• 11/18/12 1:41 am
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Added CreditI used some filters by Sethbling, and Etho's … info
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Hi everyone who happens to be reading this.
This is an adventure map!
I really am very excited. Io m actually going to create something instead of just designing.
Goals: collect discs, survive, play in-game games
Aspects
By aspects I mean ideas Io ll keep in mind throughout the creation process.
Based on choice rather than resources and exploration
I play Minecraft because of the decisions it lets you make- where to build a house, go one or another way in a cave, mine a lot or a little coal, use a compact redstone design or a faster one, and thousands of other decisions.
Many adventure maps include decision making through resources and exploration. Because this adventure map will be an air map, it should be a bit different. The player should not have to travel far to find something. (Imagine having to bridge 400 blocks.) Instead, the player should always see at least one structure, and bridge directly to one, then another, then another, and then another.
This adventure map will be based on infrastructure, puzzles, and unrelated easter eggs. Here are some examples:
Infrastructure:
· Bridges (connections, railings, lighting, material, minecart systems, ghast protection)
· Bases (Locations of places to get food, cobble generators, snow generators, storage, spawner farms, natural spawn farms, portals, beacons, etc.)
Puzzles:
· The MCedit schematic is a world save of a prototype maze. It is one layer thick, but it will be thicker or wider later on. It isno t exactly a maze; it is composed of many rooms. Each room connects to one or more other rooms next to it, via ethonian sand+button=update doors. Within each room could be nothing, a chest, a spawner, or a trap. Quick reactions are important to surviving traps (or at least will be in the future), and decision making is key to not getting lost and avoiding or conquering spawners. The point of this maze will be early resource collection, in a way similar to mining. Because it will be for resources, it will have to be large.
· Another maze for resource collection. This maze will be far more confusing than the other. It will be similar to the other maze because it will be a grid of rooms. However, each room will not connect only to rooms directly next to it. Instead, each room will have several buttons which each teleport the player to another room which could be anywhere in the maze.
Here is an example of a 4x4 maze:
A B C D
E F G H
I J K L
MNO P
4 options each
A option1Ã G E option1Ã K I option1Ã D M option1Ã M
A option2Ã E E option2Ã F I option2Ã P M option2Ã C
A option3Ã C E option3Ã H I option3Ã H M option3Ã J
A option4Ã O E option4Ã D I option4Ã A M option4Ã B
B option1Ã F F option1Ã H J option1Ã G N option1Ã G
B option2Ã K F option2Ã M J option2Ã J N option2Ã I
B option3Ã I F option3Ã C J option3Ã F N option3Ã E
B option4Ã B F option4Ã K J option4Ã B N option4Ã D
C option1Ã M G option1Ã I K option1Ã H O option1Ã I
C option2Ã P G option2Ã B K option2Ã N O option2Ã P
C option3Ã D G option3Ã J K option3Ã E O option3Ã B
C option4Ã K G option4Ã K K option4Ã G O option4Ã E
D option1Ã A H option1Ã L L option1Ã O P option1Ã G
D option2Ã J H option2Ã O L option2Ã A P option2Ã M
D option3Ã C H option3Ã L L option3Ã M P option3Ã D
D option4Ã O H option4Ã E L option4Ã K P option4Ã K
This dungeon will have a no block-breaking or placing rule, like some other dungeons. The only way the player will be able to tell one room from another is the color of wool for that room. There will only be a few colors, so the player must memorize sequences of colors. (Although I would probably get bored after a bit and use paper).
This dungeon will hold a disc or maybe serve as a gateway to the nether (so you have to go through it to get to the nether).
Easter Eggs:
An easter egg is unlocked every time the player brings a disc back to the spawn. Many will be redstone devices which I still have to build. Others could be books about redstone, books of seeds, books about neural nets, books about the brain, parkour, mob arenas, movies via teleportation from frame to frame (Sethblingo s idea), server reviews, endermen in a bottle+blocks (which will always be active through a method I will explain later), redstone circuits with information, and whatever else I feel like including. There are twelve discs, so Io ll try to create 12 easter eggs.
Most easter eggs will be in a location of the map between 300,000 and 1,000,000 blocks from spawn, and finding a disc will allow the player to teleport to a new easter egg.
Spawn Circuitry and Stuff
A large inaccessible room will contain many things used by other parts of the map. It will be in the chunks near spawn which are always loaded. It will interact with other components of the map wirelessly using spawners which are given positional values so they spawn a mob elsewhere. Here are some things it will contain:
· The enderman easter egg
· Spawners for traps elsewhere. E.g. an MCedit filter is used to give an animal spawner positional data. When the player gets close enough to the spawner, the spawner spawns a mob in the spawn circuitry, which turns off some lights in the spawn circuitry so some spawners can become active. Those spawners are also given positional data, so they each spawn a hostile mob near the animal spawner. The spawners in the spawn circuitry are given a gigantic activation radius, so they will always be active wherever the player is (or at least to where they are needed.) (Yup, ito s 1:22 AM, so Io m not creating a new name for the spawn circuitry.)
· Teleportation to the easter eggs.
· As I design more dungeons, there will be more uses.
Natural Structures
These structures wono t be too natural. Theyo ll be simple and common.
· Spawner fields. Fields of spawners, some useful, but most useless.
· Mineshafts. The map will be generated with floating mineshafts, and some will be removed. The building the player starts in will be attached to a mineshaft.
· There will be no natural structures or dungeons in the nether.
· Random bonus chests
· Further from spawn, random enchanting tables and anvils
· Netherbrick-style mineshafts (planksà netherbrick, fencesà netherbrick fences). The building the player starts in will be attached to a netherbrick mineshaft.
· Possibly clouds near the bottom of the map
This is an adventure map!
I really am very excited. Io m actually going to create something instead of just designing.
Goals: collect discs, survive, play in-game games
Aspects
By aspects I mean ideas Io ll keep in mind throughout the creation process.
Based on choice rather than resources and exploration
I play Minecraft because of the decisions it lets you make- where to build a house, go one or another way in a cave, mine a lot or a little coal, use a compact redstone design or a faster one, and thousands of other decisions.
Many adventure maps include decision making through resources and exploration. Because this adventure map will be an air map, it should be a bit different. The player should not have to travel far to find something. (Imagine having to bridge 400 blocks.) Instead, the player should always see at least one structure, and bridge directly to one, then another, then another, and then another.
This adventure map will be based on infrastructure, puzzles, and unrelated easter eggs. Here are some examples:
Infrastructure:
· Bridges (connections, railings, lighting, material, minecart systems, ghast protection)
· Bases (Locations of places to get food, cobble generators, snow generators, storage, spawner farms, natural spawn farms, portals, beacons, etc.)
Puzzles:
· The MCedit schematic is a world save of a prototype maze. It is one layer thick, but it will be thicker or wider later on. It isno t exactly a maze; it is composed of many rooms. Each room connects to one or more other rooms next to it, via ethonian sand+button=update doors. Within each room could be nothing, a chest, a spawner, or a trap. Quick reactions are important to surviving traps (or at least will be in the future), and decision making is key to not getting lost and avoiding or conquering spawners. The point of this maze will be early resource collection, in a way similar to mining. Because it will be for resources, it will have to be large.
· Another maze for resource collection. This maze will be far more confusing than the other. It will be similar to the other maze because it will be a grid of rooms. However, each room will not connect only to rooms directly next to it. Instead, each room will have several buttons which each teleport the player to another room which could be anywhere in the maze.
Here is an example of a 4x4 maze:
A B C D
E F G H
I J K L
MNO P
4 options each
A option1Ã G E option1Ã K I option1Ã D M option1Ã M
A option2Ã E E option2Ã F I option2Ã P M option2Ã C
A option3Ã C E option3Ã H I option3Ã H M option3Ã J
A option4Ã O E option4Ã D I option4Ã A M option4Ã B
B option1Ã F F option1Ã H J option1Ã G N option1Ã G
B option2Ã K F option2Ã M J option2Ã J N option2Ã I
B option3Ã I F option3Ã C J option3Ã F N option3Ã E
B option4Ã B F option4Ã K J option4Ã B N option4Ã D
C option1Ã M G option1Ã I K option1Ã H O option1Ã I
C option2Ã P G option2Ã B K option2Ã N O option2Ã P
C option3Ã D G option3Ã J K option3Ã E O option3Ã B
C option4Ã K G option4Ã K K option4Ã G O option4Ã E
D option1Ã A H option1Ã L L option1Ã O P option1Ã G
D option2Ã J H option2Ã O L option2Ã A P option2Ã M
D option3Ã C H option3Ã L L option3Ã M P option3Ã D
D option4Ã O H option4Ã E L option4Ã K P option4Ã K
This dungeon will have a no block-breaking or placing rule, like some other dungeons. The only way the player will be able to tell one room from another is the color of wool for that room. There will only be a few colors, so the player must memorize sequences of colors. (Although I would probably get bored after a bit and use paper).
This dungeon will hold a disc or maybe serve as a gateway to the nether (so you have to go through it to get to the nether).
Easter Eggs:
An easter egg is unlocked every time the player brings a disc back to the spawn. Many will be redstone devices which I still have to build. Others could be books about redstone, books of seeds, books about neural nets, books about the brain, parkour, mob arenas, movies via teleportation from frame to frame (Sethblingo s idea), server reviews, endermen in a bottle+blocks (which will always be active through a method I will explain later), redstone circuits with information, and whatever else I feel like including. There are twelve discs, so Io ll try to create 12 easter eggs.
Most easter eggs will be in a location of the map between 300,000 and 1,000,000 blocks from spawn, and finding a disc will allow the player to teleport to a new easter egg.
Spawn Circuitry and Stuff
A large inaccessible room will contain many things used by other parts of the map. It will be in the chunks near spawn which are always loaded. It will interact with other components of the map wirelessly using spawners which are given positional values so they spawn a mob elsewhere. Here are some things it will contain:
· The enderman easter egg
· Spawners for traps elsewhere. E.g. an MCedit filter is used to give an animal spawner positional data. When the player gets close enough to the spawner, the spawner spawns a mob in the spawn circuitry, which turns off some lights in the spawn circuitry so some spawners can become active. Those spawners are also given positional data, so they each spawn a hostile mob near the animal spawner. The spawners in the spawn circuitry are given a gigantic activation radius, so they will always be active wherever the player is (or at least to where they are needed.) (Yup, ito s 1:22 AM, so Io m not creating a new name for the spawn circuitry.)
· Teleportation to the easter eggs.
· As I design more dungeons, there will be more uses.
Natural Structures
These structures wono t be too natural. Theyo ll be simple and common.
· Spawner fields. Fields of spawners, some useful, but most useless.
· Mineshafts. The map will be generated with floating mineshafts, and some will be removed. The building the player starts in will be attached to a mineshaft.
· There will be no natural structures or dungeons in the nether.
· Random bonus chests
· Further from spawn, random enchanting tables and anvils
· Netherbrick-style mineshafts (planksà netherbrick, fencesà netherbrick fences). The building the player starts in will be attached to a netherbrick mineshaft.
· Possibly clouds near the bottom of the map
1 Update Logs
Update #1 : by Monkeysaucer 11/18/2012 12:05:58 pmNovember 18, 2012 @ 5:05 pm UTC
Fixed all bugs with the maze.
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Have something to say?
Will you upload it as a world save when you are finished?
If you could it would spare us "normal" people from having to understand MCedit and scematics (i think that I have got a hang on it now, but first after trying som weeks).
Good luck and Greetings from Norway