Much like Jigarbov's Infinity Dungeon, the Infinity Arena is a game where the map always changes.
The infinity arena is a game where players fight to the last one standing in a unique arena every game. It's designed to be highly replayable and somewhat strategic. While the maps are fairly complex and interesting, the classes themselves are also a point of inter-play and complexity.
Before each round, players spend points to pick a class, which is then used in that round. While a higher costing class might be more powerful in some aspects, it also means it's less powerful in other aspects. The cost of each class is more like a scale of how interesting it is, rather than how objectively good that class is.
The maps are generated in three layers: the Underground Tunnels, the Surface, and the Sky. Each layer is a five by five grid of tiles, each tile being nineteen by nineteen blocks in size, and eleven blocks tall. While there's a pretty good chance that something will spawn that bridges each of the layers together, it's also possible that some of the classes may do it (un)intentionally. Seeing as the map generates brand new each round, some classes and some tiles have a tendency to cause severe damage to the play area.
This brings me to my next point: the map can be laggy at times. While I've cut that down from the map's earlier stages, you never really know how well your computer's going to run Minecraft, and due to that I feel obliged to warn players that they may need to turn down their render distances or some of their graphics settings to be able to play this game at capacity. While this isn't to discourage players from this map, if you have to leave your settings way down just to play Minecraft in the first place, this might not be the map for you.
Speaking of warnings, I couldn't get the texture pack to work on LAN, and while it's not required to play the game, I'd reccomend it to make the Enderknight class look right. The .zip file contains the resource pack along with the map itself, so to those of you on servers or playing on LAN who really want the pack, it's available. The only changes it makes are (in my opinion) improving the look of chainmail armor, making a music disk look like a rapier, making glowstone solid white, and making sea lanterns solid white with a color-changing dot in the middle. The game and hub look good without it, just the Enderknight's rapier will be a music disk. It's definitely not a big enough change for you to worry about.
Classes and their descriptions:
This class is what you get for not picking a class before the round began. Rounds don't begin automatically, and you get a moment to keep picking classes while the arena generates before the game actually starts, so you actually have to choose to be this class.
This class is simple; an iron sword, iron armor, and a shield. It doesn't have great mobility or great attack, but it does have solid defense.
This class is simple; a bow, leather armor, and sixty arrows. It doesn't have great modibility or great defense, but it does have solid attack.
This class is simple; full diamond armor, slowness, and resistance. It has poor mobility and poor attack, but you probably won't take any damage. Their only weakness is arrows.
This class is simple; a stone pickaxe and unlimited brick. While there's no attack or defense, and the modility isn't great, this class is in survival mode, which means that all those things can be made up for rather easily.
This class is simple; chainmail armor, resistance, and "spikes". Admittedly, there aren't any actual spikes on them, but they deal damage to non-destroyer classes who get too close.
This class is simple; a diamond pickaxe, flint and steal, unlimited endstone and tnt. This class's mobility is lacking, and if not careful, they could easily kill themselves. They have no defense and very little attack, but they are in Survival mode, and resources are available around the map.
This class has leather armor, speed, and a vanishing trick! They have very mobility and attack, but they're lacking defense.
This class has no armor, but they do have an extra strong bow and better movement. They also have a "Smoke Bomb", which creates a cloud of smoke to hide your escape.
This class's trick is high speed. They both run and hit fast. Don't get cornered, or you're a goner!
This class has the power to walk through walls. They're hard to see and have absurdly high mobility, but they also have absurdly low defense and attack. If you can corner them, they're dead.
This class is another archer class, but with a significant twist! The Enchanter has the power to enchant arrows they shoot with various properties. They have four items that, when held while shooting an arrow, apply a unique ability to the arrow. While they're capable of ripping the map to shreds without even trying, they also have a very limited number of arrows, and a high likelihood of straight up killing themselves.
This class has the power of flight! While most classes that reach the top of the arena get teleported to a random player, the Moth slips through the arena's defenses. This means they can dive-bomb players from maddening heights! Assuming, of course, that they have the skill to use their flight powers well.
This class is for all the little Sethblings out there! While most classes are offensive or defensive, the Redstoner is more like a trap artist. They have unlimited access to various redstone components, unlimited quartz, and an iron pickaxe. They're also in survival mode, which makes it very easy for them to obtain resources for weapons and armor.
This class is simple; one diamond axe with a heavy swing. A few hits with this axe and most players should be dead. The Lumberjack is also in sruvival mode, meaning they can get their hands on weapons and armor if they lay low for long enough.
Save for the enchanter, this is the most complicated class. This class makes use of the Timer scoreboard, and they have an item that charges their score when held. They have a couple other items that eat away at their score when held, but do some pretty great stuff.
This class floods the map in water. They move slowly, but they can go anywhere with a large enough opening for a player to get through. They've got pretty okay attack and pretty okay defense. They're also in survival mode, which allows them to get better defense and attack.
I'd put in the pictures individually, but after having worked on this map for a year and a half, I can't bring myself to care enough to go through the tedious process of putting in fifteen images.
Then, once it's downloaded...
1 - Start minecraft
2 - Open the "Singleplayer" menu
3 - Select any world you have
4 - Click the "Edit" button beneath the "Play Selected World" button
5 - Click the "Open Folder" button
6 - Go up one level in the folder (You should now be in the saves folder, where there's a folder for each world you have)
7 - Open the "Infinity Arena, by Gigarandom.zip" file that you just downloaded
8 - Drag the folder inside that .zip file into your saves folder
9 - Close the folder and return to minecraft
10 - Close the "Edit" menu and you should now have a world in your saves titled "Infinity Arena"
The texture pack comes in the world, so if the world is in your saves, you don't need to do this, whether you're connecting by Lan or hosting it. I can't help you set it up on servers (because I don't know how to do that stuff), but the download file contains a .zip file that can be placed in your resource packs folder. As stated before, it's not actually important for the map to work, but it makes the hub look nicer, makes Chainmail armor look better, and makes the Enderknight's music disk look like a rapier.
A tediously large note from the game maker about super nerdy and dorky game design stuff:
I actually put a lot of effort into this map, despite it being simple and basic compared to some other minigames. I'm interested in game design- both video games and board games- and minecraft is the perfect place to play around with simple ideas and mechanical design choices, so I'd like to spend a moment to explain those in this map.
For starters, I'm aware that it might both some players that they have to pay points every round to select classes, but there are a few reasons for this.
1 - It's hard to setup an "Unlock" system for players that's easy to edit in the game when testing. When you use the Reset option in /scoreboard, it doesn't erase scoreboard tags, which- quite frankly- is stupid. But, it posed a problem that meant testing the game would be difficult.
2 - Some of the classes are very broken, and I don't think it's fair if you've had the map for a while to have unlimited access to classes when someone who's just joining (either because they just got Minecraft for the PC or you don't get to play Lan together very often) gets to choose between two classes.
3 - It actually makes more sense in my opinion to have to pay each round for a class instead of unlocking it because that means a player only gets to use the cooler classes or their favorite class if they're good enough with it to consistently win, or at least last long enough to get enough points to buy it again.
Speaking of points, I'd like to point out that this map basically taught me how to use scoreboards to do absolutely amazing things. As such, it's good to note that while most games award points to the winner, that doesn't distribute points enough for players to use classes other than the starting class, so instead points are dealt after each player dies. It's scaled based on the number of players left in the game, so that if a player dies when there's less than a hundred players left, every player gets twenty five points. Fifty if it's less than 8, and seventy five if it's less than four. The winner gets an additional seventy five points. This way, the game can last a while, players can easily see how well they're doing, and points are fairly distributed.
Some classes have access to things other classes don't, which while that's great, explosives are incredibly powerful, and the only class that has them is the Miner. To account for this, one of the tiles has a chest in it with tnt and flint and steal that can be used even if you're not in survival mode. This gives other classes the opportunity to fight an unfightable foe, while also spicing up rounds where Miners aren't in the game. To expand upon this, the Enchanter can last longer by heading to large, wooden structures I call "Sniper towers", because they breach into the sky layer, and have chests of tipped arrows in them. Unfortunately, the skyscrapers have Spectral Arrows, which when shot are a different entity, which means Enchanter's effects don't work on them. This means they're useful for Snipers and Rogues, or any class in Survival mode that's trying to make a bow, but it's not helpful to Enchanters who deal most of their damage in broad, sweeping areas.
There are railroad tracks in the underground layer. This wasn't always so, but I decided it'd make the underground more interesting if players were able to race through it. Of course, that's only an option if a certain tile spawns, which breaks between the underground and surface layers. There are actually a number of tiles that tie layers together. Skyscrapers and Sniper Towers bridge the sky and surface layer. The Radio Tower and Mega Taiga do too, but you can't actually climb those without special mobility or spawning on top of them. There's a few tiles that bridge the surface and the underground, although they aren't exactly perfect. The Mesa tile bridges all three layers in a way that any player should be able to walk between them.