problems in mind for next time.
1st one was soo awesome dude! this ones good too but its soo hardd lol, just wondering though are you gonna finish the map or are you just leaving it there? scenery's fkinggg amazingggg btww ggzzzz!!
1st one was soo awesome dude! this ones good too but its soo hardd lol, just wondering though are you gonna finish the map or are you just leaving it there? scenery's fkinggg amazingggg btww ggzzzz!!
I'm most likely abandoning it. It'll probably take as much time and thought to fix it as it would to just make another map.
Yeah. Level 1 sucks and level 2 is completely broken. Level 3 works, and level 4 & 5 are alright. YMMV though. Starting at level 3 probably wouldn't be too bad, I think. I'd also recommend that anyone who wants to play the map "clear out" the rooms before entering them, by switching to peaceful to get rid of all the random mob spawns and then back to whatever difficulty you choose.
Just thought I'd bump this up with some new info. I'm currently working on a new release. Previously, I thought I would just scrap this project and try again, but after re-"installing" Minecraft I've realized there are several new tools I can use that will help fix this map. Mods such as the in-game Invedit, fly mods, build mods, "safe zone" mods and so on really make it much easier to fix everything. Using map editors to make little tweaks and adjustments was painful, honestly; I'm glad there's finally an alternative. So far I've fixed the first "Lava Room" level so that there are no random monster spawns, only zombie & ghast spawns, and there are less spawns overall. The second "Green Area" level has been revamped with added waterways and a larger amount of torches, so its difficulty is more in-line with what I intended and the gameplay is changed slightly. Next I'm going to work on the boosters and making the third "Pull!" level less tedious. Expect a third release relatively soon (probably in a week) that fixes all of the previous levels, and after that I'll start back on MCEdit creating new content.
Another update. I've finished adjustments on the Pull! level (it'll probably still be a bit tedious, but less so). Started work on the cave, and fixed some of the "boosters." So I've still got about 75% of the cave left to be adjusted, then the second green room, and the checkpoint boosters that need to be fixed. After that, I'm adding in "unlockable items." What I've found in watching various players on youtube run through the Labyrinth 1&2 is that the chests pretty much give worthless items. People run around with 10+ pork chops and die before they even get to use them. So instead of giving useless rewards, I'm going to be adding in a variety of passworded rooms in the spawn point containing items that you will get an unlimited supply of if you can find the codes (which will be hidden throughout the levels). This also gives me an easy way to re-supply the players with flint & steel, fishing rods, etc after they beat the levels which involve them. Novelty items (records, etc) and rooms can be earned this way as well (maybe a farming room for bread, and undoubtedly some crazy pig room). I might even be able to use passworded dispensers that are out of reach of the player so people won't have to run into twelve different rooms before actually going out again. We'll see. Once all of this is done, I'll test it a bunch of times and release it.
So, tl;dr, this is what I hope release #3 to have:
- significantly more balanced, consistent monster spawns
- improved lighting everywhere
- less tedious puzzles
- certain levels redesigned for more balance and fun
- boosters that work (despite that it's me placing them, it'd be hard for them to fail at this point)
- unlockable items
edit: unlockable items probably aren't happening, just because the redstone probably won't fit, and also because I don't really know how to do it. Practically everything is finished other than them for release #3. There's not much new content, although I added some extra areas in the Cave. Everything is looking pretty good, so I'm just gunna test a bit more then release.
actually, I decided to revamp the levels a bit more. Level 1 was a bit too easy with the changes I made. Almost done. Release will probably be tonight (tuesday), after I tinker with some things and test again.
Alright, release #3 is out. Check the main post for the download and changelog. All past frustrations aside, this map is actually pretty decent so far I think. Obviously it needs more content but I'm pretty happy with this release.
ok... I know this sounds stupid, but I'm stuck on the pit of rage. I made it all the way across the pit round the ladders but I have no clue where to go now. I see a staircase coming down from the ceiling on the far side of the room, but no way to get there. Please help
ok... I know this sounds stupid, but I'm stuck on the pit of rage. I made it all the way across the pit round the ladders but I have no clue where to go now. I see a staircase coming down from the ceiling on the far side of the room, but no way to get there. Please help
That's all there is, provided you've found the chest with the armor, sword and other stuff in it. Those staircases are actually just the minecart checkpoint tracks.
Playthrough episode 1
[i'll go back to the fishing zombies levels in a later episode, just didn't want to spend too much time on it for my 500 subscriber special :^)]
Thanks.
NOW!
The mob spawner setups aren't really different. It's not a matter of the Labyrinth 2 sucking and the Labyrinth 1 being great. They're practically the same. Mob spawners are just highly random and really aren't meant to work with these kinds of maps. The area has to be dark for a mob spawner to work, but darkness means random mobs spawning. Random mob spawning means that the map will be experienced differently by different players, as for some players there will be a seemingly infinite number of mobs and for other players there will be next to none. Furthermore, mob spawners are designed so that they will only activate when players are close enough, resulting in mobs inevitably spawning on top of or very close to the player. It's not fun at all to have mobs spawning on top of you with you having little to no control over whether it happens.
You're right though in that the mob spawns didn't seem as bad in the Labyrinth 1. The only spot that I thought it was completely flawed was in the Wood Tower. In the Labyrinth 2, it seems to be the case for every level. There's not much I can do about it, sadly. It's the same deal with bugged spawn points. It's a pain to get the spawn point to work in the first place - for both maps I had to play around with it for several hours. And then for some people it doesn't even work. Really makes me want to design a more 'normal' adventure map, and just say screw it with these kinds of maps until the game actually supports them properly.
Ghasts can see you 100 blocks away.
From what I see so far, the 2nd one is not as good as the first Labyrinth.
Anyways, I have a question. Since the 1.3 update, the green room don't work. How do I get to the exit?
EDIT: found my way out, don't reply :/
Yeah. This is why I need to find some people to test the next map I make. For some reason the Labyrinth 2 worked perfectly fine for me in pretty much every regard. But when I watch LPs on youtube, it's practically broken in every regard. Oh well, it's kinda frustrating but I'll just have to keep all of these problems in mind for next time.
I'm most likely abandoning it. It'll probably take as much time and thought to fix it as it would to just make another map.
Yeah. Level 1 sucks and level 2 is completely broken. Level 3 works, and level 4 & 5 are alright. YMMV though. Starting at level 3 probably wouldn't be too bad, I think. I'd also recommend that anyone who wants to play the map "clear out" the rooms before entering them, by switching to peaceful to get rid of all the random mob spawns and then back to whatever difficulty you choose.
So, tl;dr, this is what I hope release #3 to have:
- significantly more balanced, consistent monster spawns
- improved lighting everywhere
- less tedious puzzles
- certain levels redesigned for more balance and fun
- boosters that work (despite that it's me placing them, it'd be hard for them to fail at this point)
- unlockable items
edit: unlockable items probably aren't happening, just because the redstone probably won't fit, and also because I don't really know how to do it. Practically everything is finished other than them for release #3. There's not much new content, although I added some extra areas in the Cave. Everything is looking pretty good, so I'm just gunna test a bit more then release.
actually, I decided to revamp the levels a bit more. Level 1 was a bit too easy with the changes I made. Almost done. Release will probably be tonight (tuesday), after I tinker with some things and test again.
That's all there is, provided you've found the chest with the armor, sword and other stuff in it. Those staircases are actually just the minecart checkpoint tracks.
[i'll go back to the fishing zombies levels in a later episode, just didn't want to spend too much time on it for my 500 subscriber special :^)]