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Sophie

Forum Professional
May 1, 2014
8,960
17,874
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Arendine Sink
'Infection' is the second installment of the 'Island Games' series, and thank goodness the map isn't in the sky! It's still an island, but you won't be falling into the void unless you dig to it yourself. The premise of the game is very simple: you have a team of "infected" that must kill the "survivors". If a survivor dies, they too become an infected. The game ends if either all survivors are killed, or if any number of survivors stay alive for five minutes. Below I will discuss what I think is good and bad about this game, before going over nine suggestions that I have for it (Number nine will blow your minds and fill your wallets @staff).

What is good about this game?
Firstly, the lobby is fire. Why would you want to do the parkour when there's so much in front of you to explore? If you do ever get sick of it then you have two parkours to choose from, one of them being very difficult! Also, the map is gorgeous. It genuinely feels like a zombie outbreak has occurred on a luxury island, and because there are no boats, you're forced to band together and survive. It's very immersive, though it could go much further (see 'The Helicopter' below). Moreover, I like how mining works in this game. In the TNT game, I mentioned how mining was stale and boring. The reason I think it works here, is because there's consequence for dying, as well as actual reward for succeeding. By mining, you're putting yourself at a huge risk of being attacked, but the payoff could be the difference between winning and getting rekd. Lastly, I like how there are three first infected players. I've played this exact same game on another server, on Call of Duty, and through Hide and Seek. One common issue in the aforementioned games is that the first infected either totally sucks, or leaves straight away. This is obviously far less likely in 'Infection'.

What's bad about this game?
I feel the game isn't being played as it was intended. After all, you have all these gigantic trees and beautiful huts, deep caves and luscious lakes, yet everybody is either at the bottom of the world or at the top of it. It doesn't feel very climactic when you're basically untouchable, and it creates a really tedious chore for the infected players. Sure enough, once they've gone through the mission of reaching you they then have to try and kill you, which is not going to happen on their first attempt. Also, for a five-minute game that involves constant effort and strategy, and has a low win chance, it's quite unrewarding. 100 experience isn't that much, especially considering Arcade exists.

Suggestion one - The Helicopter
As I mentioned above, this game is quite immersive. However, it could be even more immersive if there was an "extraction point" that appears once the game has ended. During which, any remaining survivors will be given Speed I and will have thirty seconds to reach a helicopter that has until now been inaccessible. If you reach the ladder and climb into the helicopter, you'll be given an additional 50 experience and a second role for a cubelet. If you don't, you still won the game; this last part is optional, and does not affect the outcome of the match. During this bonus phase, infected players will be given three times the points for killing a survivor.

This will create an atmosphere in the game that's common in the zombie genre. You want to hold on for as long as possible until somebody comes to rescue you, but that's only half the danger: you also need to be rescued once that help has arrived. It should also discourage camping underground, and increase surface activity towards the end of the game. Though I wouldn't care so much about the bonus experience, that extra role for a cubelet sure sounds tasty! Infected players will also adore this, since they'd be getting 24 points per kill for this short time, whilst also crushing somebody's my dreams of getting another cubelet.

Suggestion two - More Diglett, less Pidgey
I propose adding a no-build zone above the map. This means that players cannot build themselves so far up that they're unreachable. Honestly, the sky-basers are currently ruining this game. It's so easy to die as a survivor, yet so hard to win as an infected. Furthermore, I propose adding a new kit to the Infected's arsenal, that specialises in having a very fast pickaxe. This would make survival near-impossible, of course... Unless...

Suggestion three - Bows and arrows! :eek:
It would be neat if survivors spawned with a Power I bow, and a handful of arrows. Moreover, the mobs that roam around the surface are pointless. Who is going to kill cows for a bit of uncooked steak and then take the time to cook it, when you could make an oven full of bread in a fraction of the time, in the safety of your entire team? So, let's make these mobs useful. Change their drop tables so that they drop a couple of arrows each. This would make surviving on the surface a lot more viable, since you could get up high with some friends and shoot the infected from above. Alternatively, in a heated chase, you could dive into a body of water and open fire on your pursuers.

Suggestion four - Enchanting is impossible, smh :(
By the time you've acquired all necessary resources to enchant, the only part of the map to house an enchanting table has been totally overrun with infected! I suggest adding enchanting tables underground, as well as on top of a couple of trees and rooftops. Encourage people to camp, just not underground in massive strip mines. PvP is clunky, claustrophobic and boring down there, not to mention the challenge isn't finding your opponent, but rather getting to them.

Suggestion five - Superficially increase the size of the map
"The challenge isn't finding your opponent, but rather getting to them".
A big reason for this is because the map is too small. Because the map is as small as it is, players don't really have anywhere to run/hide. You can't get into any meaty chase scenarios, because eventually somebody is going to cut you off due to the only viable routes being circular. Perhaps increase the size of it slightly, to allow more overworld action to take place. Stepping stones across the rivers would also be nice, to benefit those good at parkour in chasing/escaping :)

Suggestion six - MORE MAPS
I absolutely love this game's concept, but the game's enjoyment relies on the quality of the maps. I think I speak for everybody when I say that new maps would be fantastic. I already mentioned that the whole island resort theme contrasts really nicely with the theme of the game, thereby making it very immersive. The following suggestions, I believe would greatly fit the whole "zombie outbreak" theme:

Suspension (5 minutes, 16 players)
Afraid of heights? Players must survive on the Manhattan Bridge in a post-apocalyptic setting for five minutes, as broken down vehicles and debris create exploratory routes for them to navigate. Use vehicles to create vertical distance, and use cunning wit to make it across the two segregated lanes alive.
upload_2017-8-3_23-18-11-png.136069


Pripyat (10 minutes, 24 players)
Within this Ukrainian ghost-town, a rusty Ferris wheel creaks in a radioactive breeze. Venture through apartment complexes and a lost amusement park as you race to escape the horde of infected. The helicopter is situated in a dangerously radioactive environment, meaning you must survive a whole ten minutes on this large, open map before the radiation subsides. If you enter these areas before the game is over, your hunger and eventually your health will begin to deplete rapidly. This danger zone is identified by the Nausea I effect that it induces, as well as climbable fences with barrier symbols on them. If you survive, you'll be rewarded much heavier than on the other maps.
upload_2017-8-3_23-18-21-png.136070


Swampland (5 minutes, 16 players)
A grim, murky swamp is probably the last place you would want to die. Players have to traverse deep marshy waters and gigantic trees, sometimes climbing them, in order to escape the horde of infected. If you want to mine for ores, you'll have to delve beneath the slimy bodies of water using the Respiration II, Aqua Affinity III helmet that you spawn with. To escape in the helicopter, you'll have to reach a large water lily in the heart of a soggy river that's populated by thirsty, point-farming infected.
upload_2017-8-3_23-18-40-png.136073


Suggestion seven - Infected should be able to pick up blocks
If adding a sky barrier doesn't entirely stop the sky-camping, then perhaps consider letting infected players pick up blocks. I mean, is it really going to change the gameplay much either way? Again though, I wouldn't really do this unless the sky barrier idea doesn't work out.

Suggestion eight - Achievements, yay!

Name: One of us!
Requirement: Kill three survivors in quick succession
Reward: 150 experience, 50 points

Name: The Last of Us
Requirement: Win the game as the last survivor alive
Reward: 100 experience, 1 cubelet

Name: Patient Zero
Requirement: Kill a survivor within fifteen seconds of the game starting
Reward: 150 experience

Name: The best cure there is
Requirement: Kill fifteen infected in one game
Reward: 200 experience, 1 cubelet

Name: Survivalist
Requirement: Equip a full set of iron armour
Reward: 100 experience

Name: Antidote
Requirement: Eat a golden apple
Reward: 50 experience

Name: Treasure Hunter #1
Requirement: Open ten iron chests in one game
Reward: 150 experience, 50 points

Name: Treasure Hunter #2
Requirement: Open five gold chests in one game
Reward: 200 experience, 50 points

Name: Treasure Hunter #3
Requirement: Open a diamond chest
Reward: 150 points

Name: Beats being bitten
Requirement: Die to the void as a survivor
Reward: 50 experience

Name: Gorged
Requirement: Kill eight survivors in one game!
Reward: 300 experience, 200 points, 2 cubelets

Name: I'd have rather been bitten
Requirement: Drown as a survivor
Reward: 1 point, 1 experience, 1 sympathy cubelet


Suggestion nine - Make Lapiz rank better [New vote option: 'Realistic']
Okay, so in 'Call of Duty: Modern Warfare 3', you have a game called 'Infected'. It's literally this game, only it plays a little bit differently. Basically, you have guns that kill the infected players incredibly quickly, whereas the infected players only have a knife. To compensate for this blatant imbalance though, the infected are able to kill you in one shot, either with their knife or their throwable axe.

I propose making Lapiz, which I currently believe to be the worst rank on the server, able to select a new vote option which replicates the gameplay of Modern Warfare 3's 'Infected'. In this game:
-Fall damage is disabled
-Survivors cannot break nor place blocks
-All players have only two hearts, be they survivor or infected
-Survivors are given bows with Infinity I, and infected are given a wooden sword
-Survivors have Speed I

This game will be called 'Realistic', whereas the original version will be called 'Normal'. Players will have to rely only on the vanilla map to survive; they can get to the top of trees and rooftops, but cannot edit the terrain to their advantage. The map may have to be edited slightly to make this work, but only by first adding the game can we be sure.

Thank you for not putting this game in the sky c:

Also, thnx for reading x
 

xDarkDiamond

Member
Sep 9, 2017
19
12
3
22
I personally think an infected mode more around the idea of survivors working togeather would be cool, as right now its a lot of running around and camping places solo, but I agree with almost all of your ideas xD
 

hub3rt

Well-Known Member
Feb 3, 2017
72
1,041
113
'Infection' is the second installment of the 'Island Games' series, and thank goodness the map isn't in the sky! It's still an island, but you won't be falling into the void unless you dig to it yourself. The premise of the game is very simple: you have a team of "infected" that must kill the "survivors". If a survivor dies, they too become an infected. The game ends if either all survivors are killed, or if any number of survivors stay alive for five minutes. Below I will discuss what I think is good and bad about this game, before going over nine suggestions that I have for it (Number nine will blow your minds and fill your wallets @staff).

What is good about this game?
Firstly, the lobby is fire. Why would you want to do the parkour when there's so much in front of you to explore? If you do ever get sick of it then you have two parkours to choose from, one of them being very difficult! Also, the map is gorgeous. It genuinely feels like a zombie outbreak has occurred on a luxury island, and because there are no boats, you're forced to band together and survive. It's very immersive, though it could go much further (see 'The Helicopter' below). Moreover, I like how mining works in this game. In the TNT game, I mentioned how mining was stale and boring. The reason I think it works here, is because there's consequence for dying, as well as actual reward for succeeding. By mining, you're putting yourself at a huge risk of being attacked, but the payoff could be the difference between winning and getting rekd. Lastly, I like how there are three first infected players. I've played this exact same game on another server, on Call of Duty, and through Hide and Seek. One common issue in the aforementioned games is that the first infected either totally sucks, or leaves straight away. This is obviously far less likely in 'Infection'.

What's bad about this game?
I feel the game isn't being played as it was intended. After all, you have all these gigantic trees and beautiful huts, deep caves and luscious lakes, yet everybody is either at the bottom of the world or at the top of it. It doesn't feel very climactic when you're basically untouchable, and it creates a really tedious chore for the infected players. Sure enough, once they've gone through the mission of reaching you they then have to try and kill you, which is not going to happen on their first attempt. Also, for a five-minute game that involves constant effort and strategy, and has a low win chance, it's quite unrewarding. 100 experience isn't that much, especially considering Arcade exists.

Suggestion one - The Helicopter
As I mentioned above, this game is quite immersive. However, it could be even more immersive if there was an "extraction point" that appears once the game has ended. During which, any remaining survivors will be given Speed I and will have thirty seconds to reach a helicopter that has until now been inaccessible. If you reach the ladder and climb into the helicopter, you'll be given an additional 50 experience and a second role for a cubelet. If you don't, you still won the game; this last part is optional, and does not affect the outcome of the match. During this bonus phase, infected players will be given three times the points for killing a survivor.

This will create an atmosphere in the game that's common in the zombie genre. You want to hold on for as long as possible until somebody comes to rescue you, but that's only half the danger: you also need to be rescued once that help has arrived. It should also discourage camping underground, and increase surface activity towards the end of the game. Though I wouldn't care so much about the bonus experience, that extra role for a cubelet sure sounds tasty! Infected players will also adore this, since they'd be getting 24 points per kill for this short time, whilst also crushing somebody's my dreams of getting another cubelet.

Suggestion two - More Diglett, less Pidgey
I propose adding a no-build zone above the map. This means that players cannot build themselves so far up that they're unreachable. Honestly, the sky-basers are currently ruining this game. It's so easy to die as a survivor, yet so hard to win as an infected. Furthermore, I propose adding a new kit to the Infected's arsenal, that specialises in having a very fast pickaxe. This would make survival near-impossible, of course... Unless...

Suggestion three - Bows and arrows! :eek:
It would be neat if survivors spawned with a Power I bow, and a handful of arrows. Moreover, the mobs that roam around the surface are pointless. Who is going to kill cows for a bit of uncooked steak and then take the time to cook it, when you could make an oven full of bread in a fraction of the time, in the safety of your entire team? So, let's make these mobs useful. Change their drop tables so that they drop a couple of arrows each. This would make surviving on the surface a lot more viable, since you could get up high with some friends and shoot the infected from above. Alternatively, in a heated chase, you could dive into a body of water and open fire on your pursuers.

Suggestion four - Enchanting is impossible, smh :(
By the time you've acquired all necessary resources to enchant, the only part of the map to house an enchanting table has been totally overrun with infected! I suggest adding enchanting tables underground, as well as on top of a couple of trees and rooftops. Encourage people to camp, just not underground in massive strip mines. PvP is clunky, claustrophobic and boring down there, not to mention the challenge isn't finding your opponent, but rather getting to them.

Suggestion five - Superficially increase the size of the map
"The challenge isn't finding your opponent, but rather getting to them".
A big reason for this is because the map is too small. Because the map is as small as it is, players don't really have anywhere to run/hide. You can't get into any meaty chase scenarios, because eventually somebody is going to cut you off due to the only viable routes being circular. Perhaps increase the size of it slightly, to allow more overworld action to take place. Stepping stones across the rivers would also be nice, to benefit those good at parkour in chasing/escaping :)

Suggestion six - MORE MAPS
I absolutely love this game's concept, but the game's enjoyment relies on the quality of the maps. I think I speak for everybody when I say that new maps would be fantastic. I already mentioned that the whole island resort theme contrasts really nicely with the theme of the game, thereby making it very immersive. The following suggestions, I believe would greatly fit the whole "zombie outbreak" theme:

Suspension (5 minutes, 16 players)
Afraid of heights? Players must survive on the Manhattan Bridge in a post-apocalyptic setting for five minutes, as broken down vehicles and debris create exploratory routes for them to navigate. Use vehicles to create vertical distance, and use cunning wit to make it across the two segregated lanes alive.
upload_2017-8-3_23-18-11-png.136069


Pripyat (10 minutes, 24 players)
Within this Ukrainian ghost-town, a rusty Ferris wheel creaks in a radioactive breeze. Venture through apartment complexes and a lost amusement park as you race to escape the horde of infected. The helicopter is situated in a dangerously radioactive environment, meaning you must survive a whole ten minutes on this large, open map before the radiation subsides. If you enter these areas before the game is over, your hunger and eventually your health will begin to deplete rapidly. This danger zone is identified by the Nausea I effect that it induces, as well as climbable fences with barrier symbols on them. If you survive, you'll be rewarded much heavier than on the other maps.
upload_2017-8-3_23-18-21-png.136070


Swampland (5 minutes, 16 players)
A grim, murky swamp is probably the last place you would want to die. Players have to traverse deep marshy waters and gigantic trees, sometimes climbing them, in order to escape the horde of infected. If you want to mine for ores, you'll have to delve beneath the slimy bodies of water using the Respiration II, Aqua Affinity III helmet that you spawn with. To escape in the helicopter, you'll have to reach a large water lily in the heart of a soggy river that's populated by thirsty, point-farming infected.
upload_2017-8-3_23-18-40-png.136073


Suggestion seven - Infected should be able to pick up blocks
If adding a sky barrier doesn't entirely stop the sky-camping, then perhaps consider letting infected players pick up blocks. I mean, is it really going to change the gameplay much either way? Again though, I wouldn't really do this unless the sky barrier idea doesn't work out.

Suggestion eight - Achievements, yay!

Name: One of us!
Requirement: Kill three survivors in quick succession
Reward: 150 experience, 50 points

Name: The Last of Us
Requirement: Win the game as the last survivor alive
Reward: 100 experience, 1 cubelet

Name: Patient Zero
Requirement: Kill a survivor within fifteen seconds of the game starting
Reward: 150 experience

Name: The best cure there is
Requirement: Kill fifteen infected in one game
Reward: 200 experience, 1 cubelet

Name: Survivalist
Requirement: Equip a full set of iron armour
Reward: 100 experience

Name: Antidote
Requirement: Eat a golden apple
Reward: 50 experience

Name: Treasure Hunter #1
Requirement: Open ten iron chests in one game
Reward: 150 experience, 50 points

Name: Treasure Hunter #2
Requirement: Open five gold chests in one game
Reward: 200 experience, 50 points

Name: Treasure Hunter #3
Requirement: Open a diamond chest
Reward: 150 points

Name: Beats being bitten
Requirement: Die to the void as a survivor
Reward: 50 experience

Name: Gorged
Requirement: Kill eight survivors in one game!
Reward: 300 experience, 200 points, 2 cubelets

Name: I'd have rather been bitten
Requirement: Drown as a survivor
Reward: 1 point, 1 experience, 1 sympathy cubelet


Suggestion nine - Make Lapiz rank better [New vote option: 'Realistic']
Okay, so in 'Call of Duty: Modern Warfare 3', you have a game called 'Infected'. It's literally this game, only it plays a little bit differently. Basically, you have guns that kill the infected players incredibly quickly, whereas the infected players only have a knife. To compensate for this blatant imbalance though, the infected are able to kill you in one shot, either with their knife or their throwable axe.

I propose making Lapiz, which I currently believe to be the worst rank on the server, able to select a new vote option which replicates the gameplay of Modern Warfare 3's 'Infected'. In this game:
-Fall damage is disabled
-Survivors cannot break nor place blocks
-All players have only two hearts, be they survivor or infected
-Survivors are given bows with Infinity I, and infected are given a wooden sword
-Survivors have Speed I

This game will be called 'Realistic', whereas the original version will be called 'Normal'. Players will have to rely only on the vanilla map to survive; they can get to the top of trees and rooftops, but cannot edit the terrain to their advantage. The map may have to be edited slightly to make this work, but only by first adding the game can we be sure.

Thank you for not putting this game in the sky c:

Also, thnx for reading x

Hey Sophie!

Absolutely loving some of the ideas in here!

To go through them briefly.

1) Helicopter - This sounds like a sweet idea, not something we had thought of! Might be able to include this, or something like it, in a future update!
2) Sky-Basing - This has already been fixed by @rubik_cube_man I believe and we will be ensuring that future maps are finished in a way to avoid this issue coming again.
3) Bow & Arrows - Interesting, we do need to ensure it would be balanced fully. Will have to investigate this and see if possible. As for mobs, it was more of a vanity inclusion, just to let them wander.
4) Enchanting - Will consider adding more enchantment tables into future maps, will speak to @Efcluke94
5) Larger Maps - Again, this will be considered. We need to ensure map size means that the time available is fully usable, i.e. if the current Beta Map was 4 times as large, I think the infected would _never_ win, so the timer would have to be extended, which may make play less fun and snappy. Something to consider and experiment with.
6) Map Suggestions - These are cool map ideas! We do have a bunch also, but I will add them to the mix. We will be working hard to make great maps for Infection.
7) Blocks - Was specifically added for balancing, and hopefully we've fixed the sky basing issue! We shall see with future maps, it might be a map specific ability.
8) Achievements - None of the Island Games have achievements for the specific reason that they are time consuming to add, and these games _could_ potentially be scrapped. Being in Beta meant things like Achievements, leaderboards etc were not added on purpose. Saying that I think infection will be getting them in the near future and I do like some of your suggestions!
9) Gamemode - Interesting idea! Again, with this being Beta no game modes were added. Definitely something to think about, especially if the game becomes a full separate game!

Overall, nice thread with great ideas and positivity towards the new game! Really appreciated and I hope you can see some of your ideas come to life in future updates.

P.S You're welcome that its not in the sky ;)

Hubert :)
 

Jackxist

Dedicated Member
Apr 25, 2016
887
624
168
24
Capetown, South Africa
1 - I agree it would add a great aspect to the game
2 - Fixed by Rubik cube man so no problem there :)
3 - Bow and arrows would make for some good tactics and strategies.
4 - I agree with this as you are 100% right, by the time you can enchant the place is crawling with zombies which makes it too risky.
5 - I do not agree with this sorry :) the current sizes are perfect as it is
6 - I like the effort you added into detail each type of map and I personally think those maps will make great additions to the game :)
7 - Like with suggestion 2 rubik fixed the issue of sky basing so I do not see why they should be able to :)
8 - Like earlier, I enjoy reading suggestions when people put effort into their suggestions details and I agree with the achievements :).
9 - 1 shot infected kills seems to be fun for a realistic mode.

Conclusion: This gets a 6/9 for me. Goodluck and have a nice day :)
 
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