"You wake up, miles underground, with no knowledge of how you got there. A single sign hangs on the wall, it reads: The Room. Escape."
THE MAP:
The Room is a single-player custom underground-themed puzzle/parkour adventure map with a compelling storyline, a high quality environment divided into five separate areas, and a custom music resource pack. The map is of moderate difficulty and should take 2+ hours to complete, perhaps more.
Spawning inside a small room miles underground, you must complete the challenges put before you and find out why you're there, who's behind it, and why.
Instructions on how to download and full credits are included in a ReadMe file.
FEATURES:
- A five part environment consisting of caves, mines, sewers, prisons, labs and more!
- Over 30 books containing a detailed and interesting story
- A number of puzzles including Caesar ciphers, a maze, and various combination locks
- A resource pack containing four ambient music tracks from Freesound.org
The only water I can think of is when you fall down into the ender cave... Not sure how someone could die there. Most of the puzzles are based on either word puzzles or (relatively simple) maths equations. If you are where I think you are, then there should be a code book in a chest.
The only water I can think of is when you fall down into the ender cave... Not sure how someone could die there. Most of the puzzles are based on either word puzzles or (relatively simple) maths equations. If you are where I think you are, then there should be a code book in a chest.
You a new map creator?
Here' a few things to remember when making maps:
1. Gamemodes, location, and items are inherited for singleplayer maps. What you have in your inventory and where you are, that's all what the person playing your map will start with.
2. Spawnpoints are very important. Set a world spawn and a player spawn before distributing the map. This will patch those pesky i-died-and-spawned-in-a-field-of-flowers-and-sheeps bugs for players.
3. Beta test the map with your friends or yourself. This will make you realize those little bugs you never knew were possible.
Rest assured, I've taken all of these things into account, including beta testing the map four times myself and having several other people beta test it after that, which is why I'm a tad confused about what happened to Celireor.
You a new map creator?
Here' a few things to remember when making maps:
1. Gamemodes, location, and items are inherited for singleplayer maps. What you have in your inventory and where you are, that's all what the person playing your map will start with.
2. Spawnpoints are very important. Set a world spawn and a player spawn before distributing the map. This will patch those pesky i-died-and-spawned-in-a-field-of-flowers-and-sheeps bugs for players.
3. Beta test the map with your friends or yourself. This will make you realize those little bugs you never knew were possible.
You don't look like a noob creator though.
you dont need to set player spawn. just delete player.dat.
This is why you always make a backup before testing.
I took every precaution I could, including testing the map 4 times myself, resolving over 100 issues, from trapdoors being left open to puzzles not working properly, and had it tested by a number of beta testers. Unfortunately something slipped through due to a last minute fix testing dealing with a doDaylightCycle command which was also attached to a spawpoint command. I go through testing the map with a different file, but I did do some small work in the original map itself.
But it's sorted now, and only people who died before reaching the first checkpoint would have experienced the issue, so luckily it isn't the end of the world.
I took every precaution I could, including testing the map 4 times myself, resolving over 100 issues, from trapdoors being left open to puzzles not working properly, and had it tested by a number of beta testers. Unfortunately something slipped through due to a last minute fix testing dealing with a doDaylightCycle command which was also attached to a spawpoint command. I go through testing the map with a different file, but I did do some small work in the original map itself.
But it's sorted now, and only people who died before reaching the first checkpoint would have experienced the issue, so luckily it isn't the end of the world.
We're dead. We survived but we're dead.
Lol, got the same bug. Respawned in a room full of illigers.
Lol, got the same bug. Respawned in a room full of illigers.
So what exactly happened? I updated the map with a new download (which is the default one when you download on curse) so if you're in the new version then dying before reaching the first checkpoint (which should be just after falling down into the cavern with the endermen) then you should respawn back at the start.
Where exactly where you in the map, how far in? etc.
So what exactly happened? I updated the map with a new download (which is the default one when you download on curse) so if you're in the new version then dying before reaching the first checkpoint (which should be just after falling down into the cavern with the endermen) then you should respawn back at the start.
Where exactly where you in the map, how far in? etc.
It's fine now. However I have a problem with the second stage(where you fall into water). The exit is upstairs correct? And with the blindness effect it was impossible to find. Even worse was the fact that there was a lava pool you can throw your pearls at. After 10 min of going around trying to find the exit I cheated and cleared my blindness. This part was unnecessarily hard, and almost impossible. Next one was when you somehow get to the platform and cleared your blindness effect the way was so dark I had to put on night vision to find it. You're trying to guide the player to your different stages, you don't need to make the path hard. Lights would be greatly appreciated.
EDIT:
The mine stage, pls indicate what you need to do and how many levers there are.
Got to the place where you push a button for the parkour. Timing of the pistons was terrible. I couldn't even reach the first platform whatever I do, run from the button, turn and jump, etc. I know this is probably doable but again, unnecessarily hard.
Okay I give up. Not knowing what to do in a stage is the worst thing that could happen. Triple levers, are you serious? Without even telling the player? If I put you into a room and don't give you instructions, you'll most probably die there standing. The map is great but not enough beta testing. A game should be enjoyable, not annoying. A challenge, not an obstacle. Re asses the whole map coz it's got potential.
It's fine now. However I have a problem with the second stage(where you fall into water). The exit is upstairs correct? And with the blindness effect it was impossible to find. Even worse was the fact that there was a lava pool you can throw your pearls at. After 10 min of going around trying to find the exit I cheated and cleared my blindness. This part was unnecessarily hard, and almost impossible. Next one was when you somehow get to the platform and cleared your blindness effect the way was so dark I had to put on night vision to find it. You're trying to guide the player to your different stages, you don't need to make the path hard. Lights would be greatly appreciated.
EDIT:
The mine stage, pls indicate what you need to do and how many levers there are.
Got to the place where you push a button for the parkour. Timing of the pistons was terrible. I couldn't even reach the first platform whatever I do, run from the button, turn and jump, etc. I know this is probably doable but again, unnecessarily hard.
Okay I give up. Not knowing what to do in a stage is the worst thing that could happen. Triple levers, are you serious? Without even telling the player? If I put you into a room and don't give you instructions, you'll most probably die there standing. The map is great but not enough beta testing. A game should be enjoyable, not annoying. A challenge, not an obstacle. Re asses the whole map coz it's got potential.
Interesting, I never had any major issues myself, nor did my beta testers (although one of them did say it took seven hours to complete) and any issues that were brought up have been fixed, but nevertheless I am going to make a few changes, for instance adding a sign telling the player how many levers they need to find in the mines is something I was going to do.
I'm a bit confused at the triple levers part, where exactly are you? I'm thinking its just after escaping the mines and heading towards the surface.
Interesting, I never had any major issues myself, nor did my beta testers (although one of them did say it took seven hours to complete) and any issues that were brought up have been fixed, but nevertheless I am going to make a few changes, for instance adding a sign telling the player how many levers they need to find in the mines is something I was going to do.
I'm a bit confused at the triple levers part, where exactly are you? I'm thinking its just after escaping the mines and heading towards the surface.
I was at the 20 lever puzzle where you have to find 3 different levers to solve the 20 lever puzzle. Had to go to spectator several times coz A) I didn't know you needed to find 3 levers and 3 codes and I had trouble finding levers that were hidden with special buttons or ways. Tip: If a button or lever is connected to a piston or entrance not readily seen put a command block hinting that something moved a bit further away from the player. This gives the player reason to explore the map and hopefully progress.
EDIT: The one where you are at the outside, the first one was okay but please fix it. You can go out and go where ever you want. Thus breaking the game. Then, the second one where it tells you there's a nearby facility. I couldn't find a "path" to it. Please make the way clearer for the player.
I was at the 20 lever puzzle where you have to find 3 different levers to solve the 20 lever puzzle. Had to go to spectator several times coz A) I didn't know you needed to find 3 levers and 3 codes and I had trouble finding levers that were hidden with special buttons or ways. Tip: If a button or lever is connected to a piston or entrance not readily seen put a command block hinting that something moved a bit further away from the player. This gives the player reason to explore the map and hopefully progress.
EDIT: The one where you are at the outside, the first one was okay but please fix it. You can go out and go where ever you want. Thus breaking the game. Then, the second one where it tells you there's a nearby facility. I couldn't find a "path" to it. Please make the way clearer for the player.
Okay, I get what you're saying. There is no facility in the second flashback, only a note alluding to it in order to progress the story. If there was then yes, I would have made it clearer. There is a button up in the attic to take you back into the 'real world'.
I've also seen the area in the first flashback in which the player can escape, I'll fix that for the next release, which should be pretty soon.
Hello there I made a video about your map, I hope you enjoy it.
Top notch quality video mate, thoroughly entertaining! Although when you say you might be getting near the end of the map... that's less than half way through the first of five areas. It's a BIG map!
"You wake up, miles underground, with no knowledge of how you got there. A single sign hangs on the wall, it reads: The Room. Escape."
The Room is a single-player custom underground-themed puzzle/parkour adventure map with a compelling storyline, a high quality environment divided into five separate areas, and a custom music resource pack. The map is of moderate difficulty and should take 2+ hours to complete, perhaps more.
Spawning inside a small room miles underground, you must complete the challenges put before you and find out why you're there, who's behind it, and why.
Instructions on how to download and full credits are included in a ReadMe file.
Map creator:
Morgan Clasper
Menu music and trailer creator:
Morgan Clasper
Ambient music:
Freesound.org
Beta testers:
Flaxcon4397
xbeast51
therealstuewan
Pomidor27
Creator of The Room: Link Removed
will lp this
edit: died in water pit and respawned in a completely different area, turned on the row of levers and ave no idea what to do
The only water I can think of is when you fall down into the ender cave... Not sure how someone could die there. Most of the puzzles are based on either word puzzles or (relatively simple) maths equations. If you are where I think you are, then there should be a code book in a chest.
Creator of The Room: Link Removed
You a new map creator?
Here' a few things to remember when making maps:
1. Gamemodes, location, and items are inherited for singleplayer maps. What you have in your inventory and where you are, that's all what the person playing your map will start with.
2. Spawnpoints are very important. Set a world spawn and a player spawn before distributing the map. This will patch those pesky i-died-and-spawned-in-a-field-of-flowers-and-sheeps bugs for players.
3. Beta test the map with your friends or yourself. This will make you realize those little bugs you never knew were possible.
You don't look like a noob creator though.
--------------
Rest assured, I've taken all of these things into account, including beta testing the map four times myself and having several other people beta test it after that, which is why I'm a tad confused about what happened to Celireor.
Creator of The Room: Link Removed
this one?
just so you know, there aren't anything in the boxes.
you dont need to set player spawn. just delete player.dat.
I didn't even spawn in the area.
EDIT: Should add the co-ords for the spawn. Just as a quick fix.
I think I've got the issue - I forgot to set spawn properly after testing. I've added a note to the post and will update the map as soon as possible.
Edit: Everything should be fixed now.
Creator of The Room: Link Removed
This is why you always make a backup before testing.
I took every precaution I could, including testing the map 4 times myself, resolving over 100 issues, from trapdoors being left open to puzzles not working properly, and had it tested by a number of beta testers. Unfortunately something slipped through due to a last minute fix testing dealing with a doDaylightCycle command which was also attached to a spawpoint command. I go through testing the map with a different file, but I did do some small work in the original map itself.
But it's sorted now, and only people who died before reaching the first checkpoint would have experienced the issue, so luckily it isn't the end of the world.
Creator of The Room: Link Removed
We're dead. We survived but we're dead.
Lol, got the same bug. Respawned in a room full of illigers.
--------------
So what exactly happened? I updated the map with a new download (which is the default one when you download on curse) so if you're in the new version then dying before reaching the first checkpoint (which should be just after falling down into the cavern with the endermen) then you should respawn back at the start.
Where exactly where you in the map, how far in? etc.
Creator of The Room: Link Removed
It's fine now. However I have a problem with the second stage(where you fall into water). The exit is upstairs correct? And with the blindness effect it was impossible to find. Even worse was the fact that there was a lava pool you can throw your pearls at. After 10 min of going around trying to find the exit I cheated and cleared my blindness. This part was unnecessarily hard, and almost impossible. Next one was when you somehow get to the platform and cleared your blindness effect the way was so dark I had to put on night vision to find it. You're trying to guide the player to your different stages, you don't need to make the path hard. Lights would be greatly appreciated.
EDIT:
The mine stage, pls indicate what you need to do and how many levers there are.
Got to the place where you push a button for the parkour. Timing of the pistons was terrible. I couldn't even reach the first platform whatever I do, run from the button, turn and jump, etc. I know this is probably doable but again, unnecessarily hard.
Okay I give up. Not knowing what to do in a stage is the worst thing that could happen. Triple levers, are you serious? Without even telling the player? If I put you into a room and don't give you instructions, you'll most probably die there standing. The map is great but not enough beta testing. A game should be enjoyable, not annoying. A challenge, not an obstacle. Re asses the whole map coz it's got potential.
--------------
Interesting, I never had any major issues myself, nor did my beta testers (although one of them did say it took seven hours to complete) and any issues that were brought up have been fixed, but nevertheless I am going to make a few changes, for instance adding a sign telling the player how many levers they need to find in the mines is something I was going to do.
I'm a bit confused at the triple levers part, where exactly are you? I'm thinking its just after escaping the mines and heading towards the surface.
Creator of The Room: Link Removed
I was at the 20 lever puzzle where you have to find 3 different levers to solve the 20 lever puzzle. Had to go to spectator several times coz A) I didn't know you needed to find 3 levers and 3 codes and I had trouble finding levers that were hidden with special buttons or ways. Tip: If a button or lever is connected to a piston or entrance not readily seen put a command block hinting that something moved a bit further away from the player. This gives the player reason to explore the map and hopefully progress.
EDIT: The one where you are at the outside, the first one was okay but please fix it. You can go out and go where ever you want. Thus breaking the game. Then, the second one where it tells you there's a nearby facility. I couldn't find a "path" to it. Please make the way clearer for the player.
--------------
Okay, I get what you're saying. There is no facility in the second flashback, only a note alluding to it in order to progress the story. If there was then yes, I would have made it clearer. There is a button up in the attic to take you back into the 'real world'.
I've also seen the area in the first flashback in which the player can escape, I'll fix that for the next release, which should be pretty soon.
Edit: the new version is up now.
Creator of The Room: Link Removed
Top notch quality video mate, thoroughly entertaining! Although when you say you might be getting near the end of the map... that's less than half way through the first of five areas. It's a BIG map!
Creator of The Room: Link Removed
Thank you all for 200 downloads! I've added some walkthroughs to help anyone who gets stuck.
Creator of The Room: Link Removed
Wow, this looks incredible! Will definitely be downloading.
Thanks, glad you like it!
Creator of The Room: Link Removed