Thanks for informing me about this problem. I'll look into getting the problem resolved, but I have no idea how things will go with the copyright people
Sorry for not responding earlier. I haven't played in quite a while.
Everything I used for the collectibles and music can be found in the spawn chunks (x: -1000, z: -200)
for the collectibles, I have a redstone clock at (x: -960, y: 11, z: -223) activate several command blocks. These command blocks remove a specific item from the player, and if successful, sends a redstone command that increments the appropriate scoreboard objective. The command block with the gold block on it checks for golden bananas (re-skinned golden apples) and the ones with wool on them checks for the corresponding colored bananas .Other command blocks that are activated here are map-specific, like sounds or activating events for certain collectibles.
As for the music, you are not the first person to ask how it works, so I'll repeat what I said in previous private messages
Go to (x: -990 y: 40 z: -220). This is where the music playing and looping system is located. Put a redstone block under any of the quartz blocks to see it in action.
The main part of the music system is the really long array of purple stained clay.
Repeating music:
When a command block that changes the music in the main part of the map is triggered, it puts a redstone block underneath one of the quartz blocks. This first silences any existing soundtrack (see below for how it does this) then removes the redstone block so the track can be triggered again. The short redstone pulse generated by this sets the stone block above the quartz to gold (this keeps track of which soundtrack to loop), plays the soundtrack, and finally, sets a scoreboard objective/variable to a number equal to how many seconds long the soundtrack is.
making the scoreboard objective:
/scoreboard objectives add musicTime dummy Music Time
set the objective to how long the music is:
/scoreboard players set @a musicTime 120
The other part of the music system is located at x= -967 y = 47 z = -228 (ignore the part with the yellow wool). Here a slime holds the scoreboard variable. A redstone clock depletes the variable by 1 every second, and also checks if the score is 0 or less. If this is the case, it sends an execute command to all of the armor stands on the array. If there is a gold block under an armor stand, it sets a redstone block under the quartz block, which causes the track to play again, and the scoreboard variable to reset.
Silencing existing tracks
Before any track is played, any previous track needs to stop. At coordinates x= -992 y = 4 z = -248, I play a streamed track that is a few seconds long, but completely silent 45 times in quick succession. This many tracks being played at once seems to stop all sounds currently being played in 1.8.5. I don't know if this still works in newer versions. I split the 45 command blocks into groups of 9 because playing them all at once causes lag and once even crashed my game. As of 1.9.3, a stopsound command was added that you might want to look into instead. I haven't used it yet.
Other notes about this system
Playing another song at the same time another song is repeating might cause both to play. Make sure the soundtracks are decently long (more than a minute recommended) to minimize the chances of this happening.
The system must be built in the spawn chunks in order for it to work everywhere on the map.
The music is played globally, so if two players are in locations that have different sound tracks, the most recent track activated will be played to both people.
In short, any previous music is stopped, the new soundtrack is played, and a scoreboard variable is set to how many seconds long the new track is. A redstone clock decreases this variable by 1 each second. When the variable is 0 or less, the appropriate track (determined by the gold block) plays again and the variable is reset.
To get the music to play when you log back in, I made another scoreboard objective to keep track of how many times you logged out:
/scoreboard objectives add logout stat.leaveGame Games Left
When you log back in again, the command block at x = -966 y= 46 z= -230 detects that you logged out, and sets the timer objective mentioned before to 0, causing the system to play the appropriate track right away. It also sets the logout objective back to 0.
Be aware that these tricks worked for version 1.8.5, and I've not played in quite some time, so I can't guarantee they'll work in the current version.
This happened to me as well... twice. One of those times, the ender dragon knocked me off the platform almost as soon as I entered.
It's probably just bad luck with the procedural generation. I think Mojang should make it so that the start platform always appears within the circle of obsidian pillars so this unfortunate situation never happens.
To deal with this, bring an ender pearl to get to the island quick and build the bridge after the fight.
Yeah... I didn't really like Gloomy Galleon (or any water level) either, which is why it was the last major level I built.
I will try to fix the problems you addressed, but unfortunately, sometimes the game simply fails to detect a mob's presence even if you can see it. This causes some very inconsistent glitches that I can't really do anything about. Solving the eating issue will be easy, though. I will update the map soon.
Multiplayer would cause some problems with some of the mini games and races, but the main world is pretty good. Another Youtuber and his friend take turns in these mini games while the other is in spectator if you want to go that route.
Playing in earlier versions of 1.8 should be fine. The real problem is only with 1.8.6. It removed command blocks being shot from dispensers, which broke a ton of maps including this one.
I look forward to watching your videos and will post them on the thread if you wish.
I remember an interesting puzzle from Runescape. There was a grid of pressure plates, and each pressure plate was one of four different colors: red, blue, yellow, and green. Stepping on a red pressure plate would cause all the blue and green squares to rise up so you can't cross them, but left the yellow squares alone. This meant that if you on a red square, you could only go to yellow squares, and if you were on a yellow square, you could only go to green squares, and so on. You had to cross this grid, which was effectively a maze, to continue.
On the topic of pressure plates, a good way to make them more realistic is to make them undetectable. Use command blocks to detect when a player is in a specific place, then replace the sandstone they are standing on with a sandstone slab, making it look like it sunk into the ground. After a small delay, a trap is triggered.
I added a resource pack for the map! It's mostly music, but has some sounds and a few item re-textures. There are over 100 music tracks that loop and change as you move to different areas!
0
That's odd, the link started working again all of a sudden...
0
Kotax00,
Thanks for informing me about this problem. I'll look into getting the problem resolved, but I have no idea how things will go with the copyright people
1
Hello, Natha,
Sorry for not responding earlier. I haven't played in quite a while.
Everything I used for the collectibles and music can be found in the spawn chunks (x: -1000, z: -200)
for the collectibles, I have a redstone clock at (x: -960, y: 11, z: -223) activate several command blocks. These command blocks remove a specific item from the player, and if successful, sends a redstone command that increments the appropriate scoreboard objective. The command block with the gold block on it checks for golden bananas (re-skinned golden apples) and the ones with wool on them checks for the corresponding colored bananas .Other command blocks that are activated here are map-specific, like sounds or activating events for certain collectibles.
As for the music, you are not the first person to ask how it works, so I'll repeat what I said in previous private messages
Go to (x: -990 y: 40 z: -220). This is where the music playing and looping system is located. Put a redstone block under any of the quartz blocks to see it in action.
The main part of the music system is the really long array of purple stained clay.
Repeating music:
When a command block that changes the music in the main part of the map is triggered, it puts a redstone block underneath one of the quartz blocks. This first silences any existing soundtrack (see below for how it does this) then removes the redstone block so the track can be triggered again. The short redstone pulse generated by this sets the stone block above the quartz to gold (this keeps track of which soundtrack to loop), plays the soundtrack, and finally, sets a scoreboard objective/variable to a number equal to how many seconds long the soundtrack is.
making the scoreboard objective:
/scoreboard objectives add musicTime dummy Music Time
set the objective to how long the music is:
/scoreboard players set @a musicTime 120
The other part of the music system is located at x= -967 y = 47 z = -228 (ignore the part with the yellow wool). Here a slime holds the scoreboard variable. A redstone clock depletes the variable by 1 every second, and also checks if the score is 0 or less. If this is the case, it sends an execute command to all of the armor stands on the array. If there is a gold block under an armor stand, it sets a redstone block under the quartz block, which causes the track to play again, and the scoreboard variable to reset.
Silencing existing tracks
Before any track is played, any previous track needs to stop. At coordinates x= -992 y = 4 z = -248, I play a streamed track that is a few seconds long, but completely silent 45 times in quick succession. This many tracks being played at once seems to stop all sounds currently being played in 1.8.5. I don't know if this still works in newer versions. I split the 45 command blocks into groups of 9 because playing them all at once causes lag and once even crashed my game. As of 1.9.3, a stopsound command was added that you might want to look into instead. I haven't used it yet.
Other notes about this system
Playing another song at the same time another song is repeating might cause both to play. Make sure the soundtracks are decently long (more than a minute recommended) to minimize the chances of this happening.
The system must be built in the spawn chunks in order for it to work everywhere on the map.
The music is played globally, so if two players are in locations that have different sound tracks, the most recent track activated will be played to both people.
In short, any previous music is stopped, the new soundtrack is played, and a scoreboard variable is set to how many seconds long the new track is. A redstone clock decreases this variable by 1 each second. When the variable is 0 or less, the appropriate track (determined by the gold block) plays again and the variable is reset.
--------------------------------------------------------------------------------------
Playing music upon re-entering the map:
To get the music to play when you log back in, I made another scoreboard objective to keep track of how many times you logged out:
/scoreboard objectives add logout stat.leaveGame Games Left
When you log back in again, the command block at x = -966 y= 46 z= -230 detects that you logged out, and sets the timer objective mentioned before to 0, causing the system to play the appropriate track right away. It also sets the logout objective back to 0.
Be aware that these tricks worked for version 1.8.5, and I've not played in quite some time, so I can't guarantee they'll work in the current version.
0
This happened to me as well... twice. One of those times, the ender dragon knocked me off the platform almost as soon as I entered.
It's probably just bad luck with the procedural generation. I think Mojang should make it so that the start platform always appears within the circle of obsidian pillars so this unfortunate situation never happens.
To deal with this, bring an ender pearl to get to the island quick and build the bridge after the fight.
1
The map has been updated! Nothing major, just some fixes.
-More saturation has been added when eating a melon slice.
-The window of vulnerability for the first phase of the K. Rool fight has been increased by a few ticks.
-K. Rool's fakeout attempt during the first phase has been made more obvious.
-Falling off the platforms at the same time Mad Jack starts hopping no longer breaks the fight.
I appreciate all the feedback you guys have given me. It feels awesome knowing you enjoy the results of my work.
0
If you mean changing the distance in which a mob can track you, you can use the entitydata command to change a mobs' attributes.
/entitydata @e[type=Skeleton] {Attributes:[{Name:generic.followRange,Base:100}]}
1
Yeah... I didn't really like Gloomy Galleon (or any water level) either, which is why it was the last major level I built.
I will try to fix the problems you addressed, but unfortunately, sometimes the game simply fails to detect a mob's presence even if you can see it. This causes some very inconsistent glitches that I can't really do anything about. Solving the eating issue will be easy, though. I will update the map soon.
0
Multiplayer would cause some problems with some of the mini games and races, but the main world is pretty good. Another Youtuber and his friend take turns in these mini games while the other is in spectator if you want to go that route.
0
Playing in earlier versions of 1.8 should be fine. The real problem is only with 1.8.6. It removed command blocks being shot from dispensers, which broke a ton of maps including this one.
I look forward to watching your videos and will post them on the thread if you wish.
0
Thanks for the offer! I'll keep that in mind.
0
Hi, MetaKnight,
Thanks for the feedback and suggestions. I'll consider it when thinking of my next project
The multiplayer stages have already been made by someone else, so I decided to just stick to the adventure mode. You should check that out.
Donkey Kong 64 PvP Map
Making the Rambi and Engarde mini games for multiplayer sounds like it would work, though. I loved that Rambi game.
0
My favorite number is 2.
Why? Because 2+2 = 2*2 = 2^2 = 2^^2 and so on.
1
I remember an interesting puzzle from Runescape. There was a grid of pressure plates, and each pressure plate was one of four different colors: red, blue, yellow, and green. Stepping on a red pressure plate would cause all the blue and green squares to rise up so you can't cross them, but left the yellow squares alone. This meant that if you on a red square, you could only go to yellow squares, and if you were on a yellow square, you could only go to green squares, and so on. You had to cross this grid, which was effectively a maze, to continue.
On the topic of pressure plates, a good way to make them more realistic is to make them undetectable. Use command blocks to detect when a player is in a specific place, then replace the sandstone they are standing on with a sandstone slab, making it look like it sunk into the ground. After a small delay, a trap is triggered.
0
Name: Donkey Kong 64 in Minecraft
Downloads: 13 (more in preveous updates, but it wasn't finished then)
When it was published: July 13, 2015
Time it took to make: About 18 months, 3-5 hours a day
Forum Link:
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2142776-donkey-kong-64-in-minecraft
0
I added a resource pack for the map! It's mostly music, but has some sounds and a few item re-textures. There are over 100 music tracks that loop and change as you move to different areas!