Minecraft Maps / Challenge & Adventure

MCOBA 2 - LoL/DOTA/MOBA in Minecraft - Alpha testing Ver. #2

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Rimodo's Avatar Rimodo
Level 29 : Expert Dragonborn
12
Minecraft Online Battle Arena

MCOBA2 PREVIEW:
Renders:
nXDnTDTjpg
imvNMjpg
Screenshots:
AIysOygjpg
wgepbvjpg
xbeRFjpg
TMSdWwNjpg

More on : http://imgur.com/a/GgooX

Download is MCOBA1 - Version 2 from Screenshots in Alpha status


So a new update on progress after a looong looong time ;D
I added 2 spells for each class that will be unlocked after reaching certain levels and useable once per life.


To give you an overview here are the potions used to activate the spells containing explanations:

Ranger:
iOgKlUNpng

BWvMLpng

Knight:
afPgcypng

bmUVpng

Barbarian:
DefMNRpng

umKhrHpng

Wizard:
Pxsiwypng

oWymtepng

Potions to switch targets (different according to class):
PHFtYapng
KnxngSGpng


Diamonds and especially comments help me making this map great!

MCOBA is an tribute to MOBA style games like DOTA/LoL in Minecraft while having its own mechanics the general feel of playing the map comes close to the common MOBAs, just in Minecraft.
NO MODS NEEDED fully vanilla custom PvP map =)

Some infos on upcomming "Version 2.0":
- when no team member is near, towers will have (not overpowered) auto defense systems
-there will be a alert message if enemies try to intrude your base
-beacon lights will indicate if players fight in an area
-the map will be less straight forward and get more depth in detail then the current one
-the armor system will be slightly changed so diamond armor isn't the endgame standard in every way you choose
-the redstone will prevent players switching weapons around
-the pve content will be more important and more diverse, while the lane will stick to mainly one kind of enemies
-the mobs will spawn according to the player count in an area, to prevent feeding, lag and prevent the "jungle" to be the only way to get to the other towers
-the Mage can choose to be a healer too
-nearly all token systems will be automated, you can just place the tokens in a chest and will get the according items dropped, same with diamonds and mob junk
-the base will be protected from archers, not from enter pearls though
-the level and kill counts will be made more visible
-mob spawns will have a kind of "algorithm" to make it more diverse and MOBA like
-the setting will most likely be two medieval fantasy castles in war


-The new snapshots (especially 13w04a) gave me the last puzzle pieces to make this really really epic, no need for teamlevels and high player levels anymore
-The score board will show kills, Money, Mobkills, deaths, Teamkills, and Bonus points and will work in the Background as ID system
- Players will have invidually Skillpoints and will be rewarded for mob, player and tower kills!

Old MCOBA1 Video:




Game explanation in detail



Goal:
Final goal of the game is to infiltrate the enemy team's base and destroy their main building, while protecting your own from them. The map is intended for 3vs3 or 4vs4 matches but can be forced to start with less players.
Difficulties can be changed!


Conditions:
To enter the enemy's base you have to destroy their towers first. The towers are kept alive by the villagers inside of them. The villagers have very much health points so you have to be tactical to bring them down

Troubles:
Players and waves of mobs are in your way to the towers. Depending on the tower situation the mob spawning will change its place.
The towers are also aim-able turrets, on which the owning team can teleport and shoot with them.

powerups: to spice the whole thing up there are two big aspects to the game:
Skill system:
While playing you will get team levels from kills and mob drops. These team levels are not to confuse with your personal player level. The team level will be announced in the chat in your team's color! Every team level grants you a skill point which you can spent on 3 different skill trees.
In those skill trees you have to make a decision for a specific subpath of the skill tree too. Which individualizes you from other players. Every player has his/her own respawn room with his individual three skilltrees. The clue about that is you can only skill while resawning. The skills can be active and passive powerups.
You access skills after each other. That means, you start from the top row, if you choose a top row skill, you can access the second row of that particular skilltree. You can only choose one side of the 2. and 3. row of a individual skilltree. On the other side of your respawn room a lamp indicates if you have skillpoints left to spent. The maximum team level is 7 and so is your amount of skillpoints.

The gear: You have to make a very important choice between a bow and a sword in the beginning, you won't be able to switch weapon types later on. But you can upgrade the weapons and choose between different kind of upgrades. To choose your weapon Turn around when looking at the skilltrees in your respawn room, there's a panel to despense the weapon of your wish, don't forget to check if you picked it up!
To get upgrades and different armor types which are also upgrade- and combinable you will need emeralds. The emeralds are yielded by mobs, kills and destroyed towers. You can also buy some potions food and miscellaneous from emeralds.
The upgrade system had to be made as less exploitable as possible. So it seems very confusing at first, take your time! Most of the time you have to buy TOKENS first with which you can then exchange your items for better ones. You can also buy a wide variety of Potions and Fun items!
The tokens might be confusing at first. But since villagers can't determine the damage value and the Enchantments or names of an item, i had to prevent cheating with tokens.
All building blocks in MCOBA are tokens for items, they will be labeled for their specific use in later game versions after Beta.
Because of the massive amount of Enchantments and upgrades it is not possible at the moment to have it all automated with a redstone panel. There are over a 100 individual trades to explore in the shop.
The advantage of the token system is also that you can upgrade in steps and can have more then two items to trade in to the villagers.

Tokens are named and organized.

Environment:
There is also a cave (jungle) with a custom bosses and mobs that will yeild you very much team experience. The mob waves don't only drop current to buy gear but useful items too. The mob waves consist of different types of enemies.
Bushes grant you short invisibility and near them you can hide for 5 seconds to get teleported back to your base. That is the only way (beside enderpearls) to get back to your base.
Depending on the game situation the Mob waves (which also include rare spawns, not only custom Zombies) change the spawning pattern and place. I could have the mobs follow a path but they wouldn't be able to reset their aggro easily and wouldn't be able to determine between teams.
In the middle of the map a display is showing the kill count of your and the opponents team. Also a lavabar shows your teamlevel if it's full you reached level 7. (Don't forget kills and Team levelups will be also announced in the chat in your teams color)
A lamp in your individual respawn room reminds you if you have skillpoints left.
Mob drops yeild you Team Level experience too, in form of items to get the experience for it use the
panel at your base. (throwing any item in won't work)
To get on your teams Tower or get out of your teams base you have to use teleportation buttons, those will only work if you stand very close to them. (Only your own team can teleport on your teams tower of course.)
When you die, you will get teleportant around a bit. You will then end up in your Respawn room, where your skilltrees are located. There is a button to respawn on the side, don't clickspam the button or you will be disqualified. It takes a while to get respawned, that has two reasons: Your powerups and skills will be checked and applied and furthermore it's your respawn time. The disadvantage of dieing.
You will be reminded who your team members are every now and then automaticly ;D

Quiet a bit of redstone working on this, but no worry didn't lagg anyone yet.
The Cave design is subject to change.


You can set up a self resetting Server for the map either with the Bukkit Plugin "WorldReset" or "Multiverse Adventure" if you have multiple worlds on your server ;D
"Simple Restart" is the plugin i use for the one hour automatic restarts.

Additional Notes

Website coming soon!
Progress90% complete
Tags

35 Update Logs

Spells!!! and Renders : by Rimodo 04/24/2013 2:46:05 pmApr 24th, 2013

So a new update on progress after a looong looong time ;D
I added 2 spells for each class that will be unlocked after reaching certain levels and useable once per life.


To give you an overview here are the potions used to activate the spells containing explanations.

Also: RENDERS :D
LOAD MORE LOGS

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1
05/20/2013 2:10 am
Level 7 : Apprentice Farmer
ElfLord
ElfLord's Avatar
is there suppose to be hundreds of zombies in the middle? cuz that happened to me and me and my friends got mauled down by a zombie apocalypse
1
04/24/2013 3:08 pm
Level 38 : Artisan Architect
Pancake slayer
Pancake slayer's Avatar
your really good
1
02/20/2013 5:48 am
Level 35 : Artisan Engineer
Artificial Lights Studio
Artificial Lights Studio's Avatar
That second version looks totally awesome ! Me and my friends spent hours on the first one and I really look forward to play on this new one :) And thanks to the scoreboard system, we will have the best Minecraft MOBA map ever !!! Good job man !
1
02/22/2013 9:47 am
Level 29 : Expert Dragonborn
Rimodo
Rimodo's Avatar
Thanks ;D
Well yes the Scoreboard made map making in total so much easier and cooler :D
Expect beta tests to Version 2 very soon!
1
01/23/2013 6:52 am
Level 1 : New Crafter
Artylight
Artylight's Avatar
Your work here is amazing ! But i really think more lanes would improve it because a single lane removes the strategical aspect of the game !
1
01/23/2013 4:50 pm
Level 29 : Expert Dragonborn
Rimodo
Rimodo's Avatar
I thought about that for a long time, but since you are slower and less flexible in Minecraft as in MOBAs you would need a higher player counts, what i am doing though is making the lane bigger and less straight forward, also the jungle got multiple layers and paths which are connected to the lanes on many points, which makes getting around more straegical!
Thanks for the suggestion, because i really thought too that the strategic aspect is not present enough atm!
1
01/25/2013 12:47 pm
Level 1 : New Crafter
Artylight
Artylight's Avatar
That's a good idea, plus it won't be a simple copy of LoL or DOTA ! And for shops, maybe you could use those brand new scoring features from the last snapshot, it could make it easier for players ! Anyways what you done here is already huge ! keep it going :)
1
01/25/2013 3:44 pm
Level 29 : Expert Dragonborn
Rimodo
Rimodo's Avatar
Thank you very much!
Yeah i will connect nearly every feature with the scoring system!
I'm more concerned i could overuse it atm :D
1
01/15/2013 5:37 pm
Level 1 : New Miner
griffjack
griffjack's Avatar
Awesome map, me and my friend played for a while. Can't seem to connect to the server though
But after 30 mins of playing this here are some of my thoughts so far:

To start off I think this is a great idea putting all these games together and there are things I like and things I dislike but please correct me if i'm wrong, or just not understanding how to works. First of all probably my favorite thing about this map is the skill points, the idea of being able to level up is great and gives you something else to do rather than just stand there for 10 mins trying to kill a tower. The skill point system works perfectly, but the display of your team level, etc is very hard to see you have to be right in the middle of the map (where all the zombie villagers are) to get a clear view. However the chat messages that pop up were very useful and you could easily keep track of everything from the chat. Also the first time I played this map, a ton of zombie villagers spawned (so many it wasn't possible to walk through the middle) I don't know if this was a bug but I tried it again (On my own so no other people) and a lot less spawned, but this might have been as I did it on my own. Also the zombies were easy to kill so they were not a danger just making it impossible to go through the middle forcing you to go through the cave. Now the cave I liked it wasn't too big or full with mobs and it was easy to sprint passed the boss if you didn't want a fight. This was the only way that we could get to the other side and it was quite fun trying to kill the boss (Which I thought was really good, just the right amount of health). But the 1 gravel that I got from the boss didn't really seem to do much and it was difficult to put it into the slot but when I got this in It didn't seem to do much (however I couldn't see the display so I don't know) the diamonds (Which were easier to get) seemed to give more. Also the towers I didn't really get, the villager part worked fine but the teleport to get to top of the tower didn't. I could only get one to work but you had to be really close to it as well (I had to stand on top of the teleport button) to get it to work. And then we realized that only 1 (on the emerald side) tower had a huge fire charge right above it that you could hit. None of the others (including the same tower on the other team) didn't have this. And last but not least the fence that drops down after destroying all the towers, but we found out we could use our bows and shoot the villagers inside the enemy's base from outside the base even before we had destroyed all the towers. Even though the fence was still up we could see the villagers and still shoot them with our bows. Maybe you could move the villagers to behind or maybe you fixed this and it doesn't work as we didn't want to cheat so we made it a rule that we had to destroy all the towers before we attack the villagers inside the base. (We didn't kill the villagers inside the base so I don't know if we did it would mean we win without killing the towers).

This was a fun map and I really enjoyed playing it, looks like a lot of work has been put into it and I hope this becomes popular because it is well made. I know its still in its beta stages but this looks really awesome! This may look like a wall of text but please tell me if i'm wrong, or just not understanding some parts of the game.

Oh and lastly I would check to see if you have fixed any of the things I have said, but it seems like the server for the map is down (or its just me).

Thanks
(I also posted this on mcfourms did both cause I dont know which one your gonna check)
1
01/16/2013 5:01 am
Level 29 : Expert Dragonborn
Rimodo
Rimodo's Avatar
First off: Thank you! This is the kind of constructive comment i was hoping for!

A lot of the things you said are actually intended, but i have to admit, not really explained.
The game is actually set up for 3 vs 3 games and 4 vs 4 and the Zombie masses are for those amounts of players. With a decreased difficulty 1 on 1s are possible but you can pass the zombies way later, i see that problem and i might change that in the future.

Like joethemonk already commented, you have to be really close (like 1 block infront) of the button you want to use for the teleports, this is mainly to prevent people fleeing from PvP while standing 6 blocks away from the button.

The problem with the Villager shooting over the fence.. Well in a 6 or 8 player match that wouldn't be a very intelligent move but with less players that is kind of powerfull. The only problem is i can't prevent that really, but while writing this i had an idea for a possible warning message if an enemy player gets to your base and the fence is still up ;D (Base Towers won't warn though)

Last but not least the Level counter.
I thought about moving it down to ground level, but the problem with that is, that the Zombies would block the view anyway.
I have to come up with a better solution for that, if you have suggestions feel free to tell me :D

Thank you again :D
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