[center]Hello all! I bring to you the fruits of a week and a half of hard labor designing a map and implementing the dozens of commands blocks that make this map work (for MC 1.7.4).[/center]
[center](This map designed for LAN / Multiplayer play. Will not function with one player.)[/center]
[center]- Intro[/center]
[center]- Version History[/center]
[center]- Known Issues / Announcements[/center]
[center]- Planned Features[/center]
[center]- Download![/center]
[center]- Instructions for first time players[/center]
[center]- Instructions for hosting[/center]
[center]- Gallery[/center]
[center]- Acknowledgements[/center]
[center][/center]
[center]VERTICAL CRAWL[/center]
[center]In this map you are randomly assigned to one of two teams: Emerald or Gold, and pitted against other players on the opposing team to capture all 7 flags scattered from the very top of the field to the very bottom. Take in the breathtaking and scary view from perilously thin platforms as arrows and fireballs whiz by your face! Stand and fight next to your teammates to break through the other team's defenses and dominate the Vertical Crawl! Find and employ a handful of hidden effect plates that will give you a temporary edge in combat![/center]
[center]~* * * *~[/center]
[center]VERSION HISTORY[/center]
[center]1.0 - Original Release[/center]
[center]PLEASE REPORT ALL BUGS AND ISSUES HERE IN THREAD[/center]
[center]~* * * *~[/center]
[center]KNOWN ISSUES / ANNOUNCEMENTS[/center]
[center]- The array of testfor blocks I placed to detect players going out of bounds does not function with cubic commands (dx,dy,dz) and thus will not kill them. Administrator supervision / plugins are required to currently detect and kill these players[/center]
[center]- Because of command limitations doFireTick is disabled to prevent structural damage to areas that were designed to accept it (spawn area excluded, not meant to be burned down)[/center]
[center]- Running the full CB setup is redstone and resource intensive and thus will very likely cause performance issues when activated. This performance drop becomes less noticeable further away and on the field is non-existent.[/center]
[center]- Due to command limitations players in a match are stuck with permanent particles from 'Mining Fatigue' which is set to be applied to all Survival mode players indefinitely. This is to prevent griefing onfield. Particles will be removed in 1.8[/center]
[center]- Players from both teams can alternately capture the same point in rapid succession despite being in each others' presence. This will be fixed in an update soon so that a point may only be captured when it is clear of enemy players.[/center]
[center]- A lot can go wrong with the system very quickly if instructions are not followed exactly [/center]
[center]- I neglected to implement a feature that will automatically testfor and remove players from the respawn room / field if they logged off mid-match. This means they can potentially join a different match and unbalance the game and CB system. Until I fix this please insist on players forfeiting to Lobby before logging off. Otherwise the entire system will have to be reset.[/center]
[center]- Missing option for Spectator platform players to turn back to Survival mode for match. Requires manual admin intervention. Recommend disabling Spectator plate below lobby until issue is fixed.[/center]
[center]~* * * *~[/center]
[center]PLANNED FEATURES[/center]
[center]- Fireworks upon match win[/center]
[center]- Out-of-bound player death[/center]
[center]- In-match creative mode check (currently disabled to allow admins to supervise)[/center]
[center]- More destructible environment[/center]
[center]- More game modes[/center]
[center]- More areas[/center]
[center]- Team size limitations [maybe][/center]
[center]- Redstone / CB reworking to reduce lag and size[/center]
[center]- Better capturing indications to improve responses[/center]
[center]Eager to play? So am I. I look forward to having you enjoy an FPS experience with all the adrenaline and fun of a console shooter. Here's a primer to get you familiarized with the layout before you blindly charge in![/center]
[center]There is also a Spectator option when you go downstairs from where you can view the action on the field up-close. The plates to the left teleport you to the next area, the plates to the right teleport you back.[/center]
[center]If playing a match and wanting to log off, please find a way to kill yourself to spawn back in the respawn room and then step on the 'Lobby - Forfeit' plate. Your scores will be reset and you will be removed from your team and may safely log off. If you do not, the system will prevent you from being sorted into a new team if wishing to play again and you will have to ask an admin to clear all your scores and remove you from your team.[/center]
[center]
[/center]
[center][/center]
[center]This is Emerald's spawn. All players on Emerald team begin here and have the option of plunging down to the Forest [1] or rushing forward to the Emerald Forward Base [2], or even further to the East Wing [3]. Cocky players might try to claim the West Wing [4] early, but because the Gold team is funneled down through their only open door to the Sky Platform [5], they will also be inclined to secure the West Wing simultaneously.
[/center]
[center]This is Gold's spawn. All players on Gold team begin here and have the option of plunging down to their Gold Forward Base [7], rushing forward to the Hall [6], and are naturally forced to try to capture the Sky Platform or circle back up and open the closed iron doors blocking their way. Additionally, from the spawn, Gold players may take to the mountain top and quietly circle around to the other half of the field. When your team is pinned down on its last point and needs a saving grace, one sneaky ninja may slip around and turn the tide of the battle![/center]
[center] [/center]
[center]This is the Forest, quiet and blanketed in white. The tall trees make good cover to sneak behind and give you a chance to unleash a surprise attack or evade your pursuer. This point is the very bottom of the field and is the easiest to reach from all other points. As such, it can be difficult to keep.
[/center]
[center]This is the Emerald Forward Base, Emerald team's first line of defense against Gold. Its not far from the spawn and should be a cinch to capture, but is an important funnel up to the rest of the field: if Emerald team gets pinned down here, they'll have little hope of advancing forward and may very well lose. [Currently analyzing map to possibly rebalance.][/center]
[center] [/center]
[center]This is the East Wing. It directly follows the EFB and is linked in a circle with the West Wing and central platforms leading up to the Sky Platform. It meets the West Wing in a small chamber and could be a great area for intense team fights![/center]
[center] [/center]
[center]This is the West Wing, directly connected to the East Wing and a route to the Sky Platform. The steps leading up to here are initially closed off to Emerald team so Gold has a small advantage but must race against the clock to capture this point as fast as they can. It is easily accessed from three direction and could prove to be difficult to hold.[/center]
[center] [/center]
[center]This is the Sky Platform, the penultimate point of conflict that symbolizes the essence of Vertical Crawl. With two scaffolds jutting out on both sides and an open air design that leaves it exposed from all directions, this point is sure to leave both teams hurting when they clash. [Currently being analyzed for rebalancing.][/center]
[center] [/center]
[center]This is the Hall, one of Gold team's closest points. Situated in a tiny room off to the side of the main stone hall, this point is a late-game changer. In day or night, the scant columns and dual dispensers give opportunity for both teams to meet in a power struggle.[/center]
[center] [/center]
[center]This is the Gold Forward Base. It is uniquely designed to give certain perks to players on both sides of its space and has the largest capture radius of all the points. Dive in and see for yourself just how much can go wrong...
[/center]
[center]~* * * *~[/center]
[center]HOSTING INSTRUCTIONS[/center]
[center]
- Avoid letting players into the CB room below the Lobby. Seriously, this place relies on everything being perfect.[/center]
[center]- I've set up a system that allows for remote starting and stopping of the clock and all map functions. Enter the CB room and drop down the ladder at the end of the platform to the ground level. Turn 180 degrees away from the clock and face the CB cart on rails. Turn on the powered rails and push the cart forward (detector rail must be on too to detect change in scores). Now you can wirelessly start or stop the clock from anywhere in the map by giving yourself a score of 1 in the Run objective, which is a dummy. To turn it off just set your score to 0 in Run. To avoid screwing around with multiple scores of Run for different people make sure you only assign it to one person at a time (preferably yourself). If wanting to keep the thing going indefinitely regardless of who is online simply place the redstone block next to the comparator and remove when necessary.[/center]
[center]- All online players have their scores reset at the end of a match to allow the CB's to work as intended. Some objectives will also be removed and re-added as a failsafe to prevent fatal function errors. In case a player leaves mid-match without dying and forfeiting to the lobby to be cleared of scores and team alignment, go to the CB room and check the three CB's to the right. Pop in the player's name in the relevant CB and press the button to wipe them clean and allow them to play again (if you want...)[/center]
[center]- In case of weird functioning like players not being teleported out of the queue area during assigning, it might be necessary to stop the clock and entire network (manually or otherwise). When coming down to the ground level, look at the level of CB's one floor above. There are 2 CB's with buttons on them above the clock: the left one resets ALL players scores, replaces glass in spawn and field, and replaces iron doors in field. The one on the right resets the iron block in the team randomizer so that two players are again required to begin the initial process and start the match. There are a lot of objectives and I'll make a guide to explain them all soon, so until then in case of unresolvable function issues send me an email at [email protected] and I will guide you through fixing all the broken little pieces[/center]
[center]- Some functions I implemented can be buggy and have been disabled on purpose (out-of-bounds testing). Others are disabled to not destroy the map or spam the chat (firetick, mob spawning, mob loot, inventory drop on death, command block output). I have done thorough testing to make sure everything works as intended and generally it does but there are times where stuff just goes bad.[/center]
[center]- The daylight cycle is set to off by default. It can re-enabled with no negative impact. I've implemented a special little function that only works at night, so start a match, set it to night and see it in action [/center]
[center]- The world was generated in amplified so I don't recommend flying much beyond the field to generate new chunks
[/center]
[center]~* * * *~[/center]
[center]GALLERY[/center]
[center]
[/center]
[center][/center]
[center][/center]
[center][/center]
[center][/center]
[center][/center]
[center][/center]
[center][/center]
[center][/center]
[center][/center]
[center][/center]
[center]
[/center]
[center]~* * * *~[/center]
[center]ACKNOWLEDGEMENTS[/center]
[center]I'm really grateful to all the tutorials, wikipages and videos available to compile all this knowledge and make all the work that went into this possible. Dragnoz's videos were really helpful (I used some cool tricks from there and other YouTubers) and skylinerw often had a lot of responses with codes here that I use in the map [/center]
[center](This map designed for LAN / Multiplayer play. Will not function with one player.)[/center]
[center]- Intro[/center]
[center]- Version History[/center]
[center]- Known Issues / Announcements[/center]
[center]- Planned Features[/center]
[center]- Download![/center]
[center]- Instructions for first time players[/center]
[center]- Instructions for hosting[/center]
[center]- Gallery[/center]
[center]- Acknowledgements[/center]
[center][/center]
[center]VERTICAL CRAWL[/center]
[center]In this map you are randomly assigned to one of two teams: Emerald or Gold, and pitted against other players on the opposing team to capture all 7 flags scattered from the very top of the field to the very bottom. Take in the breathtaking and scary view from perilously thin platforms as arrows and fireballs whiz by your face! Stand and fight next to your teammates to break through the other team's defenses and dominate the Vertical Crawl! Find and employ a handful of hidden effect plates that will give you a temporary edge in combat![/center]
[center]~* * * *~[/center]
[center]VERSION HISTORY[/center]
[center]1.0 - Original Release[/center]
[center]PLEASE REPORT ALL BUGS AND ISSUES HERE IN THREAD[/center]
[center]~* * * *~[/center]
[center]KNOWN ISSUES / ANNOUNCEMENTS[/center]
[center]- The array of testfor blocks I placed to detect players going out of bounds does not function with cubic commands (dx,dy,dz) and thus will not kill them. Administrator supervision / plugins are required to currently detect and kill these players[/center]
[center]- Because of command limitations doFireTick is disabled to prevent structural damage to areas that were designed to accept it (spawn area excluded, not meant to be burned down)[/center]
[center]- Running the full CB setup is redstone and resource intensive and thus will very likely cause performance issues when activated. This performance drop becomes less noticeable further away and on the field is non-existent.[/center]
[center]- Due to command limitations players in a match are stuck with permanent particles from 'Mining Fatigue' which is set to be applied to all Survival mode players indefinitely. This is to prevent griefing onfield. Particles will be removed in 1.8[/center]
[center]- Players from both teams can alternately capture the same point in rapid succession despite being in each others' presence. This will be fixed in an update soon so that a point may only be captured when it is clear of enemy players.[/center]
[center]- A lot can go wrong with the system very quickly if instructions are not followed exactly [/center]
[center]- I neglected to implement a feature that will automatically testfor and remove players from the respawn room / field if they logged off mid-match. This means they can potentially join a different match and unbalance the game and CB system. Until I fix this please insist on players forfeiting to Lobby before logging off. Otherwise the entire system will have to be reset.[/center]
[center]- Missing option for Spectator platform players to turn back to Survival mode for match. Requires manual admin intervention. Recommend disabling Spectator plate below lobby until issue is fixed.[/center]
[center]~* * * *~[/center]
[center]PLANNED FEATURES[/center]
[center]- Fireworks upon match win[/center]
[center]- Out-of-bound player death[/center]
[center]- In-match creative mode check (currently disabled to allow admins to supervise)[/center]
[center]- More destructible environment[/center]
[center]- More game modes[/center]
[center]- More areas[/center]
[center]- Team size limitations [maybe][/center]
[center]- Redstone / CB reworking to reduce lag and size[/center]
[center]- Better capturing indications to improve responses[/center]
[center]~* * * *~[/center]
[center]DOWNLOAD![/center]
[center]http://www.filedropp...m/verticalcrawl[/center]
[center]~* * * *~[/center]
[center]FIRST TIME PLAYER INSTRUCTIONS[/center]
[center]Eager to play? So am I. I look forward to having you enjoy an FPS experience with all the adrenaline and fun of a console shooter. Here's a primer to get you familiarized with the layout before you blindly charge in![/center]
[center]There is also a Spectator option when you go downstairs from where you can view the action on the field up-close. The plates to the left teleport you to the next area, the plates to the right teleport you back.[/center]
[center]If playing a match and wanting to log off, please find a way to kill yourself to spawn back in the respawn room and then step on the 'Lobby - Forfeit' plate. Your scores will be reset and you will be removed from your team and may safely log off. If you do not, the system will prevent you from being sorted into a new team if wishing to play again and you will have to ask an admin to clear all your scores and remove you from your team.[/center]
[center]
[center][/center]
[center]This is Emerald's spawn. All players on Emerald team begin here and have the option of plunging down to the Forest [1] or rushing forward to the Emerald Forward Base [2], or even further to the East Wing [3]. Cocky players might try to claim the West Wing [4] early, but because the Gold team is funneled down through their only open door to the Sky Platform [5], they will also be inclined to secure the West Wing simultaneously.
[/center]
[center]This is Gold's spawn. All players on Gold team begin here and have the option of plunging down to their Gold Forward Base [7], rushing forward to the Hall [6], and are naturally forced to try to capture the Sky Platform or circle back up and open the closed iron doors blocking their way. Additionally, from the spawn, Gold players may take to the mountain top and quietly circle around to the other half of the field. When your team is pinned down on its last point and needs a saving grace, one sneaky ninja may slip around and turn the tide of the battle![/center]
[center]
[/center]
[center]This is the Forest, quiet and blanketed in white. The tall trees make good cover to sneak behind and give you a chance to unleash a surprise attack or evade your pursuer. This point is the very bottom of the field and is the easiest to reach from all other points. As such, it can be difficult to keep.
[/center]
[center]This is the Emerald Forward Base, Emerald team's first line of defense against Gold. Its not far from the spawn and should be a cinch to capture, but is an important funnel up to the rest of the field: if Emerald team gets pinned down here, they'll have little hope of advancing forward and may very well lose. [Currently analyzing map to possibly rebalance.][/center]
[center]
[/center]
[center]This is the East Wing. It directly follows the EFB and is linked in a circle with the West Wing and central platforms leading up to the Sky Platform. It meets the West Wing in a small chamber and could be a great area for intense team fights![/center]
[center]
[/center]
[center]This is the West Wing, directly connected to the East Wing and a route to the Sky Platform. The steps leading up to here are initially closed off to Emerald team so Gold has a small advantage but must race against the clock to capture this point as fast as they can. It is easily accessed from three direction and could prove to be difficult to hold.[/center]
[center]
[/center]
[center]This is the Sky Platform, the penultimate point of conflict that symbolizes the essence of Vertical Crawl. With two scaffolds jutting out on both sides and an open air design that leaves it exposed from all directions, this point is sure to leave both teams hurting when they clash. [Currently being analyzed for rebalancing.][/center]
[center]
[/center]
[center]This is the Hall, one of Gold team's closest points. Situated in a tiny room off to the side of the main stone hall, this point is a late-game changer. In day or night, the scant columns and dual dispensers give opportunity for both teams to meet in a power struggle.[/center]
[center]
[/center]
[center]This is the Gold Forward Base. It is uniquely designed to give certain perks to players on both sides of its space and has the largest capture radius of all the points. Dive in and see for yourself just how much can go wrong...
[center]~* * * *~[/center]
[center]HOSTING INSTRUCTIONS[/center]
[center]
[center]- I've set up a system that allows for remote starting and stopping of the clock and all map functions. Enter the CB room and drop down the ladder at the end of the platform to the ground level. Turn 180 degrees away from the clock and face the CB cart on rails. Turn on the powered rails and push the cart forward (detector rail must be on too to detect change in scores). Now you can wirelessly start or stop the clock from anywhere in the map by giving yourself a score of 1 in the Run objective, which is a dummy. To turn it off just set your score to 0 in Run. To avoid screwing around with multiple scores of Run for different people make sure you only assign it to one person at a time (preferably yourself). If wanting to keep the thing going indefinitely regardless of who is online simply place the redstone block next to the comparator and remove when necessary.[/center]
[center]- All online players have their scores reset at the end of a match to allow the CB's to work as intended. Some objectives will also be removed and re-added as a failsafe to prevent fatal function errors. In case a player leaves mid-match without dying and forfeiting to the lobby to be cleared of scores and team alignment, go to the CB room and check the three CB's to the right. Pop in the player's name in the relevant CB and press the button to wipe them clean and allow them to play again (if you want...)[/center]
[center]- In case of weird functioning like players not being teleported out of the queue area during assigning, it might be necessary to stop the clock and entire network (manually or otherwise). When coming down to the ground level, look at the level of CB's one floor above. There are 2 CB's with buttons on them above the clock: the left one resets ALL players scores, replaces glass in spawn and field, and replaces iron doors in field. The one on the right resets the iron block in the team randomizer so that two players are again required to begin the initial process and start the match. There are a lot of objectives and I'll make a guide to explain them all soon, so until then in case of unresolvable function issues send me an email at [email protected] and I will guide you through fixing all the broken little pieces[/center]
[center]- Some functions I implemented can be buggy and have been disabled on purpose (out-of-bounds testing). Others are disabled to not destroy the map or spam the chat (firetick, mob spawning, mob loot, inventory drop on death, command block output). I have done thorough testing to make sure everything works as intended and generally it does but there are times where stuff just goes bad.[/center]
[center]- The daylight cycle is set to off by default. It can re-enabled with no negative impact. I've implemented a special little function that only works at night, so start a match, set it to night and see it in action [/center]
[center]- The world was generated in amplified so I don't recommend flying much beyond the field to generate new chunks
[center]~* * * *~[/center]
[center]GALLERY[/center]
[center]
[center][/center]
[center][/center]
[center][/center]
[center][/center]
[center][/center]
[center][/center]
[center][/center]
[center][/center]
[center][/center]
[center][/center]
[center]
[center]~* * * *~[/center]
[center]ACKNOWLEDGEMENTS[/center]
[center]I'm really grateful to all the tutorials, wikipages and videos available to compile all this knowledge and make all the work that went into this possible. Dragnoz's videos were really helpful (I used some cool tricks from there and other YouTubers) and skylinerw often had a lot of responses with codes here that I use in the map [/center]
[center]Have fun!