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  1. 1. Add this map to the server?


jb_undertale request

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Map Suggestion

Full map name

jb_undertale

Type of map

Jail Break

Link to map download

Additional Information

A JB map with an Undertale theme.

 

This map's unique feature is that it includes a minigame in every cell! The first few people to finish are rewarded with teleports to vents and random spots and guns. Those who finish later are at least treated with a crown set with a gem unique to that cell. The cell minigames are pixel climb, high gravity climb, strafe climb, strafe jump, lasers, ladder climb, bhop, maze, another maze, and regular climb. These minigames go away when the cell doors are opened so the clock is ticking!

 

====Other features===

Decathlon

Strafe Jump: easy, medium and hard; 0, 5 or 10 damage

Backwards Race: 4 different courses, including backwards surf and backwards slide race

Surf: easy, medium and hard; 0, 5 or 10 damage; recall and gate buttons

Risky Ralph's Roulette (the CT pressing the button also has a chance of dying)

Volleyball (hurts the team with the ball until they hit it away)

Extreme Jumprope (Jumprope combined with 4 colors)

3 Point Shootout

Simon

Easy Climb, Medium Climb, and Hard Climb

Disco (with Undertale music)

25 key piano that can be played.

Secrets and vents.

Screenshots attached

Yes

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Sounds unique and interesting, will have a look and post my opinion.

 

Yes.

 

Edit: I quoted the wrong post :facepalm:

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Sounds good in theory but I feel it probably won't work too well in practice. It delays the start of the round for basically everyone and the ct's have to stand around while the mini games are going on. Giving multiple t's a chance to easily rebel at the beggining of the round every round seems like it will make it too hard for ct to win. On the other hand if the ct's memorize where the winners are going to end up they can wait for them to tp and instakill them every round. I don't think it will work out too well, but the only way to see is to test it. Maybe the map can prove me wrong.

 

Edit: I just realized the mini games stop when the cells are opened so you can forget some of what I said.

Edited by GhostTitanium
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Sounds good in theory but I feel it probably won't work too well in practice. It delays the start of the round for basically everyone and the ct's have to stand around while the mini games are going on. Giving multiple t's a chance to easily rebel at the beggining of the round every round seems like it will make it too hard for ct to win. On the other hand if the ct's memorize where the winners are going to end up they can wait for them to tp and instakill them every round. I don't think it will work out too well, but the only way to see is to test it. Maybe the map can prove me wrong.

 

Edit: I just realized the mini games stop when the cells are opened so you can forget some of what I said.

 

The cell doors button is unlocked 18 seconds after the armory door is first opened or 45 seconds after the round starts, whichever comes first. Usually by the time the CTs are in position the cell door button is unlocked.

 

I'm not familiar with your rules, so forgive me, but are CTs allowed to be away from the rest of their team? Are they allowed to go into vents? Sometimes the winner is teleported into armory vent, sometimes into one of 6 random locations on the map, but I could tweak that to increase the armory vent chance and make the random teleports optional (only happening if you use a button after finishing your cell's game or something) if that would suit your rules better.

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The cell doors button is unlocked 18 seconds after the armory door is first opened or 45 seconds after the round starts, whichever comes first. Usually by the time the CTs are in position the cell door button is unlocked.

 

I'm not familiar with your rules, so forgive me, but are CTs allowed to be away from the rest of their team? Are they allowed to go into vents? Sometimes the winner is teleported into armory vent, sometimes into one of 6 random locations on the map, but I could tweak that to increase the armory vent chance and make the random teleports optional (only happening if you use a button after finishing your cell's game or something) if that would suit your rules better.

 

CT's do not have to be with their team the entire time, but if someone is off by themselves doing literally fuck all they are probably going to get shunned. CT's can go into vents. I can see having 6 of the ct's going to one of the teleport spots, killing all the teleported t's, then returning to give orders. You would need to have A LOT of randomized teleport spots for this to work well (probably).

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CT's do not have to be with their team the entire time, but if someone is off by themselves doing literally fuck all they are probably going to get shunned. CT's can go into vents. I can see having 6 of the ct's going to one of the teleport spots, killing all the teleported t's, then returning to give orders. You would need to have A LOT of randomized teleport spots for this to work well (probably).

 

Is there an issue then? 8 teleport destinations (6 around the map and 2 in vents) is still more than the 1 or 2 vents most maps have. Do CTs usually go to the exits of armory vents and go through them backwards to stop rebellers on other maps? I'm not clear if you're saying the teleports will make it too easy to rebel, or the fixed number of exits will make it too hard.

 

Thanks for helping me understand because this is very different from what I'm used to, where CTs can't go through vents unless they're pursuing a T they saw, and they must be with the rule following terrorists all the time otherwise.

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