Race for Wool is a type of competitive Minecraft game, where two teams race to acquire colored wools from two identical worlds and place them on a victory monument, while trying to slow each other down with arrow and cannon fire.
These maps arent your standard RFTW maps however, I tried to be original in adding centre lane points with valuable items that can dictate the way the game progresses meaning early pushes are often better then grinding for items. However the middle lane bonuses are not instant win modes as a death at any point along the way can quickly balance the scales back against your favour.
I tried very hard to make the maps pvp orientated as I felt too much of the RFTW series is grinding against mobs. Don't get me wrong you will still be dueling it out with the creatures of the night, its just a lot more likely you'll be sniped in the back while that creeper your fighting blows up on you.
These maps were made before 1.1 so keep that in mind when playing them. I know they could probably be better with the new height limit and other cool stuff. But if these maps become popular enough I may make another with the help of friends which will be infinitely more artistic and interesting, especially due to almost all creative walls being removed with the new height limit in place.
The rules I have in game are probably obsolete so feel free to just play with official tourney rules or whatever, but regarding the rules about entering the specific middle lane islands they must be followed.
EDIT: Having seen Sethblings RFTW tourney map I realize this looks pitiful in comparison but remember, I designed these around gameplay not looks, plus I didn't have the new height limit to work with. Keep in mind they still play excellently even when so out of date.
A frantic battle through abandoned houses, fortresses and forests.
4v4 action.
Fast Paced PvP and PvE
Heavy mob involvement! Balance fighting your opponents with the hordes of mobs.
Your first day is your last chance: Heavy tree cover means those zombies are going to hang around
Devious traps
Melee combat! A first for RFTW maps, small crossover points filled with loot exist in the centre of the map, where teams get up close and personal to conquer and steal
Your choices matter: Your constructions could save your life or doom your opponents! Build wisely.
Struggle through dense undergrowth in the shadow of trees and a towering mountain.
4v4/3v3 action.
Strong PvP element: Loads of chances to battle, and a ton of weapons to use
Awesome aesthetics: Trees tower above you as your struggle across bridges, through marshes and tall, thick grass.
Easier then Daggers Point (recommended for newer players)
Melee combat: Much like Daggers Point, special centre islands filled with treasure add for interesting PvP and strategy.
Very PvP based Mobs wont be effecting your opponents except at night.
Playtime: 15 minutes – 1 hour.
Screenshots of KNIFES EDGE:
Screenshots of ARROWS TIP:
Final thoughts:
If you have any suggestions of how to make these maps better feel free to give me "constructive" criticism.
If you need to contact me for whatever reason just pm me but don't be discouraged if I don't reply immediately, I barely go on here anymore in fact this is the first time in three months so yeah if I do read it I'll reply if not its because I haven't checked my messages.
Legal:
Spazamataz's RFTW Arrow's Tip by Spazamataz is licensed under a
I have no affiliation with Mojang or other entities which may be mentioned in the content I am offering.
I forgo any liabilities whatsoever for the use of the map or any content herein this thread or anywhere else.
Wow, pretty good! Especially for a first map. Although some aesthetics are a little poor, and certain areas become a little grindy (such as the bridge) it is quite good, and I found coming home from the bridge to be awesome tactically! (This is because both teams had made hasty ramshackle bridges, and we were easily shot upon, made for some adrenaline filled duels.) The fortress was also cool, but the end could deal with some adjusting.
I would say a 4/5, needs some work but pretty good!
Wow, pretty good! Especially for a first map. Although some aesthetics are a little poor, and certain areas become a little grindy (such as the bridge) it is quite good, and I found coming home from the bridge to be awesome tactically! (This is because both teams had made hasty ramshackle bridges, and we were easily shot upon, made for some adrenaline filled duels.) The fortress was also cool, but the end could deal with some adjusting.
I would say a 4/5, needs some work but pretty good!
Psy.
Thankyou I tried pretty hard, anything in particular you thought wasn't entirely up to scratch?
Thankyou I tried pretty hard, anything in particular you thought wasn't entirely up to scratch?
Dem sewers... They needed a little something to stop them being boring and slow (part of the grindy stuff I talked about). Maybe nerfing the centre loot a little would be good too, but overall its a good map! I would say the sand part at the start, but gameplay wise its good...just certain servers hosts may not enjoy the subsequent lag..
Dem sewers... They needed a little something to stop them being boring and slow (part of the grindy stuff I talked about). Maybe nerfing the centre loot a little would be good too, but overall its a good map! I would say the sand part at the start, but gameplay wise its good...just certain servers hosts may not enjoy the subsequent lag..
Yeah the sand I can agree with that was a major failing on my behalf, but by the time I'd discovered how big a problem it was my map was too dependent on it to change it hugely although I still probably should have. Regardless the thirty seconds of lag ten seconds in was probably not a good move in terms of first impressions...
On the sewers, they were designed to be difficult to progress through. I wanted to keep the players in the middle for as long as possible as that was a main focus point for PvP. I felt if the team couldn't just rush through to the final stage they might spend a little more time in the centre duking it out with their opponents and trying to buy themselves as much time as possible. I know in testing with friends it certainly happened and it gives the other team some time to catch up and not spend the entire game wondering how far behind they are until the other team types out good game. Trust me it adds a lot of fun and adrenaline for every other player who isn't in the sewers. But I'll definitely keep that in mind if I make future maps.
On the loot, it went through a huge amount of nerfing. I got to the point where I couldn't nerf it anymore so I almost completely removed it from the map just because it adds the smallest amount of imbalance. Then I remembered the whole reason I had it in was because of the heightened strategy it adds to the map and I felt it was a necessary evil. I don't expect everyone to agree with me there but yeah there had to be some point to pushing middle lane and potentially getting ganked. The diamond blocks while op in every single playtest were there to make it more visually appealing, so that everybody knew the middle lane islands were key things to be fighting over and also to keep the player in the centre a little longer making it even more of a risk vs reward scenario.
Thank you also
I recommend you consider posting a change-log and licensing your maps a creative commons or similar type that suits your disclaimer criteria.
Thanks for the maps! Haven't played them yet but I can see some good chokepoint opportunities, especially with all the sand and dirt. Is there much TNT on the map?
He asked and it was fine by me
I can see the oversight, the ipboard forum isnt the most ideal to use and when your sorting out licensing for your content you tend to put more concentration ensuring the correct one is chosen
He asked and it was fine by me
I can see the oversight, the ipboard forum isnt the most ideal to use and when your sorting out licensing for your content you tend to put more concentration ensuring the correct one is chosen
Lets be honest I did a pretty bad job xD oh well to be fair I went on the website and did all that good stuff, just didn't read properly the id software business
I have no problem with a CC copypaste, that can be a pain to type out every time you make something, but just the ID software part, the fact he didn't check over it I usually don't do derivative works and just stick with standard Creative Commons when I make st00f
Thanks for the maps! Haven't played them yet but I can see some good chokepoint opportunities, especially with all the sand and dirt. Is there much TNT on the map?
On Knifes Edge yes, I put a lot more effort into it. Arrows Tip however was kind of rushed as I was getting bored of minecraft at the time, I abused mcedit a lot more which made it look prettier but made it less functional in the end and I also couldn't really find any good spots to put tnt. However if I do make another map I'll be sure to cover it in tnt. As we all know how fun cannons can be.
Thankyou and yeah I'm definitely considering making one last one. Though if I do I'll put in a huge amount of effort and detail and do it with some friends.
If you have codevelopers/helpers, ensure you can trust leaving them unattended even if you're present the entire time on the server, on maps RFW size you can't watch over everyone contributing and it increases the chance of something broken or unwanted being overlooked when you share out the map.
Also single player commands is great for setting the correct spawn and map mode after your done editing it on a server.
Race for Wool is a type of competitive Minecraft game, where two teams race to acquire colored wools from two identical worlds and place them on a victory monument, while trying to slow each other down with arrow and cannon fire.
These maps arent your standard RFTW maps however, I tried to be original in adding centre lane points with valuable items that can dictate the way the game progresses meaning early pushes are often better then grinding for items. However the middle lane bonuses are not instant win modes as a death at any point along the way can quickly balance the scales back against your favour.
I tried very hard to make the maps pvp orientated as I felt too much of the RFTW series is grinding against mobs. Don't get me wrong you will still be dueling it out with the creatures of the night, its just a lot more likely you'll be sniped in the back while that creeper your fighting blows up on you.
These maps were made before 1.1 so keep that in mind when playing them. I know they could probably be better with the new height limit and other cool stuff. But if these maps become popular enough I may make another with the help of friends which will be infinitely more artistic and interesting, especially due to almost all creative walls being removed with the new height limit in place.
The rules I have in game are probably obsolete so feel free to just play with official tourney rules or whatever, but regarding the rules about entering the specific middle lane islands they must be followed.
EDIT: Having seen Sethblings RFTW tourney map I realize this looks pitiful in comparison but remember, I designed these around gameplay not looks, plus I didn't have the new height limit to work with. Keep in mind they still play excellently even when so out of date.
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KNIFES EDGE: http://www.mediafire...kdy7574abbrk9y
A frantic battle through abandoned houses, fortresses and forests.
4v4 action.
Struggle through dense undergrowth in the shadow of trees and a towering mountain.
4v4/3v3 action.
Screenshots of ARROWS TIP:
Final thoughts:
If you have any suggestions of how to make these maps better feel free to give me "constructive" criticism.
If you need to contact me for whatever reason just pm me but don't be discouraged if I don't reply immediately, I barely go on here anymore in fact this is the first time in three months so yeah if I do read it I'll reply if not its because I haven't checked my messages.
Legal:
I have no affiliation with Mojang or other entities which may be mentioned in the content I am offering.
I forgo any liabilities whatsoever for the use of the map or any content herein this thread or anywhere else.
~Spazamataz
I would say a 4/5, needs some work but pretty good!
Psy.
Thankyou I tried pretty hard, anything in particular you thought wasn't entirely up to scratch?
Dem sewers... They needed a little something to stop them being boring and slow (part of the grindy stuff I talked about). Maybe nerfing the centre loot a little would be good too, but overall its a good map! I would say the sand part at the start, but gameplay wise its good...just certain servers hosts may not enjoy the subsequent lag..
Yeah the sand I can agree with that was a major failing on my behalf, but by the time I'd discovered how big a problem it was my map was too dependent on it to change it hugely although I still probably should have. Regardless the thirty seconds of lag ten seconds in was probably not a good move in terms of first impressions...
On the sewers, they were designed to be difficult to progress through. I wanted to keep the players in the middle for as long as possible as that was a main focus point for PvP. I felt if the team couldn't just rush through to the final stage they might spend a little more time in the centre duking it out with their opponents and trying to buy themselves as much time as possible. I know in testing with friends it certainly happened and it gives the other team some time to catch up and not spend the entire game wondering how far behind they are until the other team types out good game. Trust me it adds a lot of fun and adrenaline for every other player who isn't in the sewers. But I'll definitely keep that in mind if I make future maps.
On the loot, it went through a huge amount of nerfing. I got to the point where I couldn't nerf it anymore so I almost completely removed it from the map just because it adds the smallest amount of imbalance. Then I remembered the whole reason I had it in was because of the heightened strategy it adds to the map and I felt it was a necessary evil. I don't expect everyone to agree with me there but yeah there had to be some point to pushing middle lane and potentially getting ganked. The diamond blocks while op in every single playtest were there to make it more visually appealing, so that everybody knew the middle lane islands were key things to be fighting over and also to keep the player in the centre a little longer making it even more of a risk vs reward scenario.
Thankyou your map looks amazing btw.
Thank you also
I recommend you consider posting a change-log and licensing your maps a creative commons or similar type that suits your disclaimer criteria.
also; Melbourne FTW!!!
Ahahaha fantastic copy+paste Spaz....
He asked and it was fine by me
I can see the oversight, the ipboard forum isnt the most ideal to use and when your sorting out licensing for your content you tend to put more concentration ensuring the correct one is chosen
Lets be honest I did a pretty bad job xD oh well to be fair I went on the website and did all that good stuff, just didn't read properly the id software business
I have no problem with a CC copypaste, that can be a pain to type out every time you make something, but just the ID software part, the fact he didn't check over it I usually don't do derivative works and just stick with standard Creative Commons when I make st00f
On Knifes Edge yes, I put a lot more effort into it. Arrows Tip however was kind of rushed as I was getting bored of minecraft at the time, I abused mcedit a lot more which made it look prettier but made it less functional in the end and I also couldn't really find any good spots to put tnt. However if I do make another map I'll be sure to cover it in tnt. As we all know how fun cannons can be.
Stay tuned.
Also single player commands is great for setting the correct spawn and map mode after your done editing it on a server.