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-   -   Rupture Farms: Minecraft Adventure Map Version (http://www.oddworldforums.net/showthread.php?t=20383)

Splat 02-17-2012 01:14 PM

PM me the new first post, Edd.

*Spends 5 minutes laboriously transferring posts. Alex, please stay on topic in future.*

AlexFili 02-18-2012 01:20 AM

Sorry for going off topic before. Anyway, Rupture Farms is looking really interesting right now. It'll be fun to do a reunion there sometime.

DarkHoodness 02-18-2012 11:53 AM

First post of this topic is now updated, which I'm happy about. Thanks, Splat. :)

Also did you know that today marks the 8 month anniversary of when this project was started? I would make another video but I don't want to reveal too much ATM.

sheridanm962 02-18-2012 02:37 PM

Is it possible to get the actual map as a save game?

DarkHoodness 02-18-2012 03:48 PM

Someone hasn't been reading things. I do not approve.

EDIT: Actually that reminded me that I missed something out of the first post re-edit. The answer to that question should be a lot more obvious now.

sheridanm962 02-21-2012 09:27 AM

:

This map will be downloadable and available to the public domain once the project is complete, provided I can find a host.
I must have missed this (I don't usually read red text unless it's underlined.

DarkHoodness 03-02-2012 10:56 PM

As people may know, RF has been on hold until 1.2 for the past 2 weeks. Now it's finally out and I've played around with it a bit, there are three good things about the 1.2 update:

1) Villagers are now MUCH easier to push around. Also they tend to stand a lot stiller now than they used to. This is good 'cause they're part of a vital set piece I was planning to use.

2) Dispensers now "dispense" mobs. And fire. This gives me new ideas for even more set pieces - Including overcoming how TNT has a time delay so isn't useful as a substitute for explosive mines.

3) Upside-down stairs and slabs are useful:

http://www.oddworldforums.net/attach...1&d=1330760765

Will resume work on RF after the OWF server is finally updated. :)

Crashpunk 03-03-2012 03:47 AM

Good looking barrels. I can't wait to mess around with the 1.2 features on the server

AlexFili 03-03-2012 03:49 AM

As long as nobody 'dispenses' a Ghast in the middle of town. (shudder)

DarkHoodness 03-05-2012 04:18 AM

Work on RF has officially resumed in preparation for 1.2. Also I now have an idea for finishing the outer panels, finally. That's stumped me for far too long.

EDIT: For once there's been a lot of progress today.

EDIT 2: Also the server is actually updated now.

DarkHoodness 03-07-2012 09:48 AM

I made this for the sake of my YouTube subscribers - There really isn't much new here though.

EDIT: Oh look, non-corrupted version!


Minecraft Adventure Map: Oddworld's Rupture... by DarkEdmund

DarkHoodness 03-09-2012 08:43 AM

Just something silly. Thanks to Alexfili for the gun mod and idea (seems the Skeletons use the same skins as players)



In the mean time I guess people are bored with this, so I'll be keeping things more under wraps until I have something proper to show.

EDIT: But for those who are interested, I've been working on yet more redstone contraptions, upgrading previous building work with upside-down stairs, and thinking very hard about what to do next in regards to level design now that I have a few mechanics to lay out.

Crashpunk 03-09-2012 08:52 AM

I love it! It actually works with the Slig. I hope you keep this in the adventure.

DarkHoodness 03-09-2012 08:55 AM

There'll be a texture pack which will be included with the mod download. I'm thinking a lot about how to do that in a way that looks good, too.

EDIT: I also just found out that the slig skin was originally made by some person called Blackgaze.

LauricGK 03-09-2012 01:27 PM

What a crazy work you've done here dude...
I'm not a minecraft fan but you are showing how much patient and professional you are, in your way of working.

Keep up the good work ! ;)

DarkHoodness 03-09-2012 03:58 PM

Thanks. :)

Also I've opened up a DailyMotion account now since YouTube loves corrupting my videos. People can now view an un-corrupted version of the earlier trailer (see above). I'm also tempted to re-upload the Abe's Oddysee FMV on there as well, although YouTube hasn't corrupted that one as badly as other recent vids...

LauricGK 03-10-2012 02:21 AM

What do you mean by "corrupting" ? You can't upload or the video quality is really bad...?

DarkHoodness 03-10-2012 03:43 AM

Compare the YouTube version to the DailyMotion one. The YouTube version occasionally gets image corruption and I don't know why - I know it's not to do with my computer since the videos look fine both offline and on DailyMotion. I'm using standard software to encode my vids: Windows 7 and Windows Live Movie Maker. Perhaps YouTube doesn't like compressing 720p WMV files? Google haven't responded.

LauricGK 03-10-2012 04:51 AM

:

()
Perhaps YouTube doesn't like compressing 720p WMV files? Google haven't responded.

Maybe.
Or there is Vimeo. I use it, very nice

DarkHoodness 03-10-2012 05:16 AM

Vimeo only accepts submissions that are composed of entirely original content. Maybe my creativity is directed toward the wrong things.

Also MinecraftForum.net refuses to accept my adventure map trailer and won't state a reason why. So much for generating interest. I'll be releasing another trailer when the map is finally finished in a few months time - I hope the same doesn't happen again, and I kind of get the feeling that as well as having to work very hard to finish the map, I'll also have to work very hard to get it noticed afterwards. And even then, lower-quality projects will have far, far more interest.

But c'est la vie. :P

LauricGK 03-10-2012 07:44 AM

Ouch...Too bad :/

(Nice french ! ^^)

Splat 03-10-2012 09:14 AM

So that's how you spell that...

DarkHoodness 03-12-2012 03:42 PM

I want some feedback. I'm trying to come up with a mechanic to "save mudokons" but there's only 2 I've thought of, and they don't work too well. Pigmen hit like a truck for starters, also it makes "mudokons" seem totally expendable and aggressive, but at least they're humanoid-shaped, the golden swords can be made invisible, and they'll follow you when provoked. Also they're immune to lava, creating situations where lava will kill players if they fall where they're not meant to go, but it won't kill pigmen.

Villagers are passive and will stay where you spawn them, but don't follow you on command and can't be made to look much like mudokons even with re-skinning.



Basically the idea is that you "save" "mudokons" somehow by pushing or luring them into a "portal" with a pressure pad at the bottom which connects to a complex redstone circuit. Save enough mudokons and the doors at the end of the Zulag will open, allowing the player to proceed to the next Zulag. So it's perhaps the most important game mechanic of the map - Therefore it's important for me to get right.

Anyone think of a better idea than what I've managed to come up with? Or improvements?

Splat 03-13-2012 01:58 AM

My vote would probably be villagers, if nothing else then because all the grunting disturbs me.

Crashpunk 03-13-2012 02:32 AM

That's a tough one. If they was a way to make villagers follow you, that would be perfect.
I do like the Pigman idea though, It works however they can also kill you...

Time to tweet Jeb!

DarkHoodness 03-13-2012 07:38 AM

:

()
My vote would probably be villagers, if nothing else then because all the grunting disturbs me.

Apparently there's a way to mod Minecraft sounds, and in which case you can install a sound pack which I'll create, although since you'll have to install a mod to use it, it will be purely an optional thing.

AlexFili 03-13-2012 07:52 AM

I like when the mudokon "saved" you. (aka, hit you to death with his gold sword)

DarkHoodness 03-13-2012 10:14 AM

Another solution would be that I'd do away with Mudkons/have them work in the background as zombie pigmen, and you'd have to save paramites or scrabs instead - by re-skinning pigs or sheep and having them follow you with wheat.

Or I could make a mod that nerfs pigmen/adds a new mob, but then I'd have to learn Java, and people would have to download and install the mod in order to play the adventure map. It wouldn't be an optional thing. This would put people off.

TBH the Minecraft limitations are really, really irritating me. Maybe I should be doing what Nowtun is doing or something... Maybe that'd be beside the point of the challenge, though.

Phylum 03-14-2012 02:14 AM

I don't really like either mud in the current iteration.

I think modding the pigman to act like a farm animal or dog is the best option. Another option is creating a new mob with the behavior of an animal. I may be able to find time to look, but I won't be doing anything pre-mod API, seeing as I want to learn to use that anyway.

Maybe use farm animals for now. According to MO pigs would already make the right sound to be paramites, so that is an avenue worth considering.

DarkHoodness 03-14-2012 10:59 AM

Yeah I might use sheep or so as a placeholder, in the hope that later you'll be able to coax villagers to follow you or that pigmen may appear in future patches... Then ask people to download an optional mod that modifies sheep to appear as mudokons.

Sucks.

DarkHoodness 03-21-2012 01:55 AM

I have a project for you guys! Even people who don't have access to the server can take part!

Read on! :)

In the final, downloadable map for Rupture Farms (NOT on the server, that would cause too much disruption and take too long), I plan to use MC edit to terraform the entire visible area around the front and sides of RF with mycelium, including the seas, and litter the area with small and medium sized industrial-like buildings and structures. These will be copy-pasted and placed randomly with pathways and roads between them in one big sprawl that'll stretch as far as the visible view distance from the areas where the player is meant to go - The idea being that players will be visually impressed when they first enter RF.

I also have plans for one of the later parts of the level for players to go briefly along a catwalk that goes along the top of one of RFs outer walls - They'll be able to see the landscape through the gaps in the panels.

http://www.oddworldforums.net/attach...1&d=1332321627

What I want you to do:

To improve variety, I'll be needing lots of small-medium-sized industrial buildings to paste into my planned sprawl - Sort of like the existing buildings seen in that intro vid I made, under the RF billboard:

http://www.oddworldforums.net/attach...0&d=1332321636

Build me small/medium sized industrial buildings, and if they're good enough I'll be including them in my sprawl (but please don't feel disappointed if I don't chose your designs, I'm a little fussy). I'm talking chimneys, storage tanks, scaffolding, warehouses, pipework, pylons - Use your imagination. :P

You'll be credited on a big credits board that'll be seen next to the player spawn area if your designs are chosen, and also on the buildings that you build, for those who choose to flaunt the adventure map rules and go out of bounds to take a closer look (inevitable). I'll be building many of my own in addition to what I've already made of course, but this'll help the variety a little.

If you wish to demonstrate your buildings on the server, I've terraformed some of the sea next to RF as building space (circled in red) which I may extend later out to sea, depending on interest:
http://www.oddworldforums.net/attach...9&d=1332321627

You can get to it by following this 35 second vid:


Or if you don't have access to the server:
Or don't have access to creative mode and don't feel like building in survival, you can build your buildings in single player and send me the map files for me to copy directly from using MC edit. (post a screenshot here, though)

Remember that anything built on the server won't appear in that location on the final map since I plan to terraform entire areas and move things around.

Happy building! :)

EDIT: Oh yeah if you'd like a progress update: There's not much to report. Until today, I haven't been working on it much lately, mainly on cosmetic stuff for an hour a day over the past 4 days. There is still some progress and I am actively working on it, but I've stalled a little while I think of level layouts. On the 18th the project turned 9 months old.

Crashpunk 03-22-2012 12:19 AM

I'll give it a go sometime :)

dripik 03-25-2012 06:35 AM

I think I'll give it a go too, seeing that I've updated and can't actually get on the server, yet I want to do something creative.

I like the idea a lot though - it'll really help the atmosphere of the surrounding area. Forests and treehouses don't really cut it.

DarkHoodness 03-28-2012 09:24 AM

Another update: Progress is slow. To help me a bit I'm making a mock-up level offline - Kind of like a draft, which I'll put up here when it's done for people to try and give me feedback on. Being not happy about the existing "saving mudokons" mechanics, I'm trying to think of a compromise that works...

They say mod plugins will be officially supported in Minecraft 1.3. I'm considering going down the modding route in preparation for this since it's one of the things that's stopping me - It may open up new opportunities. For example I'll be able to replicate enemies and traps exactly from the original games, rather than having to come up with compromises and re-skins.

Of course it may mean I'll have to take the project offline only. Or I could make 2 versions and use the first version on the server as a draft and get it as finished as possible even though it'll lack traps...

Meh, I have to think about stuff.

DarkHoodness 04-20-2012 05:37 AM

It's probably about time I updated this - The prototype map didn't work so well either. Currently I'm building a different adventure map in the OWF server first, to see what I can learn from it, while Rupture Farms itself is on hold until I finish doing that.

Depending on what future game-changing updates are released for Minecraft, my version of Rupture Farms won't resemble anything like the Abe games. It's impossible. But I will finish it somehow and in some form, so long as Minecraft keeps being popular. Don't know what it'll turn out to be like, but I will finish it. You have my word on that.

Crashpunk 04-20-2012 06:53 AM

If you make it an amazing adventure map that ends up being loosely based on Rupture Farms, I'll still want to play it. The fact that it makes reference to Abe's Oddysee would interest people anyway.

DarkHoodness 05-08-2012 01:56 PM

Got another update.

I've learned a lot from the other adventure map I'm working on (on the OWF server), have realised how much space redstone circuits take up, and have also realised just how important cavernous spaces are inside RF.

Long story short, I'm writing off the OWF Server/filmset version of Rupture Farms as a prototype, and am starting again offline, using MC edit, and will make it even larger than it currently is (using the increased sky level to my advantage). This will also allow me to create a bank of set pieces to paste as whole components into the map, speeding up the creation process somewhat. Elements from the existing structure will be re-used and expanded upon.

I still want people's buildings for the industrial sprawl surrounding RF if people are interested in submitting them.

Also this may open up new opportunities for me and am considering the usage of mods, to make a more fun adventure map.

For those with OWF server access: I'd like the RF area to be left as-is, please - It is NOT entirely redundant. Maybe when I'm done with my current adventure map in Ma'spa (which I'll still be actively working on in the mean time), I may build a few catwalks inside there just to give myself something else to do on the server and make it look less incomplete. It's already served a purpose as a filmset and has a history, so it wasn't a complete waste of time.

DarkHoodness 05-09-2012 04:02 AM

Double post, 12 hour rule.

Since I can now paste entire components into the map, there may now be a way for people to help me and contribute to this, like I wanted people to help with submitting buildings for the sprawl surrounding RF.

It won't be the same as everybody working on it on the multiplayer sever, but that would've been too hard for me to organise anyway, and get a favourable result, which is kind of the reason why I was asking people not to help me.

I will announce further details when I've built up the structure a little - But I'm thinking people may be able to help me make set pieces, traps or obstacles for the adventure map, props to go inside the factory... That sort of thing. You can build them in creative mode then submit the maps to me, and if they're good enough I can use them and credit you.

Splat 05-10-2012 07:11 AM

You're gonna have to keep us updated on your progress now more :p We want to see just how big the new biggest meat-processing plant in Minecraftia is!

DarkHoodness 05-10-2012 02:32 PM

Yeah but I think only about 5 or so people are still watching this - Too many updates will get boring so I won't be updating that much until I start calling for people to help me make set pieces.

I've found a suitable new map with an incredibly large, flat(ish) desert surrounded by mountains for me to convert to a mushroom biome and change all the sand to mycelium. I'm also currently in the process of making a custom texture pack - So that RF will be made from metal panels rather than stone. It's one of the things people were asking for. Maybe I can distribute that when I'm done, to help people build things in a way that's compatible with the map.