Heeeey guys !
Today I found old projects wich date my childhood.
All result from the same inspiration : Super Hostile map adventure from Vechs.
Vechs is the creator of the Super Hostile map series. So far he has made 12 Super Hostiles.
If his profile interests you and you would like to learn it more on him, look at this :
http://www.minecraftforum.net/forums/mapping-and-modding/maps/1454714-ctm-collection-vechs-super-hostile-series
As the title says it to you, I am going to reveal you my way of creating this kind of map ;)
You will know how to create great adventure, they will be added on hypixel server :D
Today many of other map replaced the Super Hostile (ex: Ragecraft).
In a first time, we'll see how to choose a basic theme, then the distribution of donjons as well as the level of difficulty of every and anticipated the thoughts of the player to trap him better or kill him.
Today I found old projects wich date my childhood.
All result from the same inspiration : Super Hostile map adventure from Vechs.
Vechs is the creator of the Super Hostile map series. So far he has made 12 Super Hostiles.
If his profile interests you and you would like to learn it more on him, look at this :
http://www.minecraftforum.net/forums/mapping-and-modding/maps/1454714-ctm-collection-vechs-super-hostile-series
As the title says it to you, I am going to reveal you my way of creating this kind of map ;)
You will know how to create great adventure, they will be added on hypixel server :D
Today many of other map replaced the Super Hostile (ex: Ragecraft).
In a first time, we'll see how to choose a basic theme, then the distribution of donjons as well as the level of difficulty of every and anticipated the thoughts of the player to trap him better or kill him.
1. Theme and environnement.
To assure a lot of danger for the player I council you to be very imaginative ;)
If the map contains shadow zones, the player will have some difficulty surviving in the daytime.
The night is the worst enemy, any map must be built so that from the first night the player already has to have build shelters against monsters.
The map should not contain of simple resources (ex: open-air caves, trees, animals,...)
It is necessary to give the minimum living wage to the player.
Obviously if the adventure takes place in caves the player will have some difficulty fighting but the environment will been closed and thus easier to decorate.
In this case there is two way of seeing things, or your map is linear and the player has to move forward point by point or the map works by several scattered intersections, I you advice to build your map in a linear way even if the player will have more simplicity but you too.
You can also choose to build the map of a way where the player is to oblige to rise dangerously either to come down very quickly, in 2 cases a fall can be fatal.
Remember you, decorations can be built with any block, it is your creation, your choices, your tastes.
If the player feels tight between two walls he will have difficulty in fighting.
Use the void is the best way to risk the player to kill.
To assure a lot of danger for the player I council you to be very imaginative ;)
If the map contains shadow zones, the player will have some difficulty surviving in the daytime.
The night is the worst enemy, any map must be built so that from the first night the player already has to have build shelters against monsters.
The map should not contain of simple resources (ex: open-air caves, trees, animals,...)
It is necessary to give the minimum living wage to the player.
Obviously if the adventure takes place in caves the player will have some difficulty fighting but the environment will been closed and thus easier to decorate.
In this case there is two way of seeing things, or your map is linear and the player has to move forward point by point or the map works by several scattered intersections, I you advice to build your map in a linear way even if the player will have more simplicity but you too.
You can also choose to build the map of a way where the player is to oblige to rise dangerously either to come down very quickly, in 2 cases a fall can be fatal.
Remember you, decorations can be built with any block, it is your creation, your choices, your tastes.
If the player feels tight between two walls he will have difficulty in fighting.
Use the void is the best way to risk the player to kill.
2. Donjons and difficulty.
Let us speak now structures !
You do not need to build a beautiful structure, It is the contents which stays its importance.
Assure you, the player will have difficulty in taking out of it and will have to make one going return to look for the wool.
Proceed by several rooms which follow each other with an increasing level of difficulty.
A fortress in caves should not contain of light sources except for a big lake of lava all around.
A temple under the ocean will have to contain many creepers and a low glass coat ;)
I you advice to give an aspect ruined in the structures.
Obviously the difficulty also come from monsters and from their effects.
For example: thanks to mcedit, you can create spawners of monsters improved (effects of strength, armors,... ) Vechs shows him to you very well in is last map: inferno mines.
The labyrinths, the temples, the fortresses, the cities, the castles, the mines, the military bases, factories, you can you inspire of all kinds of things of the life reality for your creations ;)
Pay attentions that donjons are not alike all, he little also involve challenges as crossed a long corridor filled with water around lava (thanks Vechs <3)
I am going to give you an example of donjons :
One islands flying around lava built in gravel, above a tower maintained by chains hung on the walls of which one broken with in its end the wool.
For monsters :
Invisible creepers in charge of from which some fly hung on bats.
Blazes in tower.
Archers with armor and ghasts on chains.
All it in a big cave :p
Let us speak now structures !
You do not need to build a beautiful structure, It is the contents which stays its importance.
Assure you, the player will have difficulty in taking out of it and will have to make one going return to look for the wool.
Proceed by several rooms which follow each other with an increasing level of difficulty.
A fortress in caves should not contain of light sources except for a big lake of lava all around.
A temple under the ocean will have to contain many creepers and a low glass coat ;)
I you advice to give an aspect ruined in the structures.
Obviously the difficulty also come from monsters and from their effects.
For example: thanks to mcedit, you can create spawners of monsters improved (effects of strength, armors,... ) Vechs shows him to you very well in is last map: inferno mines.
The labyrinths, the temples, the fortresses, the cities, the castles, the mines, the military bases, factories, you can you inspire of all kinds of things of the life reality for your creations ;)
Pay attentions that donjons are not alike all, he little also involve challenges as crossed a long corridor filled with water around lava (thanks Vechs <3)
I am going to give you an example of donjons :
One islands flying around lava built in gravel, above a tower maintained by chains hung on the walls of which one broken with in its end the wool.
For monsters :
Invisible creepers in charge of from which some fly hung on bats.
Blazes in tower.
Archers with armor and ghasts on chains.
All it in a big cave :p
Anticipate the actions of the player for better trap him.
This part consists only of ideas.
If you wish trapped the player in some sand by bringing down him, add various small coats all around not to let him think that he walks on an only coat of sand in tipped over.
If the player is in danger of death(dead man) he will always try to put itself in shelters, that is why it is necessary to prevent him from running away, go into a room but to go out he will need a lot of difficulty,
If the player wants to go to a place distant from him, it will be necessary to him to build a bridge, use the monsters can fly (ghasts, blazes,... )
In the face of an enemy, the player will always have to strike him, use this action to create a chain reaction
(ex: when you beat a monster, the lightning strike you).
When the player sees a chest, he will certainly want to open him to verify his contents, do not hesitate to guarantee his surprise ;)
Dig a hole stone in the ground, make that the stone be filled with silverfish stone :p
I hope that all these ideas and this advice will allow you to build super hostile very pleasant to play.
All this is only my opinion, you have the right not to agree :)
Sorry all for my really bad English.
Share your creations as well as your opinion on this article !
See you soon !
Myegg team
Sources
http://www.minecraftforum.net/forums/mapping-and-modding/maps/1454714-ctm-collection-vechs-super-hostile-series
http://www.mcedit.net/
http://www.minecraft-france.fr/map-ragecraft-3-the-prophecy-1-8/
http://www.minecraftforum.net/forums/mapping-and-modding/maps/1454714-ctm-collection-vechs-super-hostile-series
http://www.mcedit.net/
http://www.minecraft-france.fr/map-ragecraft-3-the-prophecy-1-8/