This is my first map. An attempt at bringing the competitive edge to the defense genre. Modeled after the 4 man team structure set by the RMCT tournament series. Both teams start from the same gate, but the Defending team has roughly a one minute headstart over the Invading team, with this time the Defenders can set traps, destroy structures, raid supply chests, bolster defenses, etc. The Defending team makes their way to their castle and protects 2 sponge blocks in their keep. The Invaders have 20 minutes to destroy the blocks before the game ends. There are several integrated mechanisms and the map can easily be played in vanilla minecraft.
I don't believe this will send the defense genre into competitive status but keep an eye out for my next project, collaborating with xSugoix. (Both of us members of the RMCT#2 team, Whiskey Brigade. Follow the tournament at http://www.reddit.com/r/mctourney)
-Nerfed King's Gear Sword
-Nerfed Invader's Golden Axe
-The timer/victory mechanisms "should" be fully functional
-Reinforcement Walkway has been adjusted (speed potion dispenser and water drop)
-Target in Defender's base is no longer made of wool, eliminating temptations to make beds
-Nerfed TnT in Defender's Castle
-Nerfed TnT under wooden bridge
-Timer display has been made much mo' pretty
-Version sign at spawn changed
-Reinforcement walkway prettied up
-No longer can things be "made more interesting" instead, things are so spice
-Feather fall boots in canopy moved to different chest, replacing the diamond boots
-Fixed asymmetry on Line Drive as well as start method
-Added lava source blocks in minecart chest
-Amount of TnT in forest pond reduced, as well as bridge detonation chest
-Reinforcement walkway re-entry point given small amount of respawn gear
-Elephant gun leveled up
-Got rid of that painting that had previously eluded me and my divine grasp
-By TrazLander: Mechanisms have been significantly redesigned:
-"Victory Fanfare" moved closer to the underside of the keep, so the sexy tune can be actually heard
-Straightened and cleaned up wiring a bit (less repeaters and wires overall)
-Fine tuned the timing of the match overall a bit (1 minute between the Invaders being released after the Defenders, then 20 minute match displayed on the timer board)
-Added more bedrock around the Sponges, you really need to destroy them to trigger the endgame now
-Redesigned the Timer Board (probably adding all the repeaters that I managed to remove, back in)
-0 comes on when the Invaders are released, giving the defenders a visual signal
-It counts up to 20 minutes in intervals of 5 minutes, then the match ends with a victory for the Defenders
-If the Invaders are successful in destroying the sponge blocks, then the timer board will stop.
-Added a NEW SURPRISE finisher
-Added maintenance entrances, for the curious (and so I could get around with out breaking walls)
-fixed an invader war camp gate being left open
-moved signboard to the side of the spawn platform
-tweeked spawning location
-added some extra protection to the victory conditions circuitry
-lowered map by 8 blocks to be below cloud height
-removed some of the empty excess chunks to reduce file size
-Upon entering NAIL now you are randomly sent to a "season" of NAIL, be it Spring, Summer, Autumn or Winter
-Spawn platform given drastic overhaul
-Team Randomizer added
-Team Selection mechanic added
-Custom sculpture by BlockFortress added
-Season Selection feature with a randomizer function
-made invader gates automatically open when they are released
-made randomly placing TNT in the war camp safer for three_two
-turned some stairs into corner stairs
-converted some of the old stone-type wooden half slabs into oak wood half slabs
-removed most of the shiney obsidian blocks so last_username can't get his hands on them again
-removed all but 3 fire charges from the canopy(firetick is still enabled)
-placed 5 fire charges and 2 dispensers in fortress chest with the lava/water
-removed fire charges from the minecart
-added another entrance to the Defender re-entry structure
-added another enderpearl somewhere >
-removed "Superior Weaponry & Armor" from War Camp, but doubled "Officer's Armaments" with the addition of 2 fire bows. Also the Golden Axe now named "Haxxor" was given to the "Warlord's Gear" chest
-named some items
-added the new disc "wait" to the record collection
-improved second gate detonator
-Added a notification to when the invaders and defenders ready levers are hit. -Removed a chunk length off the defender's respawn hallway. -Added a little backlighting glowstone to the back of the statue so mobs don't spawn on it. -Nerfed the darkroom by half. -Added an announcement to how many games are left to play before the world needs reset. -Added a Spawn Reset pressure plate to the button room in case you're stuck on the wrong map from everyone else. -Allowed Observer mode to be accessible to anyone until the game starts. Then, only an OP with gamemode 1 can access it. -A lot of re-wordings and cosmetic placements of when it would announce events and change your gamemode. -Made the dividing line between the troughs a glass wall. -Fixed players not getting teleported if they hit a pressure plate at the same time or around the same time for the Defenders run-back hallway, and the teleports to and from the button room. -Fixed an issue with spectator mode breaking if 2 people hit it at the same time. -Added server version detection. You will get a warning when the server is loaded in 1.4.7 that the map is meant for 13w02b+ because of the fix to the TNT update bug. Though the map will still work in 1.4.7 regardless. -Added a chest with some bonemeal and saplings to either side of the invader camps. -Added some more vines and pathways up the jungle trees. -Rebuilt the team randomizer. It's faster and cooler looking now. -Fixed water in the river to not fill up when some of the water is updated in future snapshots.
Updated the Team Captain Selection System some more -Sped it up a little. -Added an announcement to who was specifically selected as Team Captains. (so sneaky people couldn't select themselves without anyone realizing it) -Added the "Specific Team Captain Selection" -You can specifically choose who gets to be Team Captain 1, and who gets to be Team Captain 2. -If neither are specifically chosen, random Team Captains are chosen from the other available players. -If only one Team Captain is specified(either randomly, or specifically as TC1 or TC2), then the other Team Captain will be randomly chosen from the other available players. -Fixed: It would create multiple team captains if there was over 12 people and manual team captains were selected. -The Sacred Relic's names have been discovered! -The Sacred Cap is now "Holy Coif" and is white. -The Sacred Bow is now "Crescent". -The Sacred Sword is now "Sacred Blade".
Rebalanced Armor -Holy Coif: buffed from protection 3 to 5. -Throatstompers: removed fire protection 2, replaced with just protection 2. -World Render: added smite 1 and bane of arthropods 1. -Grim Visage: nerfed fire protection from 4 to 3. -Warplate: buffed protection from 1 to 3. -Added Projectile Protection 2 to all Invader's officer gear's chestpieces that didn't already have it. And retweaked the extra enchants on them.
-got rid of back bedrock wall and reworked the wiring on the shield generator
-removed wooden pressure plate from right side to show that only the left dispenser is actually the cobweb timer. The one on the right is cosmetic.
-Removed flint & steel from the cobweb timer dispenser in preparation for the dispenser changes. The TNT will remain in the right one though ]
The Meaning of Life, the Universe, and Everything.
i just watched Honneyplays archived stream of the beta test. My friend do not stop making maps. The matches i watched were the most intence I have seen so far for pvp. very well thought out. I can like it to playing Rush on BF3 . I agree with what you say several times on the stream, the key to playing is communication. nicely done
I am still really shocked at how much attention it has gotten. I do have a lot more faith in our next project, since it is a much much more focused attempt at what I was originally going for. I'll plug the drop post here when It is eventually released.
This will be one of the first "PvP" maps that I rate on my thread. It's using the same scale as over 270 other maps reviewed, but as I look at more PvP offerings I may tweak the scoring a bit...
Total Rating: 15 (out of 20)
I would like to make a point to mention that Story and Progression are completely irrelevant to this map. I'm quite sure this map is completely unique as far as syntax goes, surely Vechs inspired, but still. There are unique "cannon resilient" walls. Integrated timer mechanisms. Integrated victory mechanisms. I suppose if you wanted a story, you could acclimate yourself to the proverb, "For want of a Nail" and find the story segments within the terrain, as it narrates and mocks the players throughout the map, reworking a medieval fragment of literature into an abstract narrative.
I am often content with and able to handle criticism and judgement without feeling a desire to retort the critic. Perhaps including summaries with your assessments. If this map were to be categorized into genres and sub-genres, it would likely descend as follows.
PvP > Competitive PvP > One-Sided Defence. Competitive PvP is a genre that comes complete with it's own communities. I believe your criteria needs to be adjusted, signifigantly, for this type of map.
This map was really REALLY fun, I played it for tomutwit's Birthday Bash with map makers rsmalec, NirgalBunny and some other guys. We had a blast, heres your map being played. (by the way, we didn't listen to the rules :/)
I got to play Nail for the first time last night and I really enjoyed it! Just the right amount of seasoning: Savory at first, SPICY in the middle with just a hint of sweet at the end. Can't wait to play again!