Well, it seems you've struck again with your map-related shenanigans.
I've progressed to one of your more Complex rooms, at which point I have become stuck. I shall return after a week or so, after I clear my computer of some video footage I'll nigh-inevitably acquire over the weekend.
Ok, cool! Thanks for playing :D, tell me what you thought of the map when you finished it.
In an effort to create a new unique server, Teamwyldcraft has formed a 200 person server containing a collaboration of selected maps... YOUR MAPS HAVE BEEN CHOSEN TO BE ON OUR SERVER WITH A UNIQUE PLUGIN!
How your map would work: People will enter the areas, when they solve it and get it correct they earn rewards and can buy ranks and prizes
One catch: in order for your map to be allowed on our server, you must advertise our ip in either the title or OP
About Us: Teamwyldcraft is a team of 100 builders that have created many popular maps such as Tunnel Trouble, Disturbed Dimensions, Biome Jumper, SkyVerse, and a 1 by 1 replica of the Fallen Kingdom with terrain!
If the community wants to leave feedback about this, quote this and leave the message and I will read it
hmm... let me think about it... (or maybe the community can make a decision)
Oh yeah, I had a question for you, if you're willing to reveal the answer. I'd like to know how you did the upside down pressure plate. I do already have an idea of what you did (I'll put it in the spoiler tag), but I wanted to hear it from you to be sure.
The pressure plate is actually a block inside a minecart. The minecart is upside down because it is renamed dinnerbone. When you get up there, there is a player detector that performs the action the pressure plate would've done, but it also does a playsound command for the pressure plate sound.
Oh yeah, I had a question for you, if you're willing to reveal the answer. I'd like to know how you did the upside down pressure plate. I do already have an idea of what you did (I'll put it in the spoiler tag), but I wanted to hear it from you to be sure.
The pressure plate is actually a block inside a minecart. The minecart is upside down because it is renamed dinnerbone. When you get up there, there is a player detector that performs the action the pressure plate would've done, but it also does a playsound command for the pressure plate sound.
Idea II: Use a mob spawner with 0 delay to spawn the relevant FallingSand entity in such a position that it looks like a pressure plate. This, I think, is more likely because, from what I've seen, he's already done this with that fake wall.
You are both almost right:
It is indeed a minecart, but it's not upside down. Because that only works with mobs. I used the offset tag, to make it move a bit down. The sound you hear, is because there is a spawner, which is spawning an item entity on a pressure plate, that's causing the sound. I'm using the item spawners a lot. Because if you use the /testfor commands a lot. It will cause massive lagg, like in the first code. And the clocks might get stuck, unless you put them all at the spawn. Which I also did in the first code. This is the system I'm using now:
When I need clocks that don't get stuck, I use two hoppers facing each other. These things, I use everywhere. I don't understand why anyone doesn't use them. Enlighten me.
Also, stop cheating:
The double hopper system is popular but does indeed cause lag. City of Love is full of them. I really recommend Jesper's item spawner clock.
When I need clocks that don't get stuck, I use two hoppers facing each other. These things, I use everywhere. I don't understand why anyone doesn't use them. Enlighten me.
Also, stop cheating:
EDIT: I have to wonder: Did you ever use those ghostly cheaty block spawners to spawn angled blocks, because I know that's possible, but have never seen it done before (Maybe nobody else has really thought of it?)
Actually, you should give everyone Mining Fatigue 5 to prevent cheaty block breaking.
yeah, you should use these clocks when you have a lot of them:
it's way less laggy
Thanks for the video, I'll put it in the main thread.
I got the angled blocks idea from this guy:
It's not possible to angle falling sand blocks, sometimes I use the falling sand blocks because the blocks in minecarts are a bit smaller and sometimes I use the minecarts because they are not moving.
It's also used in the dropper I believe. And I also used it for the upside down pressure plate.
I thought of mining fatigue but I don't like the particles, so I'm just going to hope no one is going to break anything.
I just finished the map. (I think). If you did what I think you did you are awesome. Really creative. Only thing is it was kind of short unless I'm not finished with the map. Keep up the good work and hopefully we'll see a the Code III.
I just finished the map. (I think). If you did what I think you did you are awesome. Really creative. Only thing is it was kind of short unless I'm not finished with the map. Keep up the good work and hopefully we'll see a the Code III.
if you are back at the fall you're finished
yeah it's a bit shorter than the first Code but I was kind of out of inspiration xD it's so hard to make a second map which is as good as the first one.
Am I supposed to be playing on peaceful? There are no rules. Are we allowed to break blocks?
the difficulty will be controlled with command blocks, you're actually not supposed to break blocks but I hate rules so that's why I don't say it. I suppose everyone understands they're not allowed to break blocks. I really hope mojang fixes this one day.
Total Rating: 20
This follow-up to The Code is full of great callbacks and references, mind-bending puzzles, and special effects. Zero instructions, zero clues, every step of the way is a puzzle that has to be interpreted and then enacted. It really left me speechless several times over. Visually, the map has a strong theme and subtle use of the decorated quartz blocks to add accent. Lighting and the shape/size of rooms is well done - varied and fitting to each puzzle - you don't FEEL like you're always enclosed in same-sized rectangular rooms. I thought long and hard about my rating for 'Detail' and I have decided to round up. What you see in this map is extremely important - every puzzle depends on visual recognition of some kind, and surrounding this in additional colors would add to the confusion. From an experience perspective, I was thoroughly entertained, but I will say that if you did not play the first map (and at least one other map that gets a reference) then a good number of homages may be lost on you. Looking at the total rating, I had to ask myself - is it BETTER than The Code? For me, yes, quality over quantity.
To read about how my rating scale works, or to see how this map compares to 498+ other maps I've rated, click the image in my signature!
you're actually not supposed to break blocks but I hate rules so that's why I don't say it. I suppose everyone understands they're not allowed to break blocks. I really hope mojang fixes this one day.
I'm 90% sure that none of your redstone lamps are NOT on the floor, so there's no way to escape that way. And you turned off tile drops, so they can't be placed/abused.
Not that I tried! Uh... no, of course I didn't!
I do wish they would make them unbreakable in adventure mode. It makes no sense that you can break glass-types but not leaves.
I do agree -most- veteran map players know you aren't supposed to break blocks, but I think that's a minority. And in a puzzle map, I always assume the map maker is trying to challenge us, and so I start second-guessing myself; does he -want- me to break this block since there's no other visible way out?!
Total Rating: 20
This follow-up to The Code is full of great callbacks and references, mind-bending puzzles, and special effects. Zero instructions, zero clues, every step of the way is a puzzle that has to be interpreted and then enacted. It really left me speechless several times over. Visually, the map has a strong theme and subtle use of the decorated quartz blocks to add accent. Lighting and the shape/size of rooms is well done - varied and fitting to each puzzle - you don't FEEL like you're always enclosed in same-sized rectangular rooms. I thought long and hard about my rating for 'Detail' and I have decided to round up. What you see in this map is extremely important - every puzzle depends on visual recognition of some kind, and surrounding this in additional colors would add to the confusion. From an experience perspective, I was thoroughly entertained, but I will say that if you did not play the first map (and at least one other map that gets a reference) then a good number of homages may be lost on you. Looking at the total rating, I had to ask myself - is it BETTER than The Code? For me, yes, quality over quantity.
To read about how my rating scale works, or to see how this map compares to 498+ other maps I've rated, click the image in my signature!
holy moses that's the best score possible, thanks!
I was wondering if this map was better than the code or not. There's my answer, according to you then.
I'm 90% sure that none of your redstone lamps are NOT on the floor, so there's no way to escape that way. And you turned off tile drops, so they can't be placed/abused.
Not that I tried! Uh... no, of course I didn't!
I do wish they would make them unbreakable in adventure mode. It makes no sense that you can break glass-types but not leaves.
I do agree -most- veteran map players know you aren't supposed to break blocks, but I think that's a minority. And in a puzzle map, I always assume the map maker is trying to challenge us, and so I start second-guessing myself; does he -want- me to break this block since there's no other visible way out?!
There's one part actually where you drop on the block that falls. The walls are completely made of lamps there, perhaps I should change that.
That's why I think mining fatigue is a good idea. With particularly clever maps and games, it seems like a good idea to cast all preconceptions and assumptions aside.
It's a wonderful idea but I hate the bloody particles and slow fist animation. I think I'll put blocks behind all the redstone lamps and make sure you can't get out by breaking them.
Hey jespertheend - just an interesting question: When I load the map, it says the date 8/27/16. This would mean that I played it in the future! Is 82716 an easter egg code, or did you just make that the date so that it would be the first thing that would come up when you looked at your single-player worlds?
Also, how did you make time stop in the spider room? Giving all the spiders a slowness effect would explain that, but not the villager in the minecart in midair!
Hey jespertheend - just an interesting question: When I load the map, it says the date 8/27/16. This would mean that I played it in the future! Is 82716 an easter egg code, or did you just make that the date so that it would be the first thing that would come up when you looked at your single-player worlds?
Also, how did you make time stop in the spider room? Giving all the spiders a slowness effect would explain that, but not the villager in the minecart in midair!
oh, well done! Maybe I should make a walkthrough or something, oh well. For now there's still qmagnet XD
Ok, cool! Thanks for playing :D, tell me what you thought of the map when you finished it.
hmm... let me think about it... (or maybe the community can make a decision)
thanks
Thanks I want to make a video game instead of a minecraft map, but it's so hard I was thinking about a game like "Limbo"
Ok, guys what do you think about a server for the code?
The pressure plate is actually a block inside a minecart. The minecart is upside down because it is renamed dinnerbone. When you get up there, there is a player detector that performs the action the pressure plate would've done, but it also does a playsound command for the pressure plate sound.
I think it's a bit unnecessary, but maybe when I've made more maps.
You are both almost right:
It is indeed a minecart, but it's not upside down. Because that only works with mobs. I used the offset tag, to make it move a bit down. The sound you hear, is because there is a spawner, which is spawning an item entity on a pressure plate, that's causing the sound. I'm using the item spawners a lot. Because if you use the /testfor commands a lot. It will cause massive lagg, like in the first code. And the clocks might get stuck, unless you put them all at the spawn. Which I also did in the first code. This is the system I'm using now:
The double hopper system is popular but does indeed cause lag. City of Love is full of them. I really recommend Jesper's item spawner clock.
yeah, you should use these clocks when you have a lot of them:
Thanks for the video, I'll put it in the main thread.
I got the angled blocks idea from this guy:
It's also used in the dropper I believe. And I also used it for the upside down pressure plate.
I thought of mining fatigue but I don't like the particles, so I'm just going to hope no one is going to break anything.
I'll get my review and LP up asap.
Thanks again Jesper!
that's to put the map on top of all your maps so you can find it easily. Once you played it it will turn back to the original date.
if you are back at the fall you're finished
the difficulty will be controlled with command blocks, you're actually not supposed to break blocks but I hate rules so that's why I don't say it. I suppose everyone understands they're not allowed to break blocks. I really hope mojang fixes this one day.
Thanks for playing, I'm glad you enjoyed it. I'm looking forward to your review.
This follow-up to The Code is full of great callbacks and references, mind-bending puzzles, and special effects. Zero instructions, zero clues, every step of the way is a puzzle that has to be interpreted and then enacted. It really left me speechless several times over. Visually, the map has a strong theme and subtle use of the decorated quartz blocks to add accent. Lighting and the shape/size of rooms is well done - varied and fitting to each puzzle - you don't FEEL like you're always enclosed in same-sized rectangular rooms. I thought long and hard about my rating for 'Detail' and I have decided to round up. What you see in this map is extremely important - every puzzle depends on visual recognition of some kind, and surrounding this in additional colors would add to the confusion. From an experience perspective, I was thoroughly entertained, but I will say that if you did not play the first map (and at least one other map that gets a reference) then a good number of homages may be lost on you. Looking at the total rating, I had to ask myself - is it BETTER than The Code? For me, yes, quality over quantity.
To read about how my rating scale works, or to see how this map compares to 498+ other maps I've rated, click the image in my signature!
I'm 90% sure that none of your redstone lamps are NOT on the floor, so there's no way to escape that way. And you turned off tile drops, so they can't be placed/abused.
Not that I tried! Uh... no, of course I didn't!
I do wish they would make them unbreakable in adventure mode. It makes no sense that you can break glass-types but not leaves.
I do agree -most- veteran map players know you aren't supposed to break blocks, but I think that's a minority. And in a puzzle map, I always assume the map maker is trying to challenge us, and so I start second-guessing myself; does he -want- me to break this block since there's no other visible way out?!
My Minecraft Maps: coldfusionmaps.com
holy moses that's the best score possible, thanks!
I was wondering if this map was better than the code or not. There's my answer, according to you then.
There's one part actually where you drop on the block that falls. The walls are completely made of lamps there, perhaps I should change that.
It's a wonderful idea but I hate the bloody particles and slow fist animation. I think I'll put blocks behind all the redstone lamps and make sure you can't get out by breaking them.
...so innovative, so never before seen in minecraft, that I only managed to solve about 3 out of 20 before giving up! >.<
I'll still recommend these to the determined Super Solvers among us, but I think they're too hardcore for me.
where did you get stuck? You can also watch qmagnets walktrough or I can tell you how to solve it.
Also, how did you make time stop in the spider room? Giving all the spiders a slowness effect would explain that, but not the villager in the minecart in midair!
"A magician never reveals his secrets..."