King Of The Hill
|“||Get on the Hill in the middle of the map and earn points for your team!||„|
King of The Hill was a Prototype minigame that pitted teams of players against each other as they sought to seize and secure an area in the center of the map, with plenty of modifiers to complicate and intensify gameplay.
Every map bore a central control zone, colloquially called "the hill," ringed by team spawn areas and Altars. Each team recieved 3 points per second for every player they had within the hill, and blocks were not able to be placed in it.
All players were equipped with a sword, a bow, twelve arrows, and an unlimited amount of team-color-matching wool blocks, that could be broken instantly by hand. Upon death, a player immediately respawned in their team's spawn area, which housed villager NPCs that let them access the Shop and their Perks.
The first team to amass 1,000 points was declared the winner. Once a team earned 999 points, the game would enter Overtime, whereby said team had to clear the hill of enemy players for a certain amount of time in order to recieve the final point and win the game.
On occasion, birds appeared around the map carrying a random Consumable, who the player could attack or shoot to claim the item.
There were two distinct modes within King Of The Hill, 6v6 and 3v3v3v3. Core gameplay mechanics remained identical between them, but other differences of theirs are outlined in the table below.
|Formal name||Two Teams||Four Teams|
|Teams, spawnpoints, and Altars||2||4|
|Players per team||6||3|
|Overtime clear requirement||4 seconds||2 seconds|
Various in-game actions rewarded players with Gold, a currency that could be exchanged for a variety of items. This is explained immediately below.
|Do this...||...to get X Gold|
|Exist for 0.5 seconds||1|
|Get an assist||8|
|Get a kill||15|
|Capture an Altar||50|
The Gold that players recieved over the course of a game could be used to purchase a variety of different items. These items were divided into two groups: Upgrades, consisting of improvements to the player's weapons and armor, and Consumables, single-use utilities that could assist the user or hinder their opponents.
Note: Those numbers signify how much Gold each upgrade costed.
ⁿWas limited to holding n of this item at a time
Unique to King Of The Hill, this system allowed players to choose from a suite of modifiers that could change how they play the game. Only up to three could be equipped at a time, and the player could also save and load up to three unique perk combinations, called "builds," of their own making.
*Passive: You gain 1 arrow back every 8 seconds
**With this, the player could gain any Consumable from the Shop, even in larger quantities than it formally allowed
Additionally, there were three premade builds: "Fighter," with Damage reduction, Victory rush, and Regeneration, "Archer," with Hit and run, Sniper, and Explosive arrow, and "Builder," with Gold Rush, Hard Block, and Altar Specialist.
Altars were additional control zones located away from the hill. Although capturing them yielded no points, teams who held onto them were granted a substantial buff. Like the hill, blocks could not be placed within the Altar.
Two different types of Altars were selected at random for 6v6 games, and four different types were likewise selected for 3v3v3v3 games. If one team's altar was being attacked by another, all of the first team's members were notified about it.
*For how this ability was controlled, see Lobby Settings. Scoreboard display also showed how many seconds were left on its cooldown
**Upon switching control of this Altar, all of the previous controlling team's zombies disappeared. Scoreboard display also showed how many of your zombies were currently on the hill
Other than being the bridge between the Prototype lobby and the game itself, the King Of The Hill NPC that was once in the Prototype Lobby offered a handful of functions:
- Displayed these statistics for each mode
- Games Played
- Best Win Streak
- Current Win Streak
- Best Kill Streak
- Most Hill Points
- Average Hill points
- Captured Altars
- Let you change your current perk loadout right there in the lobby
- Let you choose between one of two options for controlling the Dash Altar's ability:
- Right-click with sword in hand or left-click with bow in hand
- Press Q with anything in hand
- Let you hop back into a game if you were recently been disconnected from it
- King Of The Hill was the third Prototype Minigame to be removed, and its forum was also archived and is still viewable. It is also the most recent removal of a gamemode since SkyClash.
- In another Prototype Minigame, The Pit, there is an event for King Of The Hill.
- By default, the Regeneration, Gold Rush, and Speed Perks were equipped for a new player.