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Publicly available PGM maps used by oc.tc
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.
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.
Guess it doesn't repawn right away or something idk just replace it with spawner module or go into nbt settings?
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.
See "Changes" above
See "Changes" above
Jungle Arena
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.
no teams, free-for-all, 32 slots
https://gist.github.com/arcadeboss/e58393e2541a01b40526b77755ed7f38
https://gist.github.com/mitchts/065e02af2e7175bcdee6545fa29d3781
It's really hard to counter since it's a pain to get up but they can basically just camp there and bow so let's add a deny enter region to spawn?
Desert Country v1.0.8
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.
The entire spawn platform should have no access whatsoever, whether that be through means of XML definitions or barrier blocks.
Dog did a pretty good job at demo'ing it here.
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.
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
About 3/4 of the portals across the map are in incorrect regions, and need to be adjusted slightly.
When entering the water the player should be teleported.
Should only require a simple update to regions.
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.
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.
Roar by Timotheeee
Players can use boats to kill their own teammates in spawn. When they fall after the initial spawn they can die from the fall damage when hitting the boats.
Players not dying
N/A
N/A
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