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I'd love to help, though I don't think I'd deserve Creative as I won't be spending as much time as people would like to build this. And SDM, we're going to dedicate only one chunk for the entire Zombie survival? I thought there would be a city. (Hopefully I wasn't successfully trolled)
Well even so, spawn eggs would last a while Kura. I think some kind of Parkour-ish course would be good, i.e. climbing buildings to get up some sort of cliff where the rest of the town is situated because a rift has opened to allow in the zombies and half the town was moved up (or something...) Perhaps some testificates aswell? (Won't spawn iron golems will they?)
Prizes could be used to keep or for weapons.
Needs to be a 'Safe-Room' the survivors are headed for.
Apart from that earlier mentioned bit (If anyone is up for that) No access to rooftops unless the zombies can get to them too. Makes it too easy then.
And SDM, we're going to dedicate only one chunk for the entire Zombie survival? I thought there would be a city. (Hopefully I wasn't successfully trolled)
I think SDM meant a piece of land, not an actual minecraft chunk.
There are three "issues" I have with building it, which limits the possibilities.
1. No mob spawners (Fixable if we use sponges, then MCEdit find and replace)
2. Hard to make potions
3. Hard to make enchanted items of specific type
an op would have to supervise such an event as they can probably have access to said needed items quickly but idk about potions being something spawn-able by ops so this idea has limitations for pure survival.
Last edited by tutenkamen1212 (4/16/12 3:30 PM)
Mob spawning is going to be an issue, the more I think about it. Eggs are non-renewable, mob spawners are hard to get (And will be hard to replace when broken, whether allowed or accidental), and building a massive force-nighttime roof (or just building underground) and relying on natural spawns is typically slow and unreliable (especially in SMP).
I would go for some sort of linear or linear branching, so that mobs have time to spawn in future areas.
There are several paths the city could take
Method 1: Don't touch anything. Fight your way through. All loot is found in chests.
Advantage: Easy to reset and build.
Disadvantage: Feels restricted and limited, because it is. Players won't have blocks to build with at all. Creepers.
Method 2: Limited block breaking (ex. Stone, trees). Can craft your own tools. Possible loot chests. Players are provided with obvious building blocks (Eg. wool).
Advantage: More survivaly, stone and trees are easy to reset. Wool can also be easily reset.
Disadvantage: People might not remember block restrictions in the heat of battle. Also feels somewhat fake with only being able to break certain things. Creepers.
Method 3: All out survival. Break whatever, do whatever (Possibly borders and occasional obvious rules)
Advantage: Most real. Creepers aren't an issue.
Disadvantage: Good luck resetting. One time adventure would be somewhat dull, unless people are willing to go through all the effort to build a new one each time (More novelty time consuming). Also, hard to control player movement without bedrock or mass lava.
I would go for method 2: Players can break trees and stone (and maybe dirt, depending on how the map is built). Replant trees, etc. Players can craft up to stone tools. Iron tools provided in chests.
Wool blocks (in chests) would allow players to build, are easy to gather, and easy to notice and remove while resetting. However, they also allow players to bypass things. Up to community and map design.
Non-stone building blocks should be extrememly apparent and durable (Eg. bricks) so that creepers aren't too big a problem and that players are unlikely to break them in the darkness on accident.
I've been working on one actually. It's been a couple weeks since I've done anything, but it's similar to your method one. Move through a linear map, defeat a certain number of zombies, find loot to keep progressing. The twist is there's two lanes. Team 1 vs Team 2. It's not a race, but rather a leads you to a dual at the end. The team who survives the zombies the best will have the upper hand at the end. And, although it's not a race, the team to the finish first will get a slight advantage at the pvp stage.
I'm about 1/2 way done. I have close to 24 (so far) dispensers on each lane... each dispenser will dispense 1 zombie per player on the team. The challenges will be to kill the zombies with limited weapons and food without taking dmg. It will be creeper proof, and will not allow breaking of blocks.
If anyone wants to help me out, give me a /tell i'll let you know where and how I can use your help.
Last edited by gotkaya (4/16/12 6:48 PM)
I would be glad to help, as im getting out of projects right now.
I can do anything, counters, pressure plates waypoints that opens loots, first detectors.
I have been working on an idea to spice the parcour :
The skeleton Hideout:
In order to get a chest (know or hidden) you have to kill all 3 (or more) skeletons. then the chest appears.
Here i placed fences so the skeletons could be only killed at ranged.
This is meant to be a 'Side quest' takes more time but gives you advantage type.
You can even detect if the dispencers are empty at the reset of the map.
Last edited by azyraphal (4/17/12 7:12 AM)
I'd be happy to help in the design of the place. I imagine sort of destroyed houses, dead trees, bunkers, etc. Not sure if you guys are building a more open-ended place or a very linear one.
If any redstone or piston work needs to be done, I'm not the man for it.
However if you guys need a builder count me in.
Last edited by Veinreth (4/18/12 6:41 AM)
If we're going to spawn the zombies illegitimately, I could carry over my zombie spawning/rewards system from my zombie arena in the old server.
If we're going to spawn the zombies illegitimately
I have no complaint if we do it illegitimately. It is a community project. Let us use creativity other then survival skills. I will be happy to help despite the lagginess I am currently experiencing.