PMCBBCode [url=https://www.planetminecraft.com/project/huge-doom-inspired-adventure-game/][img]https://static.planetminecraft.com/files/resource_media/screenshot/1828/2018-07-11-00-54-32-1531296834_thumb.jpg[/img] Doomcraft Adventure Map For 1.4.2[/url] by [mn=736921]JerodMacDonald[/mn]

HTML <a href="https://www.planetminecraft.com/project/huge-doom-inspired-adventure-game/" title="Doomcraft Adventure Map For 1.4.2 Minecraft Map"><br /><img src="https://static.planetminecraft.com/files/resource_media/screenshot/1828/2018-07-11-00-54-32-1531296834_thumb.jpg" alt="Doomcraft Adventure Map For 1.4.2" border="0"/><br/>Doomcraft Adventure Map For 1.4.2</a> by <a href="https://www.planetminecraft.com/member/jerodmacdonald/" title="JerodMacDonald Profile">JerodMacDonald</a>

URL https://www.planetminecraft.com/project/huge-doom-inspired-adventure-game/



736921 JerodMacDonald

Level 25 : Expert Architect

After years of hiatus (mostly due to updates breaking everything and then suddenly working again), this huge adventure map is back and better than ever. The perfection demanding platforming sections are toned way down, enclosed rooms and halls are now more open visually (Level 1 was bad for this), hints are better and more plentiful, generally it feels much more complete.



Update log has more details, but everything you see in the video is improved in some way (size, smoothness, difficulty, aesthetically, etc. New video coming soon, the screenshots show off some of the new work). The screenshots now also indicate how many points of interest are visible in each. Most of them you'd never be able to pick out of the screenie but they are there.



Created entirely in Vanilla 1.4.2 by hand, this map will take you through a world loosely inspired by the DOOM series of games, with no mods or texture packs required. Like the games it's inspired by, this map throws danger your way. Traps, puzzles, mazes, enemies, lava, platforming, all will demand your attention in different ways and sometimes all at once.



Secrets are scattered heavily throughout the map. Some are much more hidden than others, but they will always have a Wither Skull right near by. Some are simple hints about puzzles or bigger secrets, while others contain upgrades, shortcuts, or food. Some levels contain multiple secrets, and a few have secrets within themselves. If you're having trouble finding anything, think older game style hidden (Mario 64, Zelda OoT, Doom).



Each level contains a hidden Emerald room. Inside is a collectible Emerald, an anvil for naming/repairs, an enchantment table for upgrades, and an Ender chest with a limited supply of extra food.



Either start at Level 1, or 5 digit save codes give you the opportunity to continue where you left off. Overall, it has been designed as best as possible to play through like a video game. It auto-saves when you beat levels, traps/doors/puzzles reset when you leave, enemy spawns are controlled by nearby redstone so you always get a fight, enemies wont trigger traps, etc.



A chest holds 9 sets of gear, so you effectively have 9 lives per level, but the lives don't stack. Once you hit game over (run out of stuff), the easiest thing to do is just unzip the file again and skip to where you were rather than trying to refill a bunch of crap.



The redstone is also entirely accessible should you get curious. As you roam the world you'll likely notice diamond ore blocks scattered around, these are safe to break entrance points into the back end of things. They have no bearing on game play and do not mean anything if you are just playing through the map. The other entrances into the wiring are the 3x3 orange wool squares on the surface.



Feel free to ask any question, make suggestions, and please leave a Diamond or a comment. Thanks for taking a look.

Credit http://www.planetminecraft.com/member/cnbminecraft/ Progress 90% complete Tags

23 Update Logs

Update #23 : More changes than I know what to do with. After years of updates having broken a bunch of 1.4 specific timing quirks (double extender pistons, 2x2 hidden doors, etc), even with launching the old versions, I thought this level was done with. Hundreds of hours down the drain. Then suddenly 1.4.2 plays like 1.4.2 again, and I'm sucked right back in.



Every level has had MASSIVE overhauls to the look and feel. Less torches, more fire and lava. Less straight lines. More evil looking shit.



Too many rooms and halls were cramped and narrow, they have been opened up. Level 1 was especially bad for this as it was one of the first things I ever made in creative mode and I was not planning or aware of the scope this project would take on. Many parts of the game now let you see other parts through glass or bars, roofs have been removed from several areas, most hallways that could be widened have, any room that wasn't small by necessity has seen an increase in size.



Play-ability has been increased by a large factor in almost every way:



- Redstone has been further cleaned up and improved upon. There should now not be anywhere that choosing to stand on a pressure plate, hold down a button, or repeatedly trigger either should break anything, or spawn unfair amounts of enemies etc. If you find anything please inform me

- Platforming has been scaled back from a main hardship to something interesting while you get around. The intention was always to make that part of the difficulty, but this game just doesn't have the tightness of controls to support it. Falling into lava 17 times is boring as fuck.

- There are more secrets than ever before. Every level now has multiple secrets, and the Wither skulls indicating them are more plentiful and informative than ever. Before they were just somewhere near a secret. Now they are all pretty much right at the entrance or trigger to a secret.



Overall the work put in since the last update 3 years ago is ~another 70-90 hours (in about the last 2 months). This is by far the most polished I've ever had a project looking.



Would love to see some Let's Plays LOAD MORE LOGS