Credit - @Zantoro
How to Play
Two five-player teams attempt to reach the other teams stash of goodies, but there's a catch.
You're all inside a giant maze!
You have to fight your way through the maze, and reach the enemy base, and enter the correct code on their keypad door.
The code is four digits long, and each teams code is hidden around the maze.
Both death and respawning are viable.
.
Now this won't just be ordinary fighting, you get to choose how you fight! With kits!
Kits
More kits coming soon™
How to Play
Two five-player teams attempt to reach the other teams stash of goodies, but there's a catch.
You're all inside a giant maze!
You have to fight your way through the maze, and reach the enemy base, and enter the correct code on their keypad door.
The code is four digits long, and each teams code is hidden around the maze.
Both death and respawning are viable.
How the code would work
Code is randomly generated and placed each round
Possibly just a large 3x3 button keypad on the back wall of the bases.
Code is placed in four random spots around the map with team-colored hologram names.
It would give you the placement as roman numerals and the number as an actual number.
Placement would be above the number.
For example, if the code was 1234, 3 would be " III " or III/3
3
Code is randomly generated and placed each round
Possibly just a large 3x3 button keypad on the back wall of the bases.
Code is placed in four random spots around the map with team-colored hologram names.
It would give you the placement as roman numerals and the number as an actual number.
Placement would be above the number.
For example, if the code was 1234, 3 would be " III " or III/3
3
Map Information
Bases should be slightly above the walls of the maze, so you can see into it a little, but you should also be unable to get onto the walls. (Exceptions, see kits).
There should be randomly placed one block holes in the walls where a kit can be used
Bases should be slightly above the walls of the maze, so you can see into it a little, but you should also be unable to get onto the walls. (Exceptions, see kits).
There should be randomly placed one block holes in the walls where a kit can be used
Now this won't just be ordinary fighting, you get to choose how you fight! With kits!
Kits
Weasel
Granted Speed 1
Weapon: Pistol
Low Damage, Mid range weapon
3 second cooldown
Ability: Slip Through
Able to slip through any one block holes in the wall, to the other side. Great for escaping.
15 second cooldown
"He's small, able to get into places we can't. Not much use fightin' though."
Granted Speed 1
Weapon: Pistol
Low Damage, Mid range weapon
3 second cooldown
Ability: Slip Through
Able to slip through any one block holes in the wall, to the other side. Great for escaping.
15 second cooldown
"He's small, able to get into places we can't. Not much use fightin' though."
Trapper
Weapon: Knife
Very Low Damage, Very Low Range weapon
No Cooldown
Ability: Trapper's Preference
Gets two mines the player selected before game starts.
"You brought a knife to a gunfight! Ha!"
"Well that gun doesn't do you good if you're standing on a mine."
"Wha-"
Any player, including your own teammates, can step on your mines, be wary.
Weapon: Knife
Very Low Damage, Very Low Range weapon
No Cooldown
Ability: Trapper's Preference
Gets two mines the player selected before game starts.
"You brought a knife to a gunfight! Ha!"
"Well that gun doesn't do you good if you're standing on a mine."
"Wha-"
Mines
Claymore - Basic Explosive Mine
High Damage, Mid Range
5 Mines 30 second recharge
Bear Trap - Slows a single enemy down until they are killed.
Slowness 2 - Infinite
Low Damage, Very Low Range
3 Mines 20 second recharge
Gas Mine - Produces toxic gas that damages enemies in the range, and gives nausea to all who were exposed. Gas will be denoted by green particles in the air, should extend 5-8 blocks from source
Poison 1 - Active until out of the cloud
Wither 1 - Active until out of the cloud
Slowness - Active until out of the cloud for 20 seconds
Nausea - Active until out of the cloud for 45 seconds
Low range
1 Mine, 45 second recharge
Disorientation Translocator - Gives you blindness and teleports you 5 blocks in a random direction.
Blindness - 5 seconds
No damage, Low range
2 mines, 10 second recharge
Blade Trap - Stays active until disarmed, Damages anyone who steps on or over it.
Mid Damage, Very Low Range
4 Mines, 30 second recharge
Pyre - Lights all who step upon it in glorious flames!
Fire Damage, Very Low Range
1 Mine, 40 second recharge
Reaper Mine - Immediately kills whoever steps on it.
Extreme Damage, Very Low Range
1 Mine, 100 second recharge
Locator Mine - Creates a particle trail to the person who steps on it.
Particles - 30 seconds
No Damage
3 Mines, 15 second recharge
Claymore - Basic Explosive Mine
High Damage, Mid Range
5 Mines 30 second recharge
Bear Trap - Slows a single enemy down until they are killed.
Slowness 2 - Infinite
Low Damage, Very Low Range
3 Mines 20 second recharge
Gas Mine - Produces toxic gas that damages enemies in the range, and gives nausea to all who were exposed. Gas will be denoted by green particles in the air, should extend 5-8 blocks from source
Poison 1 - Active until out of the cloud
Wither 1 - Active until out of the cloud
Slowness - Active until out of the cloud for 20 seconds
Nausea - Active until out of the cloud for 45 seconds
Low range
1 Mine, 45 second recharge
Disorientation Translocator - Gives you blindness and teleports you 5 blocks in a random direction.
Blindness - 5 seconds
No damage, Low range
2 mines, 10 second recharge
Blade Trap - Stays active until disarmed, Damages anyone who steps on or over it.
Mid Damage, Very Low Range
4 Mines, 30 second recharge
Pyre - Lights all who step upon it in glorious flames!
Fire Damage, Very Low Range
1 Mine, 40 second recharge
Reaper Mine - Immediately kills whoever steps on it.
Extreme Damage, Very Low Range
1 Mine, 100 second recharge
Locator Mine - Creates a particle trail to the person who steps on it.
Particles - 30 seconds
No Damage
3 Mines, 15 second recharge
More kits coming soon™