Map Trailer
Story? This doesn't quite need a introductory story as you literally start off in the forest outside the facility, implying that you are either lost or simply exploring the forest only to arrive upon the strange testing areas of Atilliary Facilities.
The story is progressed and created there and then by the player's actions (albeit rail-roaded by the plot) and SADOS' reactions to the player's actions.
The player is meant to be clueless about Atilliary Facilities's backstory, though there are some hints scattered around the map in the form of story, scenery and one lab report.
A one-time 30+ minute Portal-inspired map for single player only. Contains heavy parkour, light puzzle-solving, and a lot of story and visuals. It contains one or two cutscenes which means speed-running isn't supported (at the end anyway). There are very few checkpoints in the form of beds, use them.
If the map lags due to all the redstone circuits and decor, lower your viewdistance. For my bad laptop it works okay at 5 chunks. (You can actually play this map at minimum viewdistance, you'l just lose sight of some decor but that's it.)
There are two endings to this map which means the story needs to be taken seriously and requires some thinking and emotion to get to the right ending. Don't rush the ending, think it through.
This map is not replayable after the ending and requires you to replace the save, though you're more than welcome to muck about in creative mode. You can "replay" it without replacing the save as long as the ending doesn't occur, though actions that happen in chambers will not be reverted and some strange stuff might happen. (You will still be able to go through them if they are completed.)
Brief History & Trivia of Map Creation
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I first started this map in 2012 in multiplayer as part of a fun challenge to make a quick adventure/parkour map. Back then I had only finished until test chamber -03, which was very different back then, and utilized signs as messages from SADoS (who wasn't named back then.) The piston area in the screenshot had lava previously, but that proved to be too difficult for the learning curve so it was removed, which explains the empty pit. (The second chamber also had lava instead of water.)
I then continued the map in single player with a lot of client-side mods, making the map end at the Waste Disposal pipe, and had utilized things like mod pipes, conveyor belts and other stuff for more complicated tests. That's why there's a lot of railroad tracks on wooden planks, they were originally conveyor belts. (Chamber -03 also used conveyor belts and was completed in a very different manner, requiring the player to catch the required item mid-air before it hit the lava.
The overall layout was kept but the way to solve the puzzle was changed and simplified for vanilla.) Chamber -05 also used a can of tinned food from the mod, changed to a simple timed test of agility. The early form of the waste disposal plant during this time used black oil instead of water as waste. After a long hiatus of about 2 years I decided to re-make the map from scratch in vanilla minecraft as the old one suffered from too many modding complications, becoming much cleaner and less bulky in design as it went away from the original design. (That's why the first part of the map is very compressed and the rest is spaced out, it's initially based on the old multiplayer map that stacked on itself to save space and time in building.)
With the introduction of command blocks and a better grasp of redstone I was able to add SADOS' lines in the chat instead of having to read a bunch of signs, and was given more emotion. I also made use of teleporting for lifts, also to enable callbacks and impossible map geometry to make illusions and more space for scenery and chambers. Also gave SADOS a cute lil sign-face (He was made out of mod blocks before so I had to make do with the vanilla blocks and recreate his overhead pipes with fences and his face with...a furnace.....)
Also has a soundtrack I made specifically based on the map that is optional (I don't know how to insert it into the map sadly): Soundcloud Link. Some of the tracks are much longer than should be played in the map though, since I made it when I wanted this to be a larger Unity game, so consider them as extras.
If you find a glitch or bug please contact me on my YouTube Channel.
Atilliary Facilities Atilliary Facilities 2 - The Prequel The Easiest Adventure Map™


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Comments
2017-05-25 17:33
Quote:)
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2016-12-13 02:47
Quote2016-12-13 02:45
QuoteI can't replicate your glitch. Make sure you're using 1.8.9.
Try /tp @p 963 5 -14 to go back to the start.
2016-12-03 16:06
Quote2016-12-02 02:50
QuoteYou can play either one first, the characters you play as are different.
2016-09-07 15:33
Quote2016-09-03 17:13
Quote2016-08-17 20:02
Quote2016-08-09 11:07
QuoteThanks for the support everyone ^^
2016-07-14 00:50
Quote2016-07-05 19:32
Quote2016-07-04 21:53
QuoteThe redstone quality is now almost on-par with the prequel, with title cards, automatic checkpoints (no more beds) and SADOS talks in much simpler sentences now. (Which is better.)
If it lags, lower the viewdistance.
If music overlaps, it's due to lag, set your jukebox sound level to 0 and then up again to stop current music.
Music is pre-streamed which means no pre-play music lag like in the prequel.
Endings are now longer and, if you're not lagging, in sync with the music.
I really hope this map is allowed to be updated despite it's age, this is my first adventure map and I keep this map very close to heart.
It'l also be useful for people who want to play the whole Atilliary series if they happen to stumble on the prequel or the filler "Easiest Adventure Map" ending that canonically ties into the storyline.
2016-06-21 19:32
QuoteVery strange...
/tp @p 963 4 -12
2016-02-28 11:00
QuoteIm Sorry its just that i see so many good reviews of this map, but I cant find the map.
Please tell me the cords from ANYWHERE of the map, thanks.
2016-02-26 16:21
Quote2016-02-21 23:31
Quote2016-02-20 22:32
Quote2016-02-18 11:58
Quote2016-02-10 23:16
QuoteJust played the prequel. MUCH better. Now, don't get me wrong, i still like the original (the storyline, stuff that i said in my previous post) but the prequel is much better!
Its cool that you've been working on this since 2012. Oh, and while i do like command block wiring better, this map had /good/ redstone wiring (other maps have crappy redstone wiring.)
I will be doing a review of the prequel on its page
2016-02-10 23:00
QuoteThank you for your detailed input. I'll put some points down in response, but first off, you're right about most of the things and I'll definitely make note of them.
>This is my first adventure map, which was actually started before 2012, before the command block was introduced, which is why the map's design is mostly based on redstone circuits. I made use of command blocks at the last second when I had just learnt about them recently this year. I'm a noob at programming and coding so I tried to keep command block use to be as simple and basic as possible until I get the proper hang of it. Sadly I also used a lot of redstone in the prequel of this map since it's much simpler to do. I'll be using the command block more often if I make another adventure map, as you suggested, otherwise I plan on keeping these two maps mostly the same with their redstone since, y'know, it works.
>As for the "bug" in the flooded room, there is a corner to the right of the exit of the chamber that allows you to access to the maintenance tunnels after flooding and get into the old tests to get the iron ingot. To be fair it's not easy to spot as it easily blends with the wall, so I don't blame you.
>The Redstone Delay is on purpose, I don't like certain things happening instantly, I personally feel it breaks the mood, so I like a little pause for things like dialogue and explosions.
>I personally don't feel that a boss would make sense in this map, since there is no one in the facility but the player and SADoS, who is stuck to the roof and can not otherwise harm the player other than damaging the facility around the player. The closest thing to a boss fight in this map is simply escaping SADoS' chamber by avoiding the easy-to-avoid lava. Again, kept from the 1012 design of the map. I just don't feel like it fits in this map.
>Personally I don't see why text needs to be colored, but it's a fair point eitherway and I ended up doing this in the prequel on rare parts, but I'm finding the json thing very confusing and hard to do, so I'm having to copy-paste examples and edit them.
>I didn't know about /title at the time for the different sections and the two endings. The map is actually split into different chapters/parts with their own respective names (as shown on signs on library blocks outside the map viewable in spectator mode, or in the youtube video walkthrough I made), but I didn't know how to add them in so I left them out entirely. The ending also was going to have this but again, I didn't know about the command block enough to add it in. (There is a sign saying The End on the wooden post at the end though, but true that it is pretty bland especially if you get the bad ending.) Now that I do understand more about command blocks I'll probably follow all your advice and make an update adding a more obvious ending along with title cards (/title), more spaced out dialogue, (SADoS speaks too quickly sometimes) removed repetitions from SADoS' speech early on, and a more elaborate bad ending instead of just looking at the facility, with some deep text or something.
Now, the prequel I just uploaded, Atilliary Facilities 2, even though it still runs mostly on the same redstone systems similar to this one, it does make more use of command blocks. (Title cards, a few colored texts and actions, status effects, automatic save points, a cutscene, a well-defined ending and also a boss fight where you actually fight mobs if you can call it that.)
Thanks for your criticism, JR_, it really helped!
2016-02-09 23:24
QuoteHere are the pros and cons of the map
Pros:
Few bugs
- Not very laggy (OH MY GOODNESS I HATE LAGGY MAPS). Toward the end, there was a delay on some of the redstone stuff, and i think this was due to the fact that the map ran on redstone, not command blocks, but it wasn't really a big problem. (More on how this in the cons section)
- No way to purposefully break the map (accept for switching to creative, but that don't count)
- Even though the story was not original, it did have a nice twist at the end.
- No way to tell that the map was really in several different parts (Accept for switching to spectator) Very seamless, which is good
- A nice challenge, but not too hard. I have seen many puzzle maps that are ATROCIOUS. I personally like the parkour/puzzle style for minecraft puzzles
Cons: Most of these are not very important, just stuff i would like to have seen in the map.
- There was one bug in the test room that you end up flooding. I had to switch to creative, go in the observation room and press the reset button for the despincer in order to get the iron ingot (This may be due to me just not being smart enough to figure out how to get into the observation room legitimately, but when i switched, i also switched to spectator and flew around outside a bid, and did not see anything that looked like i should do.So i think this is a bug)
-You relied to much on redstone (IN MY OPINION).I flew outside of the map, and saw mostly redstone. Not very many command blocks. I personally like it better when map makers use command blocks to summon redstone blocks, which then power iron doors, command blocks, etc. (/setblock x y z redstone_block) This reduces lag, makes making the map MUCH more flexible, and gets rid of piston sounds
-Sometimes if you pressed on a pressure pad, then moved off of it, then pressed it again, the pad would do the same thing that it did before. Example: Sometimes text would appear more than once. This can be fixed using the method described above. This is not that bad of a con but it can be a little annoying.
- Not enough command block spectacle. What i like (meaning this is my opinion) about minecraft adventure maps is the ability the map creator has to make a spectacle using command blocks. This can be done using /setblock, /summon (You can summon falling blocks, fireballs, projectiles, and stuff life that.) /particle (I think)(I really need to learn how to use this one). Now don't go overboard with this, or you will get a hypixel-style lag fest, and we all know how much we LOVE those (lag-fests i mean. If you play any of hypixels maps on a good computer, they are AWESOME)
-Some fighting. Add a boss fight in there. And fighting doesn't necessarily have to be with swords. It can be in the form of a boss fight with a bow, avoiding attacks, etc. And of course some minor enemies. You can use the /summon command to create some very intreiging mobs. now, i know you were trying to capture the look and feel of portal, but even portal had some fighting. (Even if it was puzzle fighting, it was still fighting)
- Text was all white. While this is not a true "problem", it would be nice to have fixed, Using the /tellraw command you can make the text pop out more and be more interesting. I recommend http://minecraftjson.com/ (It is tellraw generator). As a fellow map maker, it was pretty ovious you just used the /say command (Now, in order to make the player talk as far as i know /tellraw does not work, but using /say for that will.
-Ending was kind of ambiguous. What i mean by this is you don't know if its over once you get out of the testing area. There is no "The end! map by Armystuntman" or something like that. While this is not really important, it would be a nice finishing touch.
Overall, if i was to give this map a thumbs up or a thumbs down, i would give it a thumbs up. IN MY OPINION, I just think it needs to be a bit more polished
PS: The /summon, /give, /setblock, /fill command generator that i use is http://mcstacker.bimbimma.com/ I absolutelly love it. Without it i would be unable to make my maps (Adventure map: The Adventure, PvP map: Fireball PvP) be good at ALL. It is a great time-and-error saver. I highly recommend it.
Hope you continue to make great maps!
2016-02-08 21:11
QuoteThanks for the attention everyone ^^
2016-02-02 16:12
Quote2016-01-30 06:03
QuoteQuoting ZachAttack:
Quoting Techpig57:
Oh wow, thanks everyone! I didn't expect all this attention. ^^
A prequel is in the works :3 Though it will take a long time to make as I just started now with only a basic idea of the plotline (probably finish this summer or the next) so I guess y'all can forget about it for now. I'm aiming to make some locations you visit from the first adventure map reappear in the prequel to help it all link together :3
Thanks for the support everyone, I really appreciate it!
2016-01-26 13:09
Quote2016-01-26 01:06
QuoteMap creator here. It is a pretty challenging part. I made a full walkthrough to help anyone who is stuck in a particular area.
https://www.youtube.com/watch?v=f9nsbhZtcJk
You can check the description for the different areas to skip through the parts you have completed.
2016-01-23 23:25
QuoteI probably left out something really important, but after seeing a terrible playthrough where a person stole all the items from the dispensers and nonsensically broke the map into bits in creative mode, it made me realize that you should NOT take items directly from the dispensers. This is a sure way of breaking the map and might end up making you stuck.
Do not directly take items from dispensers even if they're in reach. You're not supposed to do that. There's some command blocks that clean up your inventory to make sure the tests aren't broken or cheated on so this means taking all items from a dispenser and losing them this way will most likely break entire an entire playthrough. Anyone who has played or knows the Portal series would understand why this is an issue.
Don't take items directly from the dispensers, use the pressure plates provided. Thanks.
2016-01-23 23:22
Quote2016-01-23 19:09
QuoteP.S
Please make a sequel to this!!!! \(^_^)/
2016-01-23 16:48
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