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Redstone Ctf Map

Discussion in 'Capture the Flag' started by _TheSpirit_, Jan 10, 2019.

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  1. _TheSpirit_

    _TheSpirit_ Member

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    Hello fellow ctfers, builders and who else lost his way to this post,

    Following up the suggestion from the discord I want to try to create a redstone based ctf-map.

    Idea
    The main features of such a map is that the flag rooms are connected by a redstone maze, so there are lots of ways to go, but there are also lots of traps which can be triggered either from a control panel in the respective flag room or from the maze itself. Also there should be shortcuts which can be opened should some kind of condition be met (e.g. a couple of buttons are pressed at the same time in different hidden locations). In general it is supposed to provide a very unique ctf gameplay experience where map knowlegde and team coordination is strictly necessary. We can go wild with the ideas for traps, riddles, parcours, secrets and so on.


    Enlisting
    This is going to be a big project, so I can not do this alone. Especially since I am not a good builder myself. Therefore I need a couple of builders and redstoners to help me out. We will do this together and hopefully the process of creation is fun and rewarding in itself. Feel free to comment below if you are interested. For now I think we should have

    2 Builders
    2 - 3 redstoners

    About the Builders
    This is not a normal build, it is a tricky one. We will need some sort of castle or some sort for the outside look if possible, even though all the play is gonna happen inside. The inside needs to be a 3D Maze between two flagrooms, filling out the castle. However, you will have to provide decent amount of space in between the ways and behind walls/floors/ceiling for redstone circuits to enfold their magic. A builder interested in this task must be willing to do some experimenting and planing and stuff might be changed a couple of times.


    About the Redstoners
    Multiple Redstoners working on one project is like multiple programmers working on the same code. Obviously you should know the basics of redstone mechanics in minecraft and you should be able to both build and understand the types of circuits we are going to use. More details for circuits or mechincs see below or tbd. Out of necessarity it will be required to "comment" your redstone wiring at least with signs (if not even with colourred blocks). We need to be able to fix each others contraptions if something happens.

    Communication

    We have to do this at the same time, so we can talk or type to each other, at least with most of us together. By default we can try to start this weekend, so that hopefully we can find a overlapping time slot.

    Disclaimer
    This is a first, so I have no guarantees for if this is going to be successfull. And even if lots of ppl all want to participate we can still only have a limited group or things will get out of hand, no bad feelings.

    Contact
    Additionally to commenting below you can contact me on discord or skype (shut up, hallo) if you have my contacts. Here is my Discord Id: #6776.


    Details
    This section might get updated as we get into the project (hopefully). Base line is: Improvise! This is supposed to be fun.

    Overview (Subject to change)

    Flag rooms
    Normal flagroom, medium size. Can be flooded with lava from the ceiling, see below. Also contains a trigger for the respective teams "Firewall" ability next to the flag post (where a pyro would stand for example). This will block the enemies path from their spawn with lava for 10 30 seconds (average) and the ability goes on cooldown for 90 120 seconds.

    Spawns

    The spawn leads into the respective flag room, but there will be an easy parkour in between so that most classes lose some time upon death (A matter of 5 - 10 seconds, but still). There is also a Firewall installed that can block the path to the flagroom for 10 30 seconds with lava upon activation.

    Ninja Infiltration Pearl Parkour
    This is a (literally) sneaky way to get from spawn to spawn. However, this will require some ender pearl skills and therefore only a ninja can take this route. Since the ninja has to pass the enemie's spawn and lose hp to the pearls I dont think this is an overpowered route. It does avoid the Maze though, which is the point.

    Moon Door Back Door
    The Maze will have a (secret) tunnel that leads on top of the respective flag room. From there a "Moon Door" will provide a drop right on top of the flag post. However, this door is usually closed and must be unlocked first, see below. Also, Tyrion disapproves.
    Edit: Renamed it to Back Door, since it is coming out of the wall instead of the ceiling.

    F2F Tunneling
    This total exaggerated scientific name simply describes a secret 1x2 Tunnel out of packed ice, leading from one flag room direclty to the other. Thanks to the very fast movement on ice and the bypassing of the maze this is a very powerfull way to cap, but it is usually sealed on both sides. It can be opened from the maze, see below. I named this part "Flag to Flag Express" in the Overview image.

    3D Maze

    The 3D Maze is the normal way to get to the other flagroom and the main fighting area. The tunnels will be 1x2 (small tunnel) or 2x3 (probably this size is better) and they will be loaded with traps and "toggleable" killing mechanisms. Some tunnels are closed by default and can be opened from the maze itself. Also here you can find the "Trinity points", see below.

    Trinity points

    There are three sets of three "Trinity points" hidden in the maze. By the way, a Trinity point is a button (a special button though!).

    A-set: If the points A_1, A_2 and A_3 are activated at the same time, a hidden control panel will be temporarily revealed in the maze and the points go on cooldown for 90 seconds. The panel allows the user to flood any flagroom of his choice temporarily with lava. This ability also has a 90 second cooldown.

    B-set: If the points B_1, B_2 and B_3 are activated at the same time, another hidden control panel will be temporarily revealed in the maze and the points go on cooldown for 90 seconds. The panel allows the user to open either side of the F2F Tunnel for 3 seconds. This ability has no cooldown, but keep in mind that the control panel will only be temporarily accessible.

    C-set: If the points C_1, C_2 and C_3 are activated at the same time, another hidden control panel will be temporarily revealed in the maze and the points go on cooldown for 90 seconds. The panel allows the user to open either "Moon Door" for 3 seconds. This ability has no cooldown, but keep in mind that the control panel will only be temporarily accessible.

    Main building blocks (Theme of the build)

    Angels vs Devils, Hell vs Heaven. Maze is build in neutral, gray Castle/Dungeon theme.

    Ways to kill players
    - Fall damage
    - Void
    - Lava
    - Encasing (Respawn forcing)
    - Spawn blocks!
    - TNT??? <-- not sure if doable


    Ideas for riddles and traps we most certainly want to include
    TBD

    Additional Reports


    Flag room V1
    One of the flag rooms is mostly done. I decided that one flag room is going to be build in the "heaven" theme, the other one as "hell", which makes for a nice reason why the teams want to eat each others faces. Here is how it looks atm (13.01.2019):



    The redstone for the flag room is done with interfaces for Back Door, F2F Port and Lavaflood, also i made a small cloud way in the wall connecting the clouds, because it looks nice and gives more evasive possibilites, especially since there is a Blockade feature implemented: You can trigger a Blockade in the middle of the tunnel to cut persecuters off, the trigger has a 5s cooldown.

    I still need to decorate the flag room some more obviously, which will also provide some more obstacles in the flagroom for better gameplay options.

    Both Flagrooms V2
    Both of the flagrooms mostly done, now with the Firewall trigger implemented next to the flag post (I forgot that in V1). Here some more images:


    Still need to decorate them, I am hoping though that i can outsource that task to a helper.

    Both Spawns V1
    Both of the Spawns mostly done, with respective Firewall implemented. I changed the duration of the Firewall to 30s on average and adjusted cooldown to 120s.



    Parkour V1
    One of the Parkours is done, the other one will be mirrored, since it is hard to design two different parkours with exact same difficulty. It is pretty easy, so anyone can do it. It takes me 7-8s to complete and even if you fall you can keep walking and use the ladder, it just a bit slower.



    Both Parkour and Spawn V2 and Ninja Course
    Both of the Parkours are done, I added an Anti-stalemate/Anti-Spawncamp trap with a 30s cooldown. It relies on a floor shifter and spawn blocks. Also I build the Ninja Infiltration Pearl Parkour. Using combinations of ender pearls and sponges you have to navigate through "Launching stations" all the way to the enemy spawn. By default one needs five enderpearls to complete the Parkour. Here some images as always:


    Middle main hall and "maze" layout
    Instead of an actual maze I decided to use a system of corridors that is easier to understand and memorize, see imgur link. I think the map is going to be complicated already, so if I overdo it nobody will figure this out. With the current system there is some complication but it is pretty straight forward and the multiple parallel ways should allow you to avoid being headshot or maged. Each of those straight segments are less than 30 blocks. I decided to have one Main Hall in the middle of the "maze" and build a (imo pretty sweet looking) sphere, that looks kinda "spacey" inside. Also it contains a control room where all the control panels (unlocked by the Trinity Sets) are located and the redstone for the interface is mostly done.



    Finished
    A big jump, since i was a bit lazy to report every one of the traps, wiring, decoration, map restrictions or all this stuff that had to be done. But it is all finished, only needs some testing I guess. Maybe i can get some help with a teaser for the map. I will open a threat for the map submission.


    Map Version 1 finished!
     
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    #1 _TheSpirit_, Jan 10, 2019
    Last edited: Jan 30, 2019
  2. scapezar

    scapezar aka Scape

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    u might have better luck reaching out to the Build community too

    itd defin be a cool event-type map

    ik there r some older maps with secret redstone contraptions that we could refer to, but i think some lag could be a resulting factor, so id make sure u test it on the match server b4 u go full out making despacito with jukeboxes :sweat_smile:
     
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  3. _TheSpirit_

    _TheSpirit_ Member

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    Good point, can a mod duplicate the thread in the other forum or something of the sort?
     
  4. ItalianPenguin

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    Maybe try to make a concept map at first. The next map wave will be soon, so maybe only do one of those 'Trinity Points' and some hidden doors on a small/medium size map, just to see what people think of the idea. Then modify/adjust some stuff for the big map for the map wave after this one.
     
  5. _TheSpirit_

    _TheSpirit_ Member

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    To be honest, if it would only come done to more or less traps ore Trinity points i would gladly build the full set. Building those is one of the things i look forward to the most, its gonna be fun to design ways to kill you guys all kinds of traps and special abilities. The hardest part for me is the Maze and flagroom. A well designed 3D Maze is a work of art and i dont trust myself to make it both funcional and good looking in reasonable amount of time if im on my own.

    A note, since some ppl didnt seem to have noticed: To avoid spamming this thread i will keep updating details and stuff in the main post. You should find all information and updates there.
     
  6. CrazySchnetzler1

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    I could help building Redstone stuff if you Need one, feel free to message me.

    ~Crazy
     
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  7. _TheSpirit_

    _TheSpirit_ Member

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    So i did plenty of testing with TNT to see if I can use it to kill players on the map. Here is the problem: I need a source of TNT. On build TNT dispensers don't work and I assume the same can be said about ctf servers, since I have never seen anyone use one on a map (and tempting as it is I would think someone would use them, correct me if I am wrong though). My hope was a TNT duper, but I tried many versions of those and could not get any to work. One of the main problems was that the minecarts (used for timed and movable quasi-connecticity to power the tnt) fall through the blocks. A redstone block does not work with the timing as far as I could tell. If someone has an idea, feel free to enlighten me. Otherwise I guess I am not allowed to mess around with TNT...:frowning:
     
  8. scapezar

    scapezar aka Scape

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    @_TheSpirit_ TNT dispensers should work tho, correct? maybe it's just a build restriction - just like it is with using potions
    maybe a staff member could go in creative in an active CTF map and see if a TNT dispenser would work, but then maybe there would need to be special build restriction lifted from your map---or for all maps, otherwise idk
    @Versions @puhdgy @xxMineSheepxx
     
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  9. _TheSpirit_

    _TheSpirit_ Member

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    So, I am now working on the "maze" area. And with that comes the designing of traps and weaponry in the corridors. So anyone who wanted to help out with this, pm when you have time (this weekend would be nice) and we can see if we can find a overlapping time slot.
     
  10. CrazySchnetzler1

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    I could this Weekend...
     
  11. _TheSpirit_

    _TheSpirit_ Member

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  12. CrazySchnetzler1

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    ok ;(
     
  13. 05n

    05n Member

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    I'm hopeful to play in this map in the future, it sounds like a great and unique idea that'll spice things up. :smile:
     
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  14. _TheSpirit_

    _TheSpirit_ Member

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    The Map and Teaser are finished. Here is the latter, look in the map submission for more info.

     
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