Arcade is awesome, let's make it even better!
Bow spleef vote option
We have a vote option for classic spleef, TNT Run and Splegg, so why not Bow Spleef? It's the only one of the four original spleef games to not have its own vote option. It might not be the most popular version, but if people are willing to vote for Splegg then they're willing to vote for anything.
We have a vote option for classic spleef, TNT Run and Splegg, so why not Bow Spleef? It's the only one of the four original spleef games to not have its own vote option. It might not be the most popular version, but if people are willing to vote for Splegg then they're willing to vote for anything.
Pizza Spleef vote option
Remember Pizza Spleef? If you don't, I'll give you a brief summary of the game. The map was a large pizza, and the "toppings" (Soul sand, red & green wool, glass, etc.) would each give the player a different power-up that corresponded with it when broken. For example, glass would make you invisible, soul sand would blind other players, red wool gave you speed, green wool gave you jump boost, obsidian created an explosion, etc. Why not make a whole new gamemode out of this concept? Each map could be one-layered and based off of different pizzas, and possess numerous toppings on it. Toppings will not respawn once broken, meaning there's a finite amount of them. Bonus points for having a two-layered pizza box map.
A few new ideas for toppings could be cheese, which slows down everybody in the area, or spice, which makes everybody nearby run very fast and causes their hunger to drain at a much faster rate.
Note: Hunger will not go down naturally on this map, though can nonetheless be refilled by breaking blocks.
Pizza Spleef achievements
Name: Dough!
Requirements: Die within the first ten seconds
Reward: 25 experience, 10 points
Name: Vegan
Requirements: Win the game without eating any part of the map
Reward: 250 experience, 1 cubelet
Name: On a diet
Requirements: Win the game without eating any toppings
Reward: 150 experience, 50 points
Name: More of a pasta person
Requirements: Blow up all six obsidian blocks on the pizza
Reward: 200 experience
Name: Dough thank you
Requirements: Eat twenty-four toppings on one pizza!
Reward: 300 experience, 1 cubelet
Name: Burning calories
Requirements: Run 1,000 blocks on one pizza!
Reward: 200 experience
Name: Maximum flavour
Requirements: Eat a total of 1,000 toppings
Reward: 500 experience, 2 cubelets
Name: Stuck in cheese
Requirements: Win a game without sprinting
Reward: 100 experience, 100 points
Remember Pizza Spleef? If you don't, I'll give you a brief summary of the game. The map was a large pizza, and the "toppings" (Soul sand, red & green wool, glass, etc.) would each give the player a different power-up that corresponded with it when broken. For example, glass would make you invisible, soul sand would blind other players, red wool gave you speed, green wool gave you jump boost, obsidian created an explosion, etc. Why not make a whole new gamemode out of this concept? Each map could be one-layered and based off of different pizzas, and possess numerous toppings on it. Toppings will not respawn once broken, meaning there's a finite amount of them. Bonus points for having a two-layered pizza box map.
A few new ideas for toppings could be cheese, which slows down everybody in the area, or spice, which makes everybody nearby run very fast and causes their hunger to drain at a much faster rate.
Note: Hunger will not go down naturally on this map, though can nonetheless be refilled by breaking blocks.
Pizza Spleef achievements
Name: Dough!
Requirements: Die within the first ten seconds
Reward: 25 experience, 10 points
Name: Vegan
Requirements: Win the game without eating any part of the map
Reward: 250 experience, 1 cubelet
Name: On a diet
Requirements: Win the game without eating any toppings
Reward: 150 experience, 50 points
Name: More of a pasta person
Requirements: Blow up all six obsidian blocks on the pizza
Reward: 200 experience
Name: Dough thank you
Requirements: Eat twenty-four toppings on one pizza!
Reward: 300 experience, 1 cubelet
Name: Burning calories
Requirements: Run 1,000 blocks on one pizza!
Reward: 200 experience
Name: Maximum flavour
Requirements: Eat a total of 1,000 toppings
Reward: 500 experience, 2 cubelets
Name: Stuck in cheese
Requirements: Win a game without sprinting
Reward: 100 experience, 100 points
Paintball hit detection
Please have somebody look into the Paintball hit detection. Whenever you're really close to somebody, your shots will just not register. This is really frustrating, especially when you die to something that you shouldn't have, just because you were standing slightly too close to another player.
Please have somebody look into the Paintball hit detection. Whenever you're really close to somebody, your shots will just not register. This is really frustrating, especially when you die to something that you shouldn't have, just because you were standing slightly too close to another player.
'Fixed obstacles' vote option
In Paintball, obstacles tend to spawn very early on and continue to do so throughout the game. My suggestion for a 'No obstacles' vote option was dismissed, so how about a vote option where the obstacles are "fixed"? In this mode, obstacles will be carefully placed prior to the game starting, and cannot be broken. They will be designed with cover in mind, rather than to mess up the momentum of the game.
Currently, obstacles have a habit of appearing directly in front of your spawn. They also have a habit of spawning on top of you as you're running by, causing you to glitch inside of them.
In Paintball, obstacles tend to spawn very early on and continue to do so throughout the game. My suggestion for a 'No obstacles' vote option was dismissed, so how about a vote option where the obstacles are "fixed"? In this mode, obstacles will be carefully placed prior to the game starting, and cannot be broken. They will be designed with cover in mind, rather than to mess up the momentum of the game.
Currently, obstacles have a habit of appearing directly in front of your spawn. They also have a habit of spawning on top of you as you're running by, causing you to glitch inside of them.
Enderpearls in Spleef
Just a neat additional power-up that could be considered ^.-
tbh, this didn't really need to be its own spoiler
Edit: Did not consider that enderpearls could be used to reach higher layers. As such, I no longer support this idea xd
Just a neat additional power-up that could be considered ^.-
tbh, this didn't really need to be its own spoiler
Edit: Did not consider that enderpearls could be used to reach higher layers. As such, I no longer support this idea xd
Paintball power-ups suck
Paintball power-ups are really... bad. Some of them are great, like the health or machine ones, but others put you into a worse position than you were in prior to obtaining them. For example, in Shotgun mode, all other weapon power-ups give you a weapon that is worse than the shotgun, which is obviously the strongest weapon. What's more, is that once you've fired the stingy amount of ammo you were given for the weapon, you have zero shotgun shells remaining. What happened to them, did my avatar just throw them away when she picked up the super paintballs?
What would be better, is if these weapons could be switched between freely. For example, if I were to take the sniper power-up in Shotgun mode, I should have both weapons in my inventory. Then, I can switch between the two according to the situation I am in. Once I've depleted all my ammo for the sniper, I can find an ammo power-up to refill it. The sniper will only be lost on death; not when its ammo has been depleted.
Paintball power-ups are really... bad. Some of them are great, like the health or machine ones, but others put you into a worse position than you were in prior to obtaining them. For example, in Shotgun mode, all other weapon power-ups give you a weapon that is worse than the shotgun, which is obviously the strongest weapon. What's more, is that once you've fired the stingy amount of ammo you were given for the weapon, you have zero shotgun shells remaining. What happened to them, did my avatar just throw them away when she picked up the super paintballs?
What would be better, is if these weapons could be switched between freely. For example, if I were to take the sniper power-up in Shotgun mode, I should have both weapons in my inventory. Then, I can switch between the two according to the situation I am in. Once I've depleted all my ammo for the sniper, I can find an ammo power-up to refill it. The sniper will only be lost on death; not when its ammo has been depleted.
Paintball map locking
Lego is without a doubt the most popular Paintball map. I can understand why; it's a tiny, super-flat map, which means that anybody can get a kill without even trying. Though, this map does get very boring. I personally love Oriental, but it rarely gets voted in. Thus, I propose "locking" a map for one round after it has been played. For example, if Lego was the last map to have been played, then players will not be able to vote for it in the next round. Then, if they choose say Village, then they won't be able to vote for Village in the next round, but will be able to vote for Lego again. This is just to make the game less stale, and to encourage more maps to be played.
Lego is without a doubt the most popular Paintball map. I can understand why; it's a tiny, super-flat map, which means that anybody can get a kill without even trying. Though, this map does get very boring. I personally love Oriental, but it rarely gets voted in. Thus, I propose "locking" a map for one round after it has been played. For example, if Lego was the last map to have been played, then players will not be able to vote for it in the next round. Then, if they choose say Village, then they won't be able to vote for Village in the next round, but will be able to vote for Lego again. This is just to make the game less stale, and to encourage more maps to be played.
Spleef invisibility is bad - how to fix
Spleef's invisibility power-up is really bad, because it doesn't actually hide you. Well, it does, but players can still see the shovel that you're holding. You cannot unequip the shovel, because you cannot scroll onto any of the empty spots on your hot-bar. I propose allowing us to do so, so that we can become truly invisible. Sneak attacks would be more viable then c:
Spleef's invisibility power-up is really bad, because it doesn't actually hide you. Well, it does, but players can still see the shovel that you're holding. You cannot unequip the shovel, because you cannot scroll onto any of the empty spots on your hot-bar. I propose allowing us to do so, so that we can become truly invisible. Sneak attacks would be more viable then c:
Paintball - Chaos mode
We have Shotgun mode, Machine mode, Rocket mode... Why not have a Shotgun Machine mode, named 'Chaos mode'? In this mode, players will have both the Shotgun and the Machine power-ups active simultaneously, meaning that the shotgun's fire-rate cap is removed. This would be a new gamemode option rather than weapon option.
Rules of Chaos mode:
-All players have a Shotgun with increased ammo, and the 'Machine' power-up active throughout
-The game ends when one team reaches a hundred kills
Chaos mode achievements
Name: Destruction
Requirements: Kill fifty players in one game of 'Chaos mode'
Reward: 300 experience
Name: Painted them black
Requirements: Win the game by more than 70 kills in 'Chaos mode'
Reward: 300 experience, 100 points
Name: Unstoppable
Requirements: Go on a thirty killstreak in 'Chaos mode'
Reward: 350 experience, 100 points, 1 cubelet
Name: Kaboom
Requirements: Kill ten players with grenades in 'Chaos mode'
Reward: 200 experience, 1 cubelet
Name: How do I turn this thing off?
Requirements: Shoot over 3,000 projectiles in one game of 'Chaos mode'
Reward: 300 experience
We have Shotgun mode, Machine mode, Rocket mode... Why not have a Shotgun Machine mode, named 'Chaos mode'? In this mode, players will have both the Shotgun and the Machine power-ups active simultaneously, meaning that the shotgun's fire-rate cap is removed. This would be a new gamemode option rather than weapon option.
Rules of Chaos mode:
-All players have a Shotgun with increased ammo, and the 'Machine' power-up active throughout
-The game ends when one team reaches a hundred kills
Chaos mode achievements
Name: Destruction
Requirements: Kill fifty players in one game of 'Chaos mode'
Reward: 300 experience
Name: Painted them black
Requirements: Win the game by more than 70 kills in 'Chaos mode'
Reward: 300 experience, 100 points
Name: Unstoppable
Requirements: Go on a thirty killstreak in 'Chaos mode'
Reward: 350 experience, 100 points, 1 cubelet
Name: Kaboom
Requirements: Kill ten players with grenades in 'Chaos mode'
Reward: 200 experience, 1 cubelet
Name: How do I turn this thing off?
Requirements: Shoot over 3,000 projectiles in one game of 'Chaos mode'
Reward: 300 experience
Statistics book
Currently, if you want to view your statistics for a particular game, you have to join said game. Why not add a 'Statistics book' to the hot-bar of anybody in the Arcade lobby, which they can use to view their statistics for every Arcade game?
Currently, if you want to view your statistics for a particular game, you have to join said game. Why not add a 'Statistics book' to the hot-bar of anybody in the Arcade lobby, which they can use to view their statistics for every Arcade game?
Thnx for reading c:
Edit: Oh, and this: https://www.cubecraft.net/threads/small-paintball-suggestion-pleaseee.197692/#post-904165
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