- 3,121 views, 2 today
- 146 downloads, 0 today
5
ULTIMATE7FALCON's PoV of a recent two-team test match on the map:
This is a work in progress creativity-focused PvP map for two or four teams with two possible victory conditions:
Starting resources are minimal, which heavily emphasizes resource collection as a gameplay mechanic.There are multiple sources of all importantant resources, with the more convenient locations being easier to contest control of, and alternate supplies in safer, but more out-of-the-way locations. Teams are under heavy pressure to aquire stone, then iron, and the abilities to enchant and make potions, to not be left at a disadvantage relative to their opponents, and must constantly weigh the advantages of focusing on aquiring various resources against each other, and against going directly for the map objectives.
The game-type of this map is "Race for Gold", created by Woosh_Ito. This map uses some elements from Woosh_Ito's map "Hut Hunters: Race for Gold" with his permission and encouragement.
As a survival-gameplay PvP map with an emphasis on resource collection and open-ended environmental challenges, this map belongs in the the Minecraft Creativity-Focused PvP genre, which also includes most maps of the Race for Wool, Capture the Wool, Defense, and Bed Wars game-types.
The recommend team size is four players, and expected match length is around 45 minutes. The map's design should put constant pressure on all teams to work toward victory, leaving open the ability to pursue a gold block victory by farming pigmen if it gets to the point where all the gold ore has be gathered, no team has enough gold to craft a gold block, and every team island's defenses have become unassailable. So stalemates shouldn't be an issue, but it would probably make sense to figure out some backup tiebreaker system for the unlikely situation of a tournament match lasting past its scheduled ending time.
At this point, we've run 2 four-team test matches, and around 5 two-team test matches. I expect to do around 20 more test matches, getting feedback and making alterations after each, before I feel comfortable with officially releasing it. If you'd like to participate in any those tests, let me know. And if you'd like to test it independently with your own group of friends, I'd appreciate any feedback from that test that you can pass on to me. For your convenience, here's a URI that you can direct your server to pull the resource pack from in the server.properties file.
At this time, most of the map elements are in place. The only two signifant planned changes are:
Licence: All are welcome to modify and/or use this build, in part or in whole, with the exception of the image of the work "Minervascope" by Capstoned, contained within the file resources.zip>assets>minecraft>textures>painting>paintings_kristoffer_zetterstrand.png for any purpose, including commercial purposes, with or without attribution.
This is a work in progress creativity-focused PvP map for two or four teams with two possible victory conditions:
- Be the first team to assemble a gold block and place it in the center of your island, OR
- Be the last surviving team. A team is eliminated when all four of the wool blocks of its color at the ends of the upper arms of its island are removed or destroyed.
Starting resources are minimal, which heavily emphasizes resource collection as a gameplay mechanic.There are multiple sources of all importantant resources, with the more convenient locations being easier to contest control of, and alternate supplies in safer, but more out-of-the-way locations. Teams are under heavy pressure to aquire stone, then iron, and the abilities to enchant and make potions, to not be left at a disadvantage relative to their opponents, and must constantly weigh the advantages of focusing on aquiring various resources against each other, and against going directly for the map objectives.
The game-type of this map is "Race for Gold", created by Woosh_Ito. This map uses some elements from Woosh_Ito's map "Hut Hunters: Race for Gold" with his permission and encouragement.
As a survival-gameplay PvP map with an emphasis on resource collection and open-ended environmental challenges, this map belongs in the the Minecraft Creativity-Focused PvP genre, which also includes most maps of the Race for Wool, Capture the Wool, Defense, and Bed Wars game-types.
The recommend team size is four players, and expected match length is around 45 minutes. The map's design should put constant pressure on all teams to work toward victory, leaving open the ability to pursue a gold block victory by farming pigmen if it gets to the point where all the gold ore has be gathered, no team has enough gold to craft a gold block, and every team island's defenses have become unassailable. So stalemates shouldn't be an issue, but it would probably make sense to figure out some backup tiebreaker system for the unlikely situation of a tournament match lasting past its scheduled ending time.
At this point, we've run 2 four-team test matches, and around 5 two-team test matches. I expect to do around 20 more test matches, getting feedback and making alterations after each, before I feel comfortable with officially releasing it. If you'd like to participate in any those tests, let me know. And if you'd like to test it independently with your own group of friends, I'd appreciate any feedback from that test that you can pass on to me. For your convenience, here's a URI that you can direct your server to pull the resource pack from in the server.properties file.
At this time, most of the map elements are in place. The only two signifant planned changes are:
- Adding the Corruption - a mass of tentacles enveloping and spreading out from the center island, rising out of the ocean at points. These tentacles will probably be partially made out of coal blocks, providing a secondary source of coal in addition to that found in the Glowing Cavern, more concentrated and safer, but further away from other desirable resources.
- Moving each of the team islands 16 blocks, and each of the Nether-side portals 2 blocks further away from the center of the course. As it is, when a portal is created on one of the team islands by a player passing through the corresponding Nether-side portal, the Nether-side portals to either side of that one will also lead to that team island. Moving the team islands/Nether-side portals 16/2 blocks away from center should cause that interference should no longer occur. I'd like to run a test or two with the current arrangement just to see what gameplay dynamics it creates, though.
Rules - click to reveal
1. A team may win by:
3. No player may:
- Being the first team to have a gold block placed on the gold pedestal of its island (located at the center top of its island), OR
- Being the last team to not be eliminated.
3. No player may:
- Impede any other player from entering or reentering the course from the starting platform. (Shooting a player immediately after they hit the water is fine; blocking over the area where they'd normally splash down is not).
- Return to the starting platform after entering the course, except by death and respawn.
- Break, move, or cause to be altered in any other way any block of the structure made up of the starting platform, the spawn platform, and their attached projections after the match starts. (The entire structure is protected by a shell of barrier blocks, making it unlikely for this to occur unintentionally).
Map Lore - click to reveal
The Realm of Elements is a world linked to our own, each reflecting the events of the other.
The Element of Gold has always held the balance, its purity bringing harmony between the Elements.
But as gold became an object of greed in our world, its elemental manifestation became corrupted as well.
The balance was disrupted, and the center could not hold, bringing strife to both worlds.
Now, as the Elements are distracted in their warring, the Corruption grows outward, threatening to consume all.
One Element must now restore harmony before all is lost, by imposing its order on the others, or restoring the purity of Gold.
The Element of Gold has always held the balance, its purity bringing harmony between the Elements.
But as gold became an object of greed in our world, its elemental manifestation became corrupted as well.
The balance was disrupted, and the center could not hold, bringing strife to both worlds.
Now, as the Elements are distracted in their warring, the Corruption grows outward, threatening to consume all.
One Element must now restore harmony before all is lost, by imposing its order on the others, or restoring the purity of Gold.
To Do - click to reveal
- Run many tests, making changes based upon feedback and observations.
- Add the command block systems (win and team elimination detection, and a few other nuts and bolts, but nothing that should significantly hinder the freedoms or abilities inherent in Survival gameplay.
- Create the corruption, a mass of dark tentacles spreading under the seafloor from the Isle of Gold, breaking the surface of the water at points.
- Push out the team islands and/or resources islands, and/or rim of bowl if testing seems to indicate that that's desirable.
- Make the outside of the bowl that contains the course look more attractive.
- Improve other aethetics, including the team islands and starting platform.
Contributors - click to reveal
ParkerVCP: Most of the starting platform including the redstone wiring, conversion of the retaining bowl from a 3D model into Minecraft, and hosting the map development server.
ninjamonkeydog: The observation area and the corruption.
Robin Claassen: Project focalizing, landscaping, the course map, and refinement of the bowl and the rules.
MaxSizeIs: The Mother Tree and promotional graphics.
Additional contributions by: wca, Manster85, Skillz242, zoomwar, m0ose12321, darkblade7000, BuildingZach, TomShar, Thungon, FifthWhammy, t2t2, Cheetoz, and Nickflame20.
ninjamonkeydog: The observation area and the corruption.
Robin Claassen: Project focalizing, landscaping, the course map, and refinement of the bowl and the rules.
MaxSizeIs: The Mother Tree and promotional graphics.
Additional contributions by: wca, Manster85, Skillz242, zoomwar, m0ose12321, darkblade7000, BuildingZach, TomShar, Thungon, FifthWhammy, t2t2, Cheetoz, and Nickflame20.
Other Artists' Work Used (all with permission) - click to reveal
Capstoned: The audio/visual piece "Minervascope". The image at about the 15-second mark of that piece provided the inspiration for the shape of the outside the bowl that contains the course, and the team islands.
Dimqua: The Science Center build, the pillars of which inspired the Corruption.
Lequeu Jean-Jacques: This 3-D model, which we modified to create the basic structure of the bowl that contains the course.
Dimqua: The Science Center build, the pillars of which inspired the Corruption.
Lequeu Jean-Jacques: This 3-D model, which we modified to create the basic structure of the bowl that contains the course.
Licence: All are welcome to modify and/or use this build, in part or in whole, with the exception of the image of the work "Minervascope" by Capstoned, contained within the file resources.zip>assets>minecraft>textures>painting>paintings_kristoffer_zetterstrand.png for any purpose, including commercial purposes, with or without attribution.
Progress | 65% complete |
Tags |
4 Update Logs
Update #4 : by Robin_Claassen 04/21/2019 1:04:45 pmApr 21st, 2019
v0.2.9
• Added a new resource chest in the Nether.
• Added temporary beds to the team assembly areas (until a command block system is set up to automatically reset team members' spawns to that location at the start of the match, and when they respawn after any bed they've slept in the play area has been broken).
• Added added sniper positions (which chests containing arrows and food) to the upper portion of each team island, to make the teams islands easier to defend.
• Changed the upper portion of the upper arms of each team island from slabs to closed iron trapdoors over magma blocks, to create an obstacle for raiding members of an opposing team.
• Added 16 cobwebs on top of each upper arm of each team island, to:
• Added a fifth wool block pedestal to a new basement portion of each team island, to give a team with the upper portion of its island occupied by another team more of a chance to fight them off and recover
• Changed the diamond ore above the resource chests in the center island back into diamond blocks (might change it back again. Either way I'll likely distribute those resource among more locations on the center island once I've built its vertical portion.)
• Made many more changes to resource distribution.
• Mirrored and rotated the quadrants of the overworld portion of the map to make this version of the map playable.
• Added a new resource chest in the Nether.
• Added temporary beds to the team assembly areas (until a command block system is set up to automatically reset team members' spawns to that location at the start of the match, and when they respawn after any bed they've slept in the play area has been broken).
• Added added sniper positions (which chests containing arrows and food) to the upper portion of each team island, to make the teams islands easier to defend.
• Changed the upper portion of the upper arms of each team island from slabs to closed iron trapdoors over magma blocks, to create an obstacle for raiding members of an opposing team.
• Added 16 cobwebs on top of each upper arm of each team island, to:
- Slow down raiding members of opposing teams, making the magma floors and any activated guardian turrets more of an obstacle.
- Prevent nether portal spawning there (until and unless the cobwebs over the flatter areas are broken).
- Give teams another option for obtaining string for bows.
• Added a fifth wool block pedestal to a new basement portion of each team island, to give a team with the upper portion of its island occupied by another team more of a chance to fight them off and recover
• Changed the diamond ore above the resource chests in the center island back into diamond blocks (might change it back again. Either way I'll likely distribute those resource among more locations on the center island once I've built its vertical portion.)
• Made many more changes to resource distribution.
• Mirrored and rotated the quadrants of the overworld portion of the map to make this version of the map playable.
LOAD MORE LOGS
tools/tracking
1185041
2
clash-of-elements---competitive-map-for-two-or-four-teams
Create an account or sign in to comment.
-Krose