ClownTages
Pika Lover
- Joined
- Apr 5, 2025
- Messages
- 64
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Minecraft username:
Suggestion:
Detailed description:
Reason(s):
ClownTage
Suggestion:
New Stronghold Map + Fix 1v1 Zone
Detailed description:
Stronghold: The current Stronghold/1v1 zone map has parkour elements that don't suit KitPvP's core playstyle, and is currently very easy to capture — a player with a basic knockback or punch enchant can simply knock opponents into lava rather than winning through sustained combat. This undermines the point of a capture-style objective, since the map's hazards make elimination trivial instead of requiring genuine fights.
This suggestion proposes replacing it with a modified version of SkyPvP's existing map: decently sized, with varied obstacles, rather than open flat space. Since SkyPvP's map is currently built around parkour and void-fall mechanics rather than combat, it would need two changes before being suitable for Stronghold: added spawn protection, and expanded surface area to reduce accidental/cheap void-outs during fights and give players more room to actually engage in prolonged combat.
1v1 Zone: The current 1v1 zone is a small, plain, bugged box that most players avoid — when fights do happen there, the enclosed space limits engagement to little more than potion-chugging, and once a player is tagged into a fight, there's currently no way to disengage or retreat, even briefly.
This suggestion proposes expanding the 1v1 zone into a larger, more detailed map with obstacles like cobwebs, giving players a tactical way to interrupt an opponent's movement or create an opening mid-fight, rather than a featureless open space. It should also be possible to escape or reposition during a fight (including while tagged), rather than being fully locked in.
Both changes follow the same underlying principle: combat outcomes should be determined by player skill, not by the map itself forcing an early or unavoidable end to a fight — whether that's an unearned cheap kill (Stronghold) or being trapped with no way to disengage (1v1 zone).
This suggestion proposes replacing it with a modified version of SkyPvP's existing map: decently sized, with varied obstacles, rather than open flat space. Since SkyPvP's map is currently built around parkour and void-fall mechanics rather than combat, it would need two changes before being suitable for Stronghold: added spawn protection, and expanded surface area to reduce accidental/cheap void-outs during fights and give players more room to actually engage in prolonged combat.
1v1 Zone: The current 1v1 zone is a small, plain, bugged box that most players avoid — when fights do happen there, the enclosed space limits engagement to little more than potion-chugging, and once a player is tagged into a fight, there's currently no way to disengage or retreat, even briefly.
This suggestion proposes expanding the 1v1 zone into a larger, more detailed map with obstacles like cobwebs, giving players a tactical way to interrupt an opponent's movement or create an opening mid-fight, rather than a featureless open space. It should also be possible to escape or reposition during a fight (including while tagged), rather than being fully locked in.
Both changes follow the same underlying principle: combat outcomes should be determined by player skill, not by the map itself forcing an early or unavoidable end to a fight — whether that's an unearned cheap kill (Stronghold) or being trapped with no way to disengage (1v1 zone).
Reason(s):
KitPvP is fundamentally a team-fighting, PotPvP based gamemode, not a parkour-based one parkour elements on the current Stronghold map don't fit that identity and instead reward avoiding fights or exploiting terrain over actual combat skill. A larger, obstacle-varied map with expanded surface area would better support sustained team fights, rather than allowing matches to end almost instantly from a single knockback into an environmental hazard.
Similarly, the 1v1 zone's current small, empty, bugged layout discourages players from using it at all and produces low-quality fights when it is used. A more detailed, tactical map with functioning escape options would make the zone genuinely fun to fight in rather than something players actively avoid.
Similarly, the 1v1 zone's current small, empty, bugged layout discourages players from using it at all and produces low-quality fights when it is used. A more detailed, tactical map with functioning escape options would make the zone genuinely fun to fight in rather than something players actively avoid.