• 8/31/16 7:19 pm
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Greetings!
If any of you remember my last project you'll know I'm a big fan of objective-based FPSes. In my previous map, my goal was to bring a little of that to Minecraft in the form of a single-player adventure/campaign, where your goal as a member of the Green team was to destroy a mining facility by your sworn nemesis, the menace, the REDs. This map strives to pick up where the previous map left off - after destroying the first RED facility it's time to take on another! Allegedly, RED has built an underground slaughterhouse where they're using very ethically questionable methods of detaining and butchering animals to feed their troops! Are these claims true? Can you do something about it?
Backstory aside, this is my second entry into (what I hope to be) a longstanding series of Payload maps. For those unfamiliar with the games, in TF2 and Overwatch there are two teams fighting, one trying to push a vehicle to a destination (usually to blow it up) while the other team attempts to stop them. In this map, you are an escorter, and your job is to physically push the payload along a minecart track to its destination, where it will detonate and destroy the enemy facility! You actually have to push the payload, too, it's not a rideable minecart or any other type which can be moved and/or destroyed and replaced. Since there is no defending team, your primary obstacle standing in the way of your goal is mobs - lots of them. Hope your combat skills are attuned for the challenge!
To aid you on your journey, you will have the choice between one of 6 weapons classes, each one with their own strengths and weaknesses. Will you play as the sturdy Tank, which has beefed up diamond armor and a shield, but only a plain iron sword to strike, or an Archer, with a very powerful bow for long distance engagements but only a wooden sword for melee combat? Choose carefully, as (for now at least) you can't change once the mission has started!
Since my first map, I've learned a bit about what was fun and what was not regarding this game, so this time around, there are quite a number of quality-of-life changes. These include, but are not limited to:
Please let me know what you think! I'm very open to comments / critiques and would love to know what to improve on for my next map!
EDIT 4/8/2017:
Finally updated for 1.11.2!
If any of you remember my last project you'll know I'm a big fan of objective-based FPSes. In my previous map, my goal was to bring a little of that to Minecraft in the form of a single-player adventure/campaign, where your goal as a member of the Green team was to destroy a mining facility by your sworn nemesis, the menace, the REDs. This map strives to pick up where the previous map left off - after destroying the first RED facility it's time to take on another! Allegedly, RED has built an underground slaughterhouse where they're using very ethically questionable methods of detaining and butchering animals to feed their troops! Are these claims true? Can you do something about it?
Backstory aside, this is my second entry into (what I hope to be) a longstanding series of Payload maps. For those unfamiliar with the games, in TF2 and Overwatch there are two teams fighting, one trying to push a vehicle to a destination (usually to blow it up) while the other team attempts to stop them. In this map, you are an escorter, and your job is to physically push the payload along a minecart track to its destination, where it will detonate and destroy the enemy facility! You actually have to push the payload, too, it's not a rideable minecart or any other type which can be moved and/or destroyed and replaced. Since there is no defending team, your primary obstacle standing in the way of your goal is mobs - lots of them. Hope your combat skills are attuned for the challenge!
To aid you on your journey, you will have the choice between one of 6 weapons classes, each one with their own strengths and weaknesses. Will you play as the sturdy Tank, which has beefed up diamond armor and a shield, but only a plain iron sword to strike, or an Archer, with a very powerful bow for long distance engagements but only a wooden sword for melee combat? Choose carefully, as (for now at least) you can't change once the mission has started!
Since my first map, I've learned a bit about what was fun and what was not regarding this game, so this time around, there are quite a number of quality-of-life changes. These include, but are not limited to:
- Having actual methods of healing - Healing potions are available at all respawn areas and can be given in unlimited quantities at the push of a button (literally)
- Buff potions - once you are given your gear you will receive three buff potions to use at your discretion: One to give 10 absorption hearts, one to give 60 seconds of regeneration 2, and one to give 5 minutes of resistance 2. The choice for what to use and when is yours!
- A much-needed rework of the timer system: The timer now starts out much lower but gives you time as you cross each checkpoint!
- Removing the cave spider spawners - turns out being poisoned for 30 seconds without many good sources of healing wasn't very fun, who would've thunk?
- A new class to play as - the Speedster, with not-the-best weaponry / armor BUT having a permanent speed and jump boost!
- Various difficulty balances - there should be fewer instances of long stretches with no mobs
Please let me know what you think! I'm very open to comments / critiques and would love to know what to improve on for my next map!
EDIT 4/8/2017:
Finally updated for 1.11.2!
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