You could also make a system that resets after a brief period of time, allowing the player to respawn safely after X seconds have passed.
For example lets say you have an adventure map for 4 players. The group gets 4 free lives, after that players have to continuously die for 1 minute before it removes a block and allows them to respawn on safe ground.
This entire map would have been impossible to even concieve had it not been for Hex's invention of the death elevator. Definitely a revolutionary concept for puzzle maps and beyond.
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Check out Kill Yourself, the minecraft puzzle map where you die to move on!
I came up with this idea for interdimensional circuitry, by using AFK players to send data back and forth through portals.
I'm wondering if there's some way of combining that with the death elevator. But the player would need to click the respawn button I assume, there's no way of getting around that? Even so it might be useful.
A semi-automatic system that requires players to occasionally click to respawn might also be the only way of making a 3 universe communication system that allows you to transmit data between Earth, Nether, and End. You could keep players alive when sending data between the earth and nether, and for one way transmission to the end. But to receive signals back from the end you'd kill them and send them into your death elevator, ready to be sorted back into the system once they respawn.
Wow... There really is no limit to what can be done in Minecraft. It's all just a matter of how. Great ideas, if i ever need help making something work i know who to ask now lol.
I'm wondering if there's some way of combining that with the death elevator. But the player would need to click the respawn button I assume, there's no way of getting around that? Even so it might be useful.
They'd have to click it, but if you really want to be awesome, you could easily set up a client side automation on your AFK player that would click it automatically. Wouldn't even have to detect if the player is dead, simply have a mouse event once every, oh, five seconds to click the screen. If there's no button, they punch (either air or a solid block, which wouldn't destroy it). If there is, they respawn.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
They'd have to click it, but if you really want to be awesome, you could easily set up a client side automation on your AFK player that would click it automatically. Wouldn't even have to detect if the player is dead, simply have a mouse event once every, oh, five seconds to click the screen. If there's no button, they punch (either air or a solid block, which wouldn't destroy it). If there is, they respawn.
Hm, so using client side automation you could definitely create a fully automatic communication system across all three universes.
That's kind of amazing if you think about it. You could be in the nether and have a sensor inform you that someone is intruding in your base in the End, then press a button to set off a trap there.
Hm, so using client side automation you could definitely create a fully automatic communication system across all three universes.
That's kind of amazing if you think about it. You could be in the nether and have a sensor inform you that someone is intruding in your base in the End, then press a button to set off a trap there.
Yup. If you don't mind having a host of alt-accounts taking up space on the server.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Yup. If you don't mind having a host of alt-accounts taking up space on the server.
You could probably do it with just one person. It'd just be much slower.
I think you could make some elaborate piston contraption to push the player between portals in the nether, so they can be sent to any portal in any dimension, and also out of the death elevator once they respawn there. But it would be slower since signals would travel no faster than the time it takes pistons to push a person around.
The death elevator might be more important for a one person system, since killing them would be much faster than waiting for them to make a return trip.
Wow, this is seriously a good idea for challenge maps. You are, really, a genius for discovering this! Keep up the experiments and keep us posted. :smile.gif:
So i'm near of finishing my map, but i have still some bug on my map. I have begin a math work in order to calculate the best configuration for the horizontal death elevator.
Given that it chooses new locations at random there's no way to insure that the player will spawn EXACTLY where you want them to. Even if you make it a big area, there's no guarantee that Minecraft will locate it.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Given that it chooses new locations at random there's no way to insure that the player will spawn EXACTLY where you want them to. Even if you make it a big area, there's no guarantee that Minecraft will locate it.
What if you had a custom world that had all terrain below y 64? Then you could raise one block to the right spawn height at a time, so it's the only one high enough on the entire map. Would that work?
That's my system, an entire world at 63, but you can't limit the world , so if the game don't find at random quickly your potential spawn point, it will go away until he find an empty chunk, generate a new landscape, and find a new spawn point.
Maybe to help the game find the correct spawn instead of having a single square it can be a huge area. For example, to start Level A you could appear anywhere in spawn zone A, which would be a 100x100 room with a piston floor. When you want people to spawn there the entire floor raises up at once. Would that help?
What if you made a map where the levels could be played in any order? That way you wouldn't need to worry about which spawn zone the player arrives at next. All you'd have to do is disable the spawn point for the level they last played so they can't return there.
Of course, figuring out how to reliably teleport back and forth horizontally would be pretty nice, but that's probably a lot easier.
As for size, 9x9 is the smallest area that cannot be jumped over by the algorithm (as it picks a new spot that is up to 8 blocks in both directions from the currently checked location).
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
A solution will be to create path between the different zone who will open when you "finish" the part of the map connected to your actual spawn zone, but it makes the horizontal elevator less interesting.
A the end we can consider the opposite, you have access to a lot of zone, and more you progress, and more you can access to new zones... but in this case the randomness will make the player a little mad.
What if you used nether portals and an automatic portal shover in the design to simulate a horizontal teleporter effect?
In that map the player's spawn point wouldn't change. Instead they'd spawn above a pressure plate that would push them into a one-way portal to the nether. The portal in the nether would then eject them and push them in another portal to return to Earth. But that return portal would never lead to their respawn point portals.
Instead each area on Earth would have its own nether portal, all of which are more preferred return destinations for the nether portal. You could turn them on and off to determine which one the nether portal sends you to. At the end of that level you'd press a button to turn off the portal leading to your current area.
Since you just turned off the portal for your current area you can't return to the nether that way. Instead you'd kill yourself, arrive at your respawn portal, get sent to the same portal in the nether as before, except this time you'd arrive in the next level because that would be the most preferred active portal on Earth.
Here's how you could make a reliable death portal system:
X = Spawn point & spawn point portal.
Numbers represent portals. You could have any number of portal rooms, but I'm only demonstrating 5 here. All earth portals are close enough to link to the same nether portal. Portal 1 is created first, so it generates the nether portal.
Top down view of the map, with portal rooms arranged in a straight line.
X 5 4 3 2 1
Upon death the player appears at X and gets sent to the nether. The nether portal sends them to portal 1.
If portal 1 is disabled the nether portal will send them to whichever activated earth portal is closest to portal 1. So to beat level 1 you'd have to disable portal 1. Then you'd kill yourself, appear at portal X, go through the nether and get sent to portal 2. After disabling portal 2 you'd kill yourself again and appear at portal 3 next. After turning off portal 3 you'd kill yourself and be sent to portal 4. Etc.
The portals don't have to be built in a straight line, but that definitely makes it easier to keep track of which is closest to portal 1. If you're willing to do some measuring while you build you can build portals all over the place and at different altitudes.
You could also travel out of order or return to old destinations by using automatic portal extinguishing/relighting systems. For example if you want to go to portal 3, just make sure than portal 3 is on and portal 1 and 2 are both off.
Unfortunately the Nether portal system could not be used for the map i'm working on. I need to do test in order to master the Nether portal as the Death Elevator. And the Nether portal will not looks great with the look of my map even if i have used a lot of obsidian.
You can use a portal ejector to quickly push people out of the portal. You can make them drop down from the ceiling. They won't even see the portal frame. After dying they'd just see two swirls of purple, then they'd land in the next level.
I know that i can disable Nether portal with TNT, but is there any others possibilities for automatic extinguishing/relighting systems except by using Ghast Fireball. If it's possible, it will allow me to create a wonderful new map!
You can disable nether portals by letting water flow into the frame. So it's easy to turn them off with a piston floodgate that briefly unleashes water.
You use lava and crafting tables to automatically relight them. The crafting table will spawn fires in adjacent spaces since it behaves like a flammable block. When fire appears in the portal frame it turns it back on. But crafting tables aren't consumed by fire so it can be reused endlessly without supplying new tables.
I didn't come up with that system, but you can see how I used it in this thread:
The two swirls of purple will have loading time, so it takes a little time :wink.gif: but not much comparing to the respawn after death.
But i have read the minecraft wiki page on Nether Portal and it gives me a lot of idea, for a Nether Portal Map including you dimension travelling system.
And if i become better at redstone computing, it could involved a redstone system based on the interdimensionnal system.
I will finish the Beta of my map with an only Death Elevator logic, after that i will begin a prototype of Nether Portal Travelling System. You gives me a lot of work! :smile.gif:
You mean EVERY POST! :biggrin.gif:
Thanks :tongue.gif:
Try building a portal conduit, just to see how fast the system works. It really is amazingly fast. You barely have time to react. When I was riding it, and the pistons were set to react at the fastest speed, I would often get sent back to the other dimension before I could get out. Then the piston conveyor belt moves you and you can't do anything until it ends. It might even be possible to create a system that a player couldn't escape from.
For now with MCEdit i have find a way to create an invisible Nether portal (we just see the particle!)
Do tell.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I like where you're going with this
This entire map would have been impossible to even concieve had it not been for Hex's invention of the death elevator. Definitely a revolutionary concept for puzzle maps and beyond.
I'm wondering if there's some way of combining that with the death elevator. But the player would need to click the respawn button I assume, there's no way of getting around that? Even so it might be useful.
A semi-automatic system that requires players to occasionally click to respawn might also be the only way of making a 3 universe communication system that allows you to transmit data between Earth, Nether, and End. You could keep players alive when sending data between the earth and nether, and for one way transmission to the end. But to receive signals back from the end you'd kill them and send them into your death elevator, ready to be sorted back into the system once they respawn.
They'd have to click it, but if you really want to be awesome, you could easily set up a client side automation on your AFK player that would click it automatically. Wouldn't even have to detect if the player is dead, simply have a mouse event once every, oh, five seconds to click the screen. If there's no button, they punch (either air or a solid block, which wouldn't destroy it). If there is, they respawn.
Hm, so using client side automation you could definitely create a fully automatic communication system across all three universes.
That's kind of amazing if you think about it. You could be in the nether and have a sensor inform you that someone is intruding in your base in the End, then press a button to set off a trap there.
Yup. If you don't mind having a host of alt-accounts taking up space on the server.
You could probably do it with just one person. It'd just be much slower.
I think you could make some elaborate piston contraption to push the player between portals in the nether, so they can be sent to any portal in any dimension, and also out of the death elevator once they respawn there. But it would be slower since signals would travel no faster than the time it takes pistons to push a person around.
The death elevator might be more important for a one person system, since killing them would be much faster than waiting for them to make a return trip.
Given that it chooses new locations at random there's no way to insure that the player will spawn EXACTLY where you want them to. Even if you make it a big area, there's no guarantee that Minecraft will locate it.
What if you had a custom world that had all terrain below y 64? Then you could raise one block to the right spawn height at a time, so it's the only one high enough on the entire map. Would that work?
Maybe to help the game find the correct spawn instead of having a single square it can be a huge area. For example, to start Level A you could appear anywhere in spawn zone A, which would be a 100x100 room with a piston floor. When you want people to spawn there the entire floor raises up at once. Would that help?
Of course, figuring out how to reliably teleport back and forth horizontally would be pretty nice, but that's probably a lot easier.
What if you used nether portals and an automatic portal shover in the design to simulate a horizontal teleporter effect?
In that map the player's spawn point wouldn't change. Instead they'd spawn above a pressure plate that would push them into a one-way portal to the nether. The portal in the nether would then eject them and push them in another portal to return to Earth. But that return portal would never lead to their respawn point portals.
Instead each area on Earth would have its own nether portal, all of which are more preferred return destinations for the nether portal. You could turn them on and off to determine which one the nether portal sends you to. At the end of that level you'd press a button to turn off the portal leading to your current area.
Since you just turned off the portal for your current area you can't return to the nether that way. Instead you'd kill yourself, arrive at your respawn portal, get sent to the same portal in the nether as before, except this time you'd arrive in the next level because that would be the most preferred active portal on Earth.
X = Spawn point & spawn point portal.
Numbers represent portals. You could have any number of portal rooms, but I'm only demonstrating 5 here. All earth portals are close enough to link to the same nether portal. Portal 1 is created first, so it generates the nether portal.
Top down view of the map, with portal rooms arranged in a straight line.
X 5 4 3 2 1
Upon death the player appears at X and gets sent to the nether. The nether portal sends them to portal 1.
If portal 1 is disabled the nether portal will send them to whichever activated earth portal is closest to portal 1. So to beat level 1 you'd have to disable portal 1. Then you'd kill yourself, appear at portal X, go through the nether and get sent to portal 2. After disabling portal 2 you'd kill yourself again and appear at portal 3 next. After turning off portal 3 you'd kill yourself and be sent to portal 4. Etc.
The portals don't have to be built in a straight line, but that definitely makes it easier to keep track of which is closest to portal 1. If you're willing to do some measuring while you build you can build portals all over the place and at different altitudes.
You could also travel out of order or return to old destinations by using automatic portal extinguishing/relighting systems. For example if you want to go to portal 3, just make sure than portal 3 is on and portal 1 and 2 are both off.
You can use a portal ejector to quickly push people out of the portal. You can make them drop down from the ceiling. They won't even see the portal frame. After dying they'd just see two swirls of purple, then they'd land in the next level.
You can disable nether portals by letting water flow into the frame. So it's easy to turn them off with a piston floodgate that briefly unleashes water.
You use lava and crafting tables to automatically relight them. The crafting table will spawn fires in adjacent spaces since it behaves like a flammable block. When fire appears in the portal frame it turns it back on. But crafting tables aren't consumed by fire so it can be reused endlessly without supplying new tables.
I didn't come up with that system, but you can see how I used it in this thread:
http://www.minecraftforum.net/topic/731714-100-unbreakable-portal-vault
Thanks :tongue.gif:
Try building a portal conduit, just to see how fast the system works. It really is amazingly fast. You barely have time to react. When I was riding it, and the pistons were set to react at the fastest speed, I would often get sent back to the other dimension before I could get out. Then the piston conveyor belt moves you and you can't do anything until it ends. It might even be possible to create a system that a player couldn't escape from.
Do tell.