Not that I approve of Event staff nicking other peoples' ideas...
1: Event Type =
3D Underwater Maze
2: Players per team? =
No teams, multiple players in a free-for-all race
3: Event Duration =
However long it takes someone to complete the maze.
4: Event Description =
The set of this event is a large glass Cube. Within, a large 3D maze exists (movement along the Y axis possible), enabled as the maze tunnels are full of water. Two variants of this could exist, one with air pockets and one with invincibility to prevent drowning. Personally I prefer the former to add a bit of risk. An end point would be established somewhere in the maze, possibly in the form of a chest.
1: Event Type =
Player Owned Platformer
2: Players per team? =
2 or 3 per team.
3: Event Duration =
Half an hour to build the course, half an hour to try opponents courses.
4: Event Description =
Up to four teams will be given a 30x30 region near each other, a variety of building materials, and a chest with a block of coloured wool within it.
Within the half hour, teams must build a platformer course (parkour, if you must call it that) with the chest placed at the end.
To win, a team must navigate one of the enemy's courses, obtain the wool from the chest at the end...and then navigate their own course, and deposit the coloured wool in their own chest. Such that you must transverse both an enemy course as well as your own to win. Fall damage should be on or doubled for this event. Flight allowed during building stage.
1: Event Type =
Dungeon Looter
2: Players per team? =
Either teams of ~3, or Free-for-all
3: Event Duration =
An hour, or so.
4: Event Description =
Players are placed in a large, mazelike dungeon. This dungeon is filled with chests, redstone traps, and occasional mob spawning. Players must loot the chests, and obtain items of varying value (greater value the greater amount of points given). Wandering through the maze, you will encounter various traps, including dispensers with mob eggs in them to spawn mobs and attack the trap activator. Not only that, but there will be button-based traps that affect a nearby area, so nearby players can cause havoc by activating ones near you.
You gain points by bringing items back to a chest at the start, person with the most points at the end wins, of course. I imagine this dungeon would be fairly 3D...if good old LucyLooseLegs's dungeon is free it might be a good place for this.
On dying you lose your items for potentially someone else to pick up...I suggest item entities have an increased despawn rate. In my opinion PvP should be limited to fists, and allow the main risk to come from traps that could even be set off as you run from an attacker.
That's it for now.