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Hole in the Wall: Difference between revisions

From MCC Island Wiki
Addition of new sections + other small changes
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Line 5: Line 5:
| type = Movement
| type = Movement
| abbreviation = HITW
| abbreviation = HITW
| introduced = [[0.1.0]] (August 20th, 2022)
| introduced = [[0.1.0]]<br />(August 20th, 2022)
| maps = 5
| maps = 5
| rounds = 1
| rounds = 1

Revision as of 16:34, 7 October 2023


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

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 4-minute round. A player wins if they are the last one standing, or survive the entire 4 minutes.

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 16, while the maximum player count is 24.

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 Difficulty Changes
4 Minutes (Game Start) Wall Speed: 10%
Wall Difficulty: Easy
Trap Frequency: 20 Seconds
3 Minutes 30 Seconds Wall Speed: 40%
3 Minutes Wall Difficulty: Medium
Trap Frequency: 15 Seconds
2 Minutes 30 Seconds Wall Speed: 70%
2 Minutes Wall Difficulty: Hard
Trap Frequency: 10 Seconds
1 Minute 30 Seconds Wall Speed: 100%
1 Minute (Chaos Mode) Wall Difficulty: Very Hard
Trap Frequency: 5 Seconds

Aside from these changes, the platform floor of the map also deteriorates as the game progresses. Every time approximately 1/3rd of the lobby you are in falls out of the arena, the floor shrinks.

Walls

Aside from the average wall in the game which glides right through the arena, there are also special types of walls. They are listed and described below:

Returning Walls

Returning Walls can appear at any time during playtime. These walls move through the arena like normal, but when they reach the side opposite the one they started at, they 'return', as indicated by their name. An important thing to look for is the fact that when they are returning, the pistons are still on the same side of the wall as they were when they spawned. This means, if you notice the wall returning too late, you may clip one of the pistons instead of being able to pull off a save.

Sike Walls

Sike Walls can appear any time during playtime after 1 minute. These walls are meant to move towards the arena just until it actually reaches the platform, and then it stops. After a short period, the Sike Wall will disappear. Sike Walls are always paired with at least 1 real wall, and there can be up to 3 Sike Walls on any given 'wave' of walls.

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.
  • 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 3 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 experience points are granted to players for this game:

Placement Experience Gained
1st 80
2nd 60
3rd 55
4th 45
5th 30
6th
7th 20
8th
9th+ 1xp/10sec

Maps

Each map in Hole in the Wall has a differently shaped floor.

Badges

Currently, there are 31 stages of badges for Hole in the Wall, rewarding a total of 1,760 trophies.

Name Description Trophies Rewarded
Blaze of Glory Finish 3rd place or higher in a game of Hole in the Wall where you punched a blaze. 50
Bullet Time Survive being hit by the matrix trap during a game of Hole in the Wall. 10
Hole In The Wall Champion
(I - VII)
Finish 2 / 5 / 10 / 25 / 40 / 70 / 125 games of Hole In The Wall in 1st place or by surviving until the end. Stages: 10 / 15 / 25 / 35 / 50 / 70 / 100
Total: 305
Something In The Waves Objective hidden...
[Reveal]
Catch a fish in a game of Hole in the Wall.
10
Barely Broiled Survive being launched by a hot potato during a game of Hole in the Wall. 15
Monster Catch Objective hidden...
[Reveal]
Hook a guardian with a fishing rod during a game of Hole in the Wall.
35
Slimey Experiments Challenge Complete the Slimey Experiments Game Pass Challenge. 100
Slimey Experiments Pass Reach Level 25 of the Slimey Experiments Game Pass. 250
Wall King Challenge Complete the Wall King Game Pass Challenge. 100
Wall King Pass Reach Level 25 of the Wall King Game Pass. 250
Slimey Rivalry Survive all 4 minutes of a game of Hole in the Wall. 25
Hole In The Wall Expert
(I - VII)
Finish 10 / 25 / 75 / 125 / 250 / 425 / 700 games of Hole In The Wall in 5th place or better. Stages: 10 / 15 / 25 / 35 / 50 / 70 / 100
Total: 305
Bring On The Wall
(I - VII)
Dodge 350 / 1100 / 2500 / 5500 / 10000 / 15000 / 30000 wall(s) in games of Hole In The Wall. Stages: 10 / 15 / 25 / 35 / 50 / 70 / 100
Total: 305

Game Passes

Slimy Experiments

TBA

Wall King

TBA

Update History

TBA