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Author Topic: Proximity: 4 Team Edition
Giffca
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Giffca
Post Proximity: 4 Team Edition
on: July 13, 2014, 16:10
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This is going to be a big project, as I’m trying to make everything from scratch based off of the existing proximity system.

I’m NOT pulling any sort of major twists, like the islands going up. I’ll stick to proximity basics, and I have some additional ideas like making the items in the center way better, as well as maybe a race to break a block that gives extra lives? I don’t know yet, it’s up for discussion.

I want to hear everyone’s thoughts on this, so that maybe this time you guys hate my map less. 😉

Briannacak-
e
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Briannacake
Post Re: Proximity: 4 Team Edition
on: July 14, 2014, 02:18
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I didn’t mind your elevated map, I recall when we first tried it I did really well on it pvp wise. This design looks killer and I’d be down to try it if you decide to do it.
Like I said in game sometimes we have big game nights with well over 10 players and for those nights a lot of times we just do a UHC. This could be another
alternativee, almost like a team UHC but for prox 😛

Jackalmen
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Jackalmen
Post Re: Proximity: 4 Team Edition
on: July 14, 2014, 14:40
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Sweet I’m glad you’re working on this. regarding the 4 outside islands. if you make 2 of them iron and 2 of them enchanting i can see people thinking that team positions are unbalanced. Nice layout!

tint
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tint
Post Re: Proximity: 4 Team Edition
on: July 14, 2014, 15:38
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My immediate thought is that having the primary resource islands behind the spawn islands for each team is going to take them almost totally out of the equation as far as combat is concerned, and force all combat onto the ‘shared’ islands, for lack of a better term. In my experience, having four teams in play is going to tend to make most people more cautious anyway when gathering resources, and more reluctant to venture out of their zone, and encouraging that further might be a wrong move. Just my two cents though.

SwitchSB
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SwitchSB
Post Re: Proximity: 4 Team Edition
on: July 14, 2014, 16:16
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I agree with Tint. I think having the islands more behind the main one will force combat mainly to the enchanting/Iron islands. If there was a way to squeeze them to the inside I think it might play out better.

Regarding Jacks comment, I can see how it might be unbalanced having Iron next to one teams wood island and the other teams stone island. The guys who have wood island closer will have wood swords and building blocks to get over to it faster than stone would. By the time stone made it over they would probably have Iron swords already. This can be avoided by simply switching the wood/stone islands of 2 of the diagonal teams. Ex: Red and Green OR Blue and Orange.

To expand on Brianna’s comment. I loved the design of your map. It was really well done. I just wasn’t a fan of having to build up. I thought it didn’t play as well. I liked in the original that if you bridged over and jumped down you were taking a risk by not having an immediate escape. So I’m glad you’re going to stick to that. As far as teams, unfortunately it’ll have to be either 4, 8, 12, or 16 for even teams, but we play for fun so I’m sure we’ll be fine. 🙂

Just my opinions on everything said so far. Best of luck and keep us updated. 🙂

Giffca
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Giffca
Post Re: Proximity: 4 Team Edition
on: July 14, 2014, 17:12
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Well, I want to go through with the idea, but if you have a better idea for the positioning of the islands, feel free to post it.

And I mean visual. Draw it out.
I can’t do shit for interpreting description.

While I see your point about the combat being pushed to the enchanting and iron islands, I think that’s really up to playstyle. With four teams, you have a team on each side of you, and more things are allowed to happen (Provided we do have enough people to play, and I’m making this because of the huge influx of people on the games server.)

The middle islands on each edge are going to be enchanting and iron islands.
As long as they’re parallel to each other, it’s fair for each team. I’m doing my best to balance it so each team spawn starts the same essentially.

Personally, my only real concern here is making the redstone and command blocks work properly, since I can’t just copy it this time. 😛

SwitchSB
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SwitchSB
Post Re: Proximity: 4 Team Edition
on: July 15, 2014, 11:29
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Image
This is what I mean by Iron and Enchant being unbalanced as it was. If you don’t switch the islands that I marked with blue arrows, you’ll have one team with wood island next to iron while the other team has stone island. That is not balanced/fair.

Giffca
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Giffca
Post Re: Proximity: 4 Team Edition
on: July 15, 2014, 14:36
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Oh, you’re right!

I’ll swap those two. I guess the symmetry didn’t click for me.

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