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你或许想要制作一张具有挑战性的地图。需要建议吗?不知道从何下手吗?那就阅读以下的指导吧。

准备

提前为你的地图做一个规划是很有用的,那比随意拼凑点建筑更容易继续下去。 虽然一个计划可以从一个简单的列表到画出每一个方块的详细计划图, 但一个好的规划至少应该包括:

  • 地图的主题,它是做什么的?
  • 地图的类型
  • 大致的情节线(如果有的话——一般以故事为基础的冒险地图会有)
  • 地图的大致轮廓,你会放置怎样的陷阱和牢笼(它们的位置/以怎样的形式出现)
  • 地图里大型建筑的基本蓝图
  • 在另一个地图里测试一下利用红石的设施

地图的种类

当你决定制作一张地图前,你要先考虑好要制作哪种类型的地图。以下是一些类型:

冒险地图 - 让玩家在其中冒险,设置了一些要达成的目标
跑酷地图 - 专为跑酷设计的地图
生存地图 - 为了生存的世界,生存下来会变得更容易或更加困难,Skyblock地图就是很好的一个例子
解谜地图 - 一张益智地图,玩家需要在其中解谜
游戏地图 - 提供一个Minecraft中的小游戏,以一个挑战地图的形式展示
PvP地图 - 为PvP而设计
竞技场地图 - 一个会刷怪的竞技场,你必须战斗

技巧与提示

自定义超平坦世界

经过个性化的超平坦世界可以提供一个良好的生存环境。

制作出生区域

参见:生成

您可以预先制作一个出生坪或小屋,以及其他任何您能想到的出生点形式!

增添奖励

可以为玩家准备些小奖励。额外的惊喜能使挑战地图更加的精彩。钻石或是绿宝石能很好的记录得分,也比较有趣。如果想给玩家一个出人意料的结局(名副其实),你可以设置9倍的奖品(如果奖品是钻石、绿宝石、铁,甚至是煤),让它们去制成必要的方块,创造对别人来说有所不同的结局。

信标用处非凡,所以为什么不在地图中加入神秘的力量屋呢?它会带来速度,速掘,抗性提升,跳跃提升与力量。您还可以提供附魔台、 经验农场, 带来正面效果的喷溅药水等等 (也可以加入各种带来负面效果的设施)。

设置障碍

添加深坑、陷阱等等。别忘了检查解谜和陷阱设置。

隐藏的地牢

地图上隐藏些预先制作好的地牢将会让玩家度过一段有趣的时光!

加点小花样

创造一些自己的小发明. 刷怪箱对于一些陷阱或是娱乐设施是很有用的, 仅作为简单的装饰也是很不错的。基岩末地传送门框架可以防止玩家从您不希望他们走过的路线逃离。末影水晶看起来很优美,不过鉴于其阻塞通道和爆炸的能力, 可以用于制作各式障碍,玩家不得不想法安全摧毁他们。(别忘记检查 "引爆之前要看一看"的陷阱!)

可以通过放置好的床来创建存档点,但是玩家只有到晚上才能利用它。通过命令方块将时间调为晚上,或是直接利用其设置出生点可以这个解决问题。

可以考虑带盔甲的发射器。

您可能希望拥有一个秘密按钮。例如一个玩家被授予弓箭,如果他们按下按钮,一个隐藏的门及通道就会出现,通向一个奖励房间。太妙了!但是在按下按钮前,他们必须通过一条阻碍重重的道路,在制作地图时别忘了考虑这点。

设置Boss

您可以用红石设施或是发射器来创建一个Boss,这作为地图的终点真是再合适不过了。在一间房子里生成末影龙或是凋灵效果也很不错。记得使用命令/gamerule mobGriefing false, or weep。

烟花压轴

当您历经千辛万苦到达终点,为什么不享受一场盛大的烟花秀呢? 利用红石电路、发射器,制作些烟花,让他们绽放吧!

Puzzles and Traps

印第安纳·琼斯时刻

你可以做一个巨大的房子,用熔岩铺满底部,并将一些方块以浮动的形式放置在空中,并通向某个装有宝藏的箱子。 目的是为了让玩家通过跑酷的形式到达箱子。 任何贴在墙壁的方块可以通过粘性活塞的控制,达到伸缩的目的,相当于“抓紧时间跳跃”;而“钢索”,则可以用玻璃板或者铁栏杆代替。

蛋糕就是谎言

放置五个蛋糕在同一条线上,并且与BUD开关联通;其中一个可以在吃的时候将玩家送到一个充满宝藏的地方;其余的四个……会送你到一个岩浆坑里面。

那是痛苦的!

创造一个绊线钩用于激活发射器里的箭,再将一个绊线钩放在它上面。这个玩家会往前跑,他会被活塞推到洞里,掉到充满岩浆和箭的洞里,会受到伤害。

这会避免摔倒。玩家如果快速跑或留在这, then the victim avoids the trap, but if you put a furnace facing in, the player might think that the dispenser is just an ornate tripwire dropping a prize.

What Tiles?

Create a room with a grid of wooden and stone pressure plates. Only some plates are good. For example, wood pressure plates are safe to walk on while stone ones push the player into the Void.

Be Flamin' Careful

Create a maze with netherrack sides at ground level. Set the netherrack on fire. Players will find it hard to complete this maze without a scald. To stop them jumping over the flames put some floating obsidian/bedrock/end portal frame blocks two blocks above the maze path. For some extra amusement, make it a maze that climbs upwards and then add a lever saying "Trophy" which when pulled will make a lava flow chase the player, who has to either burn or burn.

Be smart...

Put a hard question to solve with 3 answers. To do so, put 3 levers and 3 signs with answers. The right answer will open a path for the player to pass. Others will throw lava into the room. Take advantage of the fact that dispensers with Buckets can place lava, then suck it back up.

It's just H2O!

Make a path that goes slightly underground, then fill it to the ceiling with water. Add some air pockets so your players can breathe. Spawn some squid if you want to see some ragequits.

Creepah

Creepers are nice for dealing with your challenge map victims but can blow up parts of your structure, so try building the creeper room out of obsidian and add some inaccessible charged creeper spawners. Alternatively you can use /gamerule mobGriefing false to make it so that Creepers, Endermen, Zombies, Ghasts and Withers, yes, even those Ender Dragons in the boss room can't damage the enviroment.

Also, you might want to drop the player into a pit full of creepers. One of the nice things about this is the pit gets bigger as the creepers blow up. Give them a cheap tool like an iron pick to kill the creepers with, and add some small elevations or safe spots.

Look Before You Detonate

We all know that ender crystals explode when you destroy them? OK, so why not add this simple trap to your map (no stupid rhyme intended).

Put some lines of TNT underground, 1 block under the floor. Line these up to a central Ender Crystal obstructing the player's way. A simple lesson: look before you detonate something.

Sand Falls...

Tripwire is a very good tool and plays a role in this trap. Place a tripwire, then wire it up to a set of pistons. When the player comes along they will not see the tripwire, trip over the wire, and stumble into a hey... where did all the sand go? Make it fall into a ravine, a room with plenty mob spawners and if you are really mean, an end portal.

Run Fast

This trap takes advantage of the very fast speed you can achieve by sprint-jumping in a two-block high passageway. First of all, build a two-block tall passageway of whatever length you want. Put a pressure plate at the beginning of the hallway, and connect it to pistons that will retract the floor. Put in a delay, so that the floor will retract just after a sprint-jumping player gets through. If they aren't fast enough...

Test Your Brain

Put numbers along the game that players have to remember, then add a room to enter these numbers. If they get it right, they can move along. If not, they'd better explain it to the cactus. It is probably a good idea to prevent the players from going back to these numbers somehow, for example, using pistons to create a door that locks behind the players.

There! Oh, no nvm.

Make something like Indiana Jones-ing. Put attractive blocks like diamond / gold stuck to a wall. When the player touches it -Pressure plate/tripwire etc etc- the block would come to the other side and the player would fall in... The void? The end? Lava? Water? Charged creepers? Up to you.

Indiana Jones-ing... again...

Now that Dispensers can face upwards, fill them with arrows and put a pressure plate or tripwire on top for an instant semi-hidden trap.

Falling Floors

To make your level exciting, arrange a floor of TNT, with gravel on top. Then add a pressure plate on the gravel, so when you step on it, it disintegrates. Make some parts of the floor NOT fall, or a fail would render the level unplayable.

Mini-trap:

Put pressure plates around a diamond block or chest. The player will think this is a trap,with a chance of rage quit.

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