Deep Blue
'Deep Blue' is a largely aquatic map that aims to make the most out of 1.14's beautiful oceanic additions as possible. Though featuring a bay above, surrounded by tall towering cliffs, most of the action will take place beneath the surface of the deep blue or its islands above. The water is suspended slightly above the air using World-Edit commands, allowing for traditional movement on the sandy ocean floor. Treasure chests and coral break up the pacing, alongside ditches in the sand that can be explored. All the while, various fish and non-hostile manta rays roam the sea without hitboxes, making them purely aesthetic. Lastly, geysers will be placed in the most dormant parts of the map, allowing players to quickly spring up to the surface of the lagoon.
The anti-gravity water will allow for proper PvP whilst supplementing the joy of discovering the Lagoon's exotic aquatic life. Meanwhile, coral reefs offer a sense of exploration for those who play FFA casually.
Note: Players will receive a helmet and boots that correspond with their kit on this map, granting infinite oxygen and faster aquatic movement speed respectively.
Flood
A huge cave beneath the Great Sea has collapsed, filling many of its chambers with water. In this map, players will have to work around frequent changes to the water's altitude, adapting to the way the map transforms when the water level rises and falls. Some areas are only accessible at certain altitudes, meaning that once the water levels fall, they'll be totally inaccessible for a short while. There will be gigantic rooms that will serve as hot-spots for fighting, with stalagmites and buildups of rocks around the sides breaking up the pace. These rooms will be overlooked by high passages, only accessible when the water is at its highest! This gives snipers a sense of temporary security, as each water cycle lasts ten minutes; they have ten minutes of isolation before players can swim up to them again. Dark, twisted tunnels give the player multiple different ways to get around the map.
Note: Players will not receive any special effects or equipment on this map.
Meltdown
'Meltdown' takes place inside a quickly collapsing power station. Ladders, catwalks and narrow, rusted halls connect the main rooms, which exist as hot-spots for action as well as aesthetic. Both shortcuts and new literal heights can be reached via passages of water, but at a catch: The water is highly toxic, damaging the player for every ten seconds they're submerged. This toxic water will also exist in small pools in both hot-spots and dormant spots alike, spouted out via breaches to the power station's interior. The harming mechanic discourages water camping, whilst also fitting the theme of the map.
Note: Players will not receive any special effects or equipment on this map.
The Trident of Atlantis
On each of these three maps, the Sharpness III diamond sword in the shop (/shop) will be replaced with the Trident of Atlantis. It will have the same DPS as a diamond sword, with the added bonus of working as a projectile. In addition, the Trident of Atlantis can be found in a varying underwater location every fifteen minutes, inside a casket that immediately breaks when opened (to prevent pumpkin eaters from trading kits). The coordinates of the Trident of Atlantis will be offered in the chat if it remains undiscovered after two minutes.
I could've named it after a certain Greek God, but I hate said god enough to not even want to mention him c:
Yay, fish! \o/
Thread idea and 'Deep Blue' both proposed by @Genderless Child by the way :) Yay for 1.14!
'Deep Blue' is a largely aquatic map that aims to make the most out of 1.14's beautiful oceanic additions as possible. Though featuring a bay above, surrounded by tall towering cliffs, most of the action will take place beneath the surface of the deep blue or its islands above. The water is suspended slightly above the air using World-Edit commands, allowing for traditional movement on the sandy ocean floor. Treasure chests and coral break up the pacing, alongside ditches in the sand that can be explored. All the while, various fish and non-hostile manta rays roam the sea without hitboxes, making them purely aesthetic. Lastly, geysers will be placed in the most dormant parts of the map, allowing players to quickly spring up to the surface of the lagoon.
The anti-gravity water will allow for proper PvP whilst supplementing the joy of discovering the Lagoon's exotic aquatic life. Meanwhile, coral reefs offer a sense of exploration for those who play FFA casually.
Note: Players will receive a helmet and boots that correspond with their kit on this map, granting infinite oxygen and faster aquatic movement speed respectively.
Flood
A huge cave beneath the Great Sea has collapsed, filling many of its chambers with water. In this map, players will have to work around frequent changes to the water's altitude, adapting to the way the map transforms when the water level rises and falls. Some areas are only accessible at certain altitudes, meaning that once the water levels fall, they'll be totally inaccessible for a short while. There will be gigantic rooms that will serve as hot-spots for fighting, with stalagmites and buildups of rocks around the sides breaking up the pace. These rooms will be overlooked by high passages, only accessible when the water is at its highest! This gives snipers a sense of temporary security, as each water cycle lasts ten minutes; they have ten minutes of isolation before players can swim up to them again. Dark, twisted tunnels give the player multiple different ways to get around the map.
Note: Players will not receive any special effects or equipment on this map.
Meltdown
'Meltdown' takes place inside a quickly collapsing power station. Ladders, catwalks and narrow, rusted halls connect the main rooms, which exist as hot-spots for action as well as aesthetic. Both shortcuts and new literal heights can be reached via passages of water, but at a catch: The water is highly toxic, damaging the player for every ten seconds they're submerged. This toxic water will also exist in small pools in both hot-spots and dormant spots alike, spouted out via breaches to the power station's interior. The harming mechanic discourages water camping, whilst also fitting the theme of the map.
Note: Players will not receive any special effects or equipment on this map.
The Trident of Atlantis
On each of these three maps, the Sharpness III diamond sword in the shop (/shop) will be replaced with the Trident of Atlantis. It will have the same DPS as a diamond sword, with the added bonus of working as a projectile. In addition, the Trident of Atlantis can be found in a varying underwater location every fifteen minutes, inside a casket that immediately breaks when opened (to prevent pumpkin eaters from trading kits). The coordinates of the Trident of Atlantis will be offered in the chat if it remains undiscovered after two minutes.
I could've named it after a certain Greek God, but I hate said god enough to not even want to mention him c:
Yay, fish! \o/
Thread idea and 'Deep Blue' both proposed by @Genderless Child by the way :) Yay for 1.14!
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