Published Nov 27th, 2011, 11/27/11 3:20 am
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Welcome to Prison Survival v1.1, my first special challenge map. It's a lot more aggressive, and very much so inspired by Skyblock, and though you don't need to worry about sneaking as much, there's quite a few other tricks up this map's sleeve. It's all about making tough decisions and picking what is best to stay alive and prosper in your floating cell. Once you beat the inside area, you climb into an (not quite 100% done) outside area with open air. Some basic info that you might want to know right now-
Rules-
Play on at least easy.
Do not go through doors without throwing the required items into lava and letting them burn.
Do not die.
When going into the final room- you don't need to open both doors. Only pay the price for one of them to open that door, but keep the other door shut until you pay its price.
Do not use any mods that change gameplay (No zombe's, TMI, SPC, etc; yes to OptiFine, etc.)
Even though the last rule should cover it- do not leave the complex.
Objectives-
Make/grow at least 20 loaves of bread.
Make at least 20 bookshelves.
Make/grow at least 60 melon slices.
Make 10 blocks of wool.
Do not eat the cake.
Gather at least 10 ender pearls.
Make a mob grinder (you can use cactus, lava, fall damage, manual by just hacking at their feet, whatever).
Catch 20 fish, cook them.
Make your own cake (yes, it will take a while to collect the eggs) and do not eat it.
Use some of the diamonds you are given to make a diamond hoe (yes, this is meant to be painful).
Do not die.
Random other info that I feel like sharing (can skip if you just want to play)-
I made this map in about an hour. It was easy, it just took some thinking and evil planning. Stuff used other than Minecraft were MCEdit, TooManyItems, zombe's modpack, Single Player Commands, SpawnerGUI, and my handy dandy really crappy texture pack. Kind of inspired by Skyblock if you couldn't already tell, but I'd definitely consider it my own.
Decision making is the main point of this map. Right in your starting chamber you have a wolf and three bones sitting in the chest. You could tame the wolf with the bones and hope that it only takes one or two and you have some bonemeal left over, or you could forget the wolf and turn those bones into bonemeal right away. Out of the starting room you have two different routes to take, one that eats a ton of saplings, the other draining your supply of logs. It's not a crucial decision, both materials are renewable, but if you're doing poorly the choice could make a huge difference. Beyond those decisions- the final room, which connects to both of the already outer rooms, has a door that burns three diamonds. You are only given 7 diamonds in total on the map, and two of those must already go to a hoe. You could make the map a complete circle just to stop the annoyance of having the door shut, or you could keep those extra three diamonds and make some tools.
Another interesting bit is the room above your starting area. There's four mob spawners... and they could be useful for a mob grinder later, but at the start you're not really capable of a full fledged mob grinder. You only have 16 grass blocks to begin with, and if you waste it making a mini tower up there, you won't have much grass over. Everyone knows grass grows slowly... and you don't have an immediate source of food other than mobs that might spawn on the grass. Hey wait- it's another tough decision. Go up and block the spawners or have an open grass field to supply yourself.
I'm going to stress the fact that it kind of is required that you throw the stuff out when you go through the doors. It makes it no fun if you just go prancing around and enter all four rooms without a care about what the signs say. There's a reason everything is how it is- to make it harder but more enjoyable at the same time.
Other Stuff-
Feedback is greatly appreciated, so please let me know what you think about the map. It's a work in progress and this is the very first edition, so whatever you have to say is a huge help. It's also posted on the Minecraft Forum here by my account there. Don't think that this was stolen from there or there was stolen from this.
Rules-
Play on at least easy.
Do not go through doors without throwing the required items into lava and letting them burn.
Do not die.
When going into the final room- you don't need to open both doors. Only pay the price for one of them to open that door, but keep the other door shut until you pay its price.
Do not use any mods that change gameplay (No zombe's, TMI, SPC, etc; yes to OptiFine, etc.)
Even though the last rule should cover it- do not leave the complex.
Objectives-
Make/grow at least 20 loaves of bread.
Make at least 20 bookshelves.
Make/grow at least 60 melon slices.
Make 10 blocks of wool.
Do not eat the cake.
Gather at least 10 ender pearls.
Make a mob grinder (you can use cactus, lava, fall damage, manual by just hacking at their feet, whatever).
Catch 20 fish, cook them.
Make your own cake (yes, it will take a while to collect the eggs) and do not eat it.
Use some of the diamonds you are given to make a diamond hoe (yes, this is meant to be painful).
Do not die.
Random other info that I feel like sharing (can skip if you just want to play)-
I made this map in about an hour. It was easy, it just took some thinking and evil planning. Stuff used other than Minecraft were MCEdit, TooManyItems, zombe's modpack, Single Player Commands, SpawnerGUI, and my handy dandy really crappy texture pack. Kind of inspired by Skyblock if you couldn't already tell, but I'd definitely consider it my own.
Decision making is the main point of this map. Right in your starting chamber you have a wolf and three bones sitting in the chest. You could tame the wolf with the bones and hope that it only takes one or two and you have some bonemeal left over, or you could forget the wolf and turn those bones into bonemeal right away. Out of the starting room you have two different routes to take, one that eats a ton of saplings, the other draining your supply of logs. It's not a crucial decision, both materials are renewable, but if you're doing poorly the choice could make a huge difference. Beyond those decisions- the final room, which connects to both of the already outer rooms, has a door that burns three diamonds. You are only given 7 diamonds in total on the map, and two of those must already go to a hoe. You could make the map a complete circle just to stop the annoyance of having the door shut, or you could keep those extra three diamonds and make some tools.
Another interesting bit is the room above your starting area. There's four mob spawners... and they could be useful for a mob grinder later, but at the start you're not really capable of a full fledged mob grinder. You only have 16 grass blocks to begin with, and if you waste it making a mini tower up there, you won't have much grass over. Everyone knows grass grows slowly... and you don't have an immediate source of food other than mobs that might spawn on the grass. Hey wait- it's another tough decision. Go up and block the spawners or have an open grass field to supply yourself.
I'm going to stress the fact that it kind of is required that you throw the stuff out when you go through the doors. It makes it no fun if you just go prancing around and enter all four rooms without a care about what the signs say. There's a reason everything is how it is- to make it harder but more enjoyable at the same time.
Other Stuff-
Feedback is greatly appreciated, so please let me know what you think about the map. It's a work in progress and this is the very first edition, so whatever you have to say is a huge help. It's also posted on the Minecraft Forum here by my account there. Don't think that this was stolen from there or there was stolen from this.
Additional Notes
I had a lot of fun making this map. Please try and enjoy playing it as much as I did making it.Progress | 100% complete |
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2 Update Logs
Update #2 : by s15c 11/27/2011 7:34:40 pmNov 27th, 2011
v1.1- Modified content in starting chest and room 1 chest, changed mobs in the mob spawners, added in a verybasic outside area. Expect it to be improved upon in v1.2.
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