Minecraft / Projects

Doomcraft Adventure Map For 1.4.2

  • 24
  • 10
  • comment36
  • playlist_add
  • share
  • more_horiz
avatar JerodMacDonald
Level 24 : Expert Architect
12
After years of hiatus (mostly due to updates breaking everything and then suddenly working again), this huge adventure map is back and better than ever. The perfection demanding platforming sections are toned way down, enclosed rooms and halls are now more open visually (Level 1 was bad for this), hints are better and more plentiful, generally it feels much more complete.

Update log has more details, but everything you see in the video is improved in some way (size, smoothness, difficulty, aesthetically, etc. New video coming soon, the screenshots show off some of the new work). The screenshots now also indicate how many points of interest are visible in each. Most of them you'd never be able to pick out of the screenie but they are there.

Created entirely in Vanilla 1.4.2 by hand, this map will take you through a world loosely inspired by the DOOM series of games, with no mods or texture packs required. Like the games it's inspired by, this map throws danger your way. Traps, puzzles, mazes, enemies, lava, platforming, all will demand your attention in different ways and sometimes all at once.

Secrets are scattered heavily throughout the map. Some are much more hidden than others, but they will always have a Wither Skull right near by. Some are simple hints about puzzles or bigger secrets, while others contain upgrades, shortcuts, or food. Some levels contain multiple secrets, and a few have secrets within themselves. If you're having trouble finding anything, think older game style hidden (Mario 64, Zelda OoT, Doom).

Each level contains a hidden Emerald room. Inside is a collectible Emerald, an anvil for naming/repairs, an enchantment table for upgrades, and an Ender chest with a limited supply of extra food.

Either start at Level 1, or 5 digit save codes give you the opportunity to continue where you left off. Overall, it has been designed as best as possible to play through like a video game. It auto-saves when you beat levels, traps/doors/puzzles reset when you leave, enemy spawns are controlled by nearby redstone so you always get a fight, enemies wont trigger traps, etc.

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.

The redstone is also entirely accessible should you get curious. As you roam the world you'll likely notice diamond ore blocks scattered around, these are safe to break entrance points into the back end of things. They have no bearing on game play and do not mean anything if you are just playing through the map. The other entrances into the wiring are the 3x3 orange wool squares on the surface.

Feel free to ask any question, make suggestions, and please leave a Diamond or a comment. Thanks for taking a look.
Credithttp://www.planetminecraft.com/member/cnbminecraft/
Progress90% complete
Tags

23 Update Logs

Update #23 : 07/11/2018 5:00:57 amJul 11th, 2018

More changes than I know what to do with. After years of updates having broken a bunch of 1.4 specific timing quirks (double extender pistons, 2x2 hidden doors, etc), even with launching the old versions, I thought this level was done with. Hundreds of hours down the drain. Then suddenly 1.4.2 plays like 1.4.2 again, and I'm sucked right back in.

Every level has had MASSIVE overhauls to the look and feel. Less torches, more fire and lava. Less straight lines. More evil looking shit.

Too many rooms and halls were cramped and narrow, they have been opened up. Level 1 was especially bad for this as it was one of the first things I ever made in creative mode and I was not planning or aware of the scope this project would take on. Many parts of the game now let you see other parts through glass or bars, roofs have been removed from several areas, most hallways that could be widened have, any room that wasn't small by necessity has seen an increase in size.

Play-ability has been increased by a large factor in almost every way:

- Redstone has been further cleaned up and improved upon. There should now not be anywhere that choosing to stand on a pressure plate, hold down a button, or repeatedly trigger either should break anything, or spawn unfair amounts of enemies etc. If you find anything please inform me
- Platforming has been scaled back from a main hardship to something interesting while you get around. The intention was always to make that part of the difficulty, but this game just doesn't have the tightness of controls to support it. Falling into lava 17 times is boring as fuck.
- There are more secrets than ever before. Every level now has multiple secrets, and the Wither skulls indicating them are more plentiful and informative than ever. Before they were just somewhere near a secret. Now they are all pretty much right at the entrance or trigger to a secret.

Overall the work put in since the last update 3 years ago is ~another 70-90 hours (in about the last 2 months). This is by far the most polished I've ever had a project looking.

Would love to see some Let's Plays
LOAD MORE LOGS

Comments : 36

star Login or register to post a comment.

Show Comments

1 - 36 of 36

  • GrayRemnant
  • Level 57
  • Grandmaster Senpai
  • April 29, 2015, 12:21 pm
Wow!  Probably one of the most extensive adventure maps I've ever played!  Great job so far!  :D
Thanks for giving it a shot. I sunk wayyyy too much of an under employed summer into this thing. Then for some reason a month ago I got excited about it again. 

I'm hoping you got further than the lava maze (I do appreciate Betace's lets play, good commentary, but he really only played the most boring part of the map), as that was the first thing I built and it is by far the least inspired part of the map.  

Levels 2 and 3 are far more interesting imo, both visually and gameplay wise. Level 4 is also coming along quite nicely.
  • GrayRemnant
  • Level 57
  • Grandmaster Senpai
  • May 1, 2015, 8:35 pm
Lava mazes don't generally make for an entertaining let's play.  I did one once, and ended up editing most of it out, just because it was tedious.  Stage 2 and 3 are definitely more entertainment worthy.  ;)
Big update if you want to check out level 4. 

Fixed some redstone and aesthetics on the first few levels as well.
  • GrayRemnant
  • Level 57
  • Grandmaster Senpai
  • June 12, 2015, 1:10 pm
Thanks for letting me know.  I'll give it a look.  ;)
  • Ivain
  • Level 52
  • Grandmaster Terraformer
  • February 9, 2013, 5:56 am
you said you needed testers. I'm downloading it now. if your redstone and lava don't create huge amounts of lag for me, I should be able to give you feedback in a couple of days (I'm quite busy at the moment).
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.
Beauty thanks.

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.
  • Betface
  • Level 15
  • Journeyman Dolphin
  • February 6, 2013, 8:25 pm
This is so awesome! I'm having loads of fun playing it, even if I'm dying everywhere!
Here's the video: http://www.youtube.com/watch?v=utmOqCa2Jqs

Oh also I do give some criticisms while I'm playing. Or some things that I'd like to see anyhow.
This was pretty awesome.

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.
  • Betface
  • Level 15
  • Journeyman Dolphin
  • February 7, 2013, 6:19 am
I'll be sure to do that, seeing as I can't get past the first platform puzzle... definitely haven't beaten everything yet.

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.
New save is up. Way more command blocks than the one you were playing.

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.
  • Betface
  • Level 15
  • Journeyman Dolphin
  • February 7, 2013, 10:36 am
Sounds awesome, I'll definitely give it another go then :D
There is actually a save function. The lava maze is still Level 1. You get fresh armor, food and a new spawnpoint when you get to Level 2.

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.
  • Betface
  • Level 15
  • Journeyman Dolphin
  • February 20, 2013, 12:30 am
Hey, another let's play up of this, tried out the newer version: http://youtu.be/sRdmsNErojc
Almost got past the lava maze, the half slabs are much better :)
Whilst you can get multiple emeralds, its really just a side affect of me wanting people to be able to upgrade gear every life.

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.
  • Betface
  • Level 15
  • Journeyman Dolphin
  • February 20, 2013, 5:42 am
Awesome, yeah I'm thoroughly enjoying it, now that I've finally gotten past that evil lava puzzle! I'll definitely do more vids. Be sure to check out the map I'm working on as well :) In very basic stages atm
  • DrGumby
  • Level 18
  • Journeyman Dragonborn
  • January 26, 2013, 10:36 am
lol i started laughing when there were pig sounds in the song :P but looks pretty cool man :)
Haha it's random doom monster sounds. Some versions have it. It was the only one I could find.
  • cubby1165
  • Level 26
  • Expert Unicorn
  • January 16, 2013, 2:00 am
:)
  • AnsiTiv
  • Level 45
  • Master Zombie
  • January 13, 2013, 2:48 pm
Well it's time to do a let's play ;D
Sweet, excited to see someone else try playing through this thing.

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.
  • alb5000
  • Level 12
  • Journeyman Dolphin
  • January 13, 2013, 10:45 am
ITs a damn shame people dont give diamonds
Diamonds are good but I'll take feedback/constructive criticism over them anyday
  • alb5000
  • Level 12
  • Journeyman Dolphin
  • January 13, 2013, 11:07 am
hahahaha alright well when i downloaded the file it gave me DOOM.7z so i cant play it.
Its a 7zip file. Its like winzip or winrar but way better and can handle any compressed format I'm aware of. Free software www.7-zip.org/
  • alb5000
  • Level 12
  • Journeyman Dolphin
  • January 13, 2013, 11:20 am
why dont you just make it a .zip
The save file is now a zip. And there's plenty of new since 20 days ago.
Technically, because .7z compresses the file way more and is open source.

Realistically, because I've been using 7zip for years and don't even think about it anymore.
  • Xisuma
  • Level 79
  • Legendary Engineer
  • January 13, 2013, 10:42 am
I love DOOM! I will give this a shot when i get the time :D
nice trailer, and adventuremap, just awesome!!
WTB some feedback.
I guess I should say, the completeness refers to the world as whole. What I've uploaded is 100% playable and totally finished other than some aesthetic work. Parts of it are definitely too plain for my liking, but I'm not the most artsy guy, I'm more function over form so that part of it is hard for me.
  • distortion
  • Level 31
  • Artisan Architect
  • October 16, 2012, 6:17 pm
Not bad, not bad at all!
If you liked it at upload you should check out what I've done to it since.
  • Flex654
  • Level 15
  • Journeyman Narwhal
  • October 16, 2012, 5:55 pm
Hey, that's pretty cool!
Diamonds to you!
If you liked it at upload you should check out what I've done to it since.

1 - 36 of 36

Show Comments

Planet Minecraft

Browse

Site

© 2010 - 2019
planetminecraft.com

Welcome