Citadel Storm is my idea for a constantly-running server that puts players into a special player-versus-mob world, which they can enter and exit at their will.
The Citadel is a breeding ground of evil, surrounded by a mile-wide battleground of monsters. It's a huge map, broken into 150 rings about the citadel, each about 20 blocks wide and with its own level of difficulty and reward. Players spawn at the very edge, in ring #151, the village. Their goal: destroy the citadel.
Of course, fighting through all 150 rings would take hours, especially when players have to collect the loot necessary to advance. Thus, when a player enters the world, they can see how far the army of players have progressed, and decide whether he wants to help or join another server.
The 150 Rings
You can craft anything in Citadel Storm, but it only becomes gradually available through mob drops. In the 150th ring, the loot is simply wooden planks. There isn't nearly enough to build a bridge all the way to the Citadel, even if you could get past the skeletons and Blaze. Houses, havens and other cheap ways of progressing are extremely susceptible to griefers. However, storage chests are protected property, and mass-collected resources are fairly distributed so that new players can quickly advance to wherever the main battle is. This is probably the most mod-y part of the server; it keeps players somewhat together, though in a successful Storm server the players should be dispersed all over collecting resources.
Note: This is Adventure Mode. You must craft your tools from mob drops. /Gamerules dictate that explosions cannot break blocks, nor can breaking blocks yield loot.
For quick transport through the battlefield, the ranks of the enemies must be culled. Mobs that provide vital resources will always spawn, but there will be especially powerful ones that dominate each ring, providing meager loot and impeding progress. To eliminate them, players must clear dungeons dispersed throughout the battlefield. The outer rings are very large and thus contain a plethora of dungeons, allowing early joiners a chance at fame; however, as the rings tighten and players are brought together in the final battles before the Citadel, dungeons will become sparser and longer, sometimes requiring several players. Once a dungeon is destroyed, it is crushed for good and stops spawning powerful enemies. Destroy enough dungeons to cull a ring for easy transit. Dungeons can be dealt with however the players see fit, but most of it is indestructible. There will sometimes be special walls that test the player's equipment to bypass in adventure mode. Dungeons provide a sense of permanent progress in the long battle of Citadel Storm.
Note: There's a lot of destruction going on here. After the Citadel is destroyed, there's about five minutes of congratulations and partying, then the server is rebooted.
Facing the Citadel
Of course, everyone is trying to get to this part of the game, so it should be satisfying. Rings #3 through #1 are full of incredibly difficult monsters (sometimes spilling over into rings #4 and above), which will defend the Citadel at all costs. Once the Citadel, Ring #0, is reached, a flood of players will storm in, mucking their way through several rooms befitting such a great crowd. There will be jumping puzzles, traps, split paths (to divide up the group based on their preferences and add a sense of vigilante exploration to the game), and of course, lots of mobs.
Once they reach the top, the Citadel opens up and flushes the players back into Ring #1 for the final battle. Two mobs face the army of players: Legend and Lore. They are Wither Skeletons wearing red and light blue armor respectively. The opened Citadel washes the landscape over with TNT, crowd-controlling the players while leaving Legend and Lore unaffected due to their Blast Resistance 99 armor. Each of them has thousands of hit points and takes the full strength of the players' army to defeat; as the players begin to die, Legend and Lore test how well they cleared the 150 rings by making them take the perilous trip back into the fray. Suddenly everything everyone has worked for is coming to a close with this final battle.
Legend and Lore both wield bows and summon adds of their own color. Legend is a master of raw damage, while Lore harries the party with status ailments, dark beacons and frightening control over its foes. They also have invisible spawner-minecarts riding them; these minecarts trigger huge explosions every once in a while to keep the two wither skeletons from being overwhelmed. Meanwhile, the Citadel continues to ravage the players and their structures.
Sidebar: Dungeons left in each ring. Once a ring is completely culled, it's removed from the scoreboard. Thus, newcomers can see just how far the epic battle has progressed.
List: Points this battle. Players earn points by clearing dungeons and participating in noteworthy actions. It is also increased by killCount. Players' total points (throughout all battles) are permanently stored as an aspect of consistent progression.
Below Nametag: Health. This is displayed as a number and a heart symbol, from "1 ❤" to "20 ❤". I've tested this and it works very nicely. It's good for 2-3 person teams and "healers" who use lots of health potions to keep players alive in dungeons or the Legend & Lore battle.
These are features I'm not quite sure about yet.
Citadel Defender: If you get enough points, you can join a game as an evil Citadel Defender. You spawn in the citadel, and your equipment is geared based on how many rings have been cleared of dungeons. (Just use /testfors.) The citadel provides waypoints through which you can warp to the top of a dungeon, then jump down and do battle with the heroes. You still have to avoid idle mobs, but you can try to assassinate lone heroes with your dark weaponry. Defenders have access to dark powers like Wither potions and Infinity bows.
The Enderdragons: Seven dragons are released when Ring #1 is reached. They fly around the battlefield, using the prisms atop every undefeated dungeon, the bane of players who aren't prepared for the final battle. The dragons force players to go back and make sure they've beaten the dungeons, possibly leaving Legend and Lore in light combat for a while.
Legendary Timer: An online scoreboard for Fastest Citadel Storm, Fastest Legend & Lore Kill, and so on.
- This map is both creative and adventurous, and can be played at any skill level and in any size group.
- This map has many forms of progression and achievement.
- The map can scale with popularity. If it ever becomes real, it could have ~20 waves to get started, then work its way up to 150 or even more!
Finally, here's my idea for some of the important loot that might appear throughout the rings (dropped by normal mobs); there will definitely be stuff in between, maybe in every ring.
- Ring 150: Wooden Planks (& Dirt, from the ground)
- Ring 149: Raw Porkchops
- Ring 142: Redstone Dust
- Ring 135: Minecart Rails
- Ring 130: Powered Rails
- Ring 120: Saplings
- Ring 110: Leather
- Ring 95: Cobblestone
- Ring 80: String
- Ring 75: Feathers
- Ring 72: Gold
- Ring 70: Gravel & Sand
- Ring 65: Sugar Cane
- Ring 60: Blaze Rods
- Ring 55: Witches (Potion ingredients)
- Ring 50: Iron
- Ring 40: Enchantment Table
- Ring 35: Bottles o' Enchanting (equipment can be maxed out very quickly)
- Ring 30: Emeralds
- Ring 27: Arrow Bundles
- Ring 25: Gunpowder
- Ring 15: Epic Equipment (gear enchanted beyond the level of anvils/enchanting tables)
- Ring 10: Diamonds
- Ring 5: Potion Stashes
- Ring 0: The End
What do you think?
Is this a good idea for a 24/7 server? Does anyone want to take a crack at designing it?