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Komodо

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Yes, this has already sort of been suggested by @Dotsy and @jollow250 (and maybe others) but i wanted to make a thread that goes only about this, the old scb maps. And most of the credits go totally to them!
Anyways, I know why they got removed, they simple didn't fit the cubecraft quality... However, I (and maybe most of you) really liked to play on these maps, not because of the quality (yes it's outdated) but because of the gaming experience. Games were much faster and it is also a kind of nostalgia, if i'm right, Supercraftbros was one of the first games on cubecraft! I do also think that a map with a 'huge' history which doesn't look real good, but is loved by the community, par example the skywars map trees, which is one of the first skywars maps, is more important than a brand new well-designed SCB map.. (pls I miss the clay islands in the main lobby with 6 signs, i just miss them ): ) NVM... Moreover, supercraftbros is already outdated, The archer kits are basically the best kits and the other kits are worse. (( I would also like to see a 1,8 version back of SCB, this was simply just balanced )). Back on topic, bring maps like Tower, Dungeon, Village, End, Mushroom and Nether and the old versions of End (okay end was maybe too outdated with its camping spots) and mushroom back (the most 'recent' mushroom map is the same as the middle in the teamskywars map 'Mushroom' -_-) I'm not saying the new maps are bad, no! They are awesome too, but (and i speak for the oldschool cubecraft players) we really want the old maps back! You can also Edit them a bit, if there are some big issues. But still, just #BringBackTheOldSCBMaps
 
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Sophie

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Here's the harsh reality of this gamemode:

They are well aware that the gamemode is broken beyond belief. Believe me, I've made multiple fusses about it over the past two years. They've never fixed any of the issues - hell, they haven't even responded to them - and since they're low quality, there is 0% chance of the old maps being brought back.

What should really be prioritised, is balancing the kits. This could easily be done by reverting the gamemode to 1.8 combat. After all, Arcades are supposed to feature retro games, and 1.8 definitely falls under the definition of 'Retro'. If they won't revert the gamemode to a previously balanced state, they aren't going to invest resources into adding new maps.
 

Injunction

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This could easily be done by reverting the gamemode to 1.8 combat
that doesn't balance it though because then all of a sudden the zombie kit and the cactus kit are super over powered
along with the skeleton kit still is to OP because it has a special attack that is much better than turning invisible for example but takes equal or even less time to for the cool-down on your special ability to end

the blaze kit has fire which is going to be doing damage but it isn't enough compared to the top 3 kits
plus here is the creeper kit isn't as good and neither is the wither
but then look at the enderman kit & the spider kit aren't

that would mean for the cactus you can spam a wooden sword with 5 attack damage + it has knockback 1 = OP

for the zombie kit you have a shovel with knockback 2 and in 1.9 PvP spamming an item with an attack speed doesn't just decrease its damage but decreases its knockback

so you have knockback 2 and are spamming that + the 4 damage the iron shovel already does + a special ability that gives you a diamond sword that you can then spam = OP

This instead of trying to balance out kits by increasing the worse ones
it would be more effective To try the opposite and nerf the best kits
 

Sophie

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that doesn't balance it though because then all of a sudden the zombie kit and the cactus kit are super over powered
All of the kits used to balance one another out. The Zombie and Cactus kits won't stand much of a threat against a Blaze or Skeleton with a height advantage, nor against a sufficient Spider strafer.

along with the skeleton kit still is to OP because it has a special attack that is much better than turning invisible for example but takes equal or even less time to for the cool-down on your special ability to end
That's because of the 1.9 update. It used to deal .5 hearts of damage per arrow, dealing at most, 1.5 hearts of damage per use. You'd be better off just charging the bow in the time that it takes to use the ability.

plus here is the creeper kit isn't as good and neither is the wither
They're both tactical kits. The former does massive knockback and can kill your opponents instantly if used appropriately, and the latter has a lower DPS than the other long-ranged kits but is more accurate. It is also more viable at close-range.

but then look at the enderman kit & the spider kit aren't
The former can go invisible, allowing for surprise attacks and easy escapes. It can also get in and out of combat via teleporting, and deals adequate damage. The latter has incomparable speed that allows for mind games and strafing. It can also summon two spiders that'll make you more difficult to hit.

that would mean for the cactus you can spam a wooden sword with 5 attack damage + it has knockback 1 = OP
It has no long-range attacks and cannot sustain itself. High close-range DPS, but is predictable and ineffective.

for the zombie kit you have a shovel with knockback 2 and in 1.9 PvP spamming an item with an attack speed doesn't just decrease its damage but decreases its knockback
Huh?

so you have knockback 2 and are spamming that + the 4 damage the iron shovel already does + a special ability that gives you a diamond sword that you can then spam = OP
The knockback would surely prevent you from comboing your opponent though? Also, the special ability is easily baited, and the kit in general cannot sustain itself very well against a Skeleton or a Wither.
All the kits ultimately used to balance one another out.

it would be more effective To try the opposite and nerf the best kits
This would mean changing multiple mechanics significantly, such as by either reducing bow damage or removing certain abilities all together. The Spider kit won't be viable regardless, since it cannot make effective use from its Speed perk, and extra thought would have to be put into balancing the kits. I'm not ruling out the idea of balancing the 1.9 kits, hell I'd love for that to happen, but the game's balance was near perfect in 1.8.

Why fix what isn't broken?
If it isn't broken, break it.
 

_KTW_

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Good idea! I am one of those "OldTime Gamers." I play back in 2013 or early 2014 (first update). I agree some of the old maps were ewh, but you could tweak it a bit and maybe make a "CubeCraft OldOnes Map Game" where you can play old maps for every game (I think this will be very popular). Even that you think I am not a OldOne I am, because I didn't know there was a forums until this year...!

Sincerely,
The OldOne K_T_W
 
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Injunction

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All of the kits used to balance one another out.
no they really didn't because the cactus had more power
The Zombie and Cactus kits won't stand much of a threat against a Blaze or Skeleton with a height advantage,
well obviously only a wither or either of the 2 kits you mentioned would have the best odds against that because either way even with a spider or a creeper, because a wither has a bow & so does the other 2 & a bow allows you to actually hit the players from a distance
if the wither wasn't using their bow they would also have a problem
because both of the kits you named are aren't just going to let you come directly to you they are both going to shoot you and camp you
that is the same for all kits
nor against a sufficient Spider strafer.
except there is double jumping away from the player who is strafing
That's because of the 1.9 update. It used to deal .5 hearts of damage per arrow, dealing at most, 1.5 hearts of damage per use. You'd be better off just charging the bow in the time that it takes to use the ability.
that is the current problem with the bow kit but this firstly doesn't effect it in the first place because it wasn't the PvP change that made it do more damage it was the actual armour piercing in the first place that changed it having 1.8 PvP wouldn't fix that
They're both tactical kits. The former does massive knockback and can kill your opponents instantly if used appropriately, and the latter has a lower DPS than the other long-ranged kits but is more accurate. It is also more viable at close-range.
I said they weren't As Good I didn't say they weren't good period
and here it is again the knockback but the problem with that is they need to be off of the ground for it to actually be of any significance as well as you have to be very close to them
That is surprisingly hard believe it or not because that implies that they wouldn't know your their or they are fighting you and unless they are absolute noobs who don't know the strategies of the game and when fighting somebody who is about to shoot you right the heck out of the arena you wouldn't want to be right in front of them which is why you double jump away if it is getting to tense
it isn't very easy to do that
how the heck is the wither kit more accurate that is wrong for straight standards and for minecraft standards
Minecraft standards you shoot a bit above where you are directly aiming & the bow will shoot an arrow fairly quickly to hit them
straight standards unless your target is AFK then it is going directly straight except a lot slower & it is likely going toward a moving target plus if you are shooting directly at a player who isn't moving it can still miss because its accuracy isn't very on point
for close range this is also not effective because it is still to slow and if it hits your feet then you don't take the wither effect
as well as the bow itself also has a cool-down
The former can go invisible, allowing for surprise attacks and easy escapes.
yeah sure because that actually helps no it really doesn't
firstly this kit only has it for 4-5 seconds
secondly if an arrow hit you at all that round which is very likely you will still have that open
a long with the fact that you can't run without the particles that come from you running
plus if you hold out the 1 weapon you have you are seen
That is stealthy how?
It can also get in and out of combat via teleporting,
yes except what can you do with attack via teleporting
other than jumping and teleporting to get closer to your enemies Nothing
and deals adequate damage.
sure 1 + 3 = 4 - [armour protection] = 1-3
Yes A LOT of damage
The latter has incomparable speed that allows for mind games and strafing.
Oh Yeah Mind games, sure, I'll just go with that and ignore the fact that running around in circles isn't a mind game and all it really does for the person watching is maybe make them dizzy
If you think that is a strategy I am sorry but I am never meeting you at Comicon X
Any kit can strafe you know that right speed or no speed
strafing isn't a challenge (unless you get dizzy very easily)
It can also summon two spiders that'll make you more difficult to hit.
no it really doesn't again double jump
also keep in mind that most players then run after doing that
that makes it even easier to kill them
It has no long-range attacks and cannot sustain itself.
*Cough Cough* Thorn Storm *Cough Cough*
High close-range DPS, but is predictable and ineffective.
all of the kits are flipping predictable
same goes for the players using them
& the reason it is currently so ineffective is because it isn't 1.8 PvP
What I am saying is knockback works like damage with 1.9 PvP if you don't wait for the attack time it reduces the knockback done
The knockback would surely prevent you from comboing your opponent though?
it currently does partially that is what is helping balance that kit but with 1.8 PvP while you are knocking them back you would be able to do even more damage & knockback if you hit them again while they were being knocked back
Also, the special ability is easily baited,
except that is for people who bait it
if you are almost always baited then you should probably not play as that kit
but if you are smart enough to avoid baits and only do it at the necessary and right time you are going to overpower them a lot
the kit in general cannot sustain itself very well against a Skeleton or a Wither.
how is that
it can easily avoid a wither especially if it is a wither shooting at it
& double jumping isn't very hard
as well as with that logic the only 2 kits that can are spider and enderman both of which are barely cutting it for "sustainability" as well as might I point out those 2 kits that aren't affected by a change like this in the first place
which of course a wither or skeleton should be sustainable to this logic but that comes the exact problem because if 2 kits with the same agility and escape methods are there but 1 qualifies isn't actually understandable
All the kits ultimately used to balance one another out.
no they really didn't
1 kit is setting everybody on fire and another is blowing everybody up
those don't seem to be balancing eachother and note all the possible combinations of players with kits
just as a quick example for clocks there are 10 players each of them will have a kit there are 8 possible kits
you know how many possible combinations there are in there
there can be a range of 2 - 10 players each having a kit out of 8 possible ones
This would mean changing multiple mechanics significantly,
or it could mean fixing the time on the rapid fire bow
it originally should have been 22 seconds to wait in the 1.9 update but only takes around 6
you see why that could be a bit unbalanced
other ways for this would be to change the enchantments on items for example adding knockback 2 to the eye of ender for the enderman
The Spider kit won't be viable regardless, since it cannot make effective use from its Speed perk
How does fixing the cool down on a bow affect the speed perk of the spider
& yes it is FIXING since the time was supposed to be longer but wasn't
and extra thought would have to be put into balancing the kits.
accepting a suggestion that contradicts yours doesn't involve any more thought than accepting yours


P.S. Currently The Most OP Kits aren't the cactus or the zombie
1 of them is the skeleton which this 1.8 PvP wouldn't actually effect since it isn't the PvP that changed it
another is the blaze primarily because their bow shoots fire
Fire then burns you
"Fire Burns You" Thanks captain obvious

If it isn't broken, break it.
Please this isn't a very good slogan
don't give that advise to 5 year old children please
 

Sophie

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no they really didn't because the cactus had more power
Yes, but its ability was inferior to all other abilities, dealing a set 0.5 hearts of damage. It is also unable to sustain itself against long-range opponents, most notably the Wither, whose ability also allows it to deal 2 hearts or so at close range. Damage =/= effectiveness

well obviously only a wither or either of the 2 kits you mentioned would have the best odds against that because either way even with a spider or a creeper, because a wither has a bow & so does the other 2 & a bow allows you to actually hit the players from a distance
if the wither wasn't using their bow they would also have a problem
because both of the kits you named are aren't just going to let you come directly to you they are both going to shoot you and camp you
that is the same for all kits
I don't understand your point, sorry.

except there is double jumping away from the player who is strafing
Except that by doing so, you're giving the Spider the advantage, since they move much faster. Summoned spiders also do a fine job at messing with your double jumps. Nonetheless, this would be called a 'counter-strategy', and doesn't make the kit underpowered by any means. I used to use it all the time, and I have a 6KD/R or something.

that is the current problem with the bow kit but this firstly doesn't effect it in the first place because it wasn't the PvP change that made it do more damage it was the actual armour piercing in the first place that changed it having 1.8 PvP wouldn't fix that
I don't believe CCG actually implemented the armour piercing mechanic. Nonetheless, it can be removed, or the game can simply be put on the 1.8 server.

and here it is again the knockback but the problem with that is they need to be off of the ground for it to actually be of any significance as well as you have to be very close to them
As you yourself have already mentioned, people like to boost-jump a lot. Hell, some maps demand that you boost-jump to navigate them, such as 'Sugar Rush', 'Ocean', and 'Music'.

how the heck is the wither kit more accurate that is wrong for straight standards and for minecraft standards
Because it's explosive. Very complicated, much wow.
for close range this is also not effective
upload_2017-3-23_5-4-4.png


yeah sure because that actually helps no it really doesn't
firstly this kit only has it for 4-5 seconds
secondly if an arrow hit you at all that round which is very likely you will still have that open
a long with the fact that you can't run without the particles that come from you running
plus if you hold out the 1 weapon you have you are seen
That is stealthy how?
1) Even one second of invisibility would be beneficial if it throws your enemy off your exact position. 4-5 seconds is all the more generous.
2) It's stealthy because you're invisible. If there was no counter to this, then it would be overpowered, hence why there are certain kits that balance it out (Blaze, Skeleton, Cactus)

yes except what can you do with attack via teleporting
other than jumping and teleporting to get closer to your enemies Nothing
Surprise attacks, and escaping from combat when in a difficult situation.

sure 1 + 3 = 4 - [armour protection] = 1-3
Yes A LOT of damage
I didn't say a lot, I said 'adequate'. In other words, it deals a fair amount of damage considering all the kit has going for it. Again, damage =/= effectiveness.

If you think that is a strategy I am sorry but I am never meeting you at Comicon X
Sounds good. I'd rather not meet somebody who intentionally misinterprets my thought-out arguments for the sake of strengthening their own narrative for no visible outcome.

Any kit can strafe you know that right speed or no speed
The faster you go, the more difficult it is for your opponent to process where you are. They also have to turn their mouse constantly, especially when somebody with incomparable speed is pushing them all over the place via knockback, and are hitting you from every direction. Any kit can strafe, but only the Spider can use it as a weapon to this degree of effectiveness.

*Cough Cough* Thorn Storm *Cough Cough*
1) It's inaccurate
2) It deals a set amount of damage; 0.5 hearts
3) Said damage will be regenerated by the time that Thorn Storm is ready to activate again
In what way is Thorn Storm an effective counter-attack against kits that can deal multiple hearts of damage with a long-ranged weapon and infinite quiver, from afar?

all of the kits are flipping predictable
same goes for the players using them
It depends how you use the kits. They don't have to be predictable, (i.e. Spider, Enderman, Creeper)

it currently does partially that is what is helping balance that kit but with 1.8 PvP while you are knocking them back you would be able to do even more damage & knockback if you hit them again while they were being knocked back
How is that going to be possible, when we're talking about Knockback II?

except that is for people who bait it
if you are almost always baited then you should probably not play as that kit
but if you are smart enough to avoid baits and only do it at the necessary and right time you are going to overpower them a lot
In that case, you've used the kit correctly and deserve the kill for outsmarting your opponent.

how is that
Because they cannot fight back. They'll have to play incredibly defensively and patiently.

no they really didn't
1 kit is setting everybody on fire and another is blowing everybody up
those don't seem to be balancing eachother and note all the possible combinations of players with kits
just as a quick example for clocks there are 10 players each of them will have a kit there are 8 possible kits
you know how many possible combinations there are in there
there can be a range of 2 - 10 players each having a kit out of 8 possible ones

Spider - very fast, but deals little damage and has a long ability cooldown. It is easily killed by a Creeper whilst strafing
Enderman - Arrow damage will render their invisibility useless
Skeleton - Arguably weaker than the Blaze. It is also ineffective in regards to damage output at close range, and the Spider and Enderman kits are very good at closing gaps
Blaze - It is ineffective in regards to damage output at close range, and the Spider and Enderman kits are very good at closing gaps
Creeper - Not very good in general, though its ability can instantly kill anybody
Zombie - High damage output, but usable only at close range
Cactus - High damage output, but usable only at close range

Every kit has some weakness that can be exploited by another kit.

How does fixing the cool down on a bow affect the speed perk of the spider
Because it deals too little damage in 1.9 for it to be viable under any circumstances.

accepting a suggestion that contradicts yours doesn't involve any more thought than accepting yours
My suggestion is to simply make the gamemode 1.8 again? Yours is a full-blown rework, which I doubt they're willing to do.

Please this isn't a very good slogan
don't give that advise to 5 year old children please
Hey, they're the ones who made the server 1.9 without any forethought into the consequences, and subsequently broke multiple gamemodes that still to this day haven't been fixed.

If you're going to reply to this again, please create a 'Debate' thread or something in the 'Media' section, since I feel bad that we're kinda gate-crashing somebody's thread.
 
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