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Idea CTF Ideas Collaboration

Discussion in 'Capture the Flag' started by puhdgy, Mar 27, 2018.

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  1. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    COLLECTED CTF IDEAS

    Hey friends :smile: So yesterday, some friends and I(@Versions, @November, @Forums, @lauten, @redslime, @ArcticGalaxy, @Daveeeeeeeee) formulated what we think to be some small but also really good/useful tweaks for CTF. Without further adieu...

    > Flag Poison -
    The idea is that the person with the flag will get 0.5 heart flag damage increase every 30-45 seconds, making stalemates more rushed and it will also be a help to recovery in said stalemates.

    > Archer Instakill -
    Instead of immediate instakill, making it so that a shot from 25+ blocks away does 9 hearts + 1 heart bleed damage over time. The amount of time it takes for the bleed to completely kill a person is up in the air, definitely open to be tweaked.
    Or: alternative idea was maybe making it so all flag carriers can be instakilled along with any player in a 3 block diameter of a flag carrier(exactly how the instakill system works now just limited on who it effects). And for anyone who doesn’t fall into those categories ^^, the 9hearts true damage+bleed effect listed above would be active. However, this was a bit more complicated.

    > Ninja's Eggs -
    Removal of blindness from ninja egg. Talking about this with a solid amount of ninja mains, they see removing blindness being a good idea. Currently, ninja gives blindness1, slowness1, and nausea. With all of ninjas utilities, the blindness does not seem necessary. For anyone who doesn't know, blindness also makes it so you cannot sprint. Not being able to sprint along with slowness is awful and we believe it could do fine without or would at least like to see what it'd be like without it.

    > Sponges -
    Sponge effect is temporarily disabled when a web is directly on it, instead of glitching someone back(example).

    > Webs -
    We think it'd be a good idea to have it so you've got to left click a teammates web with anything BESIDES a sword or axe(the main weapons) to successfully break a web, preventing people from accidentally breaking them in battle when your teammate gets a capturer in a web(for example). Hoes are a bit less of an issue since you've got to right click most of them and are usually blocks away anyways.
    Additionally, an idea was to make medic webs block a turret's arrows until anyone from the other team manually breaks them. This will also give the engineer more need to pay attention to its turret.
    Also, we were thinking it'd be cool to make webs more versatile so when you left click them, it places a web onto the block your crosshair is on as long as the block is in range(debatable, thoughts?).

    > Ninja Visibility -
    Make ninjas be visible to teammates when holding redstone. I suppose this can ultimately be up to preference, but from a medics perspective, it is annoying that my team's ninjas are barely visible to me. With medic, obviously you are trying to keep track of your teammates and how much health they've got. When a ninja is shifting with invisibility, it is much harder to see them especially when you're also trying to pay attention to all your other teammates.

    > Chemist -
    Reduce chemist damage pot mana used to ¼ of a bar instead of ⅓ of a bar (as it’s supposed to be). This was mentioned in a previous update but was never actually implemented.
    Enchant the leather boots and helmets with Protection I, this will reduce the damage intake so a Chemist can’t quick drop so easily. (debatable, thoughts?)

    > Mage -
    The idea we had was to make it so mage can use it's heal spell a certain amount of times, just so it isn't unlimited it that seems kind of silly for any class to be able to last forever with that high of regen. We were thinking maybe 5 uses? (thoughts?)


    > Class Selector -
    Change class selector layout so all the classes line up. You'd move fashionista/mage/necro/ninja down 1 and right 1. Orrrr, you could redo the entire thing d:
    [​IMG]

    > Commands -
    Add a command to set a default class. So for example, if I did /defaultclass medic, I would always spawn in CTF as medic. If you don't set one, it remains as heavy. No harm done, right?

    > CTF Handbook -
    Bring back handbook, acting as a CTF Tutorial. There used to be one of these, but for some reason it was removed but we have no idea why. I don't recall it causing any issues. (I know I’m not a mod or anyone special, but if no one else wanted to I’d totally be down to help with this!)

    > COMING SOON! - (i was rushed to make this thread grr)
    More incentive to make ctf maps(need ideas)


    Thank you all for reading, we would love feedback on stuff :smile:))))

    LOVE AND WAFFLES,
    HUGS AND PUGS
     
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    #1 puhdgy, Mar 27, 2018
    Last edited: Mar 28, 2018
  2. Ducksfan101

    Ducksfan101 Well-Known Member

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    All seem like reasonable ideas and would be interesting to test.

    An idea I had for ninja, to avoid egg spam, was to have something similar to the mana on chemist pots so you cannot just spam them all at once. Also there should be a way to save a "custom" inventory (but I think it's already been done).
     
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  3. Icarus_82

    Icarus_82 Well-Known Member

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    Could we add an option to remove/move the class selector from inventory to stop it being opened accidentally in combat?

    Edit: My thoughts:

    Most of these are little things which are cool; really like the main class option and the flag poison for sure.

    I think the archer idea is really good, especially considering the reworked elf/archer combo is so potent at the moment.

    The ninja blindness is really unnecessary imo, eggs are overloaded and too easily spammable (also agree with Duck's idea of a mana system, or maybe just a regenerating amount)

    We definitely need the tutorial book to come back, especially considering how difficult CTF is to play right off the bat- the tips that are posted in the in-game chat are cool, but a full overview of the game would be really helpful as well

    I don't see any point in giving a limit to the mage heal spell; one of the coolest parts of the class is its self-sustenance and all that I can see a limit doing is making mages playing even further back and spamming damage for fear of wasting a heal. If heal spell were to be nerfed, I'd much prefer a reduction of the regen strength or an increase in the cooldown, but a limit makes the class much worse to play without adding any more of a window to exploit the mage besides whittling it down for 5 full health bars.

    I personally prefer friendly ninja's to be transparent as they are now, just because it clearly shows that they are invis rather than having to guess. Maybe their nametags could always be visible for teammates?

    Edit 2: I meant unneccessary :stuck_out_tongue:
     
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    #3 Icarus_82, Mar 27, 2018
    Last edited: Mar 28, 2018
  4. BrandinoB

    BrandinoB Well-Known Member

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    I could agree with all ideas except for archer. I never really liked that idea for archer, I feel like it would just make it a long range version of mage in the sense that it can deal a lot of damage but doesn't kill quick enough. I think it'd be very hard to find the right amount of time for the bleed effect to occur, where it doesn't make archer so effective that it's just like a headshot vs so slow that anyone can react in time and prevent their death, or just get to a medic. Often times, it's difficult to get a second shot on someone (archer is not like elf, elf has a much larger variety of ways to get 2-3+ shots on someone) so I feel the bleed effect would make it pretty ineffective.

    I recently made a rework that keeps archer fairly OP in long range while adequately nerfing it's CQC abilities. It also reduces archer's ability to continuously spam arrows (whether it's across the map or in close range). Check it out my dude. Yes I am shamelessly advertising.
    https://docs.google.com/document/d/1YWDLkf92Qu6zZOlwQSMd0Tov1My-_BlqgPDTVeNadLA/edit?usp=sharing
     
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  5. Hamzas

    Hamzas Well-Known Member

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    I think you are able to move it out of your hot bar and then save your inventory, correct me if I am wrong though
     
  6. Icarus_82

    Icarus_82 Well-Known Member

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    It doesn't work for me :frowning: Maybe CTF just hates me
     
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  7. Hamzas

    Hamzas Well-Known Member

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    Even if you do the save inventory command after you move it? It let me do it as chemist, but that maybe is only possible because you has full inventory.
     
  8. Icarus_82

    Icarus_82 Well-Known Member

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    Yeah, doesn't seem to matter whether I use the command or do it the old way by respawning. It's not in my hotbar for chem either, but it won't let me move it around the inventory for that class too (it just stays in the bottom right)
     
  9. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    First of all, thank you for responding with detailed feedback! c: I wish more people did this. So, my response to this is:
    1) When you said the ninja blindness is really necessary did you mean really unnecessary? Just wonderin cause you said it’s overloaded after haha, and yes I think Ducks’ idea was definitely cool!

    2) I do think the self-sustenance on mage makes it unique and cool, so honestly I’d be open towards either of your alternative ideas as well for nerfing it.

    3) Good idea for the always-visible nametag! Ngl, I always wanted that so shifting teammates always had their nametags shown(so you can see their HP), but something makes me think that’d be hard to code lol. I definitely wouldn’t mind the nametag, theres also the option to possibly be able to toggle on/off the ninja invis opacity? Not experienced in coding, not sure how difficult that could be. I used to not mind seeing teammates visible because I always found it kinda easy to tell if theyre invisible just because they’d be holding the redstone, but this is surely a preference!
     
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  10. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    Overall, a TON of great ideas/edits/fixes! Nice job :smile:

    >
    Flag Poison - YESSS
    The idea is that the person with the flag will get 0.5 heart flag damage increase every 30-45 seconds, making stalemates more rushed and it will also be a help to recovery in said stalemates.

    > Archer Instakill - Yes, but tbh only if u r already holding ur steak and holding down right click will there b gauranteed enough time for u to heal b4 the bleed effect
    = 9.5/10 instakills in casual games were noobs love playing instakill archer, while in competitive games maybe 7.5/10 instakill chance as knowledgable/skilled regulars seek out the archer & anticipate the shot (at the cost of steak but better than instakill /shrug)

    Instead of immediate instakill, making it so that a shot from 25+ blocks away does 9 hearts + 1 heart bleed damage over time. The amount of time it takes for the bleed to completely kill a person is up in the air, definitely open to be tweaked.

    > Ninja's Eggs - Tbh blindness is cool & unique & hardly what makes ninja OP so hardly a reason to remove (the enderpearls/mobility -along with its sharpness- is its strength, so if anything increase the pearl damage but eh), so na
    (Does nausea also make it so you cant sprint or does it just reset ur sprint?)

    Removal of blindness from ninja egg. Talking about this with a solid amount of ninja mains, they see removing blindness being a good idea. Currently, ninja gives blindness1, slowness1, and nausea. With all of ninjas utilities, the blindness does not seem necessary. For anyone who doesn't know, blindness also makes it so you cannot sprint. Not being able to sprint along with slowness is awful and we believe it could do fine without or would at least like to see what it'd be like without it.

    > Sponges - Minor but Yes, but after u break the web will u stay stationary on the sponge?
    Sponge effect is temporarily disabled when a web is directly on it, instead of glitching someone back(example).

    > Webs -
    Yess
    We think it'd be a good idea to have it so you've got to left click a teammates web with anything BESIDES a sword or axe(the main weapons), preventing people from accidentally breaking them in battle when your teammate gets a capturer in a web(for example). Hoes are a bit less of an issue since you've got to right click most of them anyways and are usually blocks away anyways.
    Yess (if i understand correctly)
    Additionally, an idea was to make medic webs block a turret's arrows until anyone from the other team manually breaks them. This will also give the engineer more need to pay attention to its turret.
    hmm debatable but na bc atm it's more 'random' placement for ppl less used to it (n00bs), but it could be less random with more experience and practice... keeping some skill curves as part of a class is always a good thing
    Also, we were thinking it'd be cool to make webs more versatile so when you left click them, it places a web onto the block your crosshair is on as long as the block is in range(debatable, thoughts?).

    > Ninja Visibility - does the new green dot thing not let ninja be more visible now? tbh it's useful to know if a ninja teammate is invis or not too... maybe have an item like redstone over its head when it goes invis? or better yet what @Keelb00 suggested! with the clearly visible nametags
    Make ninjas be visible to teammates when holding redstone. I suppose this can ultimately be up to preference, but from a medics perspective, it is annoying that my team's ninjas are barely visible to me. With medic, obviously you are trying to keep track of your teammates and how much health they've got. When a ninja is shifting with invisibility, it is much harder to see them especially when you're also trying to pay attention to all your other teammates.

    > Chemist - Yes to damage pot mana reduction
    Reduce chemist damage pot mana used to ¼ of a bar instead of ⅓ of a bar (as it supposed to be). This was mentioned in a previous update but never actually implemented.
    No, will make chemist too OP unless you nerf its sword.... depends if u want to keep it a unique squishy high skill class, or more newb friendly but also more basic/closer to heavy...or compromise so it's in b/w?...bc maybe it is a lil bit tooooo squishy (extreme uniqueness is kewl tbh, but testing is cool too if any1 has that sort of time/money)
    Enchant the leather boots and helmets with Protection I, this will reduce the damage intake so a Chemist can’t quick drop so easily. (debatable, thoughts?)

    > Mage - If mage can get restored by a medic for more health spells, then yes, but tbh kinda unnecessarly and again takes away from its uniqueness in comparison to other classes as mentioned above
    (5 health spells is more than enough for the time to steal the flag and cap (lul the dream) and if it's just defending then a medic will be around, again why id think my condition of it is unnecessary but better than without medic restore cuz medic should restore)

    The idea we had was to make it so mage can use it's heal spell a certain amount of times, just so it isn't unlimited because that seems kind of silly for any class to be able to last forever with that high of regen. We were thinking maybe 5 uses? (thoughts?)


    > Class Selector - eh, it's defin currently less organized, but it fills up more space so there seems to be more classes, and less organization could invite an element of surprise and discovery for new comers, and the class selector is mainly for newbies... so na but up for debate #aesthetic matters
    Change class selector layout so all the classes line up. You'd move fashionista/mage/necro/ninja down 1 and right 1.
    [​IMG]

    > Commands - Ye would be nice (maybe could be part of a whole <class> Main/Enthusiast shop 'cosmetic' bundle for irl monies :stuck_out_tongue: ...like also wearing ur selected class even in spawn pre-game and post-game, etc)
    Add a command to set a default class. So for example, if I did /defaultclass medic, I would always spawn in CTF as medic. If you don't set one, it remains as heavy.

    > CTF Handbook - Yes
    Bring back handbook, acting as a CTF Tutorial. There used to be one of these, but for some reason it was removed but we have no idea why. I don't recall it causing any issues.

    > COMING SOON! - Yes, maybe add an in-game "Map-Maker" tag - only available to successful map makers like in addition to their forum badge/medal
    More incentive to make ctf maps(need ideas)


    (sorry id make it look prettier and more condensed but nu time4that lulrip)

    LOVE AND WAFFLES,
    HUGS AND PUGS
     
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    #10 scapezar, Mar 28, 2018
    Last edited: Mar 28, 2018
  11. Recovs

    Recovs Unknown Member

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    Flag Poison: I'd rather see the timer for the flag poison be triggered faster than having it increase the damage you get every time it triggers.

    Archer's Instakill: Neutral on it ~ or ~ Once a player gets hit with an arrow from hs range, it deals 6 hearts of true damage (may differ) and makes you not be able to move/freezes you for 3 secs or so.

    Ninja's Eggs: Not a fan with the idea. I'm a bit bias. Ninja is weak if they get hit, and the egg's effect help make up for that. Either make a cooldown or lower the egg count (10).

    Sponges: +1

    Webs: +1

    Ninja's Invisibility: It'll be nice to have the "ghost effect" again when you go invis. (Don't know if it's broken or it was removed)

    Chemist: The amount of mana it takes from using a damage pot shouldn't be lowered. Not only does it deal damage, it helps with kb. Chemist have a giant health pool still, giving it protection just helps grow it more.

    Mage: I would rather have the heal spell be used a max of 5 times, but in order to regain that spell use, they need to be healed by a medic. ~or~ Give it protection I-V (may differ) and make the health spell timer longer.

    Class Selector: +1, Please make it so it doesn't stay in your hotbar and go in your inventory instead. I think I speak for a ton of people on this topic.

    Commands: +1

    CTF Handbook: Make it a command (/guide) and make it a tip for ctf (ex. Tip: Use /guide to learn the basics of ctf). Rather not have it another object like the class selector and use up another slot.

    Just my thoughts and ideas for ctf I'd like to share.
     
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  12. Feeliq_

    Feeliq_ Banned

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    Archer: By taking away the instakill you would remove the only free class with an instakill and it would make stalemates longer.

    Ninja: Instead of Blindness would take away Slowness.

    Chemist: This would encourage potspam and out of curiosity in which update was this mentioned?

    Mage: Medics have a passive regen and could last forever, additionally the heal pot is a pot, so you can just simply knock the mage away from his heal. I would just nerf the regen level and increase the duration.

    The other ideas are good and reasonable.
     
  13. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    1) Do you like the second idea listed better?

    2) This is totally tweakable, personally I’d like to see the impact taking away Blindness has and if it is too much, address accordingly. If it is too little, address accordingly.

    3) https://www.brawl.com/threads/46262/
    First update listed under 2/10/2016

    4) Yeah, I’m agreeing with you guys on the heal nerf now, I see your points :smile:
     
  14. DeadRhos

    DeadRhos Minimum Brain Size

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    I'm cool with most of these ideas but I do have a few problems

    Archer Instakill: too useful for campy stalemates and recoveries. At least for flag carriers, its effects should stay the same (and imo it shouldn't change at all).

    Ninja's Eggs: it's a flash bomb, removing blindness wouldn't make sense. I'd like to see slowness removed, it's a reasonable nerf and it gives assassins a chance to escape.

    Maps: personally, my maps look nice but suck from a gameplay perspective. I'd be happy to decorate pre-made templates.
     
  15. Feeliq_

    Feeliq_ Banned

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    1) I would just keep it tbh, assassin will most likely never recov if carrier is blocking and/or people just call the assassin out in competitive CTF.

    2) We could just remove slowness and nausea, flash bombs shouldn't cause those effects.
     
  16. Pizze

    Pizze Well-Known Member

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    capping flagpoison at a certain point (5 hearts?) would probably be a good idea, or not, passing off to others brings bacK the teamplay

    for thE mage part, people would probably Respawn abuse when they run out of the 5 uses like what happened with assassin Spawndropping.
    if possible maybe its a better idea to let the healspell charge up when you damage people.

    about The handbook, please not in hotbar.
    usually when people chop open my face i do not have enough time to read the manuel

    also Inventorysaving so i can get rid of the star that also destroys my last chaNce of survival



    ps
    make pyro have rechargable fire charges or something, right now you have to guess when you are able to use your f&s again
     
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  17. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    Also, a really cool idea. And yeah, it is a bit hard to read a manual when an archer shot me in the eye : ( Agreed, not in hotbar is fine.
     
  18. aefrogdog

    aefrogdog Member

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    Flag Poison:
    I don't like this idea because lets say there's a heavy on one side and a soldier on the other, you can just wait out the stalemate until you take a large amount of damage from flag poison to the point where buffed ninja can 1 shot the solider, but not the heavy. It kind of just supports heavy as the main flag holding class rather than any other class.

    Archer Instakill:
    I don't like the idea of removing archer's instakill despite how powerful it is. Perhaps we can just limit the amount of times archer can shoot (only 1 arrow in the air at a time?) and make it so they must pull back the bow all the way to headshot.

    Ninja's Eggs:
    +1

    Sponges:
    +1 - would also make breaking the web while on the sponge much easier.

    Webs:
    +1

    Ninja Visibility:
    Maybe make it toggable?

    Chemist:
    If the protection gets increased, the healing pots needs to be decreased.

    Mage:
    No that would destroy the class and support the idea of spamming far range, as you don't want to use up your heal spells. Not to mention there's classes like engineer that have infinite regeneration at a higher level than mage.

    Class Selector:
    +1

    Commands:
    +1

    CTF Handbook:
    +1
     
    • Optimistic Optimistic x 1
  19. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    I agree with most of your points and see your point on the mage one, out of curiosity what do you think about these ideas for it instead?:

     
  20. Nohox

    Nohox [MCPVP]

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    Time to throw in my few cents (my own opinion):

    Flag poison is an iffy subject because many people want to see it gone, but it's an interesting idea and worth a test.

    Archer -1 on that, it's another nerf and we can put its instakill to good use, especially as recovery tool. The mentioned alternative is too complex with too many exceptions for a simple class function imo. I'm biased on this though as I am an archer main. It feels like everyone not playing it hates it and feels it is OP without realizing how often you get killed, just like ninja (I hate ninja)

    Eggs - I don't mind ninjas blindness, it's short enough and a neat feature, and used in strategies as well. Also flashbangs suit the class. Open for tweaks though.

    Sponges, sure why not

    Web removal using right click not using the main weapon is interesting and worth a try, though a complicated fix for a simple issue.

    +1 on making webs permanent when on a turret, although it's another nerf for engineer.

    Placing webs on blocks is already a thing, you place them by right clicking a block in range.

    Technically team ninjas are already half visible when using redstone, and it helps seeing they are actively using it this way in my opinion

    Chemist - idk, sure, worth a try

    Mage heal - irritates players if all spells are regenerating other than the heal spell. Either make the hoe break if it's used up, rework the way it heals, or straight on replace with steak

    Class selector - Not sure where that screenshot comes from, it's in a neat 4 - 5 - 4 arrangement for me (perhaps because I don't own fashionista?) Perhaps put the extra fashionista class in row 6 slot 5.

    Default class
    - sure, but a very minor thing

    Handbook - on it already
     
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