Name of map:BuildBox
Author:Xilo27 and Olix27
Size: about 80 by 80
Map boundary:Central sponge at -4x, 255y, -18z, square boundary with radius of 42
Kits:
Random or choose kits?: Random
Fixes!:
Here's a brief overview of the changes made to the map since we first released it:
You can read through this more lengthy description below if you don't necessarily agree with something we did here, and want to see why choose to change the map like that, but for the most part our shorter description should suffice.
-Added and lowered bedrock enforced ceiling. (cheatyface)
-All bows removed from chests. (AngelVW)
-Added chests around spawn containing sticky pistons, redstone torches, redstone dust, wooden pressure plates, repeaters, and levers. (Baker93)
-Made walls two blocks thick to allow hidden wiring (yet, staircasing inside of them isn't practical).
-Removed ladders from a chest (now there are only vines).
-Gave the Dark Hunter (Lava_Greifer) a water bucket, to help make some lower bases more accessible.
And, in final, thank you so much everyone for the great input, this community is what makes blocktopia such a great bundle of servers, and we hope that this map can help us give back to blocktopia a little bit.
We welcome any more input too - your comments is what this map needs to hopefully eventually blossom into a suitable AOD map - thanks!
Screenshots:
Notes: This map is for much building, and good housing. Build houses like you would if you were protecting your favorite cookie. Then protect the yums from the poky pokey people.
NOBODY can break chests.
Spawn Location: -4x, 72y, -18z
Download Link
Author:Xilo27 and Olix27
Size: about 80 by 80
Map boundary:Central sponge at -4x, 255y, -18z, square boundary with radius of 42
Kits:
Code:
HunterLeader:
Lava_Griefer:
-STONE_SWORD
-BOW
-ARROW|128
-LAVA_BUCKET
-WATER_BUCKET
-ENDER_PEARL|1
-VINES|42
-SNOW_BLOCK|128
HunterStart:
Griefer:
-WOOD_SWORD
-BOW
-ARROW|32
-SNOW_BLOCK|64
SurvivorStart:
Adv_Builder:
-WOOD_SWORD
-COOKIE|64
-DISPENSER
-ARROW|16
Fixes!:
Here's a brief overview of the changes made to the map since we first released it:
You can read through this more lengthy description below if you don't necessarily agree with something we did here, and want to see why choose to change the map like that, but for the most part our shorter description should suffice.
-Added and lowered bedrock enforced ceiling. (cheatyface)
-All bows removed from chests. (AngelVW)
-Added chests around spawn containing sticky pistons, redstone torches, redstone dust, wooden pressure plates, repeaters, and levers. (Baker93)
-Made walls two blocks thick to allow hidden wiring (yet, staircasing inside of them isn't practical).
-Removed ladders from a chest (now there are only vines).
-Gave the Dark Hunter (Lava_Greifer) a water bucket, to help make some lower bases more accessible.
-Added and lowered bedrock enforced ceiling. (cheatyface)
Don't worry - no "sky pillaring" is possible anymore, and everyone will be easily reachable in a short amount of time.
In short, we want this map focused around building strategically planned protective bases, not around building a base that takes half of the round time to reach, and we think this bedrock ceiling should lead to that.
There is still quite a bit of space beneath the map, but we figure it wouldn't take more than like 20 - 30 seconds max to get down there, and having hunters on top of your base coming down is much more difficult to defend.
We hope this'll just lead to bases being fun to defend for survivors, and fun to attack for hunters, and that kind of balance is really what makes map an AOD map fun, so that's why we wanted to submit this new map idea to you guys - thanks for your input!
-All bows removed from chests. (AngelVW)
We agree, for survivors, that'd just be overpowered. Yet, all the hunters have bows with plenty of arrows, so survivors must incorporate arrow shields into their bases - which'll lead to much more intense base designs, we hope.
-Added chests around spawn containing sticky pistons, redstone torches, redstone dust, wooden pressure plates, repeaters, and levers. (Baker93)
About Baker's suggestion, we LOVE it, and it's now heavily incorperated.
1. All of the double chests at spawn (full of each color of wool) have a chest above them, full of redstone torches, pistons, redstone repeaters, levers, redstone dust, and wooden pressure plates (as opposed to stone pressure plates to allow easy dismantling) Here's a screen shot, if you're curious:
We didn't put these items in the kits because sometimes kits are unreliable. No offense to the programmers - technical difficulties are understandable - and it's an excessively impressive plugin, but if you don't get these materials on this map, it's just no fun.
Also, it allows people that die before the build time is up to still have building resources, so they're not suddenly dependent on others bases if they accidentally fall in the building process.
Yet they still lose their weapons, providing a reasonable motivation for trying to be careful in the build time.
The only exception to this is that wooden weapons can still be obtained if they find the chest with saplings, bonemeal, and dirt, but that's so out of the way that if they're willing to do that, they probably deserve the wooden weapons again.
-Made walls two blocks thick to allow hidden wiring (yet, staircasing inside of them isn't practical).
This goes along with the point above - allowing survivors to create hidden traps inside the walls, activated by a lever or something to sabotage the hunters on their way to the survivors.
This ended up being quite fun in testing, but still difficult for the survivors, as they had to quickly mine out a big area of wool to put in their trap, and make the spot where the survivors stood to activate the trap (with a lever, usually) protected from arrows.
These sorts of traps are also fairly easily dismantled by hunters, but having them hid in the walls means that, at least the first time hunters travel up their staircase, they won't know what to expect.
Most importantly, it's just fun to press a lever and watch the hunter casually pop off your staircase and fall into the void =)
The only concern with these walls would be survivors digging a large tunnel/staircase inside the walls and hiding in it, making it nearly impossible for hunters to find them, but really, in only three minutes, "wallcasing" simply isn't practical.
If this really became a problem, we could just remove the white wool, leaving marks where survivors entered the wall. But for now, since hiding like that is against the rules we imagine there shouldn't be a problem, and we'd like to keep the white wool for now, just to give survivors the ability to hide their traps well.
The only thing we were worried about was the idea of TNT, with TNT damage off.
At first we liked the idea - but, in testing the map, we found it just leads to 2 things:
-Traps that kill hunters and leave their bows and such for the survivors - where the hunters have almost no way to know what just hit them or how to defend against it
-TNT dropped on hunters trying to infiltrate bases. Essentially, it's just another version of a bow/ranged weapon for survivors - too overpowered.
And TNT damage on unfortunately just leads to survivors having their staircases/access points blown up, becoming unaccessible without hunters pillaring, which is bad.
So, at this point, we'd say no TNT - but we're still open for suggestions! Any map is better with balanced explosives - and we'd like to include it if there is a way.
-Removed ladders from a chest (now there are only vines).
This is simply to make bases more accessible to survivors.
Replacing these ladders prevents survivors falling, placing the ladders to survive, building a base down below, and saying that it's "accessible" because there's ladders near the base start. Ladders hurt you if you land directly on top of them, making it nearly impossible to use them to prevent fall damage unless you land on them at exactly the right angle - while vines just stop the fall wherever you land on them - making it more fair for hunters (so the difficulty isn't getting to the base, but, instead, infiltrating it).
We like the idea of vines, on the other hand, it gives survivors a way to escape at the last minute while they're falling, but, as they can be quickly followed by hunters, or just shot by bows, it really doesn't lead to any annoying postponing of the round - just some exciting last minute action.
The only concern we do have is that survivors could fall down, place a vine to stop their fall, begin building their base towards the map bottom, then destroy the vine, but we don't think this should be too much of a problem, as there's only enough vines really for 1 person, in 1 chest.
If someone really does do that though, we can just warn them that their base is inaccessible which is against the rules and that they need to place a vine back - preventing everyone there from doing it again.
Even if the survivor down there was out of vines and couldn't place a vine back, it wouldn't be too much of a problem, as the Lava griefer has a water bucket that could be used to make a simple access point to their base, and staircasing down the walls is super easy for any hunter - they could get to the bottom of the map in probably about 20 - 30 seconds.
-Gave the Dark Hunter (Lava_Greifer) a water bucket, to help make some lower bases more accessible.
(Explained in the post above - basically, this acts as a failsafe of sorts if survivors make inaccessible bases far below, and overall, this simply allows hunters to spend more time infiltrating bases, and less time getting to them)
Don't worry - no "sky pillaring" is possible anymore, and everyone will be easily reachable in a short amount of time.
In short, we want this map focused around building strategically planned protective bases, not around building a base that takes half of the round time to reach, and we think this bedrock ceiling should lead to that.
There is still quite a bit of space beneath the map, but we figure it wouldn't take more than like 20 - 30 seconds max to get down there, and having hunters on top of your base coming down is much more difficult to defend.
We hope this'll just lead to bases being fun to defend for survivors, and fun to attack for hunters, and that kind of balance is really what makes map an AOD map fun, so that's why we wanted to submit this new map idea to you guys - thanks for your input!
-All bows removed from chests. (AngelVW)
We agree, for survivors, that'd just be overpowered. Yet, all the hunters have bows with plenty of arrows, so survivors must incorporate arrow shields into their bases - which'll lead to much more intense base designs, we hope.
-Added chests around spawn containing sticky pistons, redstone torches, redstone dust, wooden pressure plates, repeaters, and levers. (Baker93)
About Baker's suggestion, we LOVE it, and it's now heavily incorperated.
1. All of the double chests at spawn (full of each color of wool) have a chest above them, full of redstone torches, pistons, redstone repeaters, levers, redstone dust, and wooden pressure plates (as opposed to stone pressure plates to allow easy dismantling) Here's a screen shot, if you're curious:
We didn't put these items in the kits because sometimes kits are unreliable. No offense to the programmers - technical difficulties are understandable - and it's an excessively impressive plugin, but if you don't get these materials on this map, it's just no fun.
Also, it allows people that die before the build time is up to still have building resources, so they're not suddenly dependent on others bases if they accidentally fall in the building process.
Yet they still lose their weapons, providing a reasonable motivation for trying to be careful in the build time.
The only exception to this is that wooden weapons can still be obtained if they find the chest with saplings, bonemeal, and dirt, but that's so out of the way that if they're willing to do that, they probably deserve the wooden weapons again.
-Made walls two blocks thick to allow hidden wiring (yet, staircasing inside of them isn't practical).
This goes along with the point above - allowing survivors to create hidden traps inside the walls, activated by a lever or something to sabotage the hunters on their way to the survivors.
This ended up being quite fun in testing, but still difficult for the survivors, as they had to quickly mine out a big area of wool to put in their trap, and make the spot where the survivors stood to activate the trap (with a lever, usually) protected from arrows.
These sorts of traps are also fairly easily dismantled by hunters, but having them hid in the walls means that, at least the first time hunters travel up their staircase, they won't know what to expect.
Most importantly, it's just fun to press a lever and watch the hunter casually pop off your staircase and fall into the void =)
The only concern with these walls would be survivors digging a large tunnel/staircase inside the walls and hiding in it, making it nearly impossible for hunters to find them, but really, in only three minutes, "wallcasing" simply isn't practical.
If this really became a problem, we could just remove the white wool, leaving marks where survivors entered the wall. But for now, since hiding like that is against the rules we imagine there shouldn't be a problem, and we'd like to keep the white wool for now, just to give survivors the ability to hide their traps well.
The only thing we were worried about was the idea of TNT, with TNT damage off.
At first we liked the idea - but, in testing the map, we found it just leads to 2 things:
-Traps that kill hunters and leave their bows and such for the survivors - where the hunters have almost no way to know what just hit them or how to defend against it
-TNT dropped on hunters trying to infiltrate bases. Essentially, it's just another version of a bow/ranged weapon for survivors - too overpowered.
And TNT damage on unfortunately just leads to survivors having their staircases/access points blown up, becoming unaccessible without hunters pillaring, which is bad.
So, at this point, we'd say no TNT - but we're still open for suggestions! Any map is better with balanced explosives - and we'd like to include it if there is a way.
-Removed ladders from a chest (now there are only vines).
This is simply to make bases more accessible to survivors.
Replacing these ladders prevents survivors falling, placing the ladders to survive, building a base down below, and saying that it's "accessible" because there's ladders near the base start. Ladders hurt you if you land directly on top of them, making it nearly impossible to use them to prevent fall damage unless you land on them at exactly the right angle - while vines just stop the fall wherever you land on them - making it more fair for hunters (so the difficulty isn't getting to the base, but, instead, infiltrating it).
We like the idea of vines, on the other hand, it gives survivors a way to escape at the last minute while they're falling, but, as they can be quickly followed by hunters, or just shot by bows, it really doesn't lead to any annoying postponing of the round - just some exciting last minute action.
The only concern we do have is that survivors could fall down, place a vine to stop their fall, begin building their base towards the map bottom, then destroy the vine, but we don't think this should be too much of a problem, as there's only enough vines really for 1 person, in 1 chest.
If someone really does do that though, we can just warn them that their base is inaccessible which is against the rules and that they need to place a vine back - preventing everyone there from doing it again.
Even if the survivor down there was out of vines and couldn't place a vine back, it wouldn't be too much of a problem, as the Lava griefer has a water bucket that could be used to make a simple access point to their base, and staircasing down the walls is super easy for any hunter - they could get to the bottom of the map in probably about 20 - 30 seconds.
-Gave the Dark Hunter (Lava_Greifer) a water bucket, to help make some lower bases more accessible.
(Explained in the post above - basically, this acts as a failsafe of sorts if survivors make inaccessible bases far below, and overall, this simply allows hunters to spend more time infiltrating bases, and less time getting to them)
We welcome any more input too - your comments is what this map needs to hopefully eventually blossom into a suitable AOD map - thanks!
Screenshots:
There are chests underneath all of the floating sand blocks (just can't see them due to the render distance)
NOBODY can break chests.
Spawn Location: -4x, 72y, -18z
Download Link