• 1

    posted a message on Enderbent Adventure

    Looks like Mop and I are playing this one again. Must be the third or fourth time through. I'm impressed that you're still adding new content after all this time!

    EDIT: And we have now finished it! It still holds up, although it's a shame we couldn't find the Sword of Shame anywhere. With Mop's current recording-to-upload time, I expect it'll be out sometime next year. I did find some typos, which I'll just go ahead and report here:



    Boss droped an item

    Shipwrek

    Curesd summoner

    Mob droped random chest

    Eye of the Spider: Poisen Resist

    Glutten Potion

    Posted in: Maps
  • 3

    posted a message on The Present Factory -- Factory-based Puzzle Map (1.12)
    If you're here for the custom challenges, go to the next post.




    Trailer:

    Description:
    This map is designed to be a mixture of Infinifactory and Human Resource Machine. Your goal is to arrange blocks on a factory floor in such a way that you turn a series of inputs (stacks of presents) into a desired series of outputs. For instance, you might have a system that only sends presents to the output if they are larger than the previous stack, or one that only sends the largest stack of presents.

    There are a set of 20 puzzles of more-or-less increasing difficulty, starting at the absolutely easy first puzzle and ending at the fiendishly difficult twentieth puzzle, with some varying difficulty levels in between.
    Should any puzzles prove too difficult for you, there is a built-in hint system which will provide you two hints per puzzle, as well as a free solution if one is required. There's no shame in using a free solution. This can be an extremely challenging map.


    Downloads:

    Download: http://www.mediafire.com/download/nt47f4nz3dk6yub/PresentFactory.zip
    Resource Pack (only needed on a server): http://www.mediafire.com/download/9jdim2lidmq51w3/PresentFactoryRP.zip


    If you'd like to play it in multiplayer and don't have a server, you can host a temporary one at AdventureMaps. Keep in mind that all users will have to download the resource pack separately:

    http://adventuremaps.club/panel/server.php?id=15&map=14

    Pictures: (spoilered to save space)



    Use conveyor belts to organize presents!



    Use pistons to move conveyor belts!



    Use presents to activate pistons!



    Do... um... whatever this is. Look, I didn't make these, RedstoneSpire, Panda4994, and Sancarn did.

    Selected YouTube videos:


    Wout12345:
    no_leaf_clover:
    ObviousSergeant:

    Multiplayer Info:
    The map is designed for singleplayer, but it will work in multiplayer. If you are using it in multiplayer, you will need to add the resource pack to server.properties, or have each user download it manually if that doesn't work for whatever reason:

    http://www.mediafire.com/download/9jdim2lidmq51w3/PresentFactoryRP.zip
    As usual, make sure that command blocks are enabled. Players can join at any time.


    Youtube credit info:
    If you are recording this for youtube, please leave credit somewhere in your description. I'm not particularly picky about the format, but this is the general information:

    Map Download: Link Removed
    Map Creator: QwertyuiopThePie
    YouTube: https://www.youtube.com/user/Temporarily9




    Contact Info:
    If you want to contact me (to say you enjoyed the map, request additional puzzles, report bugs, whatever really), the best method would probably be my Twitter.
    You can go to my YouTube Channel if you want, but it is currently in a state of sad disuse.

    I also sometimes stream mapmaking on , but I haven't been doing it lately due to internet problems.


    Full Credits:
    Gotta give credit where credit is due. The map itself was built by me. The resource pack was designed by NateT_Bird, with some minor modifications by me. The general build was WiskeyWeasel, and some of the hints and bonus solutions were designed by Panda4994, RedstoneSpire, and redstarrer. Thanks also to my many testers. I can't remember all of their names, so I don't want to list them in case I forget any, but you know who you are.


    Changelog:


    up0:

    • Initial Rerelease
    • Feature-complete, although with potential plans for future expansion
    Posted in: Maps
  • 1

    posted a message on Enderbent Adventure

    I'm glad this map's still getting updated. Has to be some kind of record, a map from 2012 that's still getting updates.

    Posted in: Maps
  • 1

    posted a message on Enderbent Adventure

    Nice to see that this map is still getting some views. It still remains one of the best old maps out there.

    Posted in: Maps
  • 7

    posted a message on [PvP] GSW II: Team-based FTL-like Space Battles (1.06)

    I'll be redoing this thread once I get the trailer done.

    <!--Add fancy title later-->
    (no, seriously do it Qwerty)

    If you're here from the recently released mobile adaptation of this map, then congratulations! Enjoy the free prototype version, assuming you can get it to run. It had to be essentially remade from scratch (with the exception of the ships) for mobile, and an awful lot was changed, so I make no guarantees about the gameplay being the same (or even similar for that matter).

    Jigarbov playing GSWII (Placeholder for Trailer):

    So, what's this map and why should I care about it?

    How, exactly, do I describe this map? I mean, it's a PvP minigame, but unlike any before it (at least, that I know of). Think FTL, in Minecraft, but team-based and competitive. I suppose the best place to begin when describing GSW is to explain its history. If you don't want to hear a bunch of boring stuff and just see what the map actually is, skip this bit and head to the Ship Layout section.

    Many of you have seen . For those of you that cannot follow the URL for whatever reason, that's the old Pirate Battle Royale map by FVDisco and Sethbling. I used to play it a bunch with my friends, but the key problem we always had was that being hit never had enough consequences. We thought, "What if we have this map, but in space, and a hull breach means that you're dead?"

    Long story short, we made it, and it took rather a long time, but the map was lacking in fun. The gameplay essentially consisted of firing neat ceiling-mounted cannons at a target shaped like the enemy ship. When a part was destroyed, it would seal off that part of the enemy ship. It featured a power supply, a backup power supply, shields, basic shield sabotage, and basic single-use boarding. It was non-resettable, and not very fun at all, and we abandoned the project.

    Then command blocks were released.

    Work began on a new project, a sequel, built from scratch, to restore the idea of an inter-ship space battle to its proper glory. We began work on GSWII. It took awhile, and many things were broken and changed over the updates, but eventually we prevailed, and I bring you this thread in the last moments of construction and testing.

    Look, I'm not really into the whole "Really detailed thread" thing. Just give me a download link or two and some gameplay videos and I'm all set!

    Fine. Just expect another download link towards the bottom. Play it in at least 1.7.5, but not any of the snapshots.

    http://adf.ly/VwHlu and http://tinyurl.com/n369rg4, pick your poison. Here's a featured video outside of the vid section because it looks nice:

    Clarke's Perspective of First Final Test (Rsmalec):
    (The bugs encountered have since been fixed. Promise.)


    Asimov's Perspective of First Final Test:

    Trailer Placeholder Hub Video:

    GSS Training Series:

    Final Test Tutorial (two views):

    Ha, I have a better attention span than that. What actually IS the map? It's a space battle, yeah, but what's the gameplay?

    Delving into the depths, eh? Best of luck.

    The best comparison I can make is FTL, but where you control the individual characters. Players split into teams (minimum of 2 per team recommended, but no maximum). One team joins the green ship, also known as the GSS Asimov, and one joins the blue ship, also known as the GSS Clarke. The two teams attempt to destroy the other ship by whatever means necessary (more on that later), and the winner gets to celebrate with a trip to the gift shop and some rest and recovery. There's not much of a story, except that Admiral Mooshroom is entertained by recruits fighting each other for some reason. Also there's some elements of a CTM-like easter-egg hunt to play between rounds.


    At least, that's one game. You see, while we were developing the original GSW, we were doing so on a server that I was hosting. While we were developing, some of my friends were messing around with various tidbits of redstone and adding to the pre-game lobby, Spacedock. This led to a tradition of hiding easter eggs all over the place.

    In GSWII, the easter eggs remain, but each egg gives you a music disc. The easter eggs all culminate in a final secret, which will unlock a permanent reward for all players. There'll be a book with more information on the specifics. I won't say any more on that for now. Spoilers and all that.

    So you run around some modular ships, attacking another ship, hoping you aren't in a specific room while it is destroyed. Seems pretty general. Mind giving specifics?

    There's... a good deal of gameplay mechanics. I'll list the layout, the rooms, and their functions here, in a spoiler. Note that the pictures are of an outdated version, so the actual game looks different. Alternately, you can watch the , or just watch other people playing the map. Personally I think that's the best method, you can find examples under the "Videos" section.

    First off, here's a map of the ship that can be found in the in-game tutorial room. It's a bit big to put in the post, so I'll just link to it. What I can post, however, is the much smaller map that can be found on the ship's scanners.

    Let's start at the top, shall we?

    Weapon Control


    The weapon control room is where you set targets and fire your weapons. There are 14 rooms. To use, simply press the button for the room to set your aim to that room, then fire. The light in the ceiling shows whether or not you are ready to fire again. You can only hit your target if their shields are down, and by default you have a 3/4 chance of hitting your target (it decreases by 1/4 for each phaser bank sabotaged). This room can be sabotaged by the enemy, but only after they have sabotaged both of your phaser banks.

    When a target is hit, that room will most likely be destroyed. Some rooms require more hits to destroy, including the barracks (3 hits), the repair bay (3 hits), oxygen (3 hits), and the fusion core (5 hits, but after 3 power is cut). When a room is destroyed, all functions tied to that room will cease, and anyone actually in the room will be sent into space and die.

    The Bridge


    This room is mostly decorative. Technically you can send intercom messages throughout the ship here, but considering any decent team will most likely be using some alternate form of communication (preferably voice-based), and anyone on your ship can see the message, it isn't recommended. It essentially exists as a way for the enemy to cut off access to the weapon control center.

    Barracks


    This is the respawn point. Upon exiting this room, you are given your equipment. When a player exits the room, there is a slight delay before another player may do the same. If the arrow on the ground is dark, back away from the pressure plate until it is lit. It takes three hits to destroy, and once destroyed players on that team can no longer respawn.

    Phaser Banks


    These have an effect when the weapons are fired. They can be sabotaged by the enemy to reduce the accuracy of your ship by 1/4, and to allow them to sabotage your main weapon control room. As with any room, their function is lost if they are destroyed, so your accuracy will drop if the enemy destroys your phaser banks.

    Transporters


    Note that, for you to have any negative effect on the enemy ship, you have to either lower their shields or sabotage their systems. This system accomplishes both. every 30 seconds (or so), the teleporter will charge (charge is seen in a row of lamps behind the teleporters). You may then teleport up to three people to any room on either your ship or the enemy ship, including your own teleporter room. People teleported will become invisible for several seconds (remember to remove armor first), but also very nauseous and weak. This gives them a few moments to hide, after which it is up to them to wreck havoc on the enemy ship. Be sure to check your scanners before a teleport, though: teleporting your crew into a destroyed section of any ship is just as good as teleporting them into space! Note that a well-timed enemy boarder can change the destination of the teleport, including to empty space, and the sequence cannot be aborted once started.

    Repair Center


    This is where you can deploy nanobots to repair any part of the ship. It is how you repair all sabotaged and destroyed parts. Repairing a part sets said part to full 'health', so to speak, and undoes any sabotage on that part. This room takes three hits to destroy, but be very careful not to let it reach that third hit. If it does, you have no way to repair your ship, and the battle can only go downhill from there.

    Airlocks


    Mostly decorative, but they do serve one functional purpose: They are vital passages from one end of the ship to the other. Should the enemy destroy both of these, as well as the scanners, the ship might as well be divided in half save for a very risky teleport. This leaves your fusion core up for sabotage. Also, this is used to access the "winner's area" after a successful game, and you can also throw people out of the EVA airlock if you're really upset at them.

    Scanners


    Scanners give you a quick, at-a-glance view of which parts of your ship are sabotaged, which have been hit, and whether or not your scanners are active. Should they be sabotaged or destroyed, your scanners will no longer be active, and you'll have to rely on the good old-fashioned see-if-the-bulkhead-is-sealed approach. However, do not be so quick to destroy your enemy's scanners: You can only scan the enemy through their scanners, which are only updated when someone (a boarder or an enemy crew member) is actively holding the scanner while on that ship. (I'd make it auto-update, but sorry, that's just how maps work). The scanner also functions as a basic map of the ship, so consult it if you get lost.

    Shield Control


    This button is a boarder's dream. Do not let any boarders reach this button. It is the one thing keeping you from the enemy phasers (and, by extension, from the vacuum of space). If the shields are down (indicated on the scanners, or by those lights not being on), you are vulnerable to the enemy phasers. If you are vulnerable to the enemy phasers, they may then have a merry old time with your fusion core, barracks, repair bay, oxygen supply, etc, etc.

    Mess Hall


    By participating in activities throughout the ship (firing weapons, repairing modules, teleporting people, killing bad guys, etc), you receive credits (represented in experience levels). Here, you may convert those credits into food. It can be sabotaged by the enemy and destroyed, so stockpile food when possible. The difference between full hunger and almost full hunger can be made very clear very quickly in a battle.

    Oxygen Supply


    When this is active, your oxygen supply will gradually increase towards the blue end of the scale, until it reaches the maximum. When it is sabotaged or destroyed, it will gradually decrease (over the course of about 5 minutes) to the red. If all of those lights go out, your ship runs out of oxygen, and anyone in it (friend or foe) will die a horrible, horrible death. This is one of two win scenarios. Destroying the enemy oxygen, I mean. Not destroying your own. That's more of a losing scenario.

    Fusion Core


    I've saved the best room for last, I suppose. The fusion core is the most durable part of the ship, capable of taking five hits. This is good, because if it is destroyed, the entire ship will go with it. It also controls the power of the ship. The power can be cut after it takes three hits, or after it has been sabotaged (not an easy feat!). If the power goes out, all nonessential functions of the ship will be deactivated, including the lights. It also has a self-destruct, which destroys the ship and can only be pressed on your own ship. It can be used if you know you've lost and don't want to wait to run out of oxygen, or if a certain someone (cough cough, qmagnet) decides to start the game early.

    The fusion core can be sabotaged, but it requires a team of three boarders all cooperating. Two must hold the door open, and the third must enter the core itself and find the sabotage button. If any of these people are interrupted, the volunteer will most likely be trapped inside the core and die a very slow and painful death. Best of luck.

    TL;DR

    Fine. Weapons room goes pew-pew shooty-shooty, unless enemy shields are up. Barracks are your respawn point. Transporter lets you teleport to the enemy ship, or your own if you so choose. Repair is self-explanatory, so are scanners, so is shield control. Mess hall is where you get food, and the oxygen supply controls a meter that must be kept above 0 to avoid losing. The fusion core is a hard-to-sabotage, hard-to-destroy module that controls the ship power and means an instant loss should it be destroyed. You win the game by depleting the enemy oxygen supply or destroying their fusion core. Following me so far, hypothetical reader?

    Yes. Much more clear, thank you. I'd like to play this map. Another download link please?

    I'd recommend watching some gameplay videos before playing the map (or at least the tutorial series) first to get a good idea of what the gameplay is like. Those'll be linked up in what I call the "lazy person" section of this post. Just post it on the forum thread and I'll put it there.

    Okay, okay, I get it, it's a complex map. Can I download it now?

    Fine. The download link is here:

    http://adf.ly/VwHlu

    Alternately, if you don't like ads (I know it's risky using adf.ly for a first map), here's a tinyurl:

    http://tinyurl.com/n369rg4

    You may encounter random massive lagspikes of death. I have no idea what they are or where they come from. They shouldn't be in places that interfere with normal gameplay.

    1.06: Mostly behind-the-scenes changes. Should make it more durable as bugs go. Also, fixed the chat color bug. It seems to work fine in 1.7.10.

    1.05: Fixed stuff regarding [REDACTED], tidied up the area around ???, and set up some stuff that might help fix one of the known bugs in the next update. Really informative notes, I know.

    1.04: Fixed the bugs Fayti found. A set of holes, redstone bugs, etc. Mostly a hull breach in the Asimov.

    1.03:
    -Updated map to 1.7 compatibility (I think)
    (all that really needed to be changed was the villager trades, but there's annoying yellow things on the scanners now).

    1.02:
    -I finally fixed the final step in the easter egg chain. That means you can now actually finish that chain. Good luck doing that, though. At time of writing nobody has done it.
    -Changing mining fatigue + haste to just mining fatigue. Animations won't be as glitched now.
    -Added a temporary fix to the "getting-stuck-in-barracks" problem. Knowing me it'll probably also be the permanent fix.

    1.01:
    -Fixed credits hallway (now contains all names)
    -Updated map to snapshot compatibility (I think)


    -The self-destruct was added after the final test, so it may be buggy. I don't know of any bugs, but I want to acknowledge that in case you find any.

    -In the 1.7 version, the glowstone used in the scanner wiring is now visible. This won't affect gameplay in any way, it just makes the scanners look a little less clean.


    Okay, I finished. What next?

    What, already? Well, as it happens, a sequel and a half are already in the works. One, GSWII.5, is a joke map. Here's a trailer and a playthrough vid of the unfinished version. It hasn't been released yet.


    The Trailer:

    Me, Qmagnet, and The_VII playing it:

    As for GSWIII... well, let's just say that those of you that like behind-the-scenes stuff can find all of my progress on GSWIII (and some mapmaking tips and tricks to boot) as well as a full dev commentary of GSWII.5 (not like there's much to cover) over on my youtube channel.

    WIP thread for GSWIII coming... well, I was going to say "Soon", but this is an ambitious project and could easily take a year or more, so... eventually.

    Posted in: Maps
  • 1

    posted a message on Valley of the Kings - A CTF by The Broken Buttons


    Valley of the Kings is a capture-the-flag map set in the Egyptian desert. On one side, there is a team of Archaeologists. On the other, some ancient Egyptians who don't seem to know which millenia it is. Originally designed for large-scale team combat on playmindcrack, this map has been modified to work with smaller groups.



    Scarab Elytra!


    On the upper path, there are the elytra of a scarab beetle. They provide a fast way to get into the enemy base -- if you can avoid enemy arrows, that is! A shortcut is provided to the elytra from each spawnpoint, but bear in mind: The other team has a shortcut, too.


    Flag defense AIs!


    No big teams? No problem! The game comes with up to five AIs per team. These skeletons will keep a careful eye on your flag while you are off attacking the enemy base. They will switch to swords at close range. Do not underestimate them! It is advised that you raise the AI count if playing with fewer players, and lower it if playing with more players. It's fairly fun to try to get past the AI, so you can even play it singleplayer!


    Shields are important!


    This map takes full advantage of the new 1.9 mechanics: Shields are mandatory, and you will not win without using them properly. All of the weapons are set to deliver an instant kill if used correctly (that is, a fully drawn bow or a fully charged sword attack), but they can all be blocked with the shield.


    Download:

    Link Removed

    Posted in: Maps
  • 1

    posted a message on Valley of the Kings - A CTF by The Broken Buttons
    Quote from RayHaskell»

    Hey, nice map! Did a quick cinematic vid of it, hope you enjoy!:



    Looks pretty cool! The team loved it.
    Posted in: Maps
  • 1

    posted a message on 10 Ways To Die Played By:{ThinkNoodles} {PopularMMO'S} {LogDotZip} {AntVenom} {BeckBroJack} {Lachlan} {PrestonPlayz}

    You seem to have left the player in creative mode when they start the map. Might want to fix that at some point.


    Oh, and you don't have any blaze rods in the potion level.

    Posted in: Maps
  • 1

    posted a message on Twyce - the puzzle map with actual puzzles || [16.000+ Downloads!]

    Right, since I seem to be your first tester (as in, actually giving feedback on the forum), I'll go ahead and give my feedback as-it-happens in little spoiler tags.

    Well, from the getgo, I like the polish. Colored name, custom icon, no silly things like including a resource pack separately from the map for a singleplayer map (you'd be surprised how many people do that). The custom website adds to the polish. Tellraws for credit page are polished, and using the custom items for the twitter/youtube icons was a nice touch. Starting the map off with a display of all the redstone is an unusual way to do things, but no matter. If this were 1.8, I'd dock you for putting all the command blocks near the player, but these are all 1.9 command blocks which have (presumably) had their outputs disabled, so we're good there. All gamerules set properly. You clearly know what you're doing. One thing is that quartz is super-cliche for puzzle maps at this point, but... well, I'm not really in a position to judge that. Anyway, enough sitting in the lobby. Time to go to the first puzzle...

    I find it hilarious how you named it the "Inimitable Wool" after posting about an item dupe glitch on your twitter. No matter. The intro sufficiently taught me the purpose of the shears. Anyway, puzzle itself seems easy enough. Introducing the concept of different wool colors, placeable on different blocks. Be warned: Even though you told players to hover over the items in the intro, most won't. That might cause some confusion. Maybe something in the lore? I like how it keeps track of the actions.


    I couldn't really think of anything to say for most puzzles after I got into the swing of things, so I'll just bunch all of my other comments in here once the puzzles become more difficult.


    -Oh, look at you, being all tricky and trying to hide the bonus wool. I'm onto your tricks!
    -I get that you were going for a simplistic build style, but this map has basically no build style. It's all small quartz cuboids.
    -Blocking pistons with wool? Not sure if it's the intended solution, but I assume it is, so oh well.
    -Oho, you stopped me from being able to throw wool to trap myself. Good catch.
    -This one took me awhile. I guess the place where you can put the block has nothing to do with where the block can be, since they can be moved around. Makes sense.
    -Stage 9 is the first stage I'm getting properly stuck on. I can get the pink wool into the upper position, but from there I can't get the blue wool. I only have one pink wool, so I can't put another on top of that. I see the other pink wool, but there's no way I can reach it from down here.
    -I'll give you credit. I've been working on this for way more than 5 minutes and the blue wool item hasn't despawned yet. You must have taken that into account.
    -Bingo! Got the second pink wool. From here it will be a piece of cake!
    -Hm, I saw a pink wool in the roof in Stage 10, but I wound up not needing it for the solution. Maybe it relates to a bonus wool or something.
    -After getting the bonus wool in Stage 11, that last one was definitely a bonus wool. Oh well.
    -I cannot for the life of me find out which piston this redstone block triggers. I thought it was the one pushing the lapis behind the glass in the other room, but I guess the blue block triggers that.
    -Stage 12 certainly has the easiest bonus wool.
    -I think I got into an unwinnable situation on Stage 12. I have all of the wools, I think (Black, yellow, piston, blue, white), and I used the white piston to get to the first area (where I had the blue holding open the door) after jumping up using the black, pink, and piston. Now I'm in the first section with only white wool and blue wool, and the green door is up so I can't get back to the second room.

    Can't really continue at this point, so I'll wait for confirmation that I am, in fact, stuck.

    Posted in: Maps
  • 1

    posted a message on Twyce - the puzzle map with actual puzzles || [16.000+ Downloads!]

    I'll probably take a gander if I remember in the morning.

    Posted in: Maps
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