Disclaimer Most of these suggestions are made with Bedrock in mind. The game is played differently on Java, so feel free to leave feedback on it.
This post is a repost, but with better formatting and more ideas added to the post.
Hello BedWars players!
I'm here to provide some game changing suggestions to help improve BedWars if CubeCraft plans to update this game in the future (they aren't planning to at the moment). This game does have potential in this server, as it already has the highest player count on Bedrock. That's why I made this suggestion.
This thread will be split into multiple parts. Each part covering a section of the game to keep it organized.
Item Balancing and Game Pacing 1: Pickaxes are too expensive (20 gold) compared to blast proof clay (10 gold for 8 pieces). This makes clay the "pseudo obsidian" of the game mode since it takes so long to get a pickaxe in Normal mode.
Solution: Reduce the pickaxe price from 20 gold to 10 gold
2: Blast proof glass are made obsolete because blast proof terracotta exists.
Solution: Make terracotta no longer blast proof and add end stone to the game, a block that requires people to get diamonds to buy them. End stone would be an expensive block and has high blast resistance but not immune to explosions.
3: Wool is too expensive. This makes it take longer to start bridging, especially in normal generator speed.
Solution: Reduce the price of 16 wool to 5 iron.
4: Totems and turrets have no capacity, meaning that you can place lots of them in your base and around the map.
Solution: Add a capacity of 3 of each totem per player, so they cannot be spammed as much.
5: Bows and cross bows are under powered compared to the rest of the weapons in the game. Stacked players take less damage from them as a result.
Solution: Add a new team upgrade (Bow of Power) to the game. This adds power 1 to bow and quick charge 1 to crossbows.
6: Protection team upgrade is useless early game when you or your teammates have no armor, especially in Normal generator speeds.
Solution: Make all players start with leather armor by default and remove it from the shop.
7: Players regen too quickly. It takes about 2 seconds to heal half a heart in this game. This gets worse if regen upgrade and healing hat is used, since regen upgrade makes you regen 1 heart every 2 seconds and healing hat halves the regen time to 1 second. Because of this, golden apples are useless unless you eat them solely for absorption hearts.
Solution: Increase the base regen speed to about 5 seconds per half a heart. That way, healing hat will reduce time to heal to 2.5 or 3 seconds.
8: Blindness totems slow you down if they are used against you. This shouldn't be the purpose of the totem, it's supposed to make it harder for you to see your surroundings.
Solution: Change blindness to darkness effect.
9: Why are alarms enabled by default? This makes it impossible to sneak into enemy bases and get their beds undetected.
Solution: Add it as a team upgrade but also add a new item to counter the said effect temporarily.
10: Enderman bridge builders are too slow for how much they cost (10 gold).
Solution: Double its building speed so they build bridges faster.
Map Structure (specifically for solo and teams of 2) 1: You can be attacked by anyone in the map in Solo and Teams of 2. This means that the moment you leave your base undefended, expect your bed to be gone, since you are likely to get attacked from mid.
2: It's too easy to boost wins due to the low player count in both Solo and Duos due to it only having four teams rather than eight.
Solution to both problems: Make the maps 8 teams instead of four teams. I'd like to see those maps be added to the game on Bedrock. This also helps improve the game pacing since people are expected to attack the closest team to them, usually one near the diamond gen. There are two ways they can do this:
1: Simply adding them into the map selection. While that is the likely scenario, the problem is you are going to either get a 4 team map or 8 team map if you use quick play or don't have the BedWars Game Pass.
2: Rename current Solo and Teams of 2 modes into Mini Solo and Mini Teams of 2, while adding new Solo and Teams of 2 experiences that have 8 team maps. This might mean fresh stats and leaderboards for everyone playing the new Solo and Teams of 2 experience but the stats and leaderboard positions will be kept for everyone in the Mini mode. The only concern I have with this idea is the queues might split, since most players will queue the regular mode and mini would have a smaller player base. Even with the smaller player pools, matches will still fill up quickly across both modes (mini solo needs 4 and mini duos need 8). I'm not worried about that since SkyWars Teams of 2 games (16 players) can completely fill fast even if 200 players are in the queue, and Mini Solo requires 4 players to start while Mini Duos require 8.
Example: Let's say BedWars has 5k players during peak on weekends. Solo has 700 players and Teams of 2 has 2k.
What I feel like that would happen is 70-80% of players would play the standard mode while the rest would play mini mode
Unfortunately, it is a bad idea to add 8 team maps to Java BedWars because the player count is too low for it, so those ideas are going to stay Bedrock only for now.
An example of an 8 team edit of the Mushroom map. Edited in game by me on Java with WorldEdit. All rights goes to CubeCraft Build Team.
If you need the world download for it to edit it further before implementing it into the game, contact me.
If you ask how did I get the original map? I found the download link for it. I don't know how do people manage to download the map onto their PCs. This map will not be publicly uploaded for others to download.
Quality of Life Improvements 1: Ender Chests should be added to every base, either next to the regular chest or on the opposite side of it. This is your personal storage and you'll be able to store stuff even at enemy bases. The best part about them is teammates can't steal stuff from them.
2: Colored bed icons in the scoreboard. It would make the scoreboard look much nicer.
An example of it I made back in 2024 when I expected Teams of 2 BedWars to have 8 teams.
3: Favorite items category needs to be added to the shop. That way, we can buy our starter gear much faster. I'm hoping this gets added with the Shop UI changes coming to the game very soon on Bedrock, but I hope the feature is also added to Java.
4: Replace Iron Age team upgrade with Tools of Efficiency team upgrade. This applies efficiency 1 to all tools and allows iron tools to be moved to the item shop.
5: Add a sound for when the enemy bed is broken and for when teams are eliminated. This will help us know if teams are being eliminated without looking at chat.
6: Kills should give you the currency enemies have in their inventory at the time. This speeds up the pacing of the game especially if they manage to get diamonds at mid or resources if they respawn. Also when the team is eliminated, allow us to open their chests and drop the contents of their ender chest into the generator.
7: Players shouldn't respawn on generators. There are so many times where you would want to use the generator but then an enemy or a teammate spawns on it, denying you access to resources.
8: Buying or collecting a stronger sword should move the sword to slot 1 or wherever you placed your current weapon you have.
9: Make glass blocks color coded to the team that placed them.
Thoughts? What do you think of the suggestions I have for a future BedWars update? Let me know in the replies.
Edit 1: Added two solutions for adding 8 team maps.
Edit 2: Added Game Pacing Suggestion #10: Speeding up Enderman bridge builders and QoL suggestion 9: Making glass blocks color coded to the team.
Edit 3: Replaced the Palace 8 team edit example with an in game version of Mushroom (8 team edit)
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