Hole in the Wall is a movement-based last-man-standing game on MCC Island, which was introduced in Patch 0.1.0, with the release of the server.
Official Description
See here for Hole in the Wall's page on the forums.
Stay alive for as long as you can and avoid a barrage of obstacles without being pushed off the platform, while large walls of slime converge on you from all directions! Over time, walls will get speedier and the platform will crumble beneath your feet so watch your step - the last one standing wins!
Gameplay
Hole in the Wall is a last-man-standing game, in which players stand on a platform and try to dodge through giant slime walls or fall into the void. The game is played in a 3-minute 30-seconds round. A player wins if they are the last one standing, or survive the entire duration of the game.
In addition, traps occur throughout the game to distract, disrupt and inconvenience the player. As the game progresses, traps are set off more often, until the last minute when they are activated every 5 seconds.
The minimum player count is 8, while the maximum player count is 12.
Difficulty Curve
As the game progresses, it becomes more and more difficult. Below is a table showcasing how the game's difficulty changes as the game continues:
Time Remaining
|
Trap Frequency
|
Wall Difficulty
|
Wall Speed
|
3 Minutes 30 Seconds (Game Start)
|
20 Seconds
|
Easy
|
50%
|
3 Minutes
|
91%
|
2 Minutes 30 Seconds
|
Medium
|
133%
|
2 Minutes 27 Seconds
|
15 Seconds
|
2 Minutes
|
175%
|
1 Minute 57 Seconds
|
10 Seconds
|
1 Minute 45 Seconds
|
Hard
|
1 Minute 30 Seconds
|
216%
|
1 Minute 7 Seconds
|
5 Seconds
|
1 Minute
|
Very Hard
|
258%
|
30 Seconds
|
300%
|
Aside from these changes, the platform floor of the map also deteriorates as the game progresses. The floor shrinks each time either 1/3rd of the lobby has been eliminated or 1/3rd of the total time has elapsed (1 minute 10 seconds), whichever occurs first.
Walls
In addition to average walls in the game which glide right through the arena, there are also special types of walls. These wall types can also stack and apply on top of one another, increasing the variety of behaviours walls can have.
Returning Walls
These walls move through the arena like normal, but after reaching the side opposite to the one they started at, they 'return', as indicated by their name. Returning walls also flip their pistons when they reverse directions.
Sike Walls
These walls also move through the arena like normal, but just before they reach the platform, they stop. Then, they will either disappear after a short period, or wait until the platform is clear before continuing. Sike walls are always paired with at least 1 real wall, and there can be up to 3 on any given 'wave' of walls. Only two sike walls per wave can wait for the platform to clear instead of disappearing.
Fakeout Walls
These walls move at super fast speed through the arena until they reach the platform, at which point they slow down to the current Wall Speed.
Traps
Traps are triggered at a rate according to the current Trap Frequency. They can be anything from mob spawns, special items granted, and arena changes. The following is a list of all traps currently in Hole in the Wall:
- Mob Spawning Traps
- Chicken Storm - Chickens are spawned flying all around the arena.
- Creepy Crawlies! - Spiders are spawned in the arena.
- Feeling Hot - Blazes are spawned decently far away from the arena and shoot at the players.
- Hmm! - Villagers are spawned in the arena.
- Hoglins - Hoglins are spawned in the arena.
- Jack Frost - Snow Golems are spawned in the arena.
- So Lonely - Zombies are spawned in the arena.
- Mummy? - Husks are spawned in the arena.
- Pillagers - Pillagers are spawned in the arena.
- Revenge - Slimes are spawned in the arena.
- Swimming Fish - Guardians are spawned in the arena.
- Projectile Traps
- Arrow Storm - Arrows shoot from every direction inside of the arena, dealing knockback.
- Eggs - Eggs are launched from every direction inside of the arena, dealing minor knockback.
- Matrix - Slow-moving Ghast projectiles are launched from every direction inside of the arena, dealing major knockback. These projectiles can be punched to be redirected away from the player.
- Sandfall - Blocks of sand fall from the sky, landing on the platform and thus changing the terrain.
- Player Movement Change Traps
- Leg Day - Players are all temporarily given Slowness III.
- Low Gravity - Players are all temporarily given Slow Falling II.
- Springy Shoes - Players are all temporarily given Jump Boost IV.
- Super Speed - Players are all temporarily given Speed V.
- Player Item Traps
- Blast-Off - Players are all granted a crossbow loaded with a firework. Shooting this at the ground will knock back all players around the firework blast. Shooting directly at the ground and jumping gives a sort of "rocket jump" effect that blasts you towards the sky.
- Cobwebs - Players are all granted 2 cobwebs to place anywhere on the ground in the arena.
- Fishing Rod - Players are all granted a fishing rod with 2 uses to try to hook other players into the water.
- Hot Potato - Hot Potatoes are randomly given to some players. Players must get rid of them by punching other players. If you are holding a Hot Potato when it explodes, it deals major knockback in a random direction.
- Levitation Dart - Players are all granted a crossbow loaded with an arrow. This arrow gives other players levitation when hit.
- One Punch - Players are all given a glove which allows them to punch another player a single time.
- Snowball Fight - Players are all given 16 snowballs to throw at other players, dealing minor knockback.
- Map Specific Traps
- Hot Coals - One of the inner rings of the arena is set on fire (Map: Classic only).
- Sticky Feet - One of the inner rings of the arena is covered in cobwebs (Map: Classic only).
Experience Table
The table below depicts how Island XP is granted to players for Hole in the Wall:
Note: As of 0.19.3, Island XP for Walls Survived is not being granted due to a bug.
Placement
|
Walls Survived
|
Threshold
|
Island XP Earned
|
Threshold
|
Island XP Earned
|
1st
|
175
|
25 Walls
|
125
|
2nd
|
125
|
20 Walls
|
90
|
3rd
|
100
|
15 Walls
|
60
|
4th
|
75
|
10 Walls
|
30
|
5th
|
60
|
5 Walls
|
15
|
6th
|
Maps
Each map in Hole in the Wall has a differently shaped floor.
-
Beach (Unique platform shape since
0.3.0)
-
Classic
-
-
-
-
Ice Palace (Since
0.16.0)
Limited Time Maps
During certain events, some maps are often decorated and re-named for its duration.
Badges
Currently, there are 13 badges with a total of 31 stages for Hole in the Wall, rewarding a total of 2,300 skill trophies.
Game Passes
Plobby Settings
Update History
- Overtime music now only starts based on time in as rounds going on for longer even with few players remaining is more common.
- Fixed the One Punch and Hot Potato traps not allowing punching.
- Improved the formatting of the personal score line.
- Fixed placement recaps showing players that did not play.
- Introduced a new wall type: Fakeout Walls.
- These move very quickly until they reach the platform, at which point they slow back down to normal speed.
- The entire game's code was rewritten, allowing for better ability to add and change things in the future.
- Wall types can now stack on each other.
- Walls moving at similar speeds now move at the same rhythm.
- Walls from all previous difficulties can now appear at later difficulties.
- All walls can appear mirrored horizontally.
- Return walls now switch the side the pistons are on when reversing direction.
- Return walls now move a few extra blocks before turning around earlier in the round.
- Sike walls will now sometimes wait until the platform is clear and continue moving without breaking.
- Walls can now be sent out in trickier combinations.
- Walls now move much faster later in the game.
- The platform now shrinks based on time elapsed in addition to players eliminated (whichever marker comes first).
- Mobs no longer immediately attack when spawned.
- Mobs now properly target the nearest player.
- Mobs no longer target spectators.
- Adjusted sandfall trap to fix various issues.
- Sand stalls mid-air before dropping to make them more visible.
- Sand now always drops on the platform instead of sometimes landing in the water.
- Added a particle when sand drops somewhere invalid.
- Sand is now properly destroyed by walls as they push through, instead of being removed when they come within a few blocks of a wall.
- Lowered how much sand spawns as the sand is now more effective.
- Fixed issues with sand not being properly removed when the trap ends.
- Fixed issue where walls would appear to be stuck behind sand.
- Introduced a new map, Ice Palace.
- Introduced a limited-time map, Winter Beach, replacing Beach for the duration of Winter 2023.
- Hole in the Wall now uses the regular resource pack instead of having a separate one.
- Trap Adjustments:
- So Lonely: Reduced zombies from 8 to 6.
- Mummy: Reduced husks from 12 to 9.
- Increased player count requirements to now be a minimum of 8 players to start with a maximum of 12 total.
- Tweaked the XP rewards and thresholds to accomodate for new changes.
- Reduced the length of the game to 3-minutes and 30-seconds.
- Trap Adjustments:
- Hoglin: Reduced hoglins from 4 to 3.
- Creepy Crawlies: Reduced spiders from 7 to 5.
- Arrow Storm: Decreased arrows from 40 to 30 and reduced rate of fire.
- Reduced player count requirements to now be, minimum of 6 players to start with a maximum of 8 total (was 16 and 24).
- Reduced Mastery Challenge for Slimy Experiments Game Pass from 150 wins to 75 wins.
- Disabled Revenge, One Punch and Arrow Storm Traps on Fishbowl.
- Introduced a new map, Fishbowl.
- Reduced slimes spawned during Revenge from 8 to 4.
- Fixed an issue that would cause falling sand to be invisible.
- Changed Sike Walls to behave just like in the event; they now stay around for a few seconds after reaching the platform instead of breaking immediately.
- Fixed the wrong blocks being removed on the second platform shrink on Beach.
- Re-introduced Medieval without halloween decorations.
November 8th, 2022
- Added decorations to Beach for Halloween 2022.
- Players finally can no longer escape Highrise.
- Name tags and cosmetics will now vanish when nearby a player (except during PvP traps).
- Buildings on Highrise have been barriered off to prevent people from jumping off the platform and standing on the buildings.
(Addressed again in 0.3.2)
- Fixed an issue where some blocks on Highrise's platform wouldn't blink.
- Introduced a new map, Highrise.
- Each map now has its own wall set and platform shape that complement each other:
- Classic - Classic walls and Classic platform
- Beach - Snakey walls and Snakey platform
- Highrise - Hole punched walls and Holey platform
- Trap Adjustments:
- Matrix: Projectiles now move very slow, allowing you to dodge them.
- Revenge: Reduced slimes from 14 to 8
- Hoglin: Reduced hoglins from 5 to 4
- Sandfall: Reduced rate of fall by 20%
- Fixed misaligning placements in the Tab menu.
| |