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Play randomized games of King of the Hill and Domination across several arenas with you and a bunch of friends across 4 teams...
With practically everything automated and managed from team assignment to respawning, weapons, power-ups, map selection and matches; all with constant feedback from the system informing you of what's going on, check out the latest version of Minecraft King of the Hill, now with all new Domination game-type.
Following on from my original King of the Hill PvP Map, and with the addition of the Command Block in one of the recent snapshots, here's the beginning of Bench's PvP Map 2.0
After some feedback on the last map, and some recent new additions to the game, it seemed like a good idea to start afresh and think about keeping the same PvP experience but with simplified means of playing. With the previous map spawning and respawning became an issue, as was the player loadouts, as such this was the first thing addressed.
Update: (14th March 2013)
So the new 1.5 update has introduced a significant amount of new stuff, some of which directly applies to the dev of this project. As such it's put on hold for a little bit while we work out the best way to move forward, seeing what can be worked in and what will remain the same.
In the interim I'll be starting dev on a few new modules utilizing the 1.5 additions (namely command blocks) to open up some smaller PvP projects. Stay tuned.
Comment in the section below if you have ideas on what two of the arenas could be if we're pulling out the two biggest arenas to get things fixed.
Urban Arena (75 x 75, 4 points)
A small arena featuring a number of different buildings allowing for some free-running and creativity in offense/defense of points. There are 4 control points with two outside (Hunting Lodge & Courtyard) and two inside (Chapel & Stables) each with difference access points. Some buildings contain power-ups appropriate for the building (i.e. Archery Range equips new bow and arrows) while others provide quick climbing up buildings.
The buildings are joined with a number of roads and several buildings enable access onto their roofs to be able to jump onto surrounding trees or other buildings to use them as cover.
Jungle Arena (100 x 100, 4 points)
Large arena under a jungle canopy, trees litter the rolling hills and plateaus with one raised point in the center, than 3 surrounding with 1 in a run-down farm. Getting on top of trees enables some strategic cover, while the canopy blocks out most light making it a lot of running in the dark, especially when playing in the night cycle.
Snow Arena (100 x 100, 4 points)
Snow arena features a snow-covered, glacier filled circular map with 4 control points and 4 power-ups. Lakes on one half and forests on the other circle a towering two-tiered mountain with a control point half way up and all the way on top of the mountain. Other spires surround the main mountain one of which has a power-up on the very top granting some quite strategic locations. With one control point in the midst of a frozen lake, the ever shifting waters from water to ice can make this particular location either great or difficult to tackle.
Desert Arena (100 x 100, 3 points)
The desert arena features only 3 control points and 2 power-up locations, with a drastic height difference between all their locations. With majority of the map contained within a huge pyramid, there's no line of sight outside and many weaving corridors for opponents to hide in. The control point on top of the pyramid has several shafts to various parts of the underground labyrinth and from above the excavation control point's canopies help shelter players holding that point forcing players to potentially abandon the high ground for the sake of holding additional points. There are sparse desert plains to run across, with some high peaks near the outside point, and obstacles to overcome to get around the map efficiently.
Map Progress
Current things implemented:
Planned features:
Redesigns from version 1:
New King of the Hill / Domination control point
Designed from the ground up, it's smaller, flatter, and has a bunch of new options as well.
New randomize game-type and Arena system
Based off cubehamster's pseudo random number generator, new randomize game-type and map system now supports 6 different maps each with either King of the Hill or Domination allowing for 12 uniquely different match types. Selection locks and resets after match end.
Random Day/Night
Also built onto the pseudo random number generator, as part of the random arena selection system, players have the potential when picking a map to randomly toggle Day/Night including weather from Clear/Rain. Either state is maintained until it is randomly triggered again. The rain from the Night cycle is only present in select locations, namely the map selection room, and each of the arenas.
Map Power-ups
Utilizing the new command-block, map power-ups can be picked up by running over them which grant you different blocks, may jump you over the map, or grant enchantments. After picked up the command-block has a cooldown before it becomes available again.
Fast Travel Stations
Enabling easy moving around, spectating, etc, the map now features Fast Travel Stations, letting you bounce around easily.
Team Management
Players are managed and assigned to teams. Team spawns and respawns are managed internally so players end up in the right location.
Dedicated Admin Management systems
Dedicated admin to maintain map, debug, set settings etc.
Observation Decks
Observation decks where spectators can watch the current game. Big display scores for easy viewing and decent height to be able to see all the action as it unfolds. Supported by Fast Travel stations.
Crazy Redstone Logic.....
You may not realise how much redstone actually goes in to making a map like this work. Here's a few snapshots of the maze I'm constantly sifting through and roughly what most of it does...
Cubehamster
BigJeyEm
CrucialCraft
Amarok
With practically everything automated and managed from team assignment to respawning, weapons, power-ups, map selection and matches; all with constant feedback from the system informing you of what's going on, check out the latest version of Minecraft King of the Hill, now with all new Domination game-type.
Following on from my original King of the Hill PvP Map, and with the addition of the Command Block in one of the recent snapshots, here's the beginning of Bench's PvP Map 2.0
After some feedback on the last map, and some recent new additions to the game, it seemed like a good idea to start afresh and think about keeping the same PvP experience but with simplified means of playing. With the previous map spawning and respawning became an issue, as was the player loadouts, as such this was the first thing addressed.
Update: (14th March 2013)
So the new 1.5 update has introduced a significant amount of new stuff, some of which directly applies to the dev of this project. As such it's put on hold for a little bit while we work out the best way to move forward, seeing what can be worked in and what will remain the same.
In the interim I'll be starting dev on a few new modules utilizing the 1.5 additions (namely command blocks) to open up some smaller PvP projects. Stay tuned.
Comment in the section below if you have ideas on what two of the arenas could be if we're pulling out the two biggest arenas to get things fixed.
Urban Arena (75 x 75, 4 points)
A small arena featuring a number of different buildings allowing for some free-running and creativity in offense/defense of points. There are 4 control points with two outside (Hunting Lodge & Courtyard) and two inside (Chapel & Stables) each with difference access points. Some buildings contain power-ups appropriate for the building (i.e. Archery Range equips new bow and arrows) while others provide quick climbing up buildings.
The buildings are joined with a number of roads and several buildings enable access onto their roofs to be able to jump onto surrounding trees or other buildings to use them as cover.
Jungle Arena (100 x 100, 4 points)
Large arena under a jungle canopy, trees litter the rolling hills and plateaus with one raised point in the center, than 3 surrounding with 1 in a run-down farm. Getting on top of trees enables some strategic cover, while the canopy blocks out most light making it a lot of running in the dark, especially when playing in the night cycle.
Snow Arena (100 x 100, 4 points)
Snow arena features a snow-covered, glacier filled circular map with 4 control points and 4 power-ups. Lakes on one half and forests on the other circle a towering two-tiered mountain with a control point half way up and all the way on top of the mountain. Other spires surround the main mountain one of which has a power-up on the very top granting some quite strategic locations. With one control point in the midst of a frozen lake, the ever shifting waters from water to ice can make this particular location either great or difficult to tackle.
Desert Arena (100 x 100, 3 points)
The desert arena features only 3 control points and 2 power-up locations, with a drastic height difference between all their locations. With majority of the map contained within a huge pyramid, there's no line of sight outside and many weaving corridors for opponents to hide in. The control point on top of the pyramid has several shafts to various parts of the underground labyrinth and from above the excavation control point's canopies help shelter players holding that point forcing players to potentially abandon the high ground for the sake of holding additional points. There are sparse desert plains to run across, with some high peaks near the outside point, and obstacles to overcome to get around the map efficiently.
Map Progress
Current things implemented:
- Main spawn area with European village style main town for all interaction outside of the arenas themselves.
- Support for 4 teams of 4 with player management.
- Score limit of 100.
- Map power-ups
- King of the Hill game-type
- Domination game-type
- Spawn area management
- Team Ready-Up to help automate the match process
- Random map selection
- Random Day/Night Cycle
- Urban Arena
- Jungle Arena
Planned features:
- Classic 4 arena types (Standard/Nether/Desert/Jungle) + 2 new ones (Island/Urban)
Redesigns from version 1:
New King of the Hill / Domination control point
Designed from the ground up, it's smaller, flatter, and has a bunch of new options as well.
- Control point can only be held by one team at a time.
- Control point can only be captured when it's active.
- Teams gain points by holding the control point for a certain time period.
- Control point can be contested by additional teams entering onto the hill.
- When contested capture hold time is reset and indicates that point is contested.
- Timer for capture hold time will only restart once only a single team holds that point.
- Pressure pads mean a player needs to be actually on the point to be holding it.
- Multiple control points being active enables domination game-type.
New randomize game-type and Arena system
Based off cubehamster's pseudo random number generator, new randomize game-type and map system now supports 6 different maps each with either King of the Hill or Domination allowing for 12 uniquely different match types. Selection locks and resets after match end.
Random Day/Night
Also built onto the pseudo random number generator, as part of the random arena selection system, players have the potential when picking a map to randomly toggle Day/Night including weather from Clear/Rain. Either state is maintained until it is randomly triggered again. The rain from the Night cycle is only present in select locations, namely the map selection room, and each of the arenas.
Map Power-ups
Utilizing the new command-block, map power-ups can be picked up by running over them which grant you different blocks, may jump you over the map, or grant enchantments. After picked up the command-block has a cooldown before it becomes available again.
Fast Travel Stations
Enabling easy moving around, spectating, etc, the map now features Fast Travel Stations, letting you bounce around easily.
Team Management
Players are managed and assigned to teams. Team spawns and respawns are managed internally so players end up in the right location.
Dedicated Admin Management systems
Dedicated admin to maintain map, debug, set settings etc.
Observation Decks
Observation decks where spectators can watch the current game. Big display scores for easy viewing and decent height to be able to see all the action as it unfolds. Supported by Fast Travel stations.
Crazy Redstone Logic.....
You may not realise how much redstone actually goes in to making a map like this work. Here's a few snapshots of the maze I'm constantly sifting through and roughly what most of it does...
Additional Notes
Designs/Schematics from additional players:Cubehamster
- Random Number Generator
- Vertical Double Piston Design
BigJeyEm
- Initial AoE Town Center and Barracks design
CrucialCraft
- Scoring Shift Register Design
Amarok
- Most of the Urban arena buildings
Credit | Cubehamster, BigJeyEm, CrucialCraft, Amarok |
Progress | 55% complete |
Tags |
19 Update Logs
1.5 update : by Bench 03/14/2013 7:43:08 amMar 14th, 2013
So the new 1.5 update has introduced a significant amount of new stuff, some of which directly applies to the dev of this project. As such it's put on hold for a little bit while we work out the best way to move forward, seeing what can be worked in and what will remain the same.
In the interim I'll be starting dev on a few new modules utilizing the 1.5 additions (namely command blocks) to open up some smaller PvP projects. Stay tuned.
Comment in the section below if you have ideas on what two of the arenas could be if we're pulling out the two biggest arenas to get things fixed.
In the interim I'll be starting dev on a few new modules utilizing the 1.5 additions (namely command blocks) to open up some smaller PvP projects. Stay tuned.
Comment in the section below if you have ideas on what two of the arenas could be if we're pulling out the two biggest arenas to get things fixed.
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