Map Name: Hero Siege
Map Authors: Catcocomics
Game Type: Mob
Map Worldborder: Self-contained
Download: At this point, you may as well warp to just about any of my other submissions on the Create server, since it's right there with them all, can't miss it (though you may need to look in the sky).
I'd suggest /warp Ikanacanyon since it's directly below the new map.
Game Time: Any time, dynamic.
Screenshots:
Maximum amount of players: 5
Block explosion list: Cracked Stone Bricks, Cobblestone, Spruce Planks, Spruce Logs, Spruce Stairs, Dispencers.
Block drop on/off: Pls no.
Notes:
*Don't let the shop items fool you; this map is gonna be tough!
Though the weapons do get to be ridiculously powerful (with price tags to match), the best armor available is full prot 3 leather, and there isn't much running/fleeing space.
That said, I probably will have a number of prices changed between now and what ever this submission's conclusion will be.
*This map actually has a bit of a defense aspect to it; there are two walls of which the players should try and guard.
The second wall uses redstone in order to make it sturdier than the first wall.
It is ideal for player to try and keep the mobs from breaching their defenses, though should the monsters break through, there is still some hope of victory... maybe...
*As the mobs progress deeper and deeper into your fort, they may start trying to flank you through the caves. To make sure the wither doesn't get stuck if it decides to take a cave spawn, I've left the cave spawns very open, though still out of reach to players.
*The wave sizes will be down a bit compared to most maps, but that's because the waves themselves are going to go by very quickly, and if players don't deal with the mob hordes efficiently, they will get over run.
Total wave sizes should be half of to three quarters of the standard.
*All prices in shops to be multiplied by 10 to match the mob gold drops.
*Ideally, I'd like to play test this a few times before declaring it "finished", so if it seems like a bit much to think about, just put it on trial, and we can see if it turned out fine.
Wave time: 20 seconds.
Shop Locations: In the back by the very large fountain. can't miss them.
Mob spawn locations: The skulls in the area by the massive netherportal.
Player spawn location(s): The emerald patch by the very large fountain.
Shop Items: See the 6 shulker boxes pertaining to the two shops.
Kits: See the green shulker box labelled "Hero" on the emerald spawn pad.
End Wave: 80
Mobs which can/can't spawn: Everything can spawn except for slimes and magma cubes, since their tracking ability is trash.
We will also omit husks, since they're pretty much a needless reskin.
Mob Settings:
Map Authors: Catcocomics
Game Type: Mob
Map Worldborder: Self-contained
Download: At this point, you may as well warp to just about any of my other submissions on the Create server, since it's right there with them all, can't miss it (though you may need to look in the sky).
I'd suggest /warp Ikanacanyon since it's directly below the new map.
Game Time: Any time, dynamic.
Screenshots:
Block explosion list: Cracked Stone Bricks, Cobblestone, Spruce Planks, Spruce Logs, Spruce Stairs, Dispencers.
Block drop on/off: Pls no.
Notes:
*Don't let the shop items fool you; this map is gonna be tough!
Though the weapons do get to be ridiculously powerful (with price tags to match), the best armor available is full prot 3 leather, and there isn't much running/fleeing space.
That said, I probably will have a number of prices changed between now and what ever this submission's conclusion will be.
*This map actually has a bit of a defense aspect to it; there are two walls of which the players should try and guard.
The second wall uses redstone in order to make it sturdier than the first wall.
It is ideal for player to try and keep the mobs from breaching their defenses, though should the monsters break through, there is still some hope of victory... maybe...
*As the mobs progress deeper and deeper into your fort, they may start trying to flank you through the caves. To make sure the wither doesn't get stuck if it decides to take a cave spawn, I've left the cave spawns very open, though still out of reach to players.
*The wave sizes will be down a bit compared to most maps, but that's because the waves themselves are going to go by very quickly, and if players don't deal with the mob hordes efficiently, they will get over run.
Total wave sizes should be half of to three quarters of the standard.
*All prices in shops to be multiplied by 10 to match the mob gold drops.
*Ideally, I'd like to play test this a few times before declaring it "finished", so if it seems like a bit much to think about, just put it on trial, and we can see if it turned out fine.
Wave time: 20 seconds.
Shop Locations: In the back by the very large fountain. can't miss them.
Mob spawn locations: The skulls in the area by the massive netherportal.
Player spawn location(s): The emerald patch by the very large fountain.
Shop Items: See the 6 shulker boxes pertaining to the two shops.
Kits: See the green shulker box labelled "Hero" on the emerald spawn pad.
End Wave: 80
Mobs which can/can't spawn: Everything can spawn except for slimes and magma cubes, since their tracking ability is trash.
We will also omit husks, since they're pretty much a needless reskin.
Mob Settings:
Zombie:
- Specific waves: 5 - finish
- Gold dropped: 2
- Frequency: 0.8
- Specific waves: 1 - 20
- Gold dropped: 10
- Frequency: 1.6
- Specific waves: 1 - 20
- Gold dropped: 12
- Frequency: 0.4
- Specific waves: 6 - 35
- Gold dropped: 15
- Frequency: 1
- Specific waves: 11 - finish
- Gold dropped: 35
- Frequency: 0.2
- Specific waves: 22 - 50
- Gold dropped: 16
- Frequency: 0.75
- Specific waves: 50 - finish
- Gold dropped: 50
- Frequency: 0.6
- Specific waves: 11 - 40
- Gold dropped: 24
- Frequency: 0.4
- Specific waves: 8 - 45
- Gold dropped: 25
- Frequency: 0.7
- Specific waves: 30 - finish
- Gold dropped: 30
- Frequency: 1.5
- Specific waves: 16 - 60
- Gold dropped: 30
- Frequency: 0.8
- Specific waves: 35 - 65
- Gold dropped: 40
- Frequency: 0.5
- Specific waves: 32 - 60
- Gold dropped: 60
- Frequency: 0.1
- Specific waves: 40 - finish
- Gold dropped: 30
- Frequency: 3.5
- Specific waves: 60 - finish
- Gold dropped: 60
- Frequency: 0.1
- Specific waves: 45 - finish
- Gold dropped: 30
- Frequency: 1.2
- Specific waves: 30 - 50
- Gold dropped: 35
- Frequency: 1.3
- Specific waves: 60
- Gold dropped: 70
- Frequency: 2.5
- Specific waves: 20, 40
- Gold dropped: 50
- Frequency: 1
- Specific waves: 80
- Gold dropped: 200
- Frequency: 5
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