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Best Posts in Forum: Accepted

  1. MasterofBoom

    MasterofBoom Kitybom

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    Recently, I've been playing a lot of ctf. It's a lot of fun when you get huge teams and the team's are balanced, and the plugin is pretty big free. However, there's a huge number of things that need to be rebalanced. So let's get into it.

    • Maps
    1. Campers Canyon
    This map is a big hole in the ground made by 0zblok. It looks amazing, and I really have to give him credit for making it so well. However, it is one of the most unbalanced maps we have right now. Literally 1 archer can hold off hordes of enemies. There's only one way up to the Flag, so you just get shot over and over to the point nobody can get it. The wheat fields look appealing, but virtually any serious PvPer will tell you farmland is one of the worst blocks you can use for a map. Anticheat plugins are insanely glitchy when you're moving on them, and the wheat means you're hitting the grass more than the enemy when you're using melee.

    To make it more balanced, I suggest adding several caves that come from the wheat fields that allow you to go all the way up to the top level. Also, add an entrance into the Flag chamber from the other side, and make both of those two blocks wide. Finally, change the wheat field to one of small flowers with a few trees here and there.
    2. Archer Alley
    This map, made by MiniArch, is easily the most balanced map we have right now. The icy terrain came out well, and combat is nice. There's plenty of cover from the archers thanks to the ice spikes and houses. The only change I'd make is extending the caves you spawn in so another entrance let's you exit from the side, so people can't spawn camp you.
    3. Tag Team Temple
    Credits to Alexbear on this Aztec or Mayan temples. The biggest thing on this map is getting up to the Flag is near impossible. Changing out the ladders for slabs was a huuuge improvement, but it's not quite there yet. There's already 1 cave running under the middle, but there is no way to get out from the red side, meaning blue team can't really use it.

    To resolve the issues on this map, I suggest adding an additional two sets of stairs to each temple from the sides that goes all the way down to the foundation on which the temple sits. This will allow for much smoother gameplay on this map because it's faster than the slabs, and gives you room to dodge arrows from archers on the top. Finishing the cave will allow both teams to actually be able to use it.

    4. Sniper Gulch
    The western map(no idea who made it, so thanks arch team, I guess), this is pretty balanced overall, but also needs changes for gameplay. The saloons need alternate entrances because builders can completely block the door. The hills throughout the map could also be raised so that archers can't snipe cross-map. Other than that, nothing is really needed for it.

    • Kits
    Alright, so, this is probably the biggest thing holding Ctf back from being the absolute best. Let's be honest, archer is overpowered. Literally everyone who can afford it uses it (except @Epixaid, credit to you for using builder!). However, I don't think we should need it. Instead, let's buff the other kits.

    Firstly, there's knight. Knight is basically target practice for archers right now. I'd suggest giving Knight I an iron chestplate to start with. Now, before I get yelled at for making knight too overpowered, let me finish. Instead of a later level of knight getting that chestplate, they receive higher levels of protection (possibly sharp, too) as they rank up. However, at Knight I, the chestplate is also enchanted with projectile protection II. So lvl I knight has leather boots and pants, iron sword, and iron chestplate with proj port II. Rank II knight gets protection I on their leather pieces, and sharp I sword. Lvl III knight gets iron leggings and gains sharp II. Lvl IV knight gets the upgraded armor to solid iron all enchanted with protection II on legs and boots, and still the same chestplate. Finally, knight V gets a sharp III sword and protection III on boots.

    Archer: leave the same

    Scout: instead of a potion, give it a permanent speed effect and weak armor.

    Builder: Leave the same except swap the iron axe out for a stone sword.

    Demolitionist: Honestly, there just isn't that much use for this kit. Leave the armor and all as it is right now, but give it a stone axe and iron pick so it can break builder placements. Remove the TNT the way the TNT works on this kit, and instead give it a more bazooka feel by having a bow that shoots fireballs (with a 30-1m cool down between shots so it can't get abused) or arrows that explode on impact (also with cool down).


    Don't get me wrong, I love ctf and the amount of development that's gone into it. I really hope we can keep making changes and improving it to make it more fun for everyone.