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    posted a message on an actual discussion

    Huh. I've only ever built one map, but I've watched a lot of LPs of different maps, so I know a little bit about them.


    1. In your Mind, what makes a map good?

    Allowing the Player to have Choices, and making Points of No Return clear. As someone who likes to explore and look for goodies, I don't like passing "a point of no return" without realizing it and losing a collectible forever. If an objective is surrounded in TnT, it's clear that one mess up and you lose. Obscuring the TnT or otherwise hiding it, and still allowing the player only one chance, isn't as fair. There's making a map hard for the sake of challenge and a greater sense of accomplishment, and then there's making it hard for the sake of frustrating/defeating the player.


    2.What are some techniques you use to improve your map(s)?

    Beta-Testing! When I finished my first map, I had my brother run through it to see if there was anything that I missed. I ran though it another time or two myself, and then I was confident enough to publish it. (and there was still a bug or two.) But having outside people test your map and give feedback is a great way to improve it.


    There's also the famous saying by Stephen King "If you don't have the time to Read, you don't have the time and the tools to Write", and that holds true for Video Games. Playing through levels and observing how they present challenges to the player and give the player the tools to complete it can improve one's own mapmaking ability. (I highly recommend watching Vechs' Half-Life playthrough; he talks a lot about video game design in this.)


    3. Do you prefer makings maps solo or with help?

    I don't know: I've never made a map with help! I'd love to try it, though. I think collaborating on the map sections and theme would be hard (everyone thinks differently, after all) but it would make the work go a lot quicker. (Especially if said person(s) have MCEdit, which I don't have.)

    Posted in: Maps Discussion
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    posted a message on A Night At Davion Keep
    You find yourself wandering an old gravel road at night, in a thunderstorm of all things! It's late, you're cold, and all you want is a little shelter and heat. You crest a hill and see ahead of you the old, dangerous fortress, rumored to belong to one of the greatest Map-Makers of all time...


    Welcome to Davion Keep.

    A Night at Davion Keep isn't the typical Adventure Map. Instead, it's a Fanart/Homage to the works of one Vechs, LPer and creator of the Super Hostile Map series. Your "goal" in this map is to find the five Vexian artifacts and escape, but you're more than welcome to just wander around and look at all the pretty things, maybe take a spin on the race track, or face off against powerful monsters in the boss arena...


    Any number of people can run around in this map, but I recommend the usual 1-4 players. It's not meant to be challenging, hard, or scary (okay, maybe that last one) It's a fan design that got a little... carried away. I ran the place through with my bug zapper, but there may still be a pesky one or two floating around. Let me know if you find any; my zapper's still got some juice in it.


    Here's the download for the map. Enjoy!



    Widget not loading? Then go straight There!

    Posted in: Maps
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    posted a message on Need some testers for a Fanart Map

    Updated the file! The new version now has:


    -NBT tags for the Artifacts

    -Trophies in the Trophy room

    -Lots of new pretty little things

    -25% more dramatic Exit!

    -More Shinies

    -Operable gamemodes.


    You can find it in the link provided above. You'll want the Davion Keep 2 file. Still in Beta!

    Posted in: WIP Maps
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    posted a message on Need some testers for a Fanart Map

    Hi Everyone! I'm TinkerTech, and I've made a fanart map for Vechs, the maker of the Super Hostile Series. I've been working on this project for a month, and it's in the final stages. Unfortunately, I don't think some of the gamerules are updating correctly, and I want to make sure that this map works across a variety of computers. So I need a few people to test my map and make sure everything works properly.


    What am I looking for?

    -Are the gamerules (mob griefing, keep inventory, day light cycle, ect...) working properly? (Here are the relevant ones)

    -Mobgriefing:false

    -Mobspawning:false

    -DaylightCycle:false

    -keepInventory:true

    -defaultgamemode:survival (or adventure, if I can figure out the proper tags to allow chests to be opened)

    -Are all the "artifacts" intuitive and easy to identify/find?

    -Is the map itself intuitive, balanced and fun?

    -Are the redstone components working as they should?

    -Is it obvious that this map is based on the maker of the Super Hostile series?


    Here is the Map and it's information. Go ahead and play through it, then reply with your feedback, bugs, and any other changes you think I should make to balance the map more or fix errors. (also, if anyone knows how to edit NBT data tags so I can make the artifacts more obvious, please let me know.)

    Posted in: WIP Maps
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    posted a message on Need some Help with a CTM progress tracker...

    Thanks so much! The progress tracker is working perfectly now. :D

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Need some Help with a CTM progress tracker...

    It works fantastically!


    my problem now is, of course, that I'm not using blocks, I'm using named items. The command doesn't account for frames or items in them. I've switched to using redstone lamps for the testforblocks area, since its powered state is checked for in the command. So now I have to figure out how to get the lamps to turn on when an item is put into a hopper, chest, or whatever system I end up using.


    Hmmm... Comparators are activated when an item is placed into a frame, right?

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Need some Help with a CTM progress tracker...

    Hi! I'm TinkerTech, an amateur redstoner/mapper.


    I've been building up a kind of exploring/adventure map as a fanart thing for a youtuber. it's almost done, but I've got a bit of a command block/redstone problem.


    To keep players interested and exploring, I've put 10 "artifacts" (renamed items such as wool, flint and steel, and a lava bucket) throughout the map. There's a monument hidden in the map to put all ten items on. What I want to do is set it up so that the "true" ending only activates once all Ten artifacts are on the monument. Is there a way to set up redstone and/or command blocks so that it detects each item individually, then activates the ending when all ten items are placed?


    I wouldn't worry about it, but the True ending is a point-of-no-return type of thing.

    Posted in: Redstone Discussion and Mechanisms
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