Super Voxel Party is a fully functioning
4-player Mario Party game within Minecraft! Roll the dice to traverse
classic style Mario Party boards using
items and playing
minigames to collect
coins and stars. The one with the most stars at the end of the party wins! A
minigame mode is also included!
Super Voxel Party version 1.6.18 includes:- 5 Traditional Mario Party Boards
- Grand Canal (Mario Party 7)
- Manor of Madness (Original Creation)
- Diabolic War Fort (Original Creation)
- Hyrule (Original Creation)
- Pirate Dream (Mario Party 5)
- Options for 10, 15, 20, 25, or 30-turn parties.
- 16 Items
- 23 4-player minigames
- 5 2v2 minigames
- 4 1v3 minigame
- 9 Duel minigames
- Minigame Mode, where all 40 minigames are freely playable.
- 8 Bonus Stars that can all be turned on or off individually.
This map
requires 4 players, as such it will need to be on a multiplayer server to be playable.
CHECKLIST FOR SERVER OWNERS:- Ensure there are 4 players - no more, no less - present on the server.
- Have server set to Vanilla Minecraft version 1.16.5.
- Set the server's render/view distance to 10 chunks or more.
- Set the server's "Spawn Protection" size to 0 blocks
- Use the provided resource pack (resources.zip). Either upload it as the server's resource pack or send it individually to all players.
YOUTUBERS/STREAMERS:
We encourage you to play this map for your audience! We just ask that you give credit to us and
link to this page so others can find and play our creation!
BUG REPORTING:If you notice any bugs or improvements that could be made to the map, you can leave a comment on the map download page, contact TheNerdyGinger on planetminecraft, leave comments on TheNerdyGinger's YouTube channel:
https://www.youtube.com/channel/UC6vBY57j5FsGO1vAlAjGnmwOr join TheNerdyGinger's Discord below!
THENERDYGINGER OFFICIAL DISCORDdiscord.gg/y9EBjtZJya
But say you were halfway through a party, and everyone agreed to disconnect and come back later, you could do that. Peoples dice and inventory would still be there. (Again, so long as you didn't disconnect during board events.)
well the point
I want to make a server in which people can play on the map and to make it more known and clear I will give you credit for the creation of this incredible map
(Also can you develop a version where three or two players are able to play?)
I'm working on a Mario Party map too for a while now (but a recreation, not a self-planned more MC themed one like yours) hence why I found this project ^^.
How is the moving on the board handled in your map btw.? Do you just have to trust people to walk over the correct spaces and in the right direction or are there things preventing you from cheating?
Regarding the chat messages, we made sure before we uploaded the map to add a couple of notes reminding server owner to OP all players. There are definitely some changes we could make regarding other players being able to click other people's text. We could make it so other players only see the event that's going on: ie. "Do you want to enter the item shop?" but only the player whose turn it is would see the "<Yes> or <No>" options. We will work on this for future updates.
Our movement system is mostly based on trust. We do have barrier blocks around the board paths that funnel the player so they cannot walk around/skip spaces. You can also see there are arrows between every space that indicate the direction you are supposed to go, and a scoreboard that automatically counts down with each space walked on. We thought about having barrier walls spawn behind the player as they walked forward, but we figured that would be overly complicated as you'd have to have checks for every single space on the board. In terms of direction, we leave it to trust like a normal board game, where every other player can track what the other player is doing and how many spaces they should have.
Usually in mapmaking that problem is resolved by using "trigger" commands for the click events. This works cause the /trigger command can be used by non-op players to change their score, if they got that score "enabled" via scoreboard players enable <the_player> <the_objective>.
So for example, if your objective is called "answer":
Player reaches the event:
-Run scoreboard players enable <the_player> answer
-Run the tellraw commands. The click events would be /trigger answer set <value> (where "answer" is the name of an objective with the trigger criteria).
-Then you'd check with a function/repeating command block what score it is and run whatever usually would have happened with the click event.
You might wanna reset the score afterwards. That way people also can't click an answer more than once, since a scoreboard gets "disabled" after /trigger was used once and needs to be re-enabled afterwards.
Was just curious how you are doing the movement cause I'm doing it like this in this gif (that's a skeleton with armor btw.):
While I have the mario party project I'm working on here on pmc it isn't downloadable or anywhere near finished yet though. (There are some images though if you wanna take a look)
Nice creative movement system! It's definitely more in-line with how the official games work from a 3rd person perspective. I like our system though as it makes you feel more like you are on the board yourself, rather than watching a character do it. Being in a Mario Party game is something I dreamed of as a kid. Good luck with your project!
10000/10 best map I've played.
In regards to people leaving the map, it should only mess up if you are in the middle of an event such as a minigame or when turns are transitioning. If you wanted to stop in the middle of a party, you could all leave say at the beginning of someone's turn and come back, so long as people don't play without each other.