-Game Mode: Horde-
--Why?A screenshot from Notch's blog:
Right there. First one on the list.
Plus many users wishing for a game mode like this...
--The basics
The way this gamemode would work is like this:
-On new world, you would have the option to select this option - much like survival/creative.
-The game would follow a certain timeline for events - see below.
I can't explain this in bullets... just keep reading.
-The Timeline:
First, on world start, you have ONE WEEK to build whatever sort of megafortress you want.
After the first week, at the moment the sun sets, a "Horde" attacks. More info on this later.
Take however much time you need to defeat the horde.
After the horde is defeated, a 3-day counter starts.
After the three days, another horde attacks.
Repeat 3-6 until game over...
-Global changes:
Mobs will, by default, head towards your spawn (see "game over" section later for explanation), and have infinite sight.
Tamed wolves that are directed to stand will automatically attack mobs and will NOT follow you.
Hostile mobs will NOT spawn if there is not an event that applies to them currently in progress.
Travel into other dimensions is impossible.
Mobs will not burn or turn peaceful in daylight.
No structures would generate (villages dungeons etc)
The difficulty is permanently set to "hard" (so zombies can break down doors)
The music would be continuous and would be different than the current music, taking on an ominous feel.
Mobs would not despawn (otherwise you would just climb up in a tower and wait for them to despawn) an exception would be the peaceful phase.(suggested by WildCreeper)
During the "events", other non-event mobs would spawn, but rarely (3% chance whenever a mob spawns?). So a creeper horde event might have a few random zombies or skeletons.
-The Events:
Now, the events. As the timeline says, it occurs once after the first week and then once after every three days, increasing in difficulty. Some events are only available after a certain number of attacks which will be referred to as "rounds". (The "unlocked after" is which round is before that type of horde can appear). Horde selection is random.
Unlocked after round 0 (available from the beginning):
Mob Horde Contains: Zombies, Skeletons, Spiders, Cave spiders, Spider jockeys. Formation: See concept pics. Special: The formation moves at the same speed as the slowest mob - zombies. When an obstacle is encountered, the zombies are in front, when an enemy is encountered, the spiders move to the front and break out of formation. Zombies can also place dirt directly in front (see concept pic) On higher rounds: Size of horde increases Concept picture:
Breaching obstacles:
Creeper hordes Contains: Creepers Formation: 4 creepers in a square Special: All creepers explode at once. If they cannot pathfind their way to their victim, they will explode. On higher rounds: More groups of creepers. Concept picture:
Slime round Contains: Slimes, magma cubes (rare) Formation: No specific formation Special: Slimes spawn on all levels without the chance of not spawning, with a 10% of the slime becoming a magma cube. Slimes break through blocks, magma cubes spawn fire. On higher rounds: Higher chance of magma cube spawn Concept picture:
Peaceful phase Contains: Sheep, Pigs, Cows, Mooshrooms (Rare), Tamed wolves (Rare), Formation: No specific formation Special: Wolves spawn tamed, but are rare. Crops grow twice as fast. On higher rounds: Higher concentration of mobs Concept picture:
This would be about a round 30 phase due to the high concentration:
Arthropod Assault Contains: Spiders, Cave spiders, Silverfish Formation: Random Special: Spiders would leave cobwebs in their wake randomly. Onhigher rounds: More enemies Concept picture:
Shown is ~round 15 horde, due to the high amount of enemies.
Unlocked after round 4:
Siege Contains: Skeletons, ghasts Formation: None Special: Skeletons have a range of 100 meters and will attack your spawn (see "game over" for why) and you, randomly. They have a chance of firing fire arrows. Ghast's fireball explosion power is increased to 3 (same as creepers). On higher rounds: Skeleton range increase, ghast explosion power increase. Concept picture:
None yet... just imagine a line of skeletons firing arrows...
Calvary assault Contains: Spider jockeys (mounts: zombies, skeletons, and a 10% chance of creeper) Formation: Random Special: Similar typed jockeys will randomly group together. On higher rounds: More jockeys... Concept picture:
Unlocked after round 7:
Protection Contains: Villagers, Zombies Formation: A small "fortress" generates somewhere (see concept pic) with 1-3 villagers inside. Zombies form groups like the current village assault ai already ingame. Special: Villagers will not move. If the villagers die the spawn will lose 3/4 of it's total health (see "game over"). On higher rounds: More zombies. Concept picture:
(What the "fortress" might look like)
Sea assault Contains: All ground-based hostiles except for endermen Formation: Above mentioned mobs will come sitting in boats and will come out of the boats when they hit land. Special: This event will only be able to spawn if an ocean is nearby. On higher rounds: More boats. Concept picture:
None yet...
Unlocked after round 12:
Break-in Contains: All mobs Formation: None Special: ALL mobs would be able to remove and place blocks - not like endermen, but with actual purpose. On higher rounds: More mobs. Boy, aren't I creative. Concept picture:
Coming. Remember to watch the topic to be notified when I do.
Giant siege Contains: Giants! You know, the ones from survival test... Formation: Random. Special: Will walk normally but if an obstacle is encountered, will stop to SLOWLY break blocks in front of them. On higher rounds: Faster block breaking abilities, faster moving. Concept picture:
Again, watch the topic to be notified. You can also PM me if you don't want to watch the topic.
Unlocked after round 19:
Nether Rift Contains: Zombie pigmen, ghasts, blazes, magma cubes Formation: No formation... Special: A ravine, made out of netherrack, with lava at the bottom, would spawn. Zombie pigmen would start spawning and a nether fortress would start (magically) being built. During this time, zombie pigmen would not leave the area around the ravine. When the nether fortress is finished, however, nether mobs would start spawning in massive numbers, always hostile, and would attack your base. The event is over when the ravine is destroyed. On higher rounds: N/A - this event is the same no matter the round. Concept picture:
End meteor Contains: Endermen Formation: N/A Special: A large clump of endstone would spawn. Hostile endermen would, 2 by 2, spawn. 1 would try to attack you while the other would try to attack the spawn (see "game over"). Approximately 100 total endermen would spawn during the event, BUT NEVER MORE THAN 2 AT A TIME! On higher rounds: N/A - this event is the same no matter the round. Concept picture:
Special:
Apocalypse round (credit to Ninja_Starz) Contains: Everything (minus enderdragons[and withers]) Formation: Random, but lots of them... Special: ONLY on rounds 30, 50, 70, etc (every 20) On higher rounds: N/A Concept picture:
Earthquake (Credit to turtlereef2614) Contains: No mobs. Read on... Formation: Not applicable... Special: Here we go. During this 10-minute round, blocks would randomly be destroyed/moved, and small ravines would spawn on the surface RARELY. On higher rounds: N/A Concept picture:
Also, I thought of an event called "Domination." During the event, random hordes that spawn on your level will spawn and attack you for 3 minecraft days. 4 blocks of crying obsidian will be spawned near your spawn point, but each at least a chunk away from each other. By the end of these MC days, you need at least one of the crying obsidian blocks alive.You cannot increase their max HP or normal HP with your lapis lazuli. Instead, you need to give them items that mobs drop. For example, a piece of rotten flesh heals one crying obsidian block by 1 hp, where as a blaze rod would heal it be 25, or a ghast tear would increase max HP by 5. Dead blocks will still be there, but they won't be targeted. You're able to revive these with items that would increase max HP.The goal is to keep one block alive, as I said. Although, there's an added bonus. While you stand on one of the blocks, and stand meaning stand still, you'll get a diamond every 10 real life seconds. Why is this balanced? It's a risk/reward type thing. You can only stand on one block, the others will be vulnerable to mob attack. And for a diamond sword, you have to wait 20 real life seconds with 3 other blocks being vulnerable. So do you choose to survive safely, or to risk it all?At the end of these days, your world will be checked for one living crying obsidian block. If all 4 are there, a random piece of diamond armor and a diamond pickaxe are spawned near you. If only 3, it's the pickaxe alone. For 2, it's a diamond shovel. For 1, it's an iron sword. For 0, you are instantly killed and it's game over.Is this any good? Give some opinions.
-Game Over (many thanks to WildCreeper for helping me with this)!
A form of hardcore: You have infinite lives, but if your spawn is destroyed...
Well then, how would your spawn be destroyed?
-Crying obsidian
Wherever your spawn is, a single block of crying obsidian will be right next to it. Only one crying obsidian can exist in a map, however you can move it by sleeping in a bed.
This crying obsidian, seeing as it's right at your spawn, therefore counts as your spawn. This would not be a block but rather an immobile entity with 50 HP.
However, it is not stuck at that.Using lapis dye on the obsidian would heal the shrine by... let's say, 2 HP.Using a lapis block on the obsidian would NOT heal it but would increase the max hp by, let's say, 8 hp.If the crying obsidian is destroyed... GAME OVER.
Now, most mobs, if they are not in range of you, will try to attack this block of crying obsidian. Otherwise, they will attack you.
-Rewards (credit again to WildCreeper)
After each attack, some random loot would drop around your character. Some examples:
I really like this idea, but it could possibley be made so that you can't place blocks while the mobs attack. This would put more pressure on you to finish during the times when the mobs arent attacking and also ensures you cant just tower up while on low health.
How about making it so that, every time you die, another zombie will spawn? That would make the game progressively harder, but not at such a predetermined pace as set by the code.
This is an amazing idea. Anyway, here are some ideas:
-Instead of making nether portals not work, when someone makes one, zombie pigmen, charred skeletons, and magma cubes should come out in waves instead of the player going in. Also, if someone cheats and makes an End portal, to punish them, the Enderdragon and a ton of endermen will come out and they will be hostile and kill him/her.
-You should be able to choose what biome you start the horde mode in, but you start out only having one choice: Forest. When you get to a certain round on Forest, you unlock more biome choices, which you have to beat more rounds on. The final biome to unlock is Mushroom, which gives you one small mushroom island and two mooshrooms. Since monsters don't spawn there, you will get a bunch of boat attacks and swimming mobs.
-No creeper jockeys, or at least make the creeper dismount when he gets closer to you, because spiders wouldn't suicide bomb you. Well, unless [a racist joke almost spawned here but I got some glowstone to stop it].
If you support, comment and put a in your post to sign!
I would like if monsters attacked every night and not once a week.
That wouldn't give the player much time. The thing is, these are huge attacks and a dirt hut isn't going to hold. The point is that the player can actually set up a small stronghold by the time the first attack comes.
Awaken my child, and embrace the glory that is your birthright; know that I am the Overmind, the eternal will of the swarm, and that you were created to serve me.
I agree. This mode should be added to 1.2. However, I believe that this mode could cause massive lag due to the fact that not many people who have minecraft have a good amount of RAM.
Overall I think this Idea is great! :smile.gif:
That wouldn't give the player much time. The thing is, these are huge attacks and a dirt hut isn't going to hold. The point is that the player can actually set up a small stronghold by the time the first attack comes.
Once in a week would be boring, perhaps once each 3 days?
Also, we should have more defense blocks to handle this instead of only a dispenser.
i.e. Cannon, TNT launcher, Igniter, Fire golem, Sunlight burster (check my signature)
p.s. (what happens if you go to the nether or the end?)
1. Maybe you get the first week but then after that every 3 days?
2. Check out my topic on siege engines (click the link at the top of OP)
3. Sunlight burster does look pretty cool but maybe call it a lens flare instead?
4. You can't go to the nether or the end.
I'm about to add a few more things to the OP soon so heads up =D
1. Yes, it will be very fun!
2. Yeah, I saw it, it looks pretty good
3. Yes... assuming you can't go to the Nether, you can't get glowstone for the burster.
4. Thanks
Ideas:
You have to protect a blue shrine from the mobs. If it's destroyed, it's game over.
The shrine block has 50 HP.
You can heal the shrine with lapis lazuli dye (each lapis would heal, let's say... 2HP?)
You can upgrade the shrine's health with lapis lazuli block. Each block would upgrade it's max health by 8HP.
Bonuses:
At the end of each horde, you get prizes.
1st horde:
2x apple
1x leather helmet
1x wooden sword
2nd horde
3x lapis lazuli dye
1x golden apple
1x leather tunic
1. Yes, it will be very fun!
2. Yeah, I saw it, it looks pretty good
3. Yes... assuming you can't go to the Nether, you can't get glowstone for the burster.
4. Thanks
Ideas:
You have to protect a blue shrine from the mobs. If it's destroyed, it's game over.
The shrine block has 50 HP.
You can heal the shrine with lapis lazuli dye (each lapis would heal, let's say... 2HP?)
You can upgrade the shrine's health with lapis lazuli block. Each block would upgrade it's max health by 8HP.
Bonuses:
At the end of each horde, you get prizes.
1st horde:
2x apple
1x leather helmet
1x wooden sword
2nd horde
3x lapis lazuli dye
1x golden apple
1x leather tunic
1x flint and steel
2x cooked steak
1x potion of regeneration
etc.
Adding to OP right now.
And for the burster thing, I'm thinking maybe you start out with a few defense items, and maybe you could get glowstone dust as rewards for killing hordes.
And for the burster thing, I'm thinking maybe you start out with a few defense items, and maybe you could get glowstone dust as rewards for killing hordes.
Its laggin even on peaceful if there is too many animals!!
You don't have to do it, it would be a game mode you select like survival or creative.
@WildCreeper I don't think villages would spawn, it would mess up the "protection" rounds... But you just gave me an idea, that is, spawn rate of dogs would double and if you gave them a stick they would attack mobs by themselves without following you. Should I add that to the OP?
--Why?A screenshot from Notch's blog:
Right there. First one on the list.
Plus many users wishing for a game mode like this...
--The basics
The way this gamemode would work is like this:
-On new world, you would have the option to select this option - much like survival/creative.
-The game would follow a certain timeline for events - see below.
I can't explain this in bullets... just keep reading.
-The Timeline:
Now, the events. As the timeline says, it occurs once after the first week and then once after every three days, increasing in difficulty. Some events are only available after a certain number of attacks which will be referred to as "rounds". (The "unlocked after" is which round is before that type of horde can appear). Horde selection is random.
Unlocked after round 0 (available from the beginning):
Contains: Zombies, Skeletons, Spiders, Cave spiders, Spider jockeys.
Formation: See concept pics.
Special: The formation moves at the same speed as the slowest mob - zombies. When an obstacle is encountered, the zombies are in front, when an enemy is encountered, the spiders move to the front and break out of formation. Zombies can also place dirt directly in front (see concept pic)
On higher rounds: Size of horde increases
Concept picture:
Breaching obstacles:
Creeper hordes
Contains: Creepers
Formation: 4 creepers in a square
Special: All creepers explode at once. If they cannot pathfind their way to their victim, they will explode.
On higher rounds: More groups of creepers.
Concept picture:
Slime round
Contains: Slimes, magma cubes (rare)
Formation: No specific formation
Special: Slimes spawn on all levels without the chance of not spawning, with a 10% of the slime becoming a magma cube. Slimes break through blocks, magma cubes spawn fire.
On higher rounds: Higher chance of magma cube spawn
Concept picture:
Peaceful phase
Contains: Sheep, Pigs, Cows, Mooshrooms (Rare), Tamed wolves (Rare),
Formation: No specific formation
Special: Wolves spawn tamed, but are rare. Crops grow twice as fast.
On higher rounds: Higher concentration of mobs
Concept picture:
Arthropod Assault
Contains: Spiders, Cave spiders, Silverfish
Formation: Random
Special: Spiders would leave cobwebs in their wake randomly.
On higher rounds: More enemies
Concept picture:
Unlocked after round 4:
Contains: Skeletons, ghasts
Formation: None
Special: Skeletons have a range of 100 meters and will attack your spawn (see "game over" for why) and you, randomly. They have a chance of firing fire arrows. Ghast's fireball explosion power is increased to 3 (same as creepers).
On higher rounds: Skeleton range increase, ghast explosion power increase.
Concept picture:
Calvary assault
Contains: Spider jockeys (mounts: zombies, skeletons, and a 10% chance of creeper)
Formation: Random
Special: Similar typed jockeys will randomly group together.
On higher rounds: More jockeys...
Concept picture:
Unlocked after round 7:
Protection
Contains: Villagers, Zombies
Formation: A small "fortress" generates somewhere (see concept pic) with 1-3 villagers inside. Zombies form groups like the current village assault ai already ingame.
Special: Villagers will not move. If the villagers die the spawn will lose 3/4 of it's total health (see "game over").
On higher rounds: More zombies.
Concept picture:
Sea assault
Contains: All ground-based hostiles except for endermen
Formation: Above mentioned mobs will come sitting in boats and will come out of the boats when they hit land.
Special: This event will only be able to spawn if an ocean is nearby.
On higher rounds: More boats.
Concept picture:
Unlocked after round 12:
Break-in
Contains: All mobs
Formation: None
Special: ALL mobs would be able to remove and place blocks - not like endermen, but with actual purpose.
On higher rounds: More mobs. Boy, aren't I creative.
Concept picture:
Giant siege
Contains: Giants! You know, the ones from survival test...
Formation: Random.
Special: Will walk normally but if an obstacle is encountered, will stop to SLOWLY break blocks in front of them.
On higher rounds: Faster block breaking abilities, faster moving.
Concept picture:
Unlocked after round 19:
Nether Rift
Contains: Zombie pigmen, ghasts, blazes, magma cubes
Formation: No formation...
Special: A ravine, made out of netherrack, with lava at the bottom, would spawn. Zombie pigmen would start spawning and a nether fortress would start (magically) being built. During this time, zombie pigmen would not leave the area around the ravine. When the nether fortress is finished, however, nether mobs would start spawning in massive numbers, always hostile, and would attack your base. The event is over when the ravine is destroyed.
On higher rounds: N/A - this event is the same no matter the round.
Concept picture:
End meteor
Contains: Endermen
Formation: N/A
Special: A large clump of endstone would spawn. Hostile endermen would, 2 by 2, spawn. 1 would try to attack you while the other would try to attack the spawn (see "game over"). Approximately 100 total endermen would spawn during the event, BUT NEVER MORE THAN 2 AT A TIME!
On higher rounds: N/A - this event is the same no matter the round.
Concept picture:
Special:
Apocalypse round (credit to Ninja_Starz)
Contains: Everything (minus enderdragons[and withers])
Formation: Random, but lots of them...
Special: ONLY on rounds 30, 50, 70, etc (every 20)
On higher rounds: N/A
Concept picture:
Earthquake (Credit to turtlereef2614)
Contains: No mobs. Read on...
Formation: Not applicable...
Special: Here we go. During this 10-minute round, blocks would randomly be destroyed/moved, and small ravines would spawn on the surface RARELY.
On higher rounds: N/A
Concept picture:
Suggested by Balefries:
Suggested by SDIAN:
-Game Over (many thanks to WildCreeper for helping me with this)!
A form of hardcore: You have infinite lives, but if your spawn is destroyed...
Well then, how would your spawn be destroyed?
-Crying obsidian
Wherever your spawn is, a single block of crying obsidian will be right next to it. Only one crying obsidian can exist in a map, however you can move it by sleeping in a bed.
This crying obsidian, seeing as it's right at your spawn, therefore counts as your spawn. This would not be a block but rather an immobile entity with 50 HP.
However, it is not stuck at that.Using lapis dye on the obsidian would heal the shrine by... let's say, 2 HP.Using a lapis block on the obsidian would NOT heal it but would increase the max hp by, let's say, 8 hp.If the crying obsidian is destroyed... GAME OVER.
Now, most mobs, if they are not in range of you, will try to attack this block of crying obsidian. Otherwise, they will attack you.
-Rewards (credit again to WildCreeper)
After each attack, some random loot would drop around your character. Some examples:
Horde 1:Leather armor pieces, 2x steak, 1x lapis dye, etc
Horde 2:Iron chestplate, 2x gold apple, 3x lapis dye, etc
...
Horde 10:Diamond helmet, 2x potion of regeneration, 1x lapis block, etc.You get the point...
Other ideas by supporters:
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If you liked this suggestion, you may like my other suggestion for a new game mode: PvP.
Here's a banner, many thanks to turtlereef2614 for it!
Another one made by me to be compatible with some other banners I'm making for my other topics...
Important: To use the code for your signtaure, you must copy it, and when you paste it, you MUST select it and click the eraser icon or it won't work.
Like this:
: Pig :
without the spaces.
That wouldn't give the player much time. The thing is, these are huge attacks and a dirt hut isn't going to hold. The point is that the player can actually set up a small stronghold by the time the first attack comes.
But I would like something more sorted (not a wave of creepers only, but 40%-80% of mobs are creepers during creeper wave)
And maybe you should defend a shrine or something.
And we should need more tower defense items, not only dispensers.
Awaken my child, and embrace the glory that is your birthright; know that I am the Overmind, the eternal will of the swarm, and that you were created to serve me.
Overall I think this Idea is great! :smile.gif:
Once in a week would be boring, perhaps once each 3 days?
Also, we should have more defense blocks to handle this instead of only a dispenser.
i.e. Cannon, TNT launcher, Igniter, Fire golem, Sunlight burster (check my signature)
p.s. (what happens if you go to the nether or the end?)
1. Maybe you get the first week but then after that every 3 days?
2. Check out my topic on siege engines (click the link at the top of OP)
3. Sunlight burster does look pretty cool but maybe call it a lens flare instead?
4. You can't go to the nether or the end.
I'm about to add a few more things to the OP soon so heads up =D
1. Yes, it will be very fun!
2. Yeah, I saw it, it looks pretty good
3. Yes... assuming you can't go to the Nether, you can't get glowstone for the burster.
4. Thanks
Ideas:
You have to protect a blue shrine from the mobs. If it's destroyed, it's game over.
The shrine block has 50 HP.
You can heal the shrine with lapis lazuli dye (each lapis would heal, let's say... 2HP?)
You can upgrade the shrine's health with lapis lazuli block. Each block would upgrade it's max health by 8HP.
Bonuses:
At the end of each horde, you get prizes.
1st horde:
2x apple
1x leather helmet
1x wooden sword
2nd horde
3x lapis lazuli dye
1x golden apple
1x leather tunic
3rd horde
1x stone sword
8x arrow
4x porkchop
4th horde
1x lapis lazuli block
1x leather leggings
1x leather boots
5th horde
1x flint and steel
2x cooked steak
1x potion of regeneration
etc.
Adding to OP right now.
And for the burster thing, I'm thinking maybe you start out with a few defense items, and maybe you could get glowstone dust as rewards for killing hordes.
Very nice idea indeed.
Maybe you could hire NPC guards from NPC villages to help you out?
You don't have to do it, it would be a game mode you select like survival or creative.
@WildCreeper I don't think villages would spawn, it would mess up the "protection" rounds... But you just gave me an idea, that is, spawn rate of dogs would double and if you gave them a stick they would attack mobs by themselves without following you. Should I add that to the OP?