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  1. #421
    Bunny's Avatar woof.

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    Since you guys have been saying that you wanted to add variety to dodgeball using the new rockets (when it hasn't always worked out well), I (with the help of bram) came up with 2 new options for tags you can add to dodgeball to make it more interesting and fun to the players, something new that they've never had to deal with before in dodgeball events. This does not mean you stop using the new rockets, but I believe they would be better suited for this modification than they would a standard dodgeball event, especially fire and poison.

    • Option one: Add the following tags: [G5][J22]. This means players jump about the same distance upwards, but jumping overall takes considerably more time to complete, giving a sense of floatation and a requirement to 'lead' the rockets before passing above them, because if they jump and immediately pass over rockets, they would explode having not jumped high enough. This is considered the harder of the 2 options, because its not easy to lead.
    • Option two: Add the following tags: [G300][J180]. Same concept as before, except now the overall time that takes to reach the ground again after jumping is very short, meaning players will have to jump right when the rocket is about to hit them. I believe it opens up alot of options for the host, because jumping while shooting and moving side to side creates a very narrow opening to go under, that just about fits one player's width.




    And another event suggestion:
    Minefield
    Tags: [G20][ESP][VAMP][GLAD][S200]
    Description: This event is hosted in the DBZ map, team training with FF on. Players are required to equip training swords. At the start of the round, the host will freeze players inside one of the rooms/sides. He will then create 5-6 rows of mines separated more or less equally, like this:
    Spoiler!

    Afterwards, he will summon 2 random players and unfreeze both, and they shall play a 1v1 in the open area, where the objective is (using a training sword) to push the opponent to hit a mine or to suicide by pushing him off the map. Since players have 1 hp due to VAMP, they will die from 1 mine. The person who didnt die in the 1v1 or survived longer than his opponent goes onto the next round, which means he will be frozen in the other room where players aren't.
    Rules: No equipping anything other than training sword, no forcelagging/spiking. Latejoin is off.
    Prize: After several rounds of 1v1's going from 1 base side to the other, 3 players will remain. Those 3 are winners, and then they play a 1v1v1 where first to die gets +1, second to die gets +2, last alive/third to die gets +3.
    Note: With an odd number of players, or in general, it is possible to do a 1v1v1 to either speed things up or make it an even number of players or make it more interesting, but its somewhat less enjoyable because theres no feeling of a duel between players (somewhat less of a skill expression).
    Last edited by Bunny; 11-15-2019 at 10:58 PM.

  2. #422
    Bunny's Avatar woof.

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    For race, deathrace and lolrace: you guys can add the option of doing specifically supermario3 in reverse without adding anything new (except /admin_team red i think is the command)-- the only hard part is at the start and from there the map actually becomes easier to complete than the normal way- its 90% flat surfaces u just dash through.
    you can also add race map in reverse but then you would have to heavily enforce the rule for not cutting across the map.

  3. #423
    Bunny's Avatar woof.

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    Don't Get Yeeted (DGY)
    Tags: [J0][S300][G300][GLAD][NS][ESP]
    Description: The event takes place in Skillmap v5. Team training, host wears the lightning rocket that yeets people it hits to infinity. The host will count down, and begin spamming the rocket around while moving, the objective is to not get hit by the rocket at all, as you will be yeeted to infinity. The lightning itself moves rather slowly, and due to S300, the players and host will be moving exceedingly fast.
    Rules: No forcelagging/spiking.
    Prize: The last player remaining on the starting platform wins 1 event point. 5 rounds total.

    Run From Arrowhead Rocket (RFAR or RFAHR or RFA) (could not find a better name)
    Tags: [S200][J0][GLAD][NS][V]
    Description: The event takes place in sewer, prison or showerroom (pretty much always sewer though). Team training, host uses the arrowhead rocket that deals 100 damage. The objective is to run from the host and be the last player alive. Due to high speeds, it is hard to know where the host is coming from, and since the arrowhead rockets move slower than a player walking at S200 walks, it is possible to outrun the arrows. Players die after 3 hits (i think, maybe 4), and if the event takes too long [VAMP] can be added to make the arrows oneshot ([NC][NR] works too if you dont want to wait for vamp to make them 1 hp)
    Rules: No forcelagging/spiking.
    Prize: Last player alive wins 1 event point. 5 rounds total.

    2 Notes:
    1. In both of these events, players are not equipping any weapons (check tags)
    2. both of these events are vastly different from every currently existing events, but the best way to know is to see for yourself.
    Last edited by Bunny; 11-16-2019 at 02:02 AM.

  4. #424
    Bunny's Avatar woof.

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    4 (or 5, or more) Sticks
    Tags: [ESP][GLAD][VAMP] ([RTD]?)
    Description: This event takes place in Skillmap v5 starting platform. Team training, players are allowed to equip any melee weapon. At the start of the event, the host will freeze everyone in 1 location, and proceed to make 4 parallel lines, similar to this configuration:
    Spoiler!

    Afterwards, he will call players 1 by 1 (similar to COM) to pass the 4 lines from start to end, when the user is forced to jump the moment he hits the ground, because he will be affected by the 'Bunny Mode' roll from the RTD tag. The player is only allowed 1 jump between any 2 lines, which means he has to pass all 4 lines with 4 jumps. If the player hits a mine, he will die, and therefore lose (similar to COM rules). The starting point from which you jump is ontop of the first cube to start the skillmap.
    Rules: Listen to the host at all times, dont go unless youre called.
    Prize: A player who takes a mine gets kicked, Last 3 players in the room compete for +3 +2 +1 similar to COM.
    Note: After all players pass/fail a certain configuration of the 'sticks' of mines, the host will change the distance between the lines to make it more difficult (making them uneven, etc). He will then call them all again, just like in COM.


    The event looks very simple, but its actually quite surprisingly challenging.
    As for getting all the players to get bunny mode, there are 3 methods:
    - Rerolling everyone in the room 1 by 1 with the RTD tag (doesnt take TOO long, can be done for every player in turn when its their turn to go)
    - Adding a [B] or [BM] tag for Bunny Mode that forces anyone that joins the room into bunny mode (except staff so they can place the mines!).
    - Adding a command /admin_spawn all Bunny (bunny standing for bunny mode in RTD, however /admin_spawn all Ninja for example can be used too for other rtd options (opens up alot of other ideas using RTD tags!)).
    Last edited by Bunny; 11-17-2019 at 12:55 AM.

  5. #425
    Bunny's Avatar woof.

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    2 suggestions for need for speed:

    • Instead of having to take a close look at who is the last player to reach back the base after finishing a lap, the host can use an admin shotgun used by standing still at 1 wall and shooting horizontally towards the other (like in w2w). This prevents the possibility that the host misses who the last person was and it also ensures that ping unfairness wont occur, as staff decision can be biased towards ping, but dying to a shotgun is a constant for all players.
    • Following the first suggestion, all of the players are gonna die each round, and the last gets kicked. As a result, the round will end. I recommend adding Relaymap of many maps that will repeat 5 times with random order of maps. There are plenty of maps that allow for skill expression using the "drifting" mechanic that occurs with s300.
      Make sure, however, that you kick any player that suicides by falling off the map, if the map has an oblivion.
      Some other maps (use your creativity to understand how a lap is done):
      • Castle
      • Dungeon
      • Superflip (finish line anywhere in the skillmap courses)
      • Mansion (loop includes underground tunnel)
      • Asylum
      • Island
      • Island temple
    Last edited by Bunny; 11-19-2019 at 09:20 PM.

  6. #426
    Bunny's Avatar woof.

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    Frontrunners/Longrace
    Tags: G20, S200, ESP, GLAD, GOD
    Description: The host will be using an admin long dagger, while players are required to wear daggers (of any kind). This is basically a normal race with lower gravity and higher speed, but a major difference is that due to the god tag, the host can spam slashes with the admin long dagger which is bugged therefore hits through walls, aiming the players who are ahead (frontrunners). Due to S200, knockbacks from slashes are significant. It is important that the slashes occur at consistent frequencies, to allow players to predict when the next slash is gonna come when planning a jump. We found that if the host stands still and jumps, slashing twice per jump is good (or twice x2 in a row each time=4 total per jump). The first player to reach the finish line wins.
    Rules: Same as race.
    Note: This can work in every map that normal race already uses, however its important to note that there is a high chance there will be no winners at first, so its recommended to use relaymap with 5 rounds, and place in the maps in the relaymap, on repeat. This means there will be more than 5 rounds total, but the event will only end after 5 winners are selected. Due to this, the host can change the difficulty to match the situation and get more winners.

    Suicide Wars
    Tags: G150, S300, GOD, GLAD, ESP
    Description: In this event, which is hosted in terrace of the sky (team training mode), players are not allowed to touch any floors. The goal is to be the last one alive, when you can slash and cause eachother to massive/recoil and as a result suicide. Due to the high gravity, it is considerably harder to gain height by climbing (but not to maintain your height), so players have to balance chasing others and surviving. The last player alive wins 1 event point. If the event takes too long, the host can slash using an admin long range weapon.
    Rules: No forcelagging/spiking, no standing on the floors, players who stand on the floor get shot/slapped by the host.

    King of Climbing
    Tags: G150, S300, GOD, GLAD (not 100% sure on the G tag, needs tweaking).
    Description: This event is also hosted in terrace of the sky (team training). In this event, the host will hunt players using the admin long range sword (without spamming it too quick at first, spamming more later, as its rather hard). The players's objective is to survive, climbing the walls, or else they will suicide due to the host's long range sword slashing them down with extreme knockback due to S300. The players are forced to use any dagger of choice (except speedy!). Last player alive wins 1 event point.
    Rules: No forcelagging/spiking, no wearing anything other than daggers (excluding speedies).

    Snag the Mine
    Tags: GLAD, S300, G15, GOD, ESP
    Description: This event is hosted in Superflip, team training. Players are required to wear any kind of dagger. Host uses an admin long range dagger (that can be spammed quickly). At the start of the round he will freeze all players, place them on the outer rim of the superflip white square area that is at the far end of the "TRAINING" path. He will then place a mine in the center of the square, unfreeze the players on the outer rim, and start slashing in 360 degrees around him (upwards too). The objective is to take the mine. Due to S300, there is extreme knockback, and G15 means you will float alittle higher with every slash. First player to take the mine wins 1 event point.


    (Credit to Bram for helping coming up with the ideas and with testing).
    Last edited by Bunny; 12-04-2019 at 12:34 AM.

  7. The following user said thank you to Bunny for this useful post:

    Castiel (11-22-2019)

  8. #427
    Bunny's Avatar woof.

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    Astronaut Brawlers was tested in a set earlier, and since i participated and saw that it was done rather differently from the first time it was tested officially, I wanted to make a few things clearer about it that should be stated in the event description (things that were removed from my original suggestion), and added or understood if they are not deemed worthy of being added somehow.

    • It should make a lot of sense that 1 round can take some time to end, especially on the last 2. That is why i specifically did not include the rule "no stalling" in my original suggestion because the hosts can often mistake a lengthy round for a round that people are intentionally stalling in. As hosts, you guys should consider that this is a 3 rounds event, its not 5 or even 7 like lms or HNS that can take over an hour to end.
    • The spamming of rockets in the event is a minor detail of the event, not the central point of it. The host can use an admin shotgun and it would work just as fine, the difference is that admin shotguns are more accurate and therefore have less splash damage.
    • The idea behind having the host shoot like in EOTW is to aim the bottom part of the walls and the floor of Arena ONLY. This is because the point of shooting is to take out any player who thinks they can stand at the bottom of the map or players who get pushed down from massives.
    • To ensure the previous point is implemented in events, The shooting should be done at quick and random patterns (but stay in the same height), that will kill any player unlucky enough to drop and get hit.
    • The main way of winning is killing your opponents or causing them to fall. The host should therefore not have 20 kills after 3 rounds. This would also mean that it would be difficult to determine the most kills winners, because you can expect alot of ties if max kills is 3-5, and not 13 kills for a player like it was in the first time it was tested.
    • For all intents and purposes, the host can instead of shooting a weapon just sit in the middle with an admin shotgun and look for any players who touch the floor, and shoot them.

  9. #428
    Bunny's Avatar woof.

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    Rocket Brawlers
    Tags: [G75][ESP][GOD][NS][NI]
    Description: Gamemode can be one of several things, will be explained shortly. The map is McBrickz.
    • Option one: Training mode, players need to kill everyone else with the god tag enabled. The only way to do this is to use training rockets to make other players explode and fall into the oblivion, thus getting the kill (if someone falls into oblivion after being pushed by an explosion without touching the floor, the person who bombed gets the kill). The person to get the most kills within a time frame wins +1. 5 rounds total.
    • Option two: Same as before, training mode, except this time its first to reach x kills wins. The top 3 people to get the highest kills will get +3, +2, +1.
    • Option three: Team training, FF needs to be on. Last player alive each round wins (like in survivor). 5 rounds total. It is highly recommended to use lower gravity in this mode, as it would be very hard to survive with g75 and only rockets.

    Rules: You may use any weapons youd like but the only way you're ever getting kills is by using rockets (and normal rockets run out of ammo). No forcelagging/spiking, no elevating. In the team training mode-- no teaming.

    NOTE: As stated in the team training option three, the gravity can be changed if the difficulty is too hard or alternatively too hard. 75 is just a value that i see fit for this event, but I could very likely be wrong.

  10. #429
    Bunny's Avatar woof.

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    A suggestion/addition to the "Lava duel" event that is currently on the test events list, but it has minor flaws and could take a long time considering only 2 players play at a time (though again, not as long as COM or Basketball could be for example).

    Current event on the list:
    Spoiler!


    My recommendation for another version of it:
    Tags: [VAMP][NS][NG][ESP][NC][NR]

    The host makes a relatively large circle made out of mines in skillmap v2, while the [VAMP] tag is used so everyone drop to 1 hp. The circle should be around this size or the maximum size is about how big arena is (when alot of players are participating only!).

    Then, the host will summon everyone inside of the circle while they are frozen, and go above the map (like in sumo brawlers). Then he will unfreeze them and they shall throw mines to try to make eachother take a mine and die. Since there are gonna be a lot of players, even if 1 player only has 4 total mines in his clip, 10 players will fill the map with atleast 40 mines which means no gaps for players to stand. Last person alive wins +1.

    If a situation of a stalemate happened for whatever reason (players run out of clip, players are just too separated by a sea of mines and cant reach eachother), then the host has several options to have 1 winner:
    • The host will use admin vials while standing above the map and essentially host lava till 1 person remains.
    • The host will go down to where players are and essentially host dodgeball with an admin rocket of choice (could be poison or whatever else). Since players are very limited to where they can stand, this should end relatively quickly. Note that the host should not be aiming the floor, otherwise the players die without a choice.
    • Giving everyone left alive a point
    • Re-spawning all of the players left alive, freezing them in 1 spot in the center of the circle and having them fight again. If there is no open area in the middle, the host can create one by taking some mines. The circle should still be mostly filled with mines though.


    Note: players are not allowed to leave the circle, thats why the host goes above the map. if anyone leaves, he will shoot them.



    And another recommendation for Rocket Brawlers that can be optionally done:

    The event has the option of being round-based and not top-kills based by reducing the gravity in its current state. However, another way to use rounds (and open up Relaymap which means some rounds mcbricks, some rounds other maps that ill mention):


    • Tags: [NS][NI][ESP]
      Adding skillmap v4, changing players to red team as the red team spawns at the start of the skillmap (alternatively, freezing players at the start and summoning them to the start then unfreezing also works if u wanna keep them in blue). They will begin a deathmatch with training rockets in the same team when the objective is to push everyone off. Since the platform is small, this is a fast paced event.
    • Tags: [NS][NI][ESP][VAMP][NC][NR]
      Adding skillmap v2, making a relatively small circle with mines, that is several mines deep (essentially a donut of mines i guess? so players cant jump over the circle). Summon the players in the 'donut', and unfreeze everyone, they will then try to push other players into mines using training rockets, making them die due to VAMP. Last player alive wins. Note that the circle should be small enough for the event to end when only 2 players are left alive.
    Last edited by Bunny; 12-13-2019 at 10:52 PM.

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  12. #430
    justRelax's Avatar The name says it all.

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    Originally Posted by Bunny View Post
    And another recommendation for Rocket Brawlers that can be optionally done:

    The event has the option of being round-based and not top-kills based by reducing the gravity in its current state. However, another way to use rounds (and open up Relaymap which means some rounds mcbricks, some rounds other maps that ill mention):


    • Tags: [NS][NI][ESP]
      Adding skillmap v4, changing players to red team as the red team spawns at the start of the skillmap (alternatively, freezing players at the start and summoning them to the start then unfreezing also works if u wanna keep them in blue). They will begin a deathmatch with training rockets in the same team when the objective is to push everyone off. Since the platform is small, this is a fast paced event.
    • Tags: [NS][NI][ESP][VAMP][NC][NR]
      Adding skillmap v2, making a relatively small circle with mines, that is several mines deep (essentially a donut of mines i guess? so players cant jump over the circle). Summon the players in the 'donut', and unfreeze everyone, they will then try to push other players into mines using training rockets, making them die due to VAMP. Last player alive wins. Note that the circle should be small enough for the event to end when only 2 players are left alive.

    I prefer this event to be kill based because we already have multiple McBrickz events that are round based. I disagree with adding Skillmap V4 because you have 1 platform where you just hit the rocket, and it is quite boring, in McBrickz it is more ideal. Also disagree with adding Skillmap V2 for the same reason. Adding these options will just make this event longer, than it is already listed for.
    Last edited by justRelax; 12-13-2019 at 11:43 PM.


    Spoiler!


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