Minecraft PC IP: play.cubecraft.net

Sophie

Forum Professional
May 1, 2014
8,960
17,874
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Arendine Sink
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.
ocean-floors-marvelous-on-floor-intended-for-15-surprising-facts-about-the-ocean-11.jpg

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.
flooded_cave_by_llyncis-d88vjjs.jpg

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.
wpfb0efa03_05_06.jpg

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!
 
Last edited:
A

A pigeon

Guest
Map : Luncheon

Map consists of a few lava areas , a giant frying pan , a little water but mostly

FOOD. 1.12 CONCRETE BLOCKS. Cake , Corn , A volcano with stew , forks knives lots of cheese . Speakinh of cheese , add a little swiss cheese hole maze . A Donut PvP area too.
images
images
 
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MarcoPlayzz

Dedicated Member
Oct 25, 2016
1,471
1,360
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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.
ocean-floors-marvelous-on-floor-intended-for-15-surprising-facts-about-the-ocean-11.jpg

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.
If cubecraft adds this and 1.14 I would love them.
Good suggestion, I liked them.
 
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Reactions: Sophie

remio

Forum Professional
Sep 18, 2016
5,623
17,084
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The Netherlands
www.youtube.com
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.
ocean-floors-marvelous-on-floor-intended-for-15-surprising-facts-about-the-ocean-11.jpg

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.
flooded_cave_by_llyncis-d88vjjs.jpg

Note: Players will not receive any special effects or equipment on this map.

Meltdown
'Meltdown' is located 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.
wpfb0efa03_05_06.jpg

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!
I like the last map, because it's more original than the other maps! (BTW 2 is also nice!)
 

Shifts

Well-Known Member
Oct 18, 2017
237
556
93
Somewhere On Earth
Deep Blue and Flood would be good ideas, not to sure about meltdown. Just whatever you do MAKE THE MAPS FLAT. Too many details and bumps and all that gives lower FPS for a lot of people.
 

AFreakingCookie (Hank)

Dedicated Member
Apr 3, 2016
2,582
1,342
248
20
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.
ocean-floors-marvelous-on-floor-intended-for-15-surprising-facts-about-the-ocean-11.jpg

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.
flooded_cave_by_llyncis-d88vjjs.jpg

Note: Players will not receive any special effects or equipment on this map.

Meltdown
'Meltdown' is located 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.
wpfb0efa03_05_06.jpg

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!
I like the last map, makes me have a steampunk feeling.
:)
 
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