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HeroQuest Dungeon in Minecraft

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HeroQuest Dungeon in Minecraft

Postby Spookyhappyfun » May 3rd, 2020, 5:51 pm

I've been watching Dezziedc's posts about converting Minecraft into a 3D world, and it inspired me to try something (far, far less involved but vaguely) similar. I've been working on a new Minecraft world for a sort of adventure map, creating new structures and hazards and such, and I decided to try to translate one of the HeroQuest maps into a dungeon.

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I decided on Quest 11: Bastion of Chaos. I tried to do it about as faithfully to the book as I could, though with 1-1 blocks and spaces the rooms are pretty small and things had to be shifted a bit to account for extra spaces for walls. I fudged it a little bit by making some of the hallways into stairs so rooms can be on different levels and to account to a little bit of necessary overlap, but a few rooms ended up slightly larger. And while I couldn't do secret doors, traps, searches, or monsters in quite the same way, I came up with a few solutions that seem to work alright.

Here's the entrance (both during the day and at night).

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Down the stairs into the dungeon, and the first room (with some "greenskins").

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In the empty room to the left, you can see my solution both for treasure searches and secret doors. I decided on sections of gravel in the walls that reveal either another room or a hidden chest in select places in the map.

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You can see here how the hallways right outside turn into stairs to account for the height differences in the rooms.

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And now, furniture! Fireplace, Armor Stand (never mind the torch and spawner), Alchemist's Bench (with secret door beyond), Table (with secret treasure in the wall above), Bookshelf (with treasure), and center room with Table and Throne.

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There's even a version of Orc's Bane in a chest under the table in the final room.

For pit traps, I went with floating gravel with a pressure plate that, when stepped on, drops the gravel and you with it down into a pit. But, since I could only do one space of those at a time, I made the double pit trap south of the main room into just a dark open pit. And since monsters can't roam free in the hallways without possibly setting off the pressure plates, I opted to make the goblins in the hallway at the bottom of the map into a trap that shoots arrows at you once you come down the stairs.

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And while the gargoyle encounter was beyond my abilities with Command Blocks, I did manage to put in a fun little surprise, but I'll leave that as a surprise.

Overall, it's not perfect and could be a lot more intricate if I had more redstone skills, but I think it works pretty well and mostly resembles the correct layout and map.

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I'm definitely gonna try a few other ones later, but I'll probably scale them up a bit and take a lot more liberties with them.


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Re: HeroQuest Dungeon in Minecraft

Postby BigDaddio » May 3rd, 2020, 10:00 pm

That's pretty cool. I like the tight corridors and the differing levels (not just a flat board). When my kids were in their Minecraft phase (they play mostly SIms and Roblox now) I kept trying to tell them to build things lilke dungeons. They just rolled their eyes at me, lol.
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Re: HeroQuest Dungeon in Minecraft

Postby Dezziedc » May 4th, 2020, 5:39 pm

Agree with Big Daddio - that looks good. What's interesting is that the last couple of pictures look very similar to the way my game looks in design mode.

How long does one level take to complete?
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Re: HeroQuest Dungeon in Minecraft

Postby Spookyhappyfun » May 5th, 2020, 8:57 am

Thanks! It's weird to think that I started Minecraft just about 10 years ago and I'm still playing it today, but then I found HeroQuest 30 years ago and I'm still playing that, so ¯\_(ツ)_/¯

I love to build structures and dungeons for adventure maps. They definitely pale in comparison to many people's builds, but I enjoy them.

I like the tight corridors in some places, being a little claustrophobic, but in general I think I'm gonna make some of the rooms and corridors a bit wider in the next one, so that it makes the smaller, tighter ones have more of an impact. But I think different levels is definitely the way to go.

And the last couple pictures were just going into spectator mode to clip through the walls to get a better view of the whole thing. It's a pretty essential in-game tool for building things like this.

This one probably took about 10 hours to build? Maybe? And I'm sure it would take someone less than half an hour to fully go through. There's not that much there, but it was fun to make and that's what matters.

Any thoughts on which one I should tackle next?


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Re: HeroQuest Dungeon in Minecraft

Postby Dezziedc » May 5th, 2020, 6:29 pm

How about one of the earlier dungeons?
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Re: HeroQuest Dungeon in Minecraft

Postby QorDaq » May 6th, 2020, 6:00 pm

Definitely dig the innovation in this project.

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Re: HeroQuest Dungeon in Minecraft

Postby Spookyhappyfun » May 8th, 2020, 9:25 am

QorDaq wrote:Definitely dig the innovation in this project.

maj!


Thank you!

Dezziedc wrote:How about one of the earlier dungeons?


I'd like to do The Rescue of Sir Ragnar, but I just don't think there's any way to get the Minecraft villagers to properly follow you all the way out of a dungeon. So I might just go for The Trial.

I'll post more pictures here once I start getting into it and making progress.


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Re: HeroQuest Dungeon in Minecraft

Postby Maldeev1911 » July 10th, 2020, 7:36 pm

Love it. Doing something like this is probably the
only way I could get my daughter to play HeroQuest :lol:
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Re: HeroQuest Dungeon in Minecraft

Postby Spookyhappyfun » July 17th, 2020, 1:10 pm

Maldeev1911 wrote:Love it. Doing something like this is probably the
only way I could get my daughter to play HeroQuest :lol:


Thank you!


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Re: HeroQuest Dungeon in Minecraft

Postby iKarith » July 14th, 2021, 2:04 am

denisse wrote:I like the tight hallways in certain spots, being a little claustrophobic, yet overall I believe I'm going to make a portion of the rooms and passages somewhat more extensive in the following one, so it makes the more modest, more tight ones have a greater amount of an effect. Be that as it may, I think various levels is certainly the best approach.


German HQ players have been making custom boards for ages. They make all of the corridors double-wide except those around the central room. This makes the central room 6x6, which they deem acceptable.
<InSpectreRetro> All hail Zargon!!! Morcar only has 1BP.


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