My Base(S). I didn't build this with any real sense of direction, nothing two epic, just several cool bases interconnected to each other with a minecart system.
My Base(S). I didn't build this with any real sense of direction, nothing two epic, just several cool bases interconnected to each other with a minecart system.
So. Here's [http://www.megaupload.com/?d=5P9CKG4P] that thing I promised. Or hinted at in an overly cryptic manner, anyway.
Bad news out of the way first. The last room? The last room went so poorly for me that I eventually hit a brick wall of apathy despite the sheer amount of time invested into this project. If it doesn't work? You'll find the necessary tools to force your way through it, or just ignore the whole thing and proceed to the exit. No, it's nothing like what I originally planned, but building that mess stopped being fun a very, very long time ago.
And now, rules.
Rule one: Don't break anything unless you have the appropriate tools. You may only break stone/metal (but not stuff made of it) if you have a pick, earth/sand/gravel with a shovel and logs/planks/bookcases/workbenches/something I may have missed with an axe. Anything else, even glass? No breaking it.
Exception: You may always break redstone, clay and signs, even with your bare hands.
Rule two: Try not to hack anything in.
Rule three: Ignore the above rules if it's more fun to break them.
Rule four: Yes, you may place blocks you have.
Rule five: There are riddles. They come in two kinds. Some are hints. Some, which you see over a chest, have to be answered before you can take the contents. Just guess and check against the answers here.
Rule six: Forgot to add this, but it's kinda important. Whenever you reach a room with an eye, you may back up your save. If you die, restart from there.
First chest: Achilles
Second chest: Hercules
My attempts to be vaguely unsettling will fail catastrophically. Commence mockery.
Oh, and there's a texture pack. I suggest you use it (back up whatever you normally use beforehand). It was hand-picked from several packs to fit the dungeon as well as possible.
So... thoughts? Aside from the horribly botched mess that is the last room, I mean. I know the whole thing isn't particularly impressive, but it took me quite a while, so I'm hoping it's at least briefly amusing.
Also there's a secret door involving water, and a riddle in the library. Neither quite works. Feel free to smash stuff willy-nilly to move on. Oh, and a burning bridge. Likewise doesn't quite work, as lava is stupid and unreliable.
Oh, and once you get past the first minecart? Before you move on to the next room, get to full health. Really, I mean it.
Next, the bit where you have to run in a big hurry? You'll know when you see it. Not the bridge, but near the end. Past the platformer area (which I have received death threats for). The end was meant to be clay, or maybe a door. Instead, it's stone.
Until I fix it, break the stone with your hands and proceed in a straight line.
Consider this thing a problem-riddled mess of a beta.
So. Here's [http://www.megaupload.com/?d=5P9CKG4P] that thing I promised. Or hinted at in an overly cryptic manner, anyway.
Bad news out of the way first. The last room? The last room went so poorly for me that I eventually hit a brick wall of apathy despite the sheer amount of time invested into this project. If it doesn't work? You'll find the necessary tools to force your way through it, or just ignore the whole thing and proceed to the exit. No, it's nothing like what I originally planned, but building that mess stopped being fun a very, very long time ago.
And now, rules.
Rule one: Don't break anything unless you have the appropriate tools. You may only break stone/metal (but not stuff made of it) if you have a pick, earth/sand/gravel with a shovel and logs/planks/bookcases/workbenches/something I may have missed with an axe. Anything else, even glass? No breaking it.
Exception: You may always break redstone, clay and signs, even with your bare hands.
Rule two: Try not to hack anything in.
Rule three: Ignore the above rules if it's more fun to break them.
Rule four: Yes, you may place blocks you have.
Rule five: There are riddles. They come in two kinds. Some are hints. Some, which you see over a chest, have to be answered before you can take the contents. Just guess and check against the answers here.
Rule six: Forgot to add this, but it's kinda important. Whenever you reach a room with an eye, you may back up your save. If you die, restart from there.
First chest: Achilles
Second chest: Hercules
My attempts to be vaguely unsettling will fail catastrophically. Commence mockery.
Oh, and there's a texture pack. I suggest you use it (back up whatever you normally use beforehand). It was hand-picked from several packs to fit the dungeon as well as possible.
So... thoughts? Aside from the horribly botched mess that is the last room, I mean. I know the whole thing isn't particularly impressive, but it took me quite a while, so I'm hoping it's at least briefly amusing.
Also there's a secret door involving water, and a riddle in the library. Neither quite works. Feel free to smash stuff willy-nilly to move on. Oh, and a burning bridge. Likewise doesn't quite work, as lava is stupid and unreliable.
Oh, and once you get past the first minecart? Before you move on to the next room, get to full health. Really, I mean it.
Next, the bit where you have to run in a big hurry? You'll know when you see it. Not the bridge, but near the end. Past the platformer area (which I have received death threats for). The end was meant to be clay, or maybe a door. Instead, it's stone.
Until I fix it, break the stone with your hands and proceed in a straight line.
Consider this thing a problem-riddled mess of a beta.
Thanks a bunch. Great idea for a project! I'll give it a shot.
EDIT Got as far as the jump puzzle room and fucked up my saved games. You probably deserve those death threats. The texture pack hasn't seemed to have worked though. I followed the instructions and everything.
I'm in the process of hollowing out a mountain. I originally wanted to create a cavern and a base a kin to Magneto's prison in the X-men movies. To get a scale of it, it will probably take me a couple of hours to increase the width of the room by 3 blocks. Needless to say, this is why I haven't done it yet.
BTW I play on peaceful because getting attacked by creepers/skellies/zombs was really pissing me off when building other stuff and the cavern looks so much better in complete darkness. I also found that, even when the above cavern had torches all along the walls, due to the distance there was enough darkness in the centre of the room to spawn creatures.
I've created other stuff, such as the tower of Sauron; lava is the eye and obsidian as the pupils, but it was night in my current game and I was to lazy to wait. Regardless, the above was the most time consuming.
I like the resource gathering nature of it and the sense of accomplishment. I also enjoy the survival aspect and regularly create new games on hard to explore and build bases, but once you have all the basic materials and equipment the enemies stop being a challenge and more a minor inconvenience, so I get hid of them altogether. I?m looking forward to the patch which makes torches a limited resource because that should add a new dimension to it.
A house I just finished making. I spent forever trying to make this in NBTEdit but every time it corrupted my file, for some reason. So I used InvEdit to get the resources I needed and made it by hand.
I'm not a big fan of collecting resources so I use InvEdit to get fun out of the game.
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