Minecraft PC IP: play.cubecraft.net

Should this be implemented to the server?

  • Yes!

  • No... and why?

  • Yes but only kits

  • Yes but only trap blocks

  • Yes but only flag/core defenses

  • Yes but only chaos mode


Results are only viewable after voting.

Eli

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  • Block Wars was one of the most popular games a long time ago, it's popularity has now decreased because it is never updated. A small update is not useful, it would just attract players for a day or two, we need a complete overhaul, so these are my ideas to bring back to life Block Wars.

The kits we currently have are very nice and pretty balanced between each other, except for the tank kit, I suggest it should be removed, there's no way to balance it if it's theme is iron armour, either it is very bad (as it is right now), or it's too op.
I suggest we have some new kits, so here's the list:

  • Viking: Leather chestplate, wooden pickaxe and a stone axe. It would be represented on the kit menu by a stone axe, and it would cost 1000 points.
dgMPjI0

dgMPjI0.png

  • Knight: Chain helmet and boots, shield, bow (3 arrows) and an iron sword. It would be represented on the kit menu by a shield and it would cost 900 points.

rHxqNDQ.png


  • Pyromaniac: Infinite fire resistance, orange leather helmet and boots (fire protection 2) and blaze wand (fire aspect 2). It would be represented on the kit menu by an enchanted blaze rod, it would cost 900 points.
on2EGEe.png


There are many other possibilities for kits, these are just some ideas.

There are currently only 3 trap blocks, and it's getting boring by now, so here are some trap block suggestions.

  • Evoker: When broken it spawns in a vex and summons beneath and around the player the evoker's fangs. It would be represented on the trap block menu by an evoker spawn egg, and it would cost 1500 points.
tQWifkA.png

The Evoker's fangs.

@Cynamooo came with the idea to change a little bit the trap blocks:
  • Spider: When broken, spawns one cave spider that has a 75% chance to poison the player for 3-5 seconds, then place a cobweb beneath the player to trap them. It would be represented on the trap block menu by a cobweb, and it would cost 1000 points.

  • Guardian: When broken, it makes the flag or core shoot a guardian beam to the whole enemy team (The effect is chosen randomly between: slowness, nausea, and weakness, has a 25% chance to burn, any effect, would only last for 4 seconds) even if the flag is covered, it works. It would be represented on the trap block menu by a guardian spawn egg, and it would cost 900 points.
Quality of life suggestions:

  • Armour and swords should be unbreakable, it has happened to me many times that my sword breaks, without a sword I can barely do anything so I have to kill myself to get one again.
  • Decrease or increase the build time according to the amount of blocks. If half blocks mode is selected, the build time should be cut to 1 minute, if normal blocks mode is selected, the build time should be 2 minutes and if double blocks mode is selected, then the build time should be 2 minutes and 1/2.
Ok now comes the big part, chaos mode. Basically chaos mode would be able to be voted for on the lobby by Diamond+ players, when it is selected, the game goes through 2-3 phases. When chaos mode is selected, there are also modifiers.

Phase #1: Players receive 1 minute of preparation, there are no blocks, in which the team must vote for a core/flag defense mode, there are many types of defense modes a team can choose, here are some.
  1. Explosive: the core summons in TNT around it every 10 seconds that only deals damage to the enemy team.
  2. Potion: The core surrounds itself with lingering potion effects, strength for it's team and poison for the enemy team, the lingering effect lasts 5 seconds and appears again after 10 seconds.
  3. Zeus: Whenever an enemy player gets near, it summons lighting bolt to attack them, it can summon lighting bolts every 4 seconds.
  4. Spawner: summons 2 monsters randomly every 10 seconds (It can only summon: Spiders, Zombies, Skeletons, Creepers, Strays, Hounds and Cave Spiders and it has a 15% chance to summon in a Wither Skeleton) The monsters only attack enemy team players.
  5. Evoker: It requires the total team level to be 100+ (The team level is found out by adding all of the player's levels), it summons evoker fangs beneath and around an enemy player when they get near, it has a 0.5 seconds cooldown.
  6. Spider: It requires the total team level to be 150+, it summons 3 cave spiders every 10 seconds and places cobweb beneath enemy players, it has a 5 second cooldown.
  7. Guardian: Shoots guardian beams to enemy players every 5 seconds.

Phase #2: In this phase, the fight phase the players must be able to take the enemy flag and capture it or damage the core, but with a twist, on this mode the map suffers different "disasters". During the battle phase, every two minutes there's a different "disaster" that lasts 100 seconds. Here are some of the disasters I have in mind:

  1. Meteor Shower: Fireballs start impacting on different zones of the map.
  2. Thunderstorm: The sky gets gray, lightning bolts start impacting the map.
  3. Bomb: TNT fall from the sky, and appear behind the players every 10 seconds.
  4. Nether Invasion: The map starts getting corrupted from a random place, the normal blocks of the map are then replaced with netherrac, quartz, glowstone, and soul sand. Wither skeletons spawn in, pigmen, blazed and magma cubes, then lava gets spawned on the sky and large fountains of lava appear.

Phase #3: If by the time phase #2 has ended and no one has managed to capture a flag, overtime begins, the core/flag's defense is deactivated there are no natural disasters, it's just plain normal Block Wars.

I think this is it for this thread, thank you for taking you time to read this, any type of feedback is appreciated and please make sure to participate on the poll.

Infiltrator: (Credit: @MrGrumpyCheese), Leather chestplate and leggings, wooden sword and pickaxe, 3 chorus fruit. It would be represented on the store by a chorus fruit and it would cost 900 points.

6dPioax.png


The whole idea of this kit is to walk up to a wall and eat a chorus fruit for a chance to be teleported onto the other side. A chorus fruits teleports players +/- 8 blocks in each of the 3 axis, so its range isn't unfairly large (nor is it so small that the player can accurately predict where they're most likely to end up).
 
Last edited:

Shrek Trained Me

Well-Known Member
Apr 16, 2017
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Block Wars was one of the most popular games a long time ago, it's popularity has now decreased because it is never updated. A small update is not useful, it would just attract players for a day or too, we need a complete overhaul, so these are my ideas to bring back to life Block Wars.

The kits we currently have are very nice and pretty balanced between each other, except for the tank kit, I suggest it should be removed, there's no way to balance it if it's theme is iron armour, either it is very bad (as it is right now), or it's too op.
I suggest we have some new kits, so here's the list:

  • Viking: Leather chestplate, wooden pickaxe and a stone axe. It would be represented on the kit menu by a stone axe, and it would cost 1000 points.
dgMPjI0

dgMPjI0.png

  • Knight: Chain helmet and boots, shield, bow (3 arrows) and an iron sword. It would be represented on the kit menu by a shield and it would cost 900 points.
rHxqNDQ.png

rHxqNDQ

  • Pyromaniac: Infinite fire reistance, orange leather helmet and boots (fire protection 4), flint and steel (Only 3 uses), lava bucket (The lava disappears when either the player who placed it or the player(s) who were harmed by it die), and blaze wand (fire aspect 3). It would be represented on the kit menu by an enchanted blaze rod, it would cost 700 points.
Rpp1a1K.png


  • Paintball: Classic paintball machine (30 bullets) a wooden pickaxe and a leather chestplate. It would be represented on the kit menu by a paintball machine, it would cost 1500 points.
rdOEqkV.png
Viking needs full leather and knight = ninja
 
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Eli

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Viking needs full leather and knight = ninja
Well, the viking has a quite strong weapon, if it's used properly it is op. And knight is not so similar to ninja, one can go invisible and the other one can't, besides knight is more about including shields.
 
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Shrek Trained Me

Well-Known Member
Apr 16, 2017
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North Korea
Well, the viking has a quite strong weapon, if it's used properly it is op. And knight is not so similar to ninja, one can go invisible and the other one can't, besides knight is more about including shields.
The knight and ninja are still the same, better don't add the knight. Having gear + good sword makes the ninja kit useless
 

Eli

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The knight and ninja are still the same, better don't add the knight. Having gear + good sword makes the ninja kit useless
True, I know many peoIe like the ninja kit, I personally love it but, 'm afraid the ninja kit is keeping us from having new kits.
 

Cynamooo

Forum Veteran
Aug 26, 2015
2,659
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  • Block Wars was one of the most popular games a long time ago, it's popularity has now decreased because it is never updated. A small update is not useful, it would just attract players for a day or two, we need a complete overhaul, so these are my ideas to bring back to life Block Wars.
The kits we currently have are very nice and pretty balanced between each other, except for the tank kit, I suggest it should be removed, there's no way to balance it if it's theme is iron armour, either it is very bad (as it is right now), or it's too op.
I suggest we have some new kits, so here's the list:

  • Viking: Leather chestplate, wooden pickaxe and a stone axe. It would be represented on the kit menu by a stone axe, and it would cost 1000 points.
dgMPjI0

dgMPjI0.png

  • Knight: Chain helmet and boots, shield, bow (3 arrows) and an iron sword. It would be represented on the kit menu by a shield and it would cost 900 points.
rHxqNDQ.png

rHxqNDQ

  • Pyromaniac: Infinite fire reistance, orange leather helmet and boots (fire protection 4), flint and steel (Only 3 uses), lava bucket (The lava disappears when either the player who placed it or the player(s) who were harmed by it die), and blaze wand (fire aspect 3). It would be represented on the kit menu by an enchanted blaze rod, it would cost 700 points.
Rpp1a1K.png


  • Paintball: Classic paintball machine (30 bullets) a wooden pickaxe and a leather chestplate. It would be represented on the kit menu by a paintball machine, it would cost 1500 points.
rdOEqkV.png



There are many other possibilities for kits, these are just some ideas.

There are currently only 3 trap blocks, and it's getting boring by now, so here are some trap block suggestions.

  • Evoker: When broken it spawns in a vex and summons beneath and around the player the evoker's fangs. It would be represented on the trap block menu by an evoker spawn egg, and it would cost 1500 points.
tQWifkA.png

The Evoker's fangs.

  • Spider: When broken, spawns one cave spider and has 50% chance to place a cobweb beneath the player to trap them. It would be represented on the trap block menu by a cobweb, and it would cost 1000 points.
  • Guardian: When broken, it makes the flag or core shoot a guardian beam to the player, even if the flag is covered, it works. It would be represented on the trap block menu by a guardian spawn egg, and it would cost 900 points.
Quality of life suggestions:

  • Armour and swords should be unbreakable, it has happened to me many times that my sword breaks, without a sword I can barely do anything so I have to kill myself to get one again.
  • Decrease or increase the build time according to the amount of blocks. If half blocks mode is selected, the build time should be cut to 1 minute, if normal blocks mode is selected, the build time should be 2 minutes and if double blocks mode is selected, then the build time should be 2 minutes and 1/2.
Ok now comes the big part, chaos mode. Basically chaos mode would be able to be voted for on the lobby by Diamond+ players, when it is selected, the game goes through 2-3 phases. When chaos mode is selected, there are also modifiers.

Phase #1: Players receive 1 minute of preparation, there are no blocks, in which the team must vote for a core/flag defense mode, there are many types of defense modes a team can choose, here are some.
  1. Explosive: the core summons in TNT around it every 10 seconds that only deals damage to the enemy team.
  2. Potion: The core surrounds itself with lingering potion effects, strength for it's team and poison for the enemy team, the lingering effect lasts 5 seconds and appears again after 10 seconds.
  3. Zeus: Whenever an enemy player gets near, it summons lighting bolt to attack them, it can summon lighting bolts every 4 seconds.
  4. Spawner: summons 2 monsters randomly every 10 seconds (It can only summon: Spiders, Zombies, Skeletons, Creepers, Strays, Hounds and Cave Spiders and it has a 15% chance to summon in a Wither Skeleton) The monsters only attack enemy team players.
  5. Evoker: It requires the total team level to be 100+ (The team level is found out by adding all of the player's levels), it summons evoker fangs beneath and around an enemy player when they get near, it has a 0.5 seconds cooldown.
  6. Spider: It requires the total team level to be 150+, it summons 3 cave spiders every 10 seconds and places cobweb beneath enemy players, it has a 5 second cooldown.
  7. Guardian: Shoots guardian beams to enemy players every 5 seconds.

Phase #2: In this phase, the fight phase the players must be able to take the enemy flag and capture it or damage the core, but with a twist, on this mode the map suffers different "disasters". During the battle phase, every two minutes there's a different "disaster" that lasts 100 seconds. Here are some of the disasters I have in mind:

  1. Meteor Shower: Fireballs start impacting on different zones of the map.
  2. Thunderstorm: The sky gets gray, lightning bolts start impacting the map.
  3. Bomb: TNT fall from the sky, and appear behind the players every 10 seconds.
  4. Nether Invasion: The map starts getting corrupted from a random place, the normal blocks of the map are then replaced with netherrac, quartz, glowstone, and soul sand. Wither skeletons spawn in, pigmen, blazed and magma cubes, then lava gets spawned on the sky and large fountains of lava appear.

Phase #3: If by the time phase #2 has ended and no one has managed to capture a flag, overtime begins, the core/flag's defense is deactivated there are no natural disasters, it's just plain normal Block Wars.

I think this is it for this thread, thank you for taking you time to read this, any type of feedback is appreciated and please make sure to participate on the poll.
I read all of it, and I must say that you really made work of this thread. Everything you mentioned seems in my eyes perfect, or it is well balanced, or it's a new funny concept, but there are some things that made me think twice.

  • About the kits, I feel like Pyromanic and Paintball are a bit too much. Pyromanic should be nerfed defnitely, it's way too overpowered to have both Fire Resistance, Fire Aspect, Flint and Steel and a Lava Bucket. The lava bucket and flint and steel should be removed. It's good that you tried to balance it by making it disappear when the player died, but you already have Fire Aspect on the blaze rod, so why would you want those two items as well? The paintball kit is just a replacement for the bow kit, so we don't need that as well.

  • I don't have much to say about the traps, they're very unique and different from the ones we have now. I only think the Spider should have a 75% chance of giving the player poison for 3-5 seconds, than placing a cobweb underneath. This would basicly make the games more alive as people have lower health, instead of just being stuck in a cobweb for a few seconds. I don't know what the effect of the beam will be? Will it be some sort of inferno tower? I honestly think a trap that would effect the whole other team would be cool. Breaking the Guardian trap, the team who broke it will get some sort of negative potion effect that would last for a few seconds, so let's say blindenss or nausea or slowness.

  • Quality of life suggestions are just perfect. They're small, but have a huge impact on the game, good job.


  • I have some mixed feelings about Chaos mode because it can make or break the game. If it's not popular the amount of Blockwars players might decrease even more, but if it's popular it will attract more people, so I'm curious about what other players think about it.
 

Eli

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I read all of it, and I must say that you really made work of this thread. Everything you mentioned seems in my eyes perfect, or it is well balanced, or it's a new funny concept, but there are some things that made me think twice.

  • About the kits, I feel like Pyromanic and Paintball are a bit too much. Pyromanic should be nerfed defnitely, it's way too overpowered to have both Fire Resistance, Fire Aspect, Flint and Steel and a Lava Bucket. The lava bucket and flint and steel should be removed. It's good that you tried to balance it by making it disappear when the player died, but you already have Fire Aspect on the blaze rod, so why would you want those two items as well? The paintball kit is just a replacement for the bow kit, so we don't need that as well.

  • I don't have much to say about the traps, they're very unique and different from the ones we have now. I only think the Spider should have a 75% chance of giving the player poison for 3-5 seconds, than placing a cobweb underneath. This would basicly make the games more alive as people have lower health, instead of just being stuck in a cobweb for a few seconds. I don't know what the effect of the beam will be? Will it be some sort of inferno tower? I honestly think a trap that would effect the whole other team would be cool. Breaking the Guardian trap, the team who broke it will get some sort of negative potion effect that would last for a few seconds, so let's say blindenss or nausea or slowness.

  • Quality of life suggestions are just perfect. They're small, but have a huge impact on the game, good job.


  • I have some mixed feelings about Chaos mode because it can make or break the game. If it's not popular the amount of Blockwars players might decrease even more, but if it's popular it will attract more people, so I'm curious about what other players think about it.
Thank you for all the feedback! It means a lot to me that you have taken your time to read this and give your opinion about every single thing I wrote, I will be taking your feedback into account to edit the thread later.
 

MrGrumpyCheese

Dedicated Member
Jul 15, 2016
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Classic Edition
I really like your new trap suggestions, and the chaos mode would definitely liven up the game by adding variety, changing up strategies and creating more risk and excitement with the disasters.
The evoker fangs would mean this update would have to wait until Cubecraft updated to at least 1.11 which is a shame.
Would the paintball gun work in the same way as the default gun in Arcade? If so, I think it would be way too overpowered if you can kill a player in 4 shots, with such great range.
I don't like the sound of pyromaniac as it's really not fun to slowly die of fire, especially if you succeed in killing the pyromaniac but can't do anything to stop the remainder of your health draining away. It seems very overpowered; you only need to hit someone once with the wand and they will burn for 12 seconds - this would make it extremely hard to capture a flag.

I fully support the quality of life suggestions!

Thank you for all the feedback! It means a lot to me that you have taken your time to read this and give your opinion about every single thing I wrote, I will be taking your feedback into account to edit the thread later.

If you want another kit suggestion, here's an idea I came up with a couple of weeks ago:

Name:
Infiltrator
Cost: 800 Points
Items:
- Wooden Sword
- Leather Chestplate
- Leather Leggings
- Wooden Pickaxe
- 3 Chorus Fruit

The whole idea of this kit is to walk up to a wall and eat a chorus fruit for a chance to be teleported onto the other side. A chorus fruits teleports players +/- 8 blocks in each of the 3 axis, so its range isn't unfairly large (nor is it so small that the player can accurately predict where they're most likely to end up).
 
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Eli

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I really like your new trap suggestions, and the chaos mode would definitely liven up the game by adding variety, changing up strategies and creating more risk and excitement with the disasters.
The evoker fangs would mean this update would have to wait until Cubecraft updated to at least 1.11 which is a shame.
Would the paintball gun work in the same way as the default gun in Arcade? If so, I think it would be way too overpowered if you can kill a player in 4 shots, with such great range.
I don't like the sound of pyromaniac as it's really not fun to slowly die of fire, especially if you succeed in killing the pyromaniac but can't do anything to stop the remainder of your health draining away. It seems very overpowered; you only need to hit someone once with the wand and they will burn for 12 seconds - this would make it extremely hard to capture a flag.

I fully support the quality of life suggestions!



If you want another kit suggestion, here's an idea I came up with a couple of weeks ago:

Name:
Infiltrator
Cost: 800 Points
Items:
- Wooden Sword
- Leather Chestplate
- Leather Leggings
- Wooden Pickaxe
- 3 Chorus Fruit

The whole idea of this kit is to walk up to a wall and eat a chorus fruit for a chance to be teleported onto the other side. A chorus fruits teleports players +/- 8 blocks in each of the 3 axis, so its range isn't unfairly large (nor is it so small that the player can accurately predict where they're most likely to end up).
What a great kit idea! May I give you credit and include it to the thread?
 
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TheBoom989

Member
Oct 11, 2017
128
82
28
34
  • Block Wars was one of the most popular games a long time ago, it's popularity has now decreased because it is never updated. A small update is not useful, it would just attract players for a day or two, we need a complete overhaul, so these are my ideas to bring back to life Block Wars.
The kits we currently have are very nice and pretty balanced between each other, except for the tank kit, I suggest it should be removed, there's no way to balance it if it's theme is iron armour, either it is very bad (as it is right now), or it's too op.
I suggest we have some new kits, so here's the list:

  • Viking: Leather chestplate, wooden pickaxe and a stone axe. It would be represented on the kit menu by a stone axe, and it would cost 1000 points.
dgMPjI0

dgMPjI0.png

  • Knight: Chain helmet and boots, shield, bow (3 arrows) and an iron sword. It would be represented on the kit menu by a shield and it would cost 900 points.
rHxqNDQ.png

rHxqNDQ

  • Pyromaniac: Infinite fire reistance, orange leather helmet and boots (fire protection 4), flint and steel (Only 3 uses), lava bucket (The lava disappears when either the player who placed it or the player(s) who were harmed by it die), and blaze wand (fire aspect 3). It would be represented on the kit menu by an enchanted blaze rod, it would cost 700 points.
Rpp1a1K.png


  • Paintball: Classic paintball machine (30 bullets) a wooden pickaxe and a leather chestplate. It would be represented on the kit menu by a paintball machine, it would cost 1500 points.
rdOEqkV.png



There are many other possibilities for kits, these are just some ideas.

There are currently only 3 trap blocks, and it's getting boring by now, so here are some trap block suggestions.

  • Evoker: When broken it spawns in a vex and summons beneath and around the player the evoker's fangs. It would be represented on the trap block menu by an evoker spawn egg, and it would cost 1500 points.
tQWifkA.png

The Evoker's fangs.

  • Spider: When broken, spawns one cave spider and has 50% chance to place a cobweb beneath the player to trap them. It would be represented on the trap block menu by a cobweb, and it would cost 1000 points.
  • Guardian: When broken, it makes the flag or core shoot a guardian beam to the player, even if the flag is covered, it works. It would be represented on the trap block menu by a guardian spawn egg, and it would cost 900 points.
Quality of life suggestions:

  • Armour and swords should be unbreakable, it has happened to me many times that my sword breaks, without a sword I can barely do anything so I have to kill myself to get one again.
  • Decrease or increase the build time according to the amount of blocks. If half blocks mode is selected, the build time should be cut to 1 minute, if normal blocks mode is selected, the build time should be 2 minutes and if double blocks mode is selected, then the build time should be 2 minutes and 1/2.
Ok now comes the big part, chaos mode. Basically chaos mode would be able to be voted for on the lobby by Diamond+ players, when it is selected, the game goes through 2-3 phases. When chaos mode is selected, there are also modifiers.

Phase #1: Players receive 1 minute of preparation, there are no blocks, in which the team must vote for a core/flag defense mode, there are many types of defense modes a team can choose, here are some.
  1. Explosive: the core summons in TNT around it every 10 seconds that only deals damage to the enemy team.
  2. Potion: The core surrounds itself with lingering potion effects, strength for it's team and poison for the enemy team, the lingering effect lasts 5 seconds and appears again after 10 seconds.
  3. Zeus: Whenever an enemy player gets near, it summons lighting bolt to attack them, it can summon lighting bolts every 4 seconds.
  4. Spawner: summons 2 monsters randomly every 10 seconds (It can only summon: Spiders, Zombies, Skeletons, Creepers, Strays, Hounds and Cave Spiders and it has a 15% chance to summon in a Wither Skeleton) The monsters only attack enemy team players.
  5. Evoker: It requires the total team level to be 100+ (The team level is found out by adding all of the player's levels), it summons evoker fangs beneath and around an enemy player when they get near, it has a 0.5 seconds cooldown.
  6. Spider: It requires the total team level to be 150+, it summons 3 cave spiders every 10 seconds and places cobweb beneath enemy players, it has a 5 second cooldown.
  7. Guardian: Shoots guardian beams to enemy players every 5 seconds.

Phase #2: In this phase, the fight phase the players must be able to take the enemy flag and capture it or damage the core, but with a twist, on this mode the map suffers different "disasters". During the battle phase, every two minutes there's a different "disaster" that lasts 100 seconds. Here are some of the disasters I have in mind:

  1. Meteor Shower: Fireballs start impacting on different zones of the map.
  2. Thunderstorm: The sky gets gray, lightning bolts start impacting the map.
  3. Bomb: TNT fall from the sky, and appear behind the players every 10 seconds.
  4. Nether Invasion: The map starts getting corrupted from a random place, the normal blocks of the map are then replaced with netherrac, quartz, glowstone, and soul sand. Wither skeletons spawn in, pigmen, blazed and magma cubes, then lava gets spawned on the sky and large fountains of lava appear.

Phase #3: If by the time phase #2 has ended and no one has managed to capture a flag, overtime begins, the core/flag's defense is deactivated there are no natural disasters, it's just plain normal Block Wars.

I think this is it for this thread, thank you for taking you time to read this, any type of feedback is appreciated and please make sure to participate on the poll.
Great Suggestions!
I really hope all of these get implemented, because as it is now, blockwars is a little too boring for me. Build your defenses, destroy the other team's, and get the core/flag. This will make it more interesting while still keeping it balanced and not too crazy.
 
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