THE CHALLENGE Survive the Randomaze! It's a special maze composed of a grid of 18x18 rooms, the configuration of the doors between the rooms changes periodically so that it's structure is never equal to itself! There are 4 entrances, only one exit and two special rooms with a keycard for the exit room, this keycard is the only way out!
THE RULES 1 Player Enter the maze, find a keycard, find the exit, beat the game! 2 Players There are keycards for everyone, wins the first who exits 3-4 Players There aren't enough keycards! Choose an entrance, take the equipment, get a keycard or kill another player to obtain the one he found, survive and find the exit 5+ Players Like for 4 players, but play in 4 teams that share the equipment
TECHNICAL INFO Randomaze 4 entrances 1 exit 325 rooms 615 randomized doors 128 items hopper clock 50% of probability of a door to be open Number of possible mazes: 2^615≈1,359713x10^185
NOTES I know that similar ideas may have been already created but I think that this design of my invention is the most compact and practical, and also easily stackable, and with the minimum lag possible.
So, the map is good, but not very good. A few tips:
+ deactivate command block output (/gamerule commandBlockOutput false) + don't use a shitty superflat preset - make your won superflat! (Contact me if you need help) + don't use /say - use /tellraw! It looks better and is more effective! (I can help you there as well) + don't use chests and signs - use /give, /replaceitem for items and names, banners, maps for text! It looks better!
I like mazes and maze generators very much, not only in minecraft, so I always pay attention to this type of things. :-) To be honest I saw this concept for the first time several years ago, it was made of rooms of 5x5 blocks connected with corridors 1 block wide, and I even seen one made with the iron doors instead of pistons, the one you mentioned is only the last of a long list, anyway none of them seems really practical in my opinion (even in terms of lag).
As I wrote in the notes in the description, I think that, for now, this is the most practical and useful design I've seen on this type of structures. ;-)
Yup I am sure I will get lost in this thing. So in short every door has a unique randomnizer. But with the timer clock can´t you just simply wait till the door in front of you open and so beat the game?
Yes, you could but... first, you don't know where the exit is, if you do that you'll probabily hit a fake door of the external perimeter, but you cannot know if the door you have in front is a fake one, or a real one which is remaning closed for several cycles second, it'll be very slow, expecially if you're playing it with a friend or more, if they exploit the opened passages of the maze they'll probably reach the exit before you even if you know exactly were to go and they not! Anyway thanks for trying it :D
Alright, I got through the randomaze thanks to luck & compass pointing towards the keycard droppoint aka exit.
True it will be slow. But the compass will show the direction to go, how did you set the compass towards that point? Also glad to see that the randomnizers work properly. Damm before the hopper/dropper/comparator I made such type of maze but it didn´t work properly and such... Damm that was long time ago.
Some ¨bugs¨: - At the beginning the commandblocks say ¨sleep to set Ceckpoint¨ isn´t it checkpoint? - In the end when having a keycard and dropping into the hoppers zero doors went open. So I cheated... with the second keycard a door went open.
Thanks again for all your constructive omments! A minecraft compass always points to the spawn point, so you can build your structure being aware of this, or you can change this point via console command: in this map the 'point' you're talking about is exactly 61 blocks under the area at the beginning, that infact is the spawn of the map. About the bugs, the first is a simple inadvertence and it'll be fixed soon; on the contrary the second is quite strange, the two keys should be absolutely identical, I'll try to figure it out!
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+ deactivate command block output (/gamerule commandBlockOutput false)
+ don't use a shitty superflat preset - make your won superflat! (Contact me if you need help)
+ don't use /say - use /tellraw! It looks better and is more effective! (I can help you there as well)
+ don't use chests and signs - use /give, /replaceitem for items and names, banners, maps for text! It looks better!
To be honest I saw this concept for the first time several years ago, it was made of rooms of 5x5 blocks connected with corridors 1 block wide, and I even seen one made with the iron doors instead of pistons, the one you mentioned is only the last of a long list, anyway none of them seems really practical in my opinion (even in terms of lag).
As I wrote in the notes in the description, I think that, for now, this is the most practical and useful design I've seen on this type of structures. ;-)
So in short every door has a unique randomnizer. But with the timer clock can´t you just simply wait till the door in front of you open and so beat the game?
Anyway I think I will give it a try.
first, you don't know where the exit is, if you do that you'll probabily hit a fake door of the external perimeter, but you cannot know if the door you have in front is a fake one, or a real one which is remaning closed for several cycles
second, it'll be very slow, expecially if you're playing it with a friend or more, if they exploit the opened passages of the maze they'll probably reach the exit before you even if you know exactly were to go and they not!
Anyway thanks for trying it :D
True it will be slow. But the compass will show the direction to go, how did you set the compass towards that point? Also glad to see that the randomnizers work properly. Damm before the hopper/dropper/comparator I made such type of maze but it didn´t work properly and such... Damm that was long time ago.
Some ¨bugs¨:
- At the beginning the commandblocks say ¨sleep to set Ceckpoint¨ isn´t it checkpoint?
- In the end when having a keycard and dropping into the hoppers zero doors went open. So I cheated... with the second keycard a door went open.
A minecraft compass always points to the spawn point, so you can build your structure being aware of this, or you can change this point via console command: in this map the 'point' you're talking about is exactly 61 blocks under the area at the beginning, that infact is the spawn of the map.
About the bugs, the first is a simple inadvertence and it'll be fixed soon; on the contrary the second is quite strange, the two keys should be absolutely identical, I'll try to figure it out!