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Default Escape Room Rules

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HuskyManiac
Lvl 3Apprentice Explorer
1
Hey all! This is a small page for default rules for all my escape rooms/puzzle boxes.





Default Rules

1. No commands, except for manual resetting or spectator to inspect/test the map
  a. Most of the time, manual resetting should not be necessary as there is a save system implemented in all maps.
  b. Everything is doable without use of commands.
2. No duping or modifying world folders
  a. Everything is doable without editing contents of the world folder.
3. No mechanic-changing mods
  a. This includes some performance modifications, such as Forge.
4. No server software abuse, (all item, block, and entity interactions should be possible in singleplayer)
  a. Item grouping falls into this category.
5. No save system or level system abuse
6. No infinite scale techniques
  a. Any techniques that can be used to scale a wall without losing any blocks. An example of this is using 2 ladders to scale up a 100 block wall.
7. No RNG
  a. Any interaction that requires luck to be performed is not necessary in any of my maps.
8. No tight timings
  a. This can be debated upon, but all actions are easy to execute, although some form of timings are needed.
9. No inconsistent clipping methods
  a. This includes clipping through the floor with minecarts and clipping through the ceiling with minecarts
10. No precise alignment tech or TAS strategies.
  a. This is anything that just needs you to be at very very precise spots to perform an action. This includes bugs that involve 1e-7 stepping.
  b. Nothing extremely difficult to execute that could be easily done with the employment of extra tools, such as AHK.
11. No client-server desync bugs
  a. No ghost jumping/duping/pistons
    i. Ghost jumping is switching to your offhand at the same time you place a block, thus preserving the block and being higher in the air.
    ii. Ghost duping is using client-server inconsistencies in order to create ghost blocks that disappear after placement
    iii. Ghost pistons are created when placing a piston on one block from 2 angles very quickly, creating a ghost block.
  b. No nullstate or crouch spam suffocation
    i. Nullstate is used to prevent the client from sending packets to the server, and is achieved by right clicking the window bar at the top of the screen.
    ii. Crouch spam suffocation is the precise timing of crouching and uncrouching in certain environments to take damage.
  c. No lag blips or damage boosting
    i. Lag blips are using client-server inconsistencies to jump before hitting the ground, allowing for higher jumps.
    ii. Damage boosting is taking damage to jump higher.
    iii. Client-server inconsistencies, such as using ghost crawl to achieve real crawl, are also banned.
  d. No FPS or tick manipulation
    i. FPS manipulation is changing max FPS, using F3+A to obtain a lag spike, or manipulating internet connection to have worse FPS.
    ii. Tick manipulation is pausing timed perfectly in order to prevent the server from ticking while allowing the client to proceed to. This means you can spoof many client ticks in one server tick, thus allowing for actions such as a BLJ.
    iii. Fallbouncing (taking fall damage to damage boost) falls into this category.





Default Co-op Rules

1. No server-inconsistent tricks such as:
  a. No placing/breaking blocks whilst falling
  b. No accessing containers/vehicles whilst falling
  c. No hitting each other in the same tick
  d. No damage boosting
2. No relogging while midair
3. No tight timings

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