I might try to make my own adventure map when I finish my current project. One of the things I see in many maps is players being given some items way too early like grappling hooks. Making the rest of the map too easy. I looked around on the forums and didn't really find anything, but is there any kind of guide thread for making adventure maps? That's seems like it should be a thing, and we can have a list of the items broken down into different recommended tiers for what items the player should get first and what they should get later on. Same for weapons and traps. This could help map makers make more balanced maps. We could also put other stuff like guides on how to make some puzzles and other devices as well as many more tips that could help people with making there adventure maps. With the new stuff that was added in 1.3.1 a whole new world of possibilities have opened up and I think a whole new thread to explore these possibilities is needed.
Color removed so I can read it without having to highlight it.I might try to make my own adventure map when I finish my current project. One of the things I see in many maps is players being given some items way too early like grappling hooks. Making the rest of the map too easy. I looked around on the forums and didn't really find anything, but is there any kind of guide thread for making adventure maps? That's seems like it should be a thing, and we can have a list of the items broken down into different recommended tiers for what items the player should get first and what they should get later on. Same for weapons and traps. This could help map makers make more balanced maps. We could also put other stuff like guides on how to make some puzzles and other devices as well as many more tips that could help people with making there adventure maps. With the new stuff that was added in 1.3.1 a whole new world of possibilities have opened up and I think a whole new thread to explore these possibilities is needed.
So, overall, this was pretty enjoyable. I can't speak too boldy, since this IS the first adventure map I've ever played, but it was cool nonetheless.
I found all 3 endings, though the "flatten your path" thing at the end stumped me for longer than I would like to admit.
I had only a few qualms.
Firstly, why were there chests that had life fruits that you couldn't access, like in the volcano or above the water drain? I don't understand.
Secondly, a bit wraith heavy, but it made sense after a certain discovery.
Thirdly...was the "bad ending" victory room duplicated off to the right there?
Fourthly, not sure if this was just unlucky on my end or what, but the King Slime spawned on me like 5 times. I did get a Slime Hook through that, which led to many cheesings happening. (Sorry about that! ^_^' )
Fifthly, uh...not sure if I'm just an idiot or what, but the first time I rebooted up the map, I flipped the reset lever and...nothing...? Bug? Glitch? Faulty Wiring?
Sixthly, slightly bizzare weapon upgrade line, but maybe that was just me.
Seventhly, while fairly satisfying, the good ending was quite...vague? I wasn't quite sure what to do, but whatever.
Also, was the Tinker's Table intentional? Because I totally made an Obsidian Shield at that, and I'm not sure if that was intended.
Eighthly, red gem was (in my opinion) hidden FAR too well. I spent a good hour looking for the darned thing.
Aside from that...only other things I can say are that the Trash Can at the start is...kind of broken? I couldn't use it until I mined it up and put it back down.
Also, slightly disappointing lack of any Trap Chest usage. I would have really liked to have seen a bit more...or well, actually any.
I did find the sort of back and forth of "Hey, I have item X now, I can do this thing now!" was pretty great...though giving out such an early grappling hook felt...odd. I would have almost preferred Climbing Claws initially. (Of course I had the cheesy slime hook, but at the same time...???) Could have been placed a bit later, like past that hallway of fire with the forgeguy, or making a puzzle to get it rather than just a simple...room. I don't know, I just play the games, I don't make them.
I can't think of anything else to write, so I think that brings this very large text wall to a close. Insert bad joke about the Wall of Flesh here. I bid you all a good evening...or morning...or whatever time you're at right now.
So, I don't think there's a guide for how to build adventure maps. I'd think it's mainly because there's no one right way to make an adventure map. You could put the grappling hook in at the start if you wanted, as long as the map is then built around that.
Just playing adventure maps should help give you ideas. Heck, playing video games in general will give you ideas. Parts of my map were inspired by games like Cave Story and Dark Souls.
If you need help with 1.3.1 stuff in general, there's not an adventure map guide, but a wiring guide available.
Maybe this will be useful?
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I do not make maps, but I do play a lot of adventure maps that show up. For grapple hooks you can give them as early as you want as long as you build your map around the person having it. That means if you make a room with say a floor covered in lava and platforms on a timer you want to make sure they can't just cheese the room by just going across the ceiling. Cover the ceiling in jungle spikes. As an alternative you can give Climbing Gear instead, which has much the same, albeit much more limited uses. Don't make pixel perfect jumps, as those just piss people off.
For good trap and wiring mechanics check out Echos of a Lost World and Tales of a Terrarian. Echos has some brilliant one use triggers using boulders, cobwebs, and weapons. And T of T uses a lot of the new 1.3.1 mechanics. Since we're on traps, don't make completely unavoidable traps. Example: 3 block high hallway with pressure plates that trigger dart traps. Traps are fine, difficult traps add challenge, but unavoidable ones just piss people off (and will have me flat out remove the triggers for after you catching me with it once).
Aside from that just try to base your map around what you give your players to use. And don't forget to set up your rules for the map. For other things just remember there are people like me that purposefully try to break your map or sequence break (get items earlier than you anticipate). It is almost impossible to prevent, so don't worry about it too much.
Also... avoid the Arkalis. Love the weapon, but it chews through normal mode enemies far too easily for any combat oriented map.
On the duplication thing... Take a certain item with you and explore those rooms. You'll understand just why it's called the "bad" ending... Having a larger resolution might also help...
I've been scrambling around the map for the past half hour, and have pretty much found everything else to discover (I believe), can you just tell me what the bad ending is, or at least a hint to the item I need and what to do with it?
I'll give you a hint. It involves chimneys!What did you use to make the smoke that goes diagonally? That'd be something that I'd like to use in a factory that I've built in one of my worlds!
This. I was expecting something like this too, but instead because there's a sign that says not to trust the doctor, and that, along with the "come back after all three are placed" part made it seem like something bad would happen after you go through the teleporter.I was half expecting the thing to teleport me into a spike room to get killed or something lol.