The Meaning of Life, the Universe, and Everything.
Join Date:
9/22/2012
Posts:
151
Minecraft:
SkyeGU
Member Details
Looks like the artists are nearly finished with the designs for Sprout and the Captain. Those, plus various fixes, will be coming in v1-3. Make sure to let us know ASAP if you find any issues, everyone! Finding problems is important so they can get fixed.
Also, Link of Faith's sequel is in the works already. There'll likely be a WIP thread going up in the next few weeks once we've got a bit more to show off. The focus will be on story, much like Link of Faith is, but there will also be mobs in the sequel. That's right. Actual living things. You won't be alone. (Or will you?)
is this supposed to be jumpable? http://imgur.com/vqorVLs i opened all the locked doors in the hallways to the left of this gap, and i really cant figure out what im missing. ive tried like 10 times at jumping this, and i am pretty sure im either missing something or something didnt work properly. im in the brown age by the way.
Started playing LoF tonight with my wife, and so far it's excellent. However, we went into the brown tower and got to the tumbler lock, but when we inputted the correct sequence, all the doors shut around that room, and we can't reopen them. We even tried cycling through the tumblers again to try and get the doors to open, but to no avail. We got the "ding" like we solved it, but now we're locked in that room. Suggestions? Are we going to have to start the map all over?
is this supposed to be jumpable? http://imgur.com/vqorVLs i opened all the locked doors in the hallways to the left of this gap, and i really cant figure out what im missing. ive tried like 10 times at jumping this, and i am pretty sure im either missing something or something didnt work properly. im in the brown age by the way.
One run-through of the puzzles to the left should've extended that bridge all the way out (and then some extra). Strange. Feel free to creative-jump the gap and proceed onward since you've finished all the rooms to the left. I'll look into what's up with the redstone.
Started playing LoF tonight with my wife, and so far it's excellent. However, we went into the brown tower and got to the tumbler lock, but when we inputted the correct sequence, all the doors shut around that room, and we can't reopen them. We even tried cycling through the tumblers again to try and get the doors to open, but to no avail. We got the "ding" like we solved it, but now we're locked in that room. Suggestions? Are we going to have to start the map all over?
Glad you're enjoying it! As for the lock, you're now the second to report that the puzzle is behaving strangely. I'll look into it. In the meantime, feel free to simply enter the hallway and immediately turn right to the next door and simply break through it (by switching to creative or survival) and then switch back. Something, somewhere, someone messed up on my end and it wasn't caught. Sorry about that!
Definitely let me know if, after all the puzzles in that area if you encounter the same bridge-not-extended problem as marioman66 in the comment above you or if you don't; if you'd be so kind? I'm curious if the two issues are related and happening to everyone or not.
One run-through of the puzzles to the left should've extended that bridge all the way out (and then some extra). Strange. Feel free to creative-jump the gap and proceed onward since you've finished all the rooms to the left. I'll look into what's up with the redstone.
alright. ill do that. i figured there was supposed to be a bridge cause one set of blocks extended. i was playing on 13w03a, and i know from playing sethblings super craft bros its not compatible with certain circuits in maps designed for 1.4.x.( i tried that map a few days ago with my bro in 13w03a and only had problems in that version of mc. once we went back to 1.4.7 we were fine.) that might have been what caused it. probably has something to do with the timing changes they did to redstone in the snapshots.
Glad you're enjoying it! As for the lock, you're now the second to report that the puzzle is behaving strangely. I'll look into it. In the meantime, feel free to simply enter the hallway and immediately turn right to the next door and simply break through it (by switching to creative or survival) and then switch back. Something, somewhere, someone messed up on my end and it wasn't caught. Sorry about that!
Definitely let me know if, after all the puzzles in that area if you encounter the same bridge-not-extended problem as marioman66 in the comment above you or if you don't; if you'd be so kind? I'm curious if the two issues are related and happening to everyone or not.
Thanks for the quick reply SkyeGU As for the issue, no worries, bugs happen; especially where redstone is involved on servers. Just as some additional information that may help you weed out the problem, I did notice it looked as though the door opened and then closed quickly after solving the puzzle initially. Maybe a faulty flip-flop or latch somewhere? In any case, I will certainly make sure to let you know if I encounter the same problem with the bridge. We'll likely be playing it some more at some point tomorrow, so I will try to let you know then.
I poked a look at the redstone, and my only guess is that something went wrong with a minecart system set in it. I'm gonna go look at the bridge tomorrow, I'm really tired atm.
Please elaborate on what makes this a "crap map". I'd like to know where the issues are so that I can improve upon them. How far did you get?
EDIT: Also figured out that you're both calling this a "&$@#ty" map in a very, honestly, ineffective and unnecessary manner. Still waiting on elaboration as to why.
Though I'm honestly doubting you two played it at all given your seemingly tag-team approach replies with absolutely no details or reasoning. Prove me wrong.
PLEASE, tell me you at least have it lit up. The only thing worse than parkor key timing is doing it in the dark.
Seriously: It's one thing to say "You have to figure out which path to take jumping these pillars to get through". It's another thing to say "You have to follow the obvious jump path, but if you don't time the keys right you will fall and start over". And I have yet to see a parkor "puzzle" that isn't the second -- obvious but controller difficult.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
PLEASE, tell me you at least have it lit up. The only thing worse than parkor key timing is doing it in the dark.
Seriously: It's one thing to say "You have to figure out which path to take jumping these pillars to get through". It's another thing to say "You have to follow the obvious jump path, but if you don't time the keys right you will fall and start over". And I have yet to see a parkor "puzzle" that isn't the second -- obvious but controller difficult.
Trololol jumping puzzles <3
Don't worry, it's all the first.
Actually I am stuck in the room with blue wool on the ground, a bunch of wood with vines on it on one side, and some water on the ground, Sorry, but I can't find out how to post a picture.
PLEASE, tell me you at least have it lit up. The only thing worse than parkor key timing is doing it in the dark.
Seriously: It's one thing to say "You have to figure out which path to take jumping these pillars to get through". It's another thing to say "You have to follow the obvious jump path, but if you don't time the keys right you will fall and start over". And I have yet to see a parkor "puzzle" that isn't the second -- obvious but controller difficult.
Every jumping puzzle was designed and created to be fair to players of all skill levels. They're all well-lit and none of them utilize any timed mechanics or perfect one-perfect-jump-only requirements. Many can actually be finished in multiple ways. In addition, jumping puzzles were placed where they fit in with the environment and story, not anywhere "just because".
Nothing was added that I was unwilling to do myself, and I'm quite picky regarding puzzles and jumping.
Actually I am stuck in the room with blue wool on the ground, a bunch of wood with vines on it on one side, and some water on the ground, Sorry, but I can't find out how to post a picture.
Here's what you're after:
That room, on the solution button, says that it's property of the Worker's Union. Also in that room is a note stating that Rocky's going to go look ahead for more information. If you go further down the path, you'll find the Worker's Union(!) Guard Station that contains the solution you seek for the room you're stuck in.
The solution is found in the station beside the door it opens, so you find the solution down there, run back, enter the solution, and run forward again to proceed through the door.
if anybody has skype and wants to play this map together with me and be on you tube give me your skpe username and your minecraft username and join this ip adress: (72.15.90.196)
The Meaning of Life, the Universe, and Everything.
Join Date:
9/22/2012
Posts:
151
Minecraft:
SkyeGU
Member Details
v1-3 IS OUT! Also added a server rule to use ONLY 1.4.7 and NOT the snapshots while playing.
Some important fixes in this one, as well as a few fun little things added to the end. Elaborated write-up of fixes:
Players can no longer intentionally "leave" the sewers in Aysu, nor can they easily cheat through the blue sewer room. Cinaed's Resort area now has labels to help you not feel so lost. Chayyim's Sneaky minecart no longer kills you for your Sneaky curiosity. Ixchel's second security room, with the combination lock, is no longer angry and temperamental. Lastly, there's now a Sneaky Pete sneaky curiosity room added to the very end so that you can easily go back to any of the endings; no matter which one you chose. Bad-end kids, you're saved!
Also I feel like now is a good time to mention: With the exception of Rotem, because it doesn't need it, all of the worlds have a "Sneaky" area that you enter when you return to them using the "Return to ____" button. These "Sneaky" areas allow you to start the world from the end or the beginning, in case you're on the hunt for missed score diamonds! Or, of course, if you're just curious.
Very good map, gave me some really good ideas for things I would like to try on the map I am working on. How many score diamonds are there by the way? I found a lot.
So I have seen! Good luck to both of you and have fun.
Way to show pride in your work. Can't even be bothered to link your own video D:
Also, Link of Faith's sequel is in the works already. There'll likely be a WIP thread going up in the next few weeks once we've got a bit more to show off. The focus will be on story, much like Link of Faith is, but there will also be mobs in the sequel. That's right. Actual living things. You won't be alone. (Or will you?)
I do stuff.
One run-through of the puzzles to the left should've extended that bridge all the way out (and then some extra). Strange. Feel free to creative-jump the gap and proceed onward since you've finished all the rooms to the left. I'll look into what's up with the redstone.
Glad you're enjoying it! As for the lock, you're now the second to report that the puzzle is behaving strangely. I'll look into it. In the meantime, feel free to simply enter the hallway and immediately turn right to the next door and simply break through it (by switching to creative or survival) and then switch back. Something, somewhere, someone messed up on my end and it wasn't caught. Sorry about that!
Definitely let me know if, after all the puzzles in that area if you encounter the same bridge-not-extended problem as marioman66 in the comment above you or if you don't; if you'd be so kind? I'm curious if the two issues are related and happening to everyone or not.
alright. ill do that. i figured there was supposed to be a bridge cause one set of blocks extended. i was playing on 13w03a, and i know from playing sethblings super craft bros its not compatible with certain circuits in maps designed for 1.4.x.( i tried that map a few days ago with my bro in 13w03a and only had problems in that version of mc. once we went back to 1.4.7 we were fine.) that might have been what caused it. probably has something to do with the timing changes they did to redstone in the snapshots.
Thanks for the quick reply SkyeGU As for the issue, no worries, bugs happen; especially where redstone is involved on servers. Just as some additional information that may help you weed out the problem, I did notice it looked as though the door opened and then closed quickly after solving the puzzle initially. Maybe a faulty flip-flop or latch somewhere? In any case, I will certainly make sure to let you know if I encounter the same problem with the bridge. We'll likely be playing it some more at some point tomorrow, so I will try to let you know then.
Glad you guys are enjoying LoF!
Please elaborate on what makes this a "crap map". I'd like to know where the issues are so that I can improve upon them. How far did you get?
EDIT: Also figured out that you're both calling this a "&$@#ty" map in a very, honestly, ineffective and unnecessary manner. Still waiting on elaboration as to why.
Though I'm honestly doubting you two played it at all given your seemingly tag-team approach replies with absolutely no details or reasoning. Prove me wrong.
I take it you two enjoyed my jumping puzzles in green, then? :3
I hate jumping puzzles.
Why did it have to be jumping puzzles?
PLEASE, tell me you at least have it lit up. The only thing worse than parkor key timing is doing it in the dark.
Seriously: It's one thing to say "You have to figure out which path to take jumping these pillars to get through". It's another thing to say "You have to follow the obvious jump path, but if you don't time the keys right you will fall and start over". And I have yet to see a parkor "puzzle" that isn't the second -- obvious but controller difficult.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Trololol jumping puzzles <3
Don't worry, it's all the first.
Every jumping puzzle was designed and created to be fair to players of all skill levels. They're all well-lit and none of them utilize any timed mechanics or perfect one-perfect-jump-only requirements. Many can actually be finished in multiple ways. In addition, jumping puzzles were placed where they fit in with the environment and story, not anywhere "just because".
Nothing was added that I was unwilling to do myself, and I'm quite picky regarding puzzles and jumping.
Here's what you're after:
The solution is found in the station beside the door it opens, so you find the solution down there, run back, enter the solution, and run forward again to proceed through the door.
Some important fixes in this one, as well as a few fun little things added to the end. Elaborated write-up of fixes:
Also I feel like now is a good time to mention: With the exception of Rotem, because it doesn't need it, all of the worlds have a "Sneaky" area that you enter when you return to them using the "Return to ____" button. These "Sneaky" areas allow you to start the world from the end or the beginning, in case you're on the hunt for missed score diamonds! Or, of course, if you're just curious.