What I mostly do is do the building first and system later, that way I keep my enthusiasm for the map and don't stick with perfecting that one part.
For me it also helps that I see progress in the map, I love seeing progress, even if it's a small thing like fixing an issue.
But this is just my experience, it may be that you love building, and then I suggest making the system while building, then you do not need to revisit that one place for adding the system.
Update 4.1.0 is out and has the following changes:
normal:
! fixed "*quite*! here..."
! fixed (maybe) parlor 2nd ghost does not show up, does not make 3rd one show up (not sure if fixed, but I messed around with it a bit to see if there's any problems, couldn't reproduce afterwards)
! fixed blackout wardrobe room does not spawn chest when defeating uncle grimmly in 1.12
! fixed GameRich_'s skull in the credits has no skin
! fixed missing random lightning
hidden:
! fixed "Ooof... I sure take a lot of knocks in this line *if* work."
! fixed "*water* Ghost"
! fixed "*water*" "Sky" "Er, I don't know"
! fixed "*Biljards* stick"
! fixed random drops don't get renamed
! fixed as good as no blue twirlers and red grabbing ghosts spawn
! fixed foyer does not detect players next to the entrance door wall
! fixed players don't whistle in 1st floor bathroom
! fixed a Bowler cannot spawn in a blackout attic hallway
! fixed nothing spawns in the small hallway and main hall during the blackout
! fixed sparks of the third area hallway spawn outside the mansion during the blackout
! fixed Jarvis does not become vulnerable and no ghost pots spawn when the dialog finishes
! fixed clearing the breaker room turns on pipe room lights
! fixed king boo does not start secret altar dialog on entry
! fixed score counter does not count score
! fixed missing message when calculating the score
normal and hidden:
*changed to be compatible with both 1.11 and 1.12
! fixed lydia, twins and Clockwork Soldiers don't spawn in 1.12
! fixed 1st floor hall bowling ghosts do not leave when the hall stops spawning.
! fixed halls do not remove left over mice and sparks when the area boss is defeated
! fixed uncle grimmly still has pumpkin (affects non-resource pack users only)
! fixed Bogmire can, but rarely, get himself stuck in a minecart if he teleports into the redstone area of his battle
! fixed "Click your *awnser*"
! fixed (maybe) Toad repeats dialog when you tell Toad to "Leave it to me!" and if the player keeps standing near him. (if it's not fixed, I'm not going to bother to fix this minor thing)
arena:
*changed to be compatible with both 1.11 and 1.12
! fixed ghosts spawn for ultimate gold and hell pig when there's no adventure mode players (testing purposes only)
I'm doing a complete remake of the map; and progress is rather slow (partly due to having multiple projects atm); translations will be added in that version (5.0.0) and 4.1.0 will NOT be updated to 1.13 due to huge command changes, 5.0.0 has already been converted to these new command formats.
I can tell you that arena 1 is as good as done (lacking chauncey battle only), but I can't give out the translation strings yet as there are still some unfinished/unknown strings for hidden bosses.
I've got a small problem..... I entered the study and killed all the side ghosts and attempted to kill Neville, but I am unable to damage him in any way. I'm using the right method (same as in the actual game), but he just stands there on the chair and does nothing. Any suggestions?
can you do like a system to make it impossible to activate boss battle before atleast get the poltergust cuz we can die at the anciens ruins before having a weapons /:
Eh ok, I will wait for this new version to come out. Time to work on my own version of the game (more like inspired off of) in MCPE. Good luck with your new version.
No, you have to realize that 5.0.0 is a completely new map, started from nothing again, mansion, forest, system, everything; and I have 4 versions to make: normal, hidden, arena and the new true arena.
And since 1.13 is closing in, I made it so it uses 1.13's command format (more efficient than 1.12, so testing willonly happen in 1.13). So as of now, I myself am mostly in the shadows if the rooms work.
Hi, FVBico! You're map is great, and I want to make a map as good as yours. Do you have any advice for me?
I'm bad at giving advice, sorry.
What I mostly do is do the building first and system later, that way I keep my enthusiasm for the map and don't stick with perfecting that one part.
For me it also helps that I see progress in the map, I love seeing progress, even if it's a small thing like fixing an issue.
But this is just my experience, it may be that you love building, and then I suggest making the system while building, then you do not need to revisit that one place for adding the system.
would it be ok if i asked for a version of the map that is in creative mode?
I kinda just want to explore the mansion freely, with no enemies or story elements.
Update 4.1.0 is out and has the following changes:
normal:
! fixed "*quite*! here..."
! fixed (maybe) parlor 2nd ghost does not show up, does not make 3rd one show up (not sure if fixed, but I messed around with it a bit to see if there's any problems, couldn't reproduce afterwards)
! fixed blackout wardrobe room does not spawn chest when defeating uncle grimmly in 1.12
! fixed GameRich_'s skull in the credits has no skin
! fixed missing random lightning
hidden:
! fixed "Ooof... I sure take a lot of knocks in this line *if* work."
! fixed "*water* Ghost"
! fixed "*water*" "Sky" "Er, I don't know"
! fixed "*Biljards* stick"
! fixed random drops don't get renamed
! fixed as good as no blue twirlers and red grabbing ghosts spawn
! fixed foyer does not detect players next to the entrance door wall
! fixed players don't whistle in 1st floor bathroom
! fixed a Bowler cannot spawn in a blackout attic hallway
! fixed nothing spawns in the small hallway and main hall during the blackout
! fixed sparks of the third area hallway spawn outside the mansion during the blackout
! fixed Jarvis does not become vulnerable and no ghost pots spawn when the dialog finishes
! fixed clearing the breaker room turns on pipe room lights
! fixed king boo does not start secret altar dialog on entry
! fixed score counter does not count score
! fixed missing message when calculating the score
normal and hidden:
*changed to be compatible with both 1.11 and 1.12
! fixed lydia, twins and Clockwork Soldiers don't spawn in 1.12
! fixed 1st floor hall bowling ghosts do not leave when the hall stops spawning.
! fixed halls do not remove left over mice and sparks when the area boss is defeated
! fixed uncle grimmly still has pumpkin (affects non-resource pack users only)
! fixed Bogmire can, but rarely, get himself stuck in a minecart if he teleports into the redstone area of his battle
! fixed "Click your *awnser*"
! fixed (maybe) Toad repeats dialog when you tell Toad to "Leave it to me!" and if the player keeps standing near him. (if it's not fixed, I'm not going to bother to fix this minor thing)
arena:
*changed to be compatible with both 1.11 and 1.12
! fixed ghosts spawn for ultimate gold and hell pig when there's no adventure mode players (testing purposes only)
sooo you got some news?
I'm doing a complete remake of the map; and progress is rather slow (partly due to having multiple projects atm); translations will be added in that version (5.0.0) and 4.1.0 will NOT be updated to 1.13 due to huge command changes, 5.0.0 has already been converted to these new command formats.
I can tell you that arena 1 is as good as done (lacking chauncey battle only), but I can't give out the translation strings yet as there are still some unfinished/unknown strings for hidden bosses.
cool good luck on that dude!!
I've got a small problem..... I entered the study and killed all the side ghosts and attempted to kill Neville, but I am unable to damage him in any way. I'm using the right method (same as in the actual game), but he just stands there on the chair and does nothing. Any suggestions?
Look away for 5 seconds, then he's vulnerable for 2 seconds unless you hit him (then he stays vulnerable)
Thanks!
can you do like a system to make it impossible to activate boss battle before atleast get the poltergust cuz we can die at the anciens ruins before having a weapons /:
That is actually planned.
I am new, how do I download this new version?
version 5.0.0 is work in progress and not public yet.
Eh ok, I will wait for this new version to come out. Time to work on my own version of the game (more like inspired off of) in MCPE. Good luck with your new version.
Do you have a release date for 5.0.0 yet?
Thanks!
No, you have to realize that 5.0.0 is a completely new map, started from nothing again, mansion, forest, system, everything; and I have 4 versions to make: normal, hidden, arena and the new true arena.
And since 1.13 is closing in, I made it so it uses 1.13's command format (more efficient than 1.12, so testing willonly happen in 1.13). So as of now, I myself am mostly in the shadows if the rooms work.
Yeah I should have realized that starting from scratch is hard work!
Thanks!
lol, I died so quickly in this map XD
Doggieboy9 died in the Anteroom
Also, will 5.0.0 give the player Saturation?
I'll add you in 5.0.0.
Look at the chance log for 5.0.0: "removed hunger" and "removed food completely".