Minecraft Maps / Challenge & Adventure

Alpine Rails - Single Player Payload Game

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StarryBright's Avatar StarryBright
Level 11 : Journeyman Explorer
1
Been a while, heh. Long time since I found my creative spark.

Hello again! I'm back at it again after my last project with another map in the Payload Series (which could probably use a better name to be honest but hey). If you haven't checked out my previous projects I recommend you do so, for frame of reference in how to play and also to catch up with the story that's been going on (and I finally got around to updating the redstone for 1.11.2!)

After the demolition of the unfortunately placed Slaughterhouse, RED team is finally on the retreat, but it seems that your faction, GreenCo, has managed to locate them in a remote mountainside near an abandoned mining facility. What better timing to deal yet another crushing blow to RED's forces, right? For those who are unfamiliar with how the game plays out, this is my own personal take on the Payload gamemode of Team Fortress 2 and Overwatch brought into a single player Minecraft experience. Your job is to push a bombcart (literally, push. You can't hop in it, you can't boost it with coal, you need to push the cart physically) through a series of mobs and checkpoints to reach a final destination in order to destroy it. And, to aid you in combat, you have a choice of 6 classes, each one balanced to have a particular brand of strengths and weaknesses. Will you play as the Tank, designed to soak up damage but not be able to dish it out as efficiently, or play as the Archer, fragile and unskilled in melee combat but possessing a powerful bow?

I've made a number of changes to the mechanics of the game since the last map. Here's a look at some of the more important ones:

  • Artificial health regen - since the beginning I wanted hunger to not be a priority whatsoever in the game. Unfortunately, with the way hunger works you're either going to have to have to worry about food or you'll have a pretty strong health regen. So I've created a system which will slowly, constantly replenish your health. It's not enough to top you off in fights, but between lulls of mobs it might come in handy.
  • Signs - only a few of them for now, but I might as well point you in the right direction. Creator knowing their own game and all that.
  • Captured checkpoints - now, when checkpoints are captured, they visually change colors to indicate you've reached them! Hopefully that can help point in the right direction.
  • Control Point segment - More an experiment than anything else, but I wanted to give an honest try at doing a Control Point a la TF2 inside the game - having an area you must stand on for a set amount of time in order to progress. Hope you can battle Skeletons!
  • Detailing - I still kinda of shudder, thinking about the giant blob wall in the first map. Ah, everyone's got to start somewhere, right? I gave an honest attempt this time around to liven things up a bit.

That's about it for now. Thanks for reading, checking the map out, and please, let me know any questions or comments/feedback for the map! I still do plan on continuing this as a series, so any ways I can make it more fun would be great!
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