Hey it seems as tho we had the same idea, only mines taking forever. Not the "forgotten temple" theme just the adventure part. Hope we can share some ideas sometime. btw nice map. And if you want to see the map I'm working on, search for The Deserted
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┌─┐I say old chap that is a jolly good post!
I called the episode Forgotten Island, wasn't thinking.. correctly credited the map and all, though, not a big deal methinks.
Well you can change that if you open "my videos" and then select edit description or something like that :smile.gif:
Quote from Yushatak »
Anywho here's a video LP of my playthrough! :biggrin.gif:
I insulted your spelling a bit, but it's all meant in good fun for entertainment.
Thank you for these vids. I noticed few minor points to be changed in my map thanks to them. Also about your commentaries about my spelling and grammar, it was actually quite funny :smile.gif: And well... english is not my native lang afterall :smile.gif:)
28, and I was so disappointed not to find a chest by burning the trees or bookshelves =(
I was thinking of a puzzle idea; you know how on Zelda there are doors that only open when you light all the torches in the room?
What if you set it up so that there are several little Netherrack spots in the room, right? And underneath each one would be one cube of sand, and below that one cube of leaves. I have not tested this, but I am fairly certain that the leaves will light, thus dropping the sand. This could land on a button to activate whatever mechanism.
I'm not sure if whole, unbroken sand blocks press buttons or not, and if not then you could set it up like so:
Make it so the sand changes the flow of water, underneath the room. Then when the player believes he has finished the puzzle, he would press a button, which would release a stone block from a dispenser into the flow, and if the current is correct, it would land on a wooden button, opening the door. That or it could lead to the player, who would use the item for whatever various purpose.
Another idea would be that your health could factor into the high score. Of course, on peaceful health is essentially infinite, but not for armor. Maybe you could make armor mandatory, and however many armor hearts you have upon completion would factor in.
Anyway, thanks for the awesome adventure map, it was a blast!