This adventure map is inspired by many of the maps before that focused on 'Odd one out or belonging'. I thought I'd give it a go since I'm a fan of those maps but give them a twist. I got the idea in my head so I went with it sort of reasoning really.
This map focuses on 'Difference' questions mostly, but the odd 'Similarity' question is thrown in (with sign answers instead of no clue what they have relation to) to mix things up and even a single navigation room with wrong answers giving potion effect to navigate the room to the exit. While ending the map on 2 observation based quiz rooms. I really wanted to make the 'twist' effect not just part of the 'formation' of the map but also appear in some of the rooms to make things interesting at times.
(Even if the name or point of the map originally they were 'Similarities', until I made a few of those questions and noticed how easy they can be sometimes when {even if I shouldn't have been placing sign answers to suit these, but oh well}). There is 2 quiz rooms at the end of the map to see if you were observant on minor details like an odd button, can I build the map symmetrically, or the formation of the map (the formation twist being the major component of the map more than the 'Similiarity' part that made the idea come to me to make the map). The formation part is the formation of the map. Each room's exit is important to keep track of. For example, I can beat Room 1, but I need to write down in a book the exit doors to know the 'formation the map is' to answer a question for it at the end in one of the quiz rooms.
Yes there is a room with answers to the formation and quiz questions but a secret teleport is hidden in one of the wrong answers of a room for you to get access to those answers if you get stuck, luckily due to the nature of the map. Only rooms without a 'drop or downward exit' makes it easier to tell if the wrong answers that can lead to the teleport narrows down which ones to select.
Most wrong answers will easier give you a negative effect or /kill the player, the correct answers give the player a pressure plate that you place on a recommended wool colour. Stone = Light Grey wool, Wooden (Oak/Spruce) on Brown wool, Iron Heavy plates on White wool and Gold Light plates on Yellow wool. Obviously since I'm a noob at commands and other details, tagging or adventure mode isn't going to happen here.
So it's recommended to play in survival, also I took to this and made some answers to questions possible so you can place blocks to test the 'strength' of the answers. Like placing blocks on certain surfaces in one question, or checking the blocks specific details in another. But only 2 rooms do this from what I recall.
Otherwise if this idea interests you give it a go, if not then that's fine too.
Rules:
-Don't break blocks while in survival (survival is the recommend gamemode as I am no good at tagging blocks, so don't use adventure mode in the map), and just put the required wool colour in front of the doors to show what pressure plate/redstone dust/lever/button each is required to go on. Don't be silly and put the levers/buttons on any block to open doors please.
-You are allowed to "setworldspawn" or "set time night" commands if you want. If bed sleeping or checkpointing with setting world spawn suits you.
-If any questions in the map are vague or awkward, let me know and I'll change it, I am releasing my first beta of the map for testing of course.
Let me know what you think below 'once you have finished the map' (yes I know one of the 'extra' rooms questions has no answer buttons XD)
Images:
1.Room 1 - To show you the room/you can enter the room to answer/press the button, 'hints' are the approaches (difference/similiarity/quiz questions)
2.Room 3 - To show the rooms vary in design.
3.Room 13 - A 'navigate the room with potion effects/wrong answers, and use the right answer to open the door at the end of the room' approach to 'mix things up'.
4.Room 14 - Quiz room 1 of 2, these are for testing your 'observation' skills about the map's smaller details like a 'different' button in room 7 was?' or 'can the map maker build symmetrically?' small details like that.
This adventure map is inspired by many of the maps before that focused on 'Odd one out or belonging'. I thought I'd give it a go since I'm a fan of those maps but give them a twist. I got the idea in my head so I went with it sort of reasoning really.
This map focuses on 'Difference' questions mostly, but the odd 'Similarity' question is thrown in (with sign answers instead of no clue what they have relation to) to mix things up and even a single navigation room with wrong answers giving potion effect to navigate the room to the exit. While ending the map on 2 observation based quiz rooms. I really wanted to make the 'twist' effect not just part of the 'formation' of the map but also appear in some of the rooms to make things interesting at times.
(Even if the name or point of the map originally they were 'Similarities', until I made a few of those questions and noticed how easy they can be sometimes when {even if I shouldn't have been placing sign answers to suit these, but oh well}). There is 2 quiz rooms at the end of the map to see if you were observant on minor details like an odd button, can I build the map symmetrically, or the formation of the map (the formation twist being the major component of the map more than the 'Similiarity' part that made the idea come to me to make the map). The formation part is the formation of the map. Each room's exit is important to keep track of. For example, I can beat Room 1, but I need to write down in a book the exit doors to know the 'formation the map is' to answer a question for it at the end in one of the quiz rooms.
Yes there is a room with answers to the formation and quiz questions but a secret teleport is hidden in one of the wrong answers of a room for you to get access to those answers if you get stuck, luckily due to the nature of the map. Only rooms without a 'drop or downward exit' makes it easier to tell if the wrong answers that can lead to the teleport narrows down which ones to select.
Most wrong answers will easier give you a negative effect or /kill the player, the correct answers give the player a pressure plate that you place on a recommended wool colour. Stone = Light Grey wool, Wooden (Oak/Spruce) on Brown wool, Iron Heavy plates on White wool and Gold Light plates on Yellow wool. Obviously since I'm a noob at commands and other details, tagging or adventure mode isn't going to happen here.
So it's recommended to play in survival, also I took to this and made some answers to questions possible so you can place blocks to test the 'strength' of the answers. Like placing blocks on certain surfaces in one question, or checking the blocks specific details in another. But only 2 rooms do this from what I recall.
Otherwise if this idea interests you give it a go, if not then that's fine too.
Rules:
-Don't break blocks while in survival (survival is the recommend gamemode as I am no good at tagging blocks, so don't use adventure mode in the map), and just put the required wool colour in front of the doors to show what pressure plate/redstone dust/lever/button each is required to go on. Don't be silly and put the levers/buttons on any block to open doors please.
-You are allowed to "setworldspawn" or "set time night" commands if you want. If bed sleeping or checkpointing with setting world spawn suits you.
-If any questions in the map are vague or awkward, let me know and I'll change it, I am releasing my first beta of the map for testing of course.
Map Link:
https://minecraft.curseforge.com/projects/similiarities-formations
Let me know what you think below 'once you have finished the map' (yes I know one of the 'extra' rooms questions has no answer buttons XD)
Images:
1.Room 1 - To show you the room/you can enter the room to answer/press the button, 'hints' are the approaches (difference/similiarity/quiz questions)
2.Room 3 - To show the rooms vary in design.
3.Room 13 - A 'navigate the room with potion effects/wrong answers, and use the right answer to open the door at the end of the room' approach to 'mix things up'.
4.Room 14 - Quiz room 1 of 2, these are for testing your 'observation' skills about the map's smaller details like a 'different' button in room 7 was?' or 'can the map maker build symmetrically?' small details like that.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
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