Progress at last!
After one computer broke down, got replaced with another [Best. Easter present. EVAR!], had the data transferred, re-set up Minecraft, had that holiday in Thailand, and figured out how to install an old save… I’m back in business.
Hu-freakin’-zah.
I know, last time I posted about this, I swore I’d never talk about the sewer level again, but whilst I was making the area level, some mob tripped the circuitry off and fried my processors in the first place. Laborious process above later, I discovered that well over half of my crap dispensers didn’t contain any crap. So along with re-setting the circuitry, picking up the dispensed crap and topping up the dispensers, I had to go around and make sure every last dispenser was full of crap. Fun.
I have since done quite a bit since then, including finally surpassing the point at which I forced myself to re-make the goddamn math puzzle room set.
Why didn’t I just keep building upwards? Why?
Well, the beta rooms have neater circuitry now that I understand redstone a mite better. I included some lanterns as a “wrongness” indicator in the early rooms and got downright mean to my poor players in later levels.
I don’t recall there being an original perimeter room, but now there is one. Hooray.
And, since my kind, loving relatives threw out the one piece of paper I needed to finish the dang adventure map, I now have a good excuse to completely destroy the alpha draft rooms.
Theraputalicious.
I leave the ceiling for last, since it’s the floor of the next level. All the better to prevent dynamite-style cheating, my dear.
Standard load of crap in the sewer level
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Sorta what the player sees after leaving
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The player has to make the floor...
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...with the help of this.
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The recovery room in the area level(AL)
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On leaving the AL, players see this...
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...and wind up in here. I'm mean.
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Because it's actually a new level!
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A good reason for making a perimeter.
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The fountain's there for daft players.
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