I'm working on a map, and I mean, I would like to keep it "somewhat" secret as to what it is. I need some help with a few things though, especially in terms of balance between armor, mob spawners, tools/weapons, and general resources. The BASE of the map is a series of caves, that would be a terrible idea to dig through because they are silverfish stone blocks.
Here's some of my general game rules that I will have though. Keep inventory is on. This is intentional, since some things are pretty hard and they can be challenging to deal with (Should I change it so that it's a setting, like if a player wants an easier difficulty?). I mean, everything else is kinda honor.
So I have it set up where I think the chests are spread far enough apart. They usually consist of a few items, and nothing over iron. At least, not until the end when I intend to make things more challenging. Is it better to have too many resources? I want the map to be as playable as possible, so it can handle 1-4 players without any conflicts with "too many items" or whatnot.
I'm also not very good with command blocks or making custom spawners. I've been using command block generators to generate items and place spawners, but its very tedious with both. I also don't see one that will change the color or enlarge the text of an item when you hover over it with your cursor. I think this would give the items a more professional look in my opinion, so how can I find a way to do this? I want this to be as vanilla friendly as possible.
Is there also a way to make placing spawners quicker? Can I just do /give @p spawner x and then be able to place them? I've tried that before and it hasn't worked out too well :/
Last problem that needs to be fixed, at least for now. I don't know how many of you have played ragecraft 2, but it has the teleporters that only unlock when you find the one that relates in the map. How do I go about doing this? I just have it set up right now where you can teleport anywhere in the map without unlocking it first, essentially allowing you to skip to the last stage.
General suggestions to keep the map diverse and make it stand out are welcome.
I have the teleport system figured out I think; I'm using scoreboards, and when they step on the pressure plate it sets their scoreboard to a certain value and then the teleport is unlocked.
And what do you mean by power it with redstone? I've been doing setblock and its annoying going back and sifting through the command to change the coordinates, and then press a button and poof. I was thinking like a wand or something fancy like that