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DUNGEON MAKING CONTEST

DagothAgahnim

Legacy Supporter 5
Joined
Jan 9, 2011
**5/18/11 UPDATE! JUDGING OF ENTRIES FINISHED! RESULTS BELOW!**
We only had two people finish on time, and they were both of the quality needed for acceptance into the Spell Team.
-Howdanrocks: I give yours an 8.5/10, it was good design, and the dungeon was just as dangerous as the mobs inside, with many, MANY opportunities to cause, or force, death. You have made it into the Dungeon Master-Crafters category. You will help layout and design dungeons, and may even be tasked to build one without my direct input at times and I will come inspect it as it progresses. (I will probably have you make a tower or two similar to your entry, that would be a perfect FFA dungeon design, throw PVP into that labrynth. MUAHAHA)

-Gwawr: I gave you a 7/10 at first, but you are up to a 8/10 after second review. The design is unique, and the redstone devices required you to think to get through rooms. You could have labelled things more clearly with GM-note signs to help guide me a bit, but overall it was good, and I liked how you thought outside the box. The end of the dungeon was a bit weak, but overall it was enjoyable. You will be in the Redstone Masters within the Spell Team, and maybe also used for Aesthetics to help finish off a dungeon at times (your surface design was quite nice) Learn all the redstone tricks you can, both with and without IC's, and be ready to craft some of our traps.

Those were the only two entries, and congrats to both of you. If anyone else was working on dungeons, feel free to upload them whenever you get done and I'll take a look at them. If they are exceptional, I may add you into an empty slot in the Spell Team, but it will need to be truly exceptional since you've missed the deadline. Otherwise, just upload it and I'll judge it purely for feedback purposes. I will host another Dungeon Making Contest sometime in the future, probably after the launch of Heroes, so feel free to continue working on dungeons and save them for that. Remember, I'm fine with more than one dungeon on the save, just make paths to all of them and I'll judge them all.




***UPDATE: JUDGING BEGINS ON FRIDAY THE 13TH!! DEADLINE TO SUBMIT IS MONDAY THE 16TH!!! I'M GIVING YOU THE EXTRA WEEKEND TO FINISH!!!***
Hello all, many of you know me, some of you may not. I am Dagoth Agahnim (ign: dagothagahnim) and I have been around this server for a few map wipes now, as a player, a King, a Mod, an Admin, and now simply as Spell Team Lead. I would like to announce a contest to fill open spots on the re-formed Spell Team!

The old Spell Team has mostly fallen apart since the fall of Hmod and the death of our old Spells plugin, most of the previous members are inactive now, so I have re-formed a new spell team, now that we have a working Spells plugin again, with the few great Dungeon Crafters left from the old team, and I am holding a contest to find up to THREE new members.

As a Spell Team member, you would answer directly to myself (dagothagahnim) and take assignments to do some of the following:
-scout out a good spot for a possible new dungeon (only when asked)
-help brainstorm a theme for a new dungeon
-gather materials for constructing the new dungeon (you will be reimbursed if you must buy the materials)
-help in the construction of a dungeon
-help design and build traps for dungeons
-help test traps and dungeons (you may die some, store your stuff before you volunteer for testing :p )
-various other duties as needed

You must be fairly active in order to remain on the spell team (at least be on a few times a week, and I prefer having you available for weekends, as that's when I'm able to be on the most to coordinate efforts.)

And before anyone asks, no there are not special titles for being on the Spell Team. There may be in the future, I don't know, that's all up to Kainzo, we haven't discussed it.

Now, on to the contest itself!!!


::::Spell Contest Rules::::
1) You must use the provided SSP save file for the contest, available for download on the contest’s forum post.
2) You can only use mechanics and features that are in the raw, un-modded game to construct your Dungeons and Traps, this is to ensure you can make dungeons that function even when an update breaks things like Craftbook.
3) You may build any number of traps and/or dungeons, with any theme or style, anywhere on the provided World.
4) You may use things like INVEDIT to add items to your inventory to build with, you are not limited to the provided materials (though some of everything is provided by default.)
5) WEBS ARE ALLOWED, HOWEVER INVEDIT WAS UNABLE TO ADD THEM TO MY SAVE, SO YOU CAN GET THEM YOURSELVES FOR USE. Don’t use a ton of it, it isn’t added to Herocraft yet, and will likely be expensive to make from Cauldrons (I made the recipe, it’s expensive, but it hasn’t been added yet)
6) YOU MUST MARK ALL SECTIONS OF YOUR DUNGEONS WITH SIGNS, EXPLAINING WHAT TRAP(S) ARE IN THE ROOM, HOW TO GET THROUGH THE ROOM ALIVE, AND HOW THE ROOM CAN BLOCK OR KILL YOU! Also make signs outside the dungeon explaining the dungeon's theme, if it has one, and if you do landscape around the dungeon, mark what things are supposed to be (like a fountain, a statue, a mosaic, etc)

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:::Spell Dungeon Tips:::
1) Make both simple AND complex traps, use your imagination.
2) The more unique, the better. Think outside the box, use EVERYTHING available to you, the wierder, the better, as long as it works reliably without the need to refill or reset manually (it is fine to use Dispensers for arrow launchers, because on Herocraft we can use the Arrow Launcher IC's from craftbook to avoid the need for reloading)
3) Choose a theme, or change theme within the dungeon, whatever you want to do.
4) Landscape your dungeon, details matter, make it like it is supposed to be amazing.
5) If you build the dungeon farther from the spawn area, make a path of some sort to it from the spawn chests please.
6) Please log out at the spawn chests before zipping/raring the save for entry.
7) If you have experience with previous dungeons, you will know the kind of wierd/different traps that can make a dungeon so much better and more enjoyable. If you remember dungeons like the Deku Tree, the Sun Dungeon, Castle Greyskull, or the Floating Tomb, you know how different dungeons can be, while all being equally enjoyable.

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:::Submission Guidelines:::
1) You must save and re-zip/rar your altered save, modify the save folder itself to the following format:: Yourname Spell Contest ex: dagothagahnim Spell Contest
2) Upload your zip/rar file to any reputable file hosting site that allows free downloads by anyone (filedropper, fileplanet, rapishare, etc.) 3) Reply on the contest forum post, and format your reply in the following manner::


Your In-game Name:

Why do you want to be on the spell team?

What is your regular play time? (Morning, Afternoon, Evening, Night)

What day(s) are you available most often?

Are you able to make it to Spell Team TS meetings if given proper notice? (a week or more in advance)

What theme did you go with on your dungeon? What kind of traps? (if you made multiple dungeons, make a paragraph for each dungeon and mark them Dungeon 1, Dungeon 2, etc etc.)

Link(s) to your Dungeon(s) (it is okay to have multiple dungeons on one save, just make paths to each, marked clearly with signs)

------------------------------------------------------------------


:::HOW FINALISTS AND WINNERS ARE CHOSEN:::
-I will review every entry personally, and it will all be based on my personal opinion of the work/effort put into the dungeon, the logic of the traps, the uniqueness of the traps, the efficiency of the dungeons, the deadliness of the dungeons, and whether you thought outside the box or not.
-I will dismiss shoddy work immediately, clean up your messes, and make the dungeons look at least clean, if not themed and decorated.
-Level of fun/fear/difficulty will all affect my rating of dungeons.
-I will give your dungeons a score out of 10 (I can edit your posts on this thread, so I will edit them and put something like: Contest Score: 6.5/10 on your submission post. Please do not be upset if I don't give you the rating you feel you deserve, I will be nit-picking so as to have the best of the best on the spell team.
-Anything that scores 8/10 or higher on the first round of judging will make it into the Finalists folder on my thumb drive, and I will re-review them, much more harshly, until I can organize them from my favorite to least favorite, at which time I will select up to THREE winners.
-Winners will be assigned to the spell team, into one of two categories: Redstone Master, or Dungeon Crafter. Being in either one does not stop you from doing both, it just means you impressed me much more with the assigned talent and I will rely on your opinions for the chosen talent more often.

-----------------------------------------------------
::TO ENTER THE CONTEST, DOWNLOAD THIS:::

http://www.filedropper.com/spellcontestsave

This is the SSP save you must use for the contest. It is generated on the seed Map100, and has good varried terrain, and a HUGE cache of resources at the spawn for your use. Be sure to rename the save's Folder before you upload it for the contest.

Good luck everyone! And above all else, HAVE FUN!
 

Luke Strife

Legacy Supporter 3
Joined
Apr 17, 2011
Location
England
I should ask, what's the recommended amount of time the dungeon should take to complete? I mean for example, should it last longer than 15 mins/30 mins/1 hour etc (which would make it a frickin' huge/difficult dungeon)?
 

Rofii

Legacy Supporter 7
Joined
Apr 5, 2011
DagothAgahnim said:
You can only use mechanics and features that are in the raw, un-modded game to construct your Dungeons and Traps, this is to ensure you can make dungeons that function even when an update breaks things like Craftbook....

Think outside the box, use EVERYTHING available to you, the wierder, the better, as long as it works reliably without the need to refill or reset manually (it is fine to use Dispensers for arrow launchers, because on Herocraft we can use the Arrow Launcher IC's from craftbook to avoid the need for reloading)

Don't those two sentences conflict?
 

DagothAgahnim

Legacy Supporter 5
Joined
Jan 9, 2011
not at all Rofii. I'm saying you can design arrow launchers into your dungeons using Dispensers. On the herocraft end we'll use the IC so it doesnt need reloading. I'm ok with arrow traps breaking on updates, they usually aren't major to the difficulty of the dungeon.

Usually dungeons take about 15-30 minutes if you're able to figure out the traps and puzzles in a reasonable amount of time. Now, if you remember the nightmare of Dgco's Pyramid puzzle combonation lock, they can take days. LOL

Basically, just design the dungeon to be capable of killing the explorers often, and it'll probably be a decent dungeon. There needs to be a way to survive and complete it, but they need to be able to make a single mistake and die horribly too.
 

Punisher79

Support the Death Penalty
Legacy Supporter 5
Joined
Feb 5, 2011
Great. As if I didnt have enough things to do already! ;)

IM IN!

Although I may have to take next week off of work to make the deadline....
 

Luke Strife

Legacy Supporter 3
Joined
Apr 17, 2011
Location
England
DagothAgahnim said:
Basically, just design the dungeon to be capable of killing the explorers often, and it'll probably be a decent dungeon. There needs to be a way to survive and complete it, but they need to be able to make a single mistake and die horribly too.

Hopefully mine will be in the "lull into a false sense of security" category. :p
 

DagothAgahnim

Legacy Supporter 5
Joined
Jan 9, 2011
Luke Strife said:
DagothAgahnim said:
Basically, just design the dungeon to be capable of killing the explorers often, and it'll probably be a decent dungeon. There needs to be a way to survive and complete it, but they need to be able to make a single mistake and die horribly too.

Hopefully mine will be in the "lull into a false sense of security" category. :p

Another fun one is illusion. You'd be surprised, but you can use illusion in minecraft as well. If anyone remembers the Deku Tree dungeon, at the top floor inside the tree, it appears to just be an empty chamber with platforms and holes, and no way out, but tucked in a corner, out of sight, was a small tunnel leading outside that you could only see from one angle, otherwise it blended in with the outer wall.

Things like this are difficult to pull off, but you have no idea how well they work when done correctly, I had so many people bitching me out because there was "no way to complete the dungeon" or it was a "dead end" and I'd just laugh and tell them to keep looking.
 

Shenorai

Banned
Joined
Jan 16, 2011
Location
Shutting the hell up.
Arrow IC? Is that a permission sort of deal or is there a specific way we'd need to build around the dispenser?

...I've no idea if I'm even wording that correctly, but fuck it. XD
 

Diavolo1988

Legacy Supporter 6
Joined
Jan 16, 2011
Location
Oslo, Norway
I can make a dungeon even if Im not on the spell team and dont want to join it right?

EDIT: I just started making one, its pretty fun :icon_twisted: Just some questions:

Will netherrack+power(from redstone or pressure plate) make the netherrack burn? (right now it doesnt work for me)I really like to make that kind of traps so I hope it will.

Is it allowed with riddle type areas? Like the player has to think either like in Portal or solve some riddle or system to find the safe path to get further.

Does the dungeon have to be hard to locate from far away? or can it be highly visible? (im going castle/ayleid ruin style so far)

EDIT2: One more thing, how hard should the dungeon be? Like wicked hard? Or should it be so that everyone who tries eventually will make it if they spend some hours in it? Im working on some features that seem like might be a bit over the edge unless the players get hints/help from players who has managed the dungeon before.
 

Diavolo1988

Legacy Supporter 6
Joined
Jan 16, 2011
Location
Oslo, Norway
Steamed said:
i kinda wanna try to make one now :p

You really should. Its a LOT of fun and a good thing to do now that we're in the middle of the colocation process anyway.

Also, I have an other question in addition to those I already have asked and havent gotten an answer to yet: Is it allowed to make it so that the player has to be atleast 2 going together to solve the dungeon? Or that the player has to bring something to get further? (like a minecart, to make the dungeon self sufficient)
 

7thKnight

Legacy Supporter 7
Joined
Jan 14, 2011
Location
Vancouver, Canada
Prepare to be awed and shook to your core Dago ;D

Edit: Too bad Pistons are not in yet. My Enrichment Centre would have a few more chambers planned.
 

Luke Strife

Legacy Supporter 3
Joined
Apr 17, 2011
Location
England
I don't have confidence that my dungeon will be ready in time, but nonetheless it's still a fun project to do, and I'll still be making the map file public so I can share with others. :)
 

xFinaLx

Legacy Supporter 7
Joined
Apr 24, 2011
I'm working on a dungeon - and its a lot harder than it seems! I hope its finished by the deadline! :icon_eek:
 
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