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publicmaps's Issues

Update WD: Long Shot and WD: Limbo II to version 1.4.0

Updates to Water Drop: Long Shot and Water Drop: Limbo II to version 1.4.0.

Long Shot
Instead of a race to the bottom, this now works more like the original map. You water drop to the bottom, pick up the flag, and with jump boost water drop back to spawn to capture the flag. Anyone who reaches the bottom gets the jump boost, not just the flag carrier. As jump boost mitigates fall damage, jump is only given while grounded.

Limbo II
Minor changes to layout.

water_drop_update.zip

Sarc update to v1.2.0

Saw that this was in a map pool and wasn't happy with it.

This update changes the pathways to be more focused on the centre and outer buildings rather than straight up the steps to the hill from spawn. Additional pathways have also been added to make moving around the map feel more accessible.

https://mcresourcepile.github.io/maps/pgm?dl=sarc

PrivateMaps [Update] Jungle Arena

Checklist

  • The updated map files are pruned, or the update is XML only.
  • I have uploaded the map zip file to a file sharing service.
  • The update has been tested locally to make sure it works.

Changes

Issue: Lack of sword-play animation during match

I don't have access to the repo, so asking for help to please remove the following line from map.xml

<effect duration="oo" amplifier="255">mining_fatigue</effect>

Apparently no other changes are needed, as map has separate region protection in place.

Thanks for transferring this ticket to the appropriate repo. Please let me know when completed, thanks.

XML

See "Changes" above

Download Link

See "Changes" above

[FFA/32] Jungle Arena

Checklist

  • I have pruned the map.
  • I have agreed with assigning the CC BY-SA license to this map, as mentioned in the README.
  • I have read and understood the map submission guidelines.
  • I have created an XML file.
  • I have created a map image.
  • I have uploaded the map zip file to a file sharing service.
  • The map has been tested locally to make sure it works.

Map Name

Jungle Arena

Gamemode & Map Description

Through a partnership between JIGABOT and arcadeboss, an ancient OG minecraft PVP map is being brought back for players enjoyment. In the "old long since" this map once ran 24/7, and some players spent the whole day there.

This map is suitable for almost any number of players from 2 to 100, currently targeted to 32.

The map is a PVP arena complex, with several areas, secret passages and a couple of traps.

The XML is setup as a FFA, mimicking the original gameplay, with a similar kit. Players spawn in a lobby, and upon exiting the lobby, a PVP kit is provided for a battle of 10 minutes.

Team Sizes

no teams, free-for-all, 32 slots

Screenshots

https://imgur.com/a/e7PHY9h

XML

https://gist.github.com/arcadeboss/e58393e2541a01b40526b77755ed7f38

Map Image

map

Map Download

[Desert Country] Spawn region can be entered by enemy team

Map name

Desert Country v1.0.8

Describe the bug

Players can enter just above the opponent team's spawn on top of the pyramid, allowing for game-breaking movement (i.e. traversing from one wool room to the other). No-entry regions are purportedly inconsistent between both teams: green can move freely but blue is more restricted.

Expected behavior

The entire spawn platform should have no access whatsoever, whether that be through means of XML definitions or barrier blocks.

Screenshots

Dog did a pretty good job at demo'ing it here.

Additional context

More conversation about this happened on Discord in #feedback. An idea was also proposed that there's a small chance the mapmakers intended that jump to be doable, which would indicate regions need to be trimmed down.

[Runes of Ruin] Widen bedrock paths to front line/core

Requested by Nadastorm โ€” 08/18/2021

Bedrock has been added to the bottom of the map as the first part of the request. However, the bedrock paths are one block wide and one block thick which is detrimental to gameplay once the map gets torn apart with TNT. Navigation is improved with thicker bedrock lanes, which are already an average of 4 blocks below the terrain. Thicker lanes prevent bottlenecking outside of spawn towards the core once the enemy has an advantage and camps to kill those that would otherwise take damage from falling below as you cannot strafe.

[Tenebrous] incorrect portal regions

Map name

Tenebrous

Describe the bug

About 3/4 of the portals across the map are in incorrect regions, and need to be adjusted slightly.

Expected behavior

When entering the water the player should be teleported.

Additional context

Should only require a simple update to regions.

[Cake Day] iron respawns inside defense

Cake Day
When a defense get more established the respawning iron is an obstacle to furthering the digging efforts.

I'd suggest removing respawning iron from the current location and maybe adding a respawning iron supply to the cake infront of spawn.

Infernal Shadow: scuffed spawners

The spawners for wool and golden apples in the wool rooms on this map do not work properly. Should probably change them to PGM's spawner module as well.

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