Doomcraft Adventure Map
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Level 16 : Journeyman Architect
Posted 10/16/12 9:50:43 pm , last updated: 02/08/13 12:41:29 pm
10/16/12
If anyone knows of any semi compact double vertical piston extender designs for 1.5.1 I'd be stoked. Until then, only download this if you want to explore it in creative or something****
Greetings folks. (Reading this description is important. 3/4 of the questions I get are answered within it)
This is an adventure map inspired by and loosely based on the Doom games. It has been designed as best as possible to play through just like a video game. It auto-saves, every trap/puzzle is self-resetting (other than a few I don't want to be), almost all the redstone is accessible
You will face traps, puzzles, mazes, zombies, lava, pistons and tricky platforming (sometimes all the in the span of a few minutes) as you make your way through the world. Like the game it's inspired by, this throws a lot of danger your way. Death will likely be a regular occurrence.
There are secrets hidden all over the world of different types. Some contain gear and hints about finding other secrets or shortcuts, and so far there is 4 Emerald rooms. In the Emerald rooms there is an anvil for naming stuff, an enchantment table to beef up your gear, and an ender chest with extra food you can take if you need. The number of emeralds you find is your bonus score. Anywhere you see a Wither skull, that means the entrance to a secret is close by. Pay close attention to your surroundings. There are secrets hidden in many places. Think Mario 64 style hidden. Definitely all findable on your own, and some of them are staring you in the face the whole time.
Use the save system to your advantage (the game auto-saves/lets you know about it each level.). At the beginning of levels 2, 3 and 4 there is a five digit code on a sign (I'd suggest writing them down in notepad or something). In the save temple, you get 3 tries at a correct code to skip to that level right from the start. 3 wrong guesses it automatically starts you at level 1. (I think it's a chunk loading thing, but occasionally when you enter the correct code and hit the enter button, absolutely nothing happens. Unfortunately for now all you can do is hit the enter button again, using up a try, then inputting the code again and hitting the enter button. Works 100% of the time so far)
A chest holds 9 sets of gear, so you effectively have 9 lives per level, but the lives don't stack. Once you hit game over (run out of stuff), the easiest thing to do is just unzip the file again and skip to where you were rather than trying to refill a bunch of crap. (I may be replacing this when dispensers are able to equip you with items from one block away. Possibly some kind of hopper system for different difficulties).
As some screenshots will show, and you'll be able to see in the world, all of my key access tunnels have been blocked off with diamond ore. This makes it easy for me to find, and I also realize that there are those of you out there who are far more interested in the wiring than playing through the level. If you switch to creative mode right away, any diamond ore block is safe to break and will lead you into the labyrinths of wiring (also I hope everyone read this, because if you're playing through it proper in adventure mode, the diamond ore means nothing, its not hiding secrets or anything like that). The other main access points are 3x3 orange wool squares scattered around the landscape that are easily visible from the air.
Change your game mode to adventure if it isn't that by default, and play on at least easy. Normal is do able but really hard, and Hard is pretty much impossible because of gear limitations.
Trailer #2
Additional Details
I plan on working for this for many months to come. Eventually getting something like 5 or 6 levels that you need to beat.
If anyone has any questions don't hesitate to ask, and I am definitely open to ideas. Because I want all the traps and such to reset themselves, most of the schematics and youtube videos etc. on cool traps are useless to me. And its getting harder and harder to come up with interesting traps.
There are very few places (at least in my testing) that you can kill the wiring, however so far all testing has been done solely by me. If you are interested in helping test this for me, please send a PM. You will be credited both here and in-game. See thread for details.
http://www.planetminecraft.com/forums/break-adventure-map-t214199.html
Would love any and all feedback. Download response has been pretty good but I still have zero idea if anyone actually thinks if this is any good
Now with trailer, AND DOOM MUSIC
| Progress: | |
| Tags: | Challenge, Adventure, Doom, Platformer, Parkour |
| Credit: | http://www.planetminecraft.com/member/cnbminecraft/ |
Update #19 : 02/08/2013 12:41:29 pm2/08/13
Even more command blocks added.
I put heads and skulls all over the place. Most of them don't mean anything, but Wither skulls mean the entrance to a secret is nearby. Doesn't indicate the type (hint, gear or emerald room), just that one is close.
It should always be night time now whenever you can see outside. Unless I've missed a spot, I probably did somewhere. No more flaming auto dying zombies.
I changed the lava platforming. Its netherbrick slabs now. I could only beat it like 1/2 the time without screwing up and dying, and I've been doing it for like 5 months. It's still tricky now, but way way easier. And to make it interesting for the crazy good people, there are some really hard jumps that are possible to make that cut out huge parts of the maze. Also, a lot more obvious which way is the way to go now. (Added a new screenshot to show what it looks like now)
Since then, I've also redesigned how the skull shooter works (its about 3 seconds quicker now, and it fully hides itself), fixed a spot I found you could escape from the level, fixed the hidden bow upgrade (kept shooting 2, and is now hidden), more level 4 done and did some more looks changes.
Update #18 : 02/03/2013 10:13:12 am2/03/13
I am also actively looking for a few testers for this now. Fly about in creative to get where you want to go, but play through parts in adventure, try to get wiring to break or get outside the level or any unintended behavior of that nature. Anyone who helps in this manner will be credited on the project and in the level in a room for credits that I'm going to build.
Update #17 : 01/30/2013 12:34:39 pm1/30/13
These are 20 new screenies that show the level as it exists now, with Fancy graphics on this time. Tons of new detail work, thousands less torches for a couple of them some major construction had been done since.
Update #16 : 01/26/2013 3:05:52 pm1/26/13
Changed stairways around, added trim, changed a bunch of essential torches into fireplaces/flaming netherrack with iron bars. Finished off corners with corner stairs.
I added a little hut just outside the first level, you can only get to it in creative, that has switches linked up to a bunch of waypoints for quick getting around.
Added more command block interactions.
Level 4 has had a ton of work added to it. The water/platforming room is pretty much done. The high speed platforming works fine and looks a lot better than it did. The collapsed pyramid side room has probably had the most work done. The one half is probably close to done, the other half needs something interesting going on.
After that there is basically just a quick frame in of where the level will take you. I'm building everything as I go along and ideas come to me so it could be a bit. I've filled a lot of space already and have tons left to go.
Update #15 : 01/13/2013 10:54:53 am1/13/13
**Wow 400 almost immediately. Thanks again
Update #14 : 12/26/2012 2:12:57 pm12/26/12
Did some more aesthetic work with the new corner stair blocks all over the level.
Added pressure plates all around the save temple to get back into it in creative mode.
Finally getting some new ideas for level 4 and its made some solid progression.
Update #13 : 12/18/2012 12:04:56 am12/18/12
Took me longer than I wanted to get it up and running but it's pretty sweet. The complex it's housed in is about 50% complete, but it puts a roof over your head and gives you an idea of the finished product.
Also, I did use some MCedit to place a bunch of bedrock and copies of the combo lock, so I guess I can't say this is 100% by hand anymore. It's still like 98% though >.>
Also, 250+ downloads now, awesomeeee.
Update #12 : 12/17/2012 11:49:30 am12/17/12
It's actually pretty solid, it gives you 3 attempts (and lets you know which attempt you're on with command block /say messages), after which it automatically teleports you to the start of Level 1.
I'm going to house the whole thing in a big castle of some sort. Upload coming later today with save system installed.
Update #11 : 12/12/2012 11:59:01 am12/12/12
Fixed the credits.
Minor aesthetic work around level 3. Removed another 500 some odd torches. Added some more command blocks with /say messages.
Trailer #2 is here!
Update #10 : 12/07/2012 1:26:35 pm12/07/12
When youtube stops taking its sweet time that is
Update #9 : 12/06/2012 12:51:28 pm12/06/12
Arrow traps became lava arrow traps, did a bunch of small detail changes all around the level, the pyramid is almost entirely framed now and the collapsed part has had a bunch of work done to it.
Got rid of even more torches.
Video trailer to come soon. Added some parts to my rig so filming a video is actually watchable now.
Update #8 : 11/27/2012 9:59:48 am11/27/12
The old one was lame
Update #7 : 11/26/2012 2:42:15 pm11/26/12
Replaced all beds with command blocks for the save system.
Added a command block based intro instead of having to read signs.
Slowly adding command block /say messages into the world.
Did some aesthetic work. Got rid of more torches in the third level main room, changed some caves around.
Update #6 : 11/25/2012 2:39:30 pm11/25/12
Update #5 : 10/31/2012 7:16:41 pm10/31/12
Because of the changes in 1.4 that make it so you can turn creepers and endermen fucking with you off, I have removed approximately 1200-1500 torches from the world.
They were only there originally to keep creepers from spawning and breaking redstone and crap.
Because of this change, you will now have to fight occasional random mobs, which I always wanted as well. Parts of it are far creepier looking too.
Update #4 : 10/30/2012 6:02:11 pm10/30/12
Update #3 : 10/28/2012 8:25:16 am10/28/12
First guy never responded again so beattherestgaming is stepping up for me.
Update #2 : 10/28/2012 6:59:44 am10/28/12
Apparently you were spawning in the middle of no where
If you downloaded it during that time please re-grab it
Update #1 : 10/28/2012 5:36:21 am10/28/12
Added a monostable circuit to one pressure plate I intended to add earlier and forgot about. Makes it so if you stand on it for a while it doesn't screw up the clock.
Join us to post comments.
Comments : 48
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Suspence1127
Level 36
Artisan Architect
March 14, 2013, 5:36 pm
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JerodMacDonald
Level 16
Journeyman Architect
March 15, 2013, 4:51 am
Now that 1.5 is out I'm going to start working on this fairly hard again. The dispensers and droppers being able to be placed in any direction makes so much more shit possible.
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Suspence1127
Level 36
Artisan Architect
March 15, 2013, 1:57 pm
Have a hint button, I got stuck at where you were supposed to go on the first level (Didnt see button)
Also, a checkpoint wouldve nice, like after you get into the half slab parkour (Which after a million tries, I beat, except on peaceful), there is a checkpoint by using the /spawnpoint command. also, I think you should add /gamerule keepInventory true so that they dont need to keep getting stuff out of chests. A few places where you can see redstone, that I think you should cover up, but excellent map!
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JerodMacDonald
Level 16
Journeyman Architect
March 16, 2013, 7:16 am
level is player activated. It has to be buttons and levers in most
places because mobs walk over pressure plates and break things. I
generally only use pressure plates in really safe areas, to do command
block functions (that either the player knows about or doesn't), and to
reset rs-nor latches (close doors most of the time).
This is in
the update log but I am going to put it in the main entry for the map
because it is somewhat important. Whenever you see a Wither skull, that
means the entrance to a secret is nearby. How to open the secrets is up
to you to find. There are 2 secrets before you go through the blue door
already though. An emerald and an enchanted bow. Look for the wither
skulls and try to level out again.
Cheat if you have to to beat
the lava platforming, I don't care. The first level was the very first
thing I built, and it got way better after that. The 2nd level is 5
times the size and full of way more cool shit. Even try out level 3
right away, the gear is always in a new chest before you start. If you
fly to the front of the giant skull in creative, drop down to the little
lava bridge and go inside the teeth. The door there is level 3, and
it'll save and set your spawnpoint there so you can switch back to
adventure and play it like you just got there.
There is a save
function. The maze is still part of the first level. A check point after
that little first spot seems a bit much. After the platforming there is
a very small maze with no enemies (except maybe one that spawns
randomly) and then you are at level 2.
The game auto saves and
sets your spawn to that location. There is also a fresh set of gear and
food. But to address your point about the keep inventory, your items
break too fast. Especially from lava damage. It rapes the leather boots.
You would need to be grabbing stuff most of the time anyways.
That
being said, it doesn't matter anymore. I was waiting for 1.5 because
dispensers can now equip you with gear from 1 block away. So I'm going
to make a little box you stand in and hit one button (or maybe even just
a plate you walk on) that fully gears you.
I could have done it
with command blocks but I want a set number of tries per level as a
challenge. And physically limiting the inventory is way easier than
making a counter for each one.
I might have to make the lava half
slab platforming easier again. It used to be fence posts, that was
crazy hard. The problem is that the line between unmake-able and super
easy shortcut is just one brick, and it's really stressed for room
without causing that to happen as it is. Was there any particular parts
that fucked you up a bunch of times?
Also it probably got a lot
harder on 1.5 because skeletons have more range so that first fucker can
get you right away if you don't know about him.
Where about can
you see redstone? And if you mean flying around in creative mode then
yes definitely you can. I had someone tell me that once, that there were
unsightly things in places you can't even get to while playing.
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Suspence1127
Level 36
Artisan Architect
March 16, 2013, 10:04 am
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JerodMacDonald
Level 16
Journeyman Architect
March 16, 2013, 11:00 am
The minecart just takes you down to level 2. It's fairly deep underground, walking would take forever.
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Suspence1127
Level 36
Artisan Architect
March 16, 2013, 1:37 pm
And epic fail! I thought they kept respawing those skeletons lol fail.
But anyway, great map
I forgot to earlier, but diamond plus sub
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JerodMacDonald
Level 16
Journeyman Architect
March 17, 2013, 8:17 am
And literally, all the mine cart does is loop in
circles forever. But it hits the detector rails and makes the water
thing happen. I could have hidden it but I thought it looked cool lol.
If I get more people saying its confusing I'll likely hide it.
I don't think there is any parts you can get to yet that have respawning monsters. I've added one so far in level 4 though.
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Suspence1127
Level 36
Artisan Architect
March 17, 2013, 9:40 am
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JerodMacDonald
Level 16
Journeyman Architect
March 16, 2013, 7:17 am
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Suspence1127
Level 36
Artisan Architect
March 15, 2013, 12:15 pm
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Fantasymaster
Level 13
Journeyman Dragon
February 11, 2013, 7:37 am
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JerodMacDonald
Level 16
Journeyman Architect
February 11, 2013, 11:10 am
Most of my computer is at least a couple years old and other than a hiccup occasionally it runs this level no problem from start to finish.
Are you playing it with a custom texture pack or anything?
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Fantasymaster
Level 13
Journeyman Dragon
February 11, 2013, 10:40 pm
*update* nope, it crashed just as hard as the others. do you have any command blocks triggering rightaway? it might be that some command is not compatible with my options. or is it because you have a multiplayer world file and I used it in singleplayer. I don't know, but it isn't working.
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JerodMacDonald
Level 16
Journeyman Architect
February 12, 2013, 3:35 am
There are no commands or clocks or anything happening right when you start. Everything is triggered by the player by buttons, tripwire, plates or something else.
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Fantasymaster
Level 13
Journeyman Dragon
February 11, 2013, 4:03 am
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JerodMacDonald
Level 16
Journeyman Architect
February 11, 2013, 4:25 am
What are your computer specs?
There is a lot of lava and redstone in this world.
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Fantasymaster
Level 13
Journeyman Dragon
February 9, 2013, 5:56 am
I'll also try to asess the efficiency of your redstone. I notice many mapmakers use far too complex systems for things that could be done much simpler.
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JerodMacDonald
Level 16
Journeyman Architect
February 9, 2013, 6:16 am
There is definitely some stuff I can make simpler. Probably a good chunk of the first level could be re-wired. I built a bunch of it fairly new to redstone and if I couldn't figure out how to get something working I'd over engineer the hell out of it. Then some of it I see now and I'm like... I could have done all that with like, 2 gates and a latch... shit
Right now I'm just trying to keep building as much as possible. I keep learning new redstone circuits by necessity for some stupid room I want to build. If everything is functioning and doesn't break for now, I'm happy.
Once I've got the map finished, I'm definitely going to go back and polish the hell out of it though. I've been doing it a bit as I go along. Any spots you see that look like they could use some redstone work I'll make sure to go back to when the time comes.
Also, just in case you didn't see it, anywhere you see diamond ore is safe to break in creative mode, and it will lead you into wiring.
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Betface
Level 7
Apprentice Dolphin
February 6, 2013, 8:25 pm
Here's the video: http://www.youtube.com/watch?v=utmOqCa2Jqs
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JerodMacDonald
Level 16
Journeyman Architect
February 7, 2013, 5:28 am
I'm going to be posting a new version in a few hours if you want to snag that if you haven't beaten everything yet.
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Betface
Level 7
Apprentice Dolphin
February 7, 2013, 6:19 am
But on that note, was just thinking perhaps you could introduce a level 0 with a bit more pacing, so that it doesn't jump straight into the evil platform maze pit of death? I think that bit alone might put people off playing it...
As I mentioned in the vid - it would be nice to have some kind of save mechanic so you don't have to play the whole level over just because you mess up that first platform puzzle. Or at any rate a chance to respawn right there (after the blue door in level 1) with your items. Or even some kind of armour/health 'drop' system as opposed to getting everything right at the outset. (similar to your mob deployment system).
Anyway, just food for thought, if you want some more constructive criticisms just PM me I'll be happy to offer my advice.
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JerodMacDonald
Level 16
Journeyman Architect
February 7, 2013, 8:51 am
I put heads and skulls all over the place. Most of them don't mean anything, but Wither skulls mean the entrance to a secret is nearby. Doesn't indicate the type (hint, gear or emerald room), just that one is close.
It should always be night time now whenever you can see outside. Unless I've missed a spot, I probably did somewhere. No more flaming auto dying zombies.
I changed the lava platforming. Its netherbrick slabs now. I could only beat it like 1/2 the time without screwing up and dying, and I've been doing it for like 5 months. It's still tricky now, but way way easier. And to make it interesting for the crazy good people, there are some reallyyyyy hard jumps that are possible to make that cut out huge parts of the maze. Also, a lot more obvious which way is the way to go now.
I think that's it.
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Betface
Level 7
Apprentice Dolphin
February 7, 2013, 10:36 am
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JerodMacDonald
Level 16
Journeyman Architect
February 7, 2013, 6:50 am
There is also weapons and armor hidden in secret rooms all over the world. Before the blue door is a powered up bow hidden somewhere for instance.
Also, whenever you find a secret emerald, there is an enchanting table to upgrade gear, along with an anvil to name stuff.
This is going to go in the description when I'm done and its uploaded (pretty soon here), but I've added Witherskulls anytime a secret is close by. So keep your eyes open.
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Betface
Level 7
Apprentice Dolphin
February 20, 2013, 12:30 am
Almost got past the lava maze, the half slabs are much better :)
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JerodMacDonald
Level 16
Journeyman Architect
February 20, 2013, 1:55 am
At the end when it's finished, what I'm going to have is RS-NOR latches on each emerald with command blocks, with nothing hooked up to the reset. That way at the very end, the game will know your score no matter what. If I put 7 emeralds total, the top score will be 7, even if you decide to pirate like 46 of them.
I'm glad the wither skulls are helping with the secret finding. You still missed one secret, but it's crazy tricky to find. I'm actually going to do a playthrough of level 1, just so people know what to expect in terms of puzzles, secrets and platforming.
I don't have a mic currently though, so it's just going to use annotations, which aren't as fun.
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Betface
Level 7
Apprentice Dolphin
February 20, 2013, 5:42 am
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DrGumby
Level 14
Journeyman Dragonborn
January 26, 2013, 10:36 am
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JerodMacDonald
Level 16
Journeyman Architect
January 26, 2013, 11:09 am
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cubby1165
Level 18
Journeyman Narwhal
January 16, 2013, 2:00 am
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AnsiTiv
Level 37
Artisan Zombie
January 13, 2013, 2:48 pm
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JerodMacDonald
Level 16
Journeyman Architect
January 13, 2013, 2:58 pm
I'm thinking in a couple parts I might have to tone down the platforming. I want this to be hard, but I also want it to still be fun. And in a few parts, you have to be literally perfect for like 5 minutes straight. That shit is hard.
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alb5000
Level 7
Apprentice Dolphin
January 13, 2013, 10:45 am
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JerodMacDonald
Level 16
Journeyman Architect
January 13, 2013, 10:51 am
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alb5000
Level 7
Apprentice Dolphin
January 13, 2013, 11:07 am
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JerodMacDonald
Level 16
Journeyman Architect
January 13, 2013, 11:19 am
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alb5000
Level 7
Apprentice Dolphin
January 13, 2013, 11:20 am
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JerodMacDonald
Level 16
Journeyman Architect
February 3, 2013, 5:14 am
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JerodMacDonald
Level 16
Journeyman Architect
January 13, 2013, 11:56 am
Realistically, because I've been using 7zip for years and don't even think about it anymore.
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Xisuma
Level 61
High Grandmaster Engineer
January 13, 2013, 10:42 am
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username_forgotten
Level 13
Journeyman Skinner
December 14, 2012, 6:47 am
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JerodMacDonald
Level 16
Journeyman Architect
November 26, 2012, 9:47 am
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JerodMacDonald
Level 16
Journeyman Architect
October 16, 2012, 11:21 pm
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distortion
Level 24
Expert Architect
October 16, 2012, 6:17 pm
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JerodMacDonald
Level 16
Journeyman Architect
November 27, 2012, 6:30 am
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Flex654
Level 10
Journeyman Narwhal
October 16, 2012, 5:55 pm
Diamonds to you!
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JerodMacDonald
Level 16
Journeyman Architect
November 27, 2012, 6:30 am