AoD: Stronghold

Guinessis

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Just wrapping up a few unfinished projects from the past few months...

Name of map: Stronghold
Author: Guinessis
Size: 100x100 (128 high)
Map boundary: Center at: x 42, y 130, z 192. Radius is 50 blocks.
Kits:
HunterLeader:
Assassin:
- STONE_SWORD
- BOW
- ARROW|64
- LEATHER_LEGGINGS
- CHAINMAIL_CHESTPLATE
- LEATHER_BOOTS
- ENDER_PEARL|1
HunterStart:
Nomad:
- LEATHER_LEGGINGS
- CHAINMAIL_CHESTPLATE
- LEATHER_BOOTS
- STONE_SWORD
- IRON_PICKAXE
- DIRT|64
Skitterer:
- GOLD_LEGGINGS
- WOOD_SWORD
- POTION.16404|2
- MONSTER_EGG.59|3
- MONSTER_EGG52.|3
- COBWEB|8
Ranger:
- WOOD_SWORD
- BOW
- ARROW|64
- LEATHER_LEGGINGS
- LEATHER_CHESTPLATE
- LEATHER_BOOTS
SurvivorStart:
Refugee:
- LEATHER_LEGGINGS
- WOOD_SWORD
- BREAD|8
- POTION.16389|3
- POTION.16396|3
Soldier:
- CHAINMAIL_LEGGINGS
- LEATHER_CHESTPLATE
- LEATHER_BOOTS
- LEATHER_HELMET
- STONE_SWORD
Sentinel:
- LEATHER_LEGGINGS
- LEATHER_CHESTPLATE
- LEATHER_BOOTS
- BOW
- ARROW|64
Random or choose kits?: Random
Screenshots:
View of the stronghold.

Interior of the top region.

Based on:
Notes: Classic zombie map fortress, now with fewer jumpcourses and a desert theme. Last of the classic maps that I'll revise for AoD (for the time being anyways). I tried to dial back the crazy items a bit, so while there are plenty of kits available, players will mostly be in leather armor with stone weapons.
Download Link: http://www.mediafire.com/?7g56wdt2t1i1qhr
Input File:
Code:
MapName: Stronghold
Author: Guinessis
BuildTime: 120
GameTime: 600
WorldTime: 13000
SpawnProtectTime: 5
WorldWeather: 0
Team0:
  SpawnType: 0
  SpawnLocation:
    ==: Vector
    x: 42
    y: 66
    z: 212
  ChooseKit: false
  OneKitPerRound: false
  KitResetTime: 5
  BoxChance: 0
Team1:
  SpawnType: 0
  SpawnLocation:
    ==: Vector
    x: 42
    y: 66
    z: 212
  ChooseKit: false
Centre:
  ==: Vector
    x: 42
    y: 130
    z: 192
WorldSize: 100
ResetInventory: true
CanUseLocate: true
SurvivorRestrictedPlaceAll: false
SurvivorRestrictedBreakAll: false
HunterRestrictedPlaceAll: false
HunterRestrictedBreakAll: false
MysteryBoxChance: 0
SurvivorRestrictedPlace:
-BEDROCK
SurvivorRestrictedBreakEx:
-BEDROCK
HunterRestrictedPlace:
- BEDROCK
HunterRestrictedBreak:
-BEDROCK
Kit:
  HunterLeader:
    Assassin:
    - STONE_SWORD
    - BOW
    - ARROW|64
    - LEATHER_LEGGINGS
    - CHAINMAIL_CHESTPLATE
    - LEATHER_BOOTS
    - ENDER_PEARL|1
  HunterStart:
    Nomad:
    - LEATHER_LEGGINGS
    - CHAINMAIL_CHESTPLATE
    - LEATHER_BOOTS
    - STONE_SWORD
    - IRON_PICKAXE
    - DIRT|64
    Skitterer:
    - GOLD_LEGGINGS
    - WOOD_SWORD
    - POTION.16404|2
    - MONSTER_EGG.52|3
    - MONSTER_EGG.59|3
    - COBWEB|8
    Ranger:
    - WOOD_SWORD
    - BOW
    - ARROW|64
    - LEATHER_LEGGINGS
    - LEATHER_CHESTPLATE
    - LEATHER_BOOTS
  SurvivorStart:
    Refugee:
    - LEATHER_LEGGINGS
    - WOOD_SWORD
    - BREAD|8
    - POTION.16389|3
    - POTION.16396|3
    Soldier:
    - CHAINMAIL_LEGGINGS
    - LEATHER_CHESTPLATE
    - LEATHER_BOOTS
    - LEATHER_HELMET
    - STONE_SWORD
    Sentinel:
    - LEATHER_LEGGINGS
    - LEATHER_CHESTPLATE
    - LEATHER_BOOTS
    - BOW
    - ARROW|64
Chest:
  HunterBox:
    Awesome:
  MysteryBox:
    Legendary:
 

Baker93

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wadvgnjhawbfjhawf, completely forgot about this, sorry Guin :c. Without a doubt, the structure of the building will bring fantastic gameplay, giving chance for shootouts, sword battles, as well as running away (as only a true warrior does). The map does seem to have quite alot of useful shiz though, and sometimes, it can be better to force survivors to have to scrounge around a little till they can find the supplies they need. Also, as a note, redstone torches under dispensers will not eject Fire Charges so yeah, that bit doesnt really work. Never the less, I'd love to see how this map performs, and if the abundance of items turn out to give a drastic advantage, I'm sure you'll be prepared to alter the map as you have done with Abyss etc (Even if they still sit in a dusty corner untouched). Anyways, +1
 

EggNog

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I think its good really good. It does look like it would be a very good fighting area. The architecture is great and i can see there are plenty of chests which i like. as baker said that might turn out bad but yet agian it might make it so the survivors have the advantage.I think I would like to see this map on Aod i like it.:D
 

LagWarrior

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Normally, I am against single buildings, but I think this has to be an exception. I've played the original map on zombie survival before, I liked it. Kits look fine, as well as aesthetics.