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Well, Hello there, fellow Player.
I see you are interested in this many-of-a-kind map that takes place in a truly original world that is in no way, shape, or form associated with a Korean streaming franchise nor any streaming service that may just be available to the public eye.
From the creators of the extraordinarily cringe yet old "Mining Simulator" map that is very much not the same as this "Prison"-type mini-game, we introduce to you: "Squid Game"™®©.
PLEASE NOTE (The associated Resource Pack):
I would also like to thank the following playtesters:
IlayWasPlayS, _Avihay_, unp_elemlch, IdoKing022, ultimate_blob1, HATOTACHIM1, Fire_Fox126, DaniWasPlayS, Tamir07
Special thanks to:
Other sources I'd like to thank:
A reminder that you can always comment a bug that you may have found; I'll try to fix it if I ever roll an update.
Either way, I hope you'll be enjoying that one! It always makes me happy when people provide feedback, both positive and negative. So leave your thoughts! :)
I see you are interested in this many-of-a-kind map that takes place in a truly original world that is in no way, shape, or form associated with a Korean streaming franchise nor any streaming service that may just be available to the public eye.
From the creators of the extraordinarily cringe yet old "Mining Simulator" map that is very much not the same as this "Prison"-type mini-game, we introduce to you: "Squid Game"™®©.
Release Notes
...In all seriousness, though, I've made this map like a day after the show came out, and really, it was just an excuse for me to start working on Minecraft maps again in a very silent year.
Since map-making and development, in general, have been a blast for me these past few years, I wanted to publish this creation of mine before moving on to other non-Minecraft-related projects.
And, although I may make it sound in-game like I have plans for this game in the future, really, the "trend" just slowly dies down over time, and so is my interest in further maintaining this map. However, if another update comes around, it may just be because of this map's success, which is very unlikely anyway.
Since map-making and development, in general, have been a blast for me these past few years, I wanted to publish this creation of mine before moving on to other non-Minecraft-related projects.
And, although I may make it sound in-game like I have plans for this game in the future, really, the "trend" just slowly dies down over time, and so is my interest in further maintaining this map. However, if another update comes around, it may just be because of this map's success, which is very unlikely anyway.
Update I - Honeycombs
Merry Christmas, Everyone! Hope you'll be having a great month, the last one of 2021!
Santa has decided to surprise you all with a very special gift and release a new update to the awesome Squid-y map!
Okay, while I do still stick to what I said in the initial release, I still do not plan to update the game for much longer. In fact, I'm pretty sure it will be the last one. I wanted to thank your support over the past few weeks, and what a better way to do so than to release the first update of the game!
It includes:
- A new game: Honeycombs!
- LOTSS of bugfixes
- Reduced lag
- Better "API" Support
- A new "setLevel" trigger
Honeycombs
Well, I guess you can already imagine: I'm not a wizard, nor a modder. I can't really make an item to play your Honeycomb game in, and definitely not lick it!
So, what do I present to you instead?
Well, in memory of our "beloved" "Mining Simulator" game, you actually need to mine your shape out of the honeycomb by a map's instructions!
It's really cool, I promise.
Pro tip: the edges are always unnecessary.
"API" Support
You see, I'm a coder. Not just a map maker. I can't have messy code in my projects, as it destroys my whole purpose of actually being a coder. You'll understand me if you are one, really.
So, I've tried my best to make the code as readable and accessible as possible, thus making the level system SO much better and faster to understand, and for me; to make those quicker.
I've also left a markdown document somewhere in the datapack, so if you do find it, tell me what amazing levels you can build! It will make me very happy to hear that my code is somewhat good :D
"setLevel" Trigger
This trigger will... set the level.
Use it like so: /trigger setLevel set <number>
Note that this trigger is not optimized for when the game is running, so try to run it when it's not.
It's a good time to also mention that /function squidgame_wpz:stop_game exists.
Also, I'm well aware that 1.18 has just been released today. While I haven't tested the map on this version, everything SHOULD work properly, assuming it didn't change any command or important mechanic; which I'm pretty sure it didn't.
The only flaw is that OptiFine has not yet been released, so you won't have the visuals of the game.
If a major bug accrues in that version, I'll make sure to release an update to fix it. Don't forget to report any!
Santa has decided to surprise you all with a very special gift and release a new update to the awesome Squid-y map!
Okay, while I do still stick to what I said in the initial release, I still do not plan to update the game for much longer. In fact, I'm pretty sure it will be the last one. I wanted to thank your support over the past few weeks, and what a better way to do so than to release the first update of the game!
It includes:
- A new game: Honeycombs!
- LOTSS of bugfixes
- Reduced lag
- Better "API" Support
- A new "setLevel" trigger
Honeycombs
Well, I guess you can already imagine: I'm not a wizard, nor a modder. I can't really make an item to play your Honeycomb game in, and definitely not lick it!
So, what do I present to you instead?
Well, in memory of our "beloved" "Mining Simulator" game, you actually need to mine your shape out of the honeycomb by a map's instructions!
It's really cool, I promise.
Pro tip: the edges are always unnecessary.
"API" Support
You see, I'm a coder. Not just a map maker. I can't have messy code in my projects, as it destroys my whole purpose of actually being a coder. You'll understand me if you are one, really.
So, I've tried my best to make the code as readable and accessible as possible, thus making the level system SO much better and faster to understand, and for me; to make those quicker.
I've also left a markdown document somewhere in the datapack, so if you do find it, tell me what amazing levels you can build! It will make me very happy to hear that my code is somewhat good :D
"setLevel" Trigger
This trigger will... set the level.
Use it like so: /trigger setLevel set <number>
Note that this trigger is not optimized for when the game is running, so try to run it when it's not.
It's a good time to also mention that /function squidgame_wpz:stop_game exists.
Also, I'm well aware that 1.18 has just been released today. While I haven't tested the map on this version, everything SHOULD work properly, assuming it didn't change any command or important mechanic; which I'm pretty sure it didn't.
The only flaw is that OptiFine has not yet been released, so you won't have the visuals of the game.
If a major bug accrues in that version, I'll make sure to release an update to fix it. Don't forget to report any!
PLEASE NOTE (The associated Resource Pack):
- The use of the pack is required to play custom sounds, which the game heavily relies on. Without it, it is unplayable.
- The use of OptiFine is required to render custom entity models (CEMs), so if you don't have that installed, then the game will be just as boring and dry as my sense of humor.
I would also like to thank the following playtesters:
IlayWasPlayS, _Avihay_, unp_elemlch, IdoKing022, ultimate_blob1, HATOTACHIM1, Fire_Fox126, DaniWasPlayS, Tamir07
Special thanks to:
- Fire_Fox126: For introducing me to the show, the great ideas, map design here and there, and the AMAZING cinematics made for this page: both level 1 and 2
- BiscuitHunter: For the lobby cinematics in level 2
- _Avihay_: For organizing the first, and many more playtests, and providing some amazing feedback
- IlayWasPlayS: For volunteering to every playtest presented, ever (and for some very cool suggestions too)
Other sources I'd like to thank:
- Dayum (YouTube) - For the lobby room inspiration (taken from this video)
- AshenWitch: For this astonishing Doll skin
- 64sd (potentially): For this awesome Solider skin
A reminder that you can always comment a bug that you may have found; I'll try to fix it if I ever roll an update.
Either way, I hope you'll be enjoying that one! It always makes me happy when people provide feedback, both positive and negative. So leave your thoughts! :)
Progress | 40% complete |
Tags |
1 Update Logs
Update #1 - Honeycombs : by StavWasPlayZ 11/30/2021 11:06:01 amNov 30th, 2021
Merry Christmas, Everyone! Hope you'll be having a great month, the last one of 2021!
Santa has decided to surprise you all with a very special gift and release a new update to the awesome Squid-y map!
Okay, while I do still stick to what I said in the initial release, I still do not plan to update the game for much longer. In fact, I'm pretty sure it will be the last one. I wanted to thank your support over the past few weeks, and what a better way to do so than to release the first update of the game!
It includes:
- A new game: Honeycombs!
- LOTSS of bugfixes
- Reduced lag
- Better "API" Support
- A new "setLevel" trigger
Honeycombs
Well, I guess you can already imagine: I'm not a wizard, nor a modder. I can't really make an item to play your Honeycomb game in, and definitely not lick it!
So, what do I present to you instead?
Well, in memory of our "beloved" "Mining Simulator" game, you actually need to mine your shape out of the honeycomb by a map's instructions!
It's really cool, I promise.
Pro tip: the edges are always unnecessary.
"API" Support
You see, I'm a coder. Not just a map maker. I can't have messy code in my projects, as it destroys my whole purpose of actually being a coder. You'll understand me if you are one, really.
So, I've tried my best to make the code as readable and accessible as possible, thus making the level system SO much better and faster to understand, and for me; to make those quicker.
I've also left a markdown document somewhere in the datapack, so if you do find it, tell me what amazing levels you can build! It will make me very happy to hear that my code is somewhat good :D
"setLevel" Trigger
This trigger will... set the level.
Use it like so: /trigger setLevel set <number>
Note that this trigger is not optimized for when the game is running, so try to run it when it's not.
It's a good time to also mention that /function squidgame_wpz:stop_game exists.
Also, I'm well aware that 1.18 has just been released today. While I haven't tested the map on this version, everything SHOULD work properly, assuming it didn't change any command or important mechanic; which I'm pretty sure it didn't.
The only flaw is that OptiFine has not yet been released, so you won't have the visuals of the game.
If a major bug accrues in that version, I'll make sure to release an update to fix it. Don't forget to report any!
Santa has decided to surprise you all with a very special gift and release a new update to the awesome Squid-y map!
Okay, while I do still stick to what I said in the initial release, I still do not plan to update the game for much longer. In fact, I'm pretty sure it will be the last one. I wanted to thank your support over the past few weeks, and what a better way to do so than to release the first update of the game!
It includes:
- A new game: Honeycombs!
- LOTSS of bugfixes
- Reduced lag
- Better "API" Support
- A new "setLevel" trigger
Honeycombs
Well, I guess you can already imagine: I'm not a wizard, nor a modder. I can't really make an item to play your Honeycomb game in, and definitely not lick it!
So, what do I present to you instead?
Well, in memory of our "beloved" "Mining Simulator" game, you actually need to mine your shape out of the honeycomb by a map's instructions!
It's really cool, I promise.
Pro tip: the edges are always unnecessary.
"API" Support
You see, I'm a coder. Not just a map maker. I can't have messy code in my projects, as it destroys my whole purpose of actually being a coder. You'll understand me if you are one, really.
So, I've tried my best to make the code as readable and accessible as possible, thus making the level system SO much better and faster to understand, and for me; to make those quicker.
I've also left a markdown document somewhere in the datapack, so if you do find it, tell me what amazing levels you can build! It will make me very happy to hear that my code is somewhat good :D
"setLevel" Trigger
This trigger will... set the level.
Use it like so: /trigger setLevel set <number>
Note that this trigger is not optimized for when the game is running, so try to run it when it's not.
It's a good time to also mention that /function squidgame_wpz:stop_game exists.
Also, I'm well aware that 1.18 has just been released today. While I haven't tested the map on this version, everything SHOULD work properly, assuming it didn't change any command or important mechanic; which I'm pretty sure it didn't.
The only flaw is that OptiFine has not yet been released, so you won't have the visuals of the game.
If a major bug accrues in that version, I'll make sure to release an update to fix it. Don't forget to report any!
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Although I have LOTS of ideas for the next games, I do want to make other stuff rather than just focus on that map. I've been working on this project for the past month, and I do need a bit of a rest :D