Minecraft Paintball

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Island Paintball - a new gamemode

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I recently played a game of Island Dodgeball at camp, and it was really fun. Basically, there are 4 teams, and the land is divided into four quarters, with each team getting one quarter. It basically is a normal game of dodgeball, but when you get hit, instead of getting out, you join the other team. When a team has been completely wiped out, the team that wiped most of the team out takes the land. It was really fun bouncing around teams, and I think with some tweaking, it could become a new gamemode for MCBall.

On MCBall, the simple mechanics are the same (albeit with specially designed maps), get a kill, the person who you killed joins your team. Get killed, you join the player-who-killed-you's team. If a team gets wiped out, the team with the most kills on the wiped out team takes the land. The game ends when all the teams are wiped out, or if a timer runs out, the team with the most players wins. Also, instead of walking over to the other teams land/staying in your current position, there would be a deathbox and after a certain time, you would be spawned on a random piece of land owned by your team.

There would be some tweaks to preexisting kits to make them even, and I think automatically scrambled teams need to be a thing with a preferred team option being available to donators. Also, multiple new square or circular maps will need to be designed. But overall, I think this mode will be a great addition to MCBall.
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Posted Jul 18, 18 · OP
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It would be way too easy to just sit in a corner and never get taken out unless someone is using sniper. And also I don't know how maps would work for this kind of gamemode, unless its completely flat.
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Posted Jul 18, 18
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wrote:
It would be way too easy to just sit in a corner and never get taken out unless someone is using sniper. And also I don't know how maps would work for this kind of gamemode, unless its completely flat.
Whats the fun in that? :p
Thank you for reading.
Posted Jul 19, 18
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I like this idea, but I have some changes to recommend:
  • Instead of giving ownership of the land to a team immediately, whichever team steps into the empty territory claims it.
  • You can walk into enemy territory for up to a minute, and then you receive slowness. You must go back to your territory for a little bit, and the timer is reset. This allows radronnie3's issue to be resolved. You can get up close in combat if you wish to, or stay at base.
  • All kits should be available.
  • The maps can be relatively flat, but not too flat. Structures can exist so that some kits come in handy. Perhaps castles could use this idea.
  • This game is for 8-16 players. (Teams of twos, threes, or fours.)
  • Donors would get /red /blue /green /yellow as team-joining options. If a team reaches the maximum amount of players (refer to below), then the donor will not be able to join that team.
  • Maximum team counts would be two (eight players on), three (9-12 players on), and four (13-16 players on.)
Posted Jul 19, 18
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I like this idea, but I have some changes to recommend:
  • Instead of giving ownership of the land to a team immediately, whichever team steps into the empty territory claims it.
  • You can walk into enemy territory for up to a minute, and then you receive slowness. You must go back to your territory for a little bit, and the timer is reset. This allows radronnie3's issue to be resolved. You can get up close in combat if you wish to, or stay at base.
  • All kits should be available.
  • The maps can be relatively flat, but not too flat. Structures can exist so that some kits come in handy. Perhaps castles could use this idea.
  • This game is for 8-16 players. (Teams of twos, threes, or fours.)
  • Donors would get /red /blue /green /yellow as team-joining options. If a team reaches the maximum amount of players (refer to below), then the donor will not be able to join that team.
  • Maximum team counts would be two (eight players on), three (9-12 players on), and four (13-16 players on.)

Great ideas! I think slowness should come in stages though, with walking speed when sprinting, slightly slower, then down to sniper carrying speed.
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Posted Jul 19, 18 · OP
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Sniper would be easy to counter because if you're running sideways it's literally just RNG whether you'll hit a shot or not because ping differences and how wonderfully precise Minecraft's hitboxes are.
Posted Jul 19, 18
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wrote:
I like this idea, but I have some changes to recommend:
Great ideas! I think slowness should come in stages though, with walking speed when sprinting, slightly slower, then down to sniper carrying speed.
What if all players have Speed I? Flash would bump you to Speed II and any other perks would go up to Speed III? This would make the game more chaotic and fast-paced.

But yeah, slowness should come in stages. First the standard Speed I is taken after a minute, then slowness progresses every 15-30 seconds.
Posted Jul 21, 18
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I love this idea, and MCBall definitely needs more gamemodes. I think what Rad was talking about saying you could hide in a corner and your team would never be taken out. Maybe a way to counteract this is to have the idea of slowness go both ways, keeping you constantly on the move so no one is ever hiding in a corner and camping.
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Posted Jul 24, 18
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Building off of zkilled Idea, maybe just have "game modifiers" that people can vote on. Perhaps a speed modifier of some sorts?
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Posted Jul 25, 18
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I love this idea, and MCBall definitely needs more gamemodes. I think what Rad was talking about saying you could hide in a corner and your team would never be taken out. Maybe a way to counteract this is to have the idea of slowness go both ways, keeping you constantly on the move so no one is ever hiding in a corner and camping.
I say allowing a player go into an enemy's base for a minute should be long enough to hunt down the camper. Plus, with this gamemode, I don't imagine the maps being too big.
Building off of zkilled Idea, maybe just have "game modifiers" that people can vote on. Perhaps a speed modifier of some sorts?
Perhaps, I really like the idea of everyone having Speed I, though. It adds a little hustle to the game.
Posted Jul 26, 18
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