SovereignVis
Terrarian
Are you using any "player sensors"?
I have a Super Metroid Map. Someone made it along time ago, but handed it off when they quit. Someone else finished it, and then made a mod pack for it. I don't have the modpack, just the map. I'd give credit where credit is due, but I do not know the original creators name, or the guy who finished it and made the mod pack. I just remember when I saw it, I immediately downloaded it.
I would use 2 player sensors with a flip-flop gate so when the player hits the sensor closer to the fountain it turns to blood and when they hit the sensor going away it turns back to water.
Got three hearts and coins in a spot above the room. When the waves over an explosion happens which blows open the roof, destroys the hearts and drops the coins. Glad we think alike! Edit: I see now I mentioned the hearts but didnt go into detail in my post. Fixing that now.Maybe after the zombie shower is over, you could summon a Brain Of Cthulhu by blowing up a few crimson hearts with TNT off-screen. I'd say he looks quite similar to the original boss.
Got three hearts and coins in a spot above the room. When the waves over an explosion happens which blows open the roof, destroys the hearts and drops the coins. Glad we think alike! Edit: I see now I mentioned the hearts but didnt go into detail in my post. Fixing that now.
I have a few diagrams for this, if you want to message me directly about it. It requires a bit of Logic Gate magic to get it to activate once only, and would work best if the teleporters fed to an external hub where the warps are closer (for less wire issues across the map).4. Advanced Teleporter system. In the game, there are several warp rooms that must first be visited before they tie into the overall system clockwise. Right now I have all the warp rooms built and they function clockwise as if they all have been visited already. I am unsure how to make this true to the game.
I made a lock which works the same way as the one in the game in the clock tower.
It uses the trap door to make the "kerchunk" noise when you hit the cog. You would need to position it so it can be heard from all of the cogs.
You have a green wire there that does nothing and goes nowhere. XD Should just cut that wire out.I made a lock which works the same way as the one in the game in the clock tower.
It uses the trap door to make the "kerchunk" noise when you hit the cog. You would need to position it so it can be heard from all of the cogs.
You have a green wire there that does nothing and goes nowhere. XD Should just cut that wire out.
Good.Yeah, I noticed that. I just didn't really want to bother with making a new picture.
[doublepost=1500935356,1500934973][/doublepost]There, I fixed it.