[MECH/FUN] War v1.7.4 - Minecraft PVP Arenas (TDM, CTF & more!) [1.4.7-R1.0]

Discussion in 'Plugin Releases' started by tommytony, Jan 8, 2011.

     
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    tommytony

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    [IMG]
    War - Minecraft PVP Arenas (TDM, CTF & more!)

    Version: v1.7.4 (Doolittle)

    War lets you create warzones, arenas that host team deathmatch games, capture-the-flag battles and more!

    Features:
    • As a player, you get a fast-paced PVP experience in SMP.
      • Join a battle by entering through the warzone lobby. There is one gate per team (team diamond, gold or iron): step in to join that team.
      • Your inventory is saved when you join a battle, and restored when you exit.
      • When you die inside a warzone, you get instantly teleported back to your spawn, and one life is taken from your team's life pool. When that pool runs out, the other teams score a point!
      • Steal the enemy team flag to score for your team.
      • Fight over monuments, control points that, when captured, restore health to your teammates.
      • Return the cake home to score a point for your team and refill your life pool.
      • Capture the bomb and run for your enemy's spawn to blow it up. Careful! If you get attacked at close range you'll blow up.
    • As a warzone maker, you have total control.
      • Take advantage of cool landscape features or existing player-build structures and incorporate them in new warzones.
      • Tons of options: friendly-fire, auto-assign, turn off PVP outside warzones, define respawn loadouts specific to each zone, turn players' heads into team-colored blocks instead of giving them team-colored helmets, and more!
    • All the blocks in a zone are reset at the end of every battle.
    • Players are prevented from entering or leaving a zone - except through the designated warzone lobby - by a magic glass wall.
    • A warhub can be created to link all your zones together.
    Download War v1.7.4 (Doolittle)
    Compatible with Craftbukkit 1.4.7-R1.0.
    (Make backups before this/any update!)
    Dev builds - Join the bug hunt.
    Source - Fork the code.
    Issues - Known bugs and planned features. Please read this.

    Find everything you need (release notes, instructions, forums, server list) at the official website: war.tommytony.com

    To try out the plugin's gameplay, check out the warzones we set up at
    The War Hub - tommytony's official War server @ warhub.tommytony.com
    (dynmap) (minestatus)
    Please fill the Warhub whitelist request form for access.

    How to install: Full instructions here

    How to donate: Thanks for your help

    How to play: List of player commands

    How to create warzones: List of zone maker commands

    Video tutorial:


    Showcase:
    Mentioum's Let's Play Minecraft


    M1sT3rM4n's fan video


    Spout UI features:
    Message feed, stats board, event notifications and team-colored player names.
    [IMG]

    Changelog: Complete changelog at the website
    • v1.7.4
      • Here's a small patch that I should have released back in January.
      • This update fixes problems that appeared with the BlockFace API changes that came with Craftbukkit RB 1.4.5-R1.0.
      • Keep an eye on the dev builds at http://ci.tommytony.com for some long overdue additions that should be coming soon.
      • This release is compatible with Craftbukkit 1.4.7-R1.0 and previous versions.
      • Download War v1.7.4
    • v1.7.3
      • Here's an update that I've been sitting on since September. Real life took over and I'm sorry I've been unable to push the development of War further in the past few months. This is a minor update which adds:
        • Support for block IDs from 128 to 255
        • Slightly smoother spawn re-entry protection
        • Delaying the Warhub's initialization to make sure it initializes properly at startup.
      • This release is compatible with Craftbukkit from 1.2.5-R4 to 1.4.5-R0.2.
      • Note that War v1.7.3 is NOT compatible with Craftbukkit 1.4.5-R0.3 due to breaking changes in the API which I still need to address.
      • Download War v1.7.3
    • v1.7.2
      • Over the past three months, War has more than doubled in popularity - War v1.7.1 was downloaded over 30,000 times. I need thank everyone for trying out the plugin and all the contributors that helped us get here. Thank you so much!
      • Now I'll be the first to admit that War has some quirks, so for this release I focused on fixing bugs and tweaking existing game mechanics. Still, I needed to keep this fun so I sneaked in a few features that were highly requested and some that I'd wanted to put in there for way too long.
      • Over the past week I finally went to work (sorry for the delays!) and got this rather sizable "stability & small improvements" release together for you:
      • New/Adjusted Features
        • Inventory reset and end-of-game code reworked and toughened up to make sure people get their inventories back after a game of War (so sorry for the problems! - see Bug fixes below)
        • Players can now bring a copy of their inventories inside the warzone
          • One of the most often requested features over the past few months
          • Use "/zonecfg playerloadoutasdefault:true". The player's own inventory as he entered the warzone becomes his default loadout every time he respawns.
          • Alternate loadouts can still be used. The player gets his full inventory back when he exits the match.
        • TDM and CTF stalemates caused by spawn protection cannot happen anymore
          • Can't re-enter spawn! Players cannot get back into their own spawn after exiting (unless for legitimate flag and cake captures).
          • Players that are still the spawn are still invincible, in order to let them select then loadout in peace.
          • You can still enter the enemy's span in order to bump off and punish afk people, though.
        • Warhub, lobby don't wipe their entire volume to air anymore
          • In warhub and lobbies, only the minimal block path required to let players teleport and to let them navigate between gates is cleared.
          • Similarly, gameplay structures (monument, flag, cake, bomb, spawn) now only clear a 2-block high space of air (instead of a needlessly large volume).
        • Customizable warhub and lobby materials
          • Hold the block of your choosing in your hand then use
            • /warcfg warhubmaterial:<floor/outline/gate/light> or
            • /zonecfg lobbymaterial:<floor/outline/gate/light>
          • If you are holding nothing (i.e. air) and you use these commands with the "floor" or the "outline" parameter, it tells War to use the original floor instead of overwriting it.
          • Lobbies of new warzones take their materials from the warhub's settings
        • PRO TIP: The brand new (slightly backwards) way to build a pretty warhub or warzone lobby is here!
          • First, build a nice area with a nice floor, colums or other details.
          • THEN, use /setwarhub or /setzonelobby to place your structure.
          • Switch out the materials with "/warcfg warhubmaterial:<floor/outline/gate/light>" or "/zonecfg lobbymaterial:<floor/outline/gate/light>".
          • Hold nothing while using the warhubmaterial:<floor/outline> or lobbymaterial:<floor/outline> command in order to keep your original floor.
          • VoilĂ ! You have a pretty warhub or lobby!
          • If your lobby or warhub is already placed, I suggest moving it away, making a nice build, then placing it back in its original position once you are done. Akward for now, but it works! :)
        • Customizable monument, flag stand, cake and bomb materials
          • Hold the block you want in your hand then use "/zonecfg material:<main/stand/light>".
          • Simplified the cake and bomb structures to make customization easier.
        • Less brutal minplayers/minteams check
          • When a player leaves the warzone and makes the warzone population go under minplayers in minteams, you don't get warped back to spawn right at that moment anymore.
          • Once you respawn, you will be locked inside the spawn until there's at least minplayers in minteams.
        • Automatic warzone backups during /savezone, /deletezone and /renamezone
          • If you have the setting "/warcfg keepoldzoneversions:true", then /savezone makes a copy of the old save to the folder /plugins/War/temp/oldversions/ with a timestamp and a version number (i.e. previous number of old versions + 1).
          • Deleted warzones are not truly deleted anymore, they just get moved to the folder /plugins/War/temp/deleted/.
          • When you use /renamezone, a copy of the warzone with its old name is made to /plugins/War/temp/renamed/.
          • WARNING: The new automatic backup can lead to high disk space usage.
            • Turn off the oldversion setting with "/warcfg keepoldzoneversions:false" if you prefer to minimize disk space usage.
            • Make sure to permanently delete unneeded files in the /deleted/, /renamed/ and /oldversion/ folder once in a while.
        • Dedicated War log file now at /plugins/War/temp/war.log
          • Added more and better logging of player commands
          • Makes it finally much easier to track down who did what with War config changes
        • Everyone can now see the game rules
          • All can use "/warcfg print" (or "/warcfg -p").
          • Same with "/zonecfg print" and "/teamcfg print".
        • Better message formatting
          • Messages from War don't get their words cut in half anymore, making everything much easier to read.
          • Help for /warcfg, /zonecfg, /teamcfg and other commands has more colors and is slightly better structured.
      • Bug Fixes
        • FINALLY, nailed down the inventory reset bug which caused many people to get their inventories wiped or to get replaced by the warzone loadout as they exited.
          • I'm so very sorry for all the drama that must have ensued on all your servers. :( The problem is truly gone now.
          • I used this opportunity to make the end-of-game code more solid to ensure all inventories get reset and the warzone is properly re-initialized.
        • Renaming a warzone with /renamezone now works fine and doesn't completely corrupt the warzone anymore. A backup is taken of the old warzone with its old name in the /plugins/War/temp/ folder.
        • Exiting the warzone accidentally now makes you drop your flag, cake or bomb. This used to be annoying because it let you auto-cap by sneaking out of the zone.
        • Better compatibility with some other plugins by cranking up the priority of War's death and damage event handlers to the highest level
          • Factions: Players from the same faction can now fight each other.
          • mcMMO, MagicSpeels: Players who killed themselved or got one-shot-killed by projectiles now get their loadouts back when they respawn.
          • Heroes: Cleaned up the behavior of War when "/zonecfg realdeaths:true".
        • Support for unsafe/illegal enchantments like those possible with other plugins like Time the Enchanter (loadouts and chests).
        • Tested with Craftbukkit 1.2.5-R4.
        • I'll be updating the War manual at http://war.tommytony.com/instructions/ momentarily to reflect the new changes. Thanks so much to all contributors and players and to those who tried out the dev builds at http://ci.tommytony.com/job/War/, and thanks in particular to @shanko and @cmastudios for their big help!
        • Download War v1.7.2 NOW - Join the Fight!
    • v1.7.1
      • New: Compatibility with Craftbukkit 1.1-R6, 1.2.3, 1.2.4 and 1.2.5
      • New: Warzone config setting resetonconfigchanged is now available and false by default. This means /zonecfg and /teamcfg DON'T reset the warzone blocks anymore by default.
      • New: Bomb carrier doesn't cause explosion if warzone has setting unbreakable:true
      • Bugfix: Potion effects are properly cleared.
      • Bugfix: Blockhead restoration shouldn't cause errors anymore.
      • Bugfix: Attempt at stopping duplicate end-of-game and inventory reset problem. Please report back if your inventories don't reset at match end.
      • Download War v1.7.1
    • v1.7 - Doolittle
      • Team specific settings and config inheritance:
        • There are now three levels of configuration (as opposed to two):
          • War/global (try /warcfp -p)
          • Warzone-specific (/zonecfp -p)
          • New: Team-specific (/teamcfg -p)
        • Defaults are defined at the War level globally, but you can override them with /zonecfg and /teamcfg. For example, use "/teamcfg blue lifepool:100 respawntimer:5" to change only that team's settings.
        • To restore config inheritance use, for example, "/teamcfg blue delete:lifepool". If a warzone-level lifepool setting exists, its value takes over. If not, the War-level default is applied.
      • Brand new gameplay structures! The Cake and the Bomb.
        • The Cake
          • Set down with "/setcake <cake-name>", delete with "/deletecake <name>".
          • Bring it back to your spawn for a point and a lifepool refill for your team.
        • The Bomb
          • Place with "/setbomb <bomb-name>", delete with "/deletebomb <name>".
          • Rush for the enemy spawn to blow it up.
          • Don't get attacked at close range while carrying a bomb or you'll blow up.
      • Spout integration
        • Warzone stats are displayed at top left
        • Dedicated War message feed (for less War chat spam - win!)
        • Notifications for warzone events using the achievements widgets (looks awesome)
      • New realdeaths and deathmessages configs that let you disable fast respawns (for better plugin cross-compatibility) and turn off kill/death messages.
      • A respawntimer:<seconds> setting to let you keep players stuck in spawn after respawning.
      • A new, more friendly Yaml config file format (conversion is done at startup), finally.
      • Experience is stored along with the rest of the player's state at warzone entry (and restored at exit).
      • Bomb carriers emit a smoke trail. Similarly, flag and cake thieves can be more easily tracked down because they leave a trail of team-colored potion effects.
      • Download War v1.7 (Doolittle) - compatible with Craftbukkit 1.1-R3.

    This post has been edited 54 times. It was last edited by tommytony Mar 13, 2013.
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    Tythus

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    Could you make it that people who leave get sent to another set point (to keep the warzone clean) also to have randomized teams and parties [players who don't want to be separated] with side balancing also players who are not in the war cannot go into the zone but have to join at a certain area (not the actual warzone)
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    tommytony

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    Yeah the teleport upon /leave has been mentioned elsewhere. I'm just not sure where I should teleport the people. Back to the warzone teleport point? At a random point not far outside the warzone boundary? An isolated "staging area" might be a good idea: regular player can't enter the warzone, then use /warzone to teleport to the staging area, but they can only leave the staging area by using /join <team> or /leave, that way the most of the warzone (i.e. outside the staging area) stays clean.

    I love the idea of having War Parties. It would definitely go along with randomized teams.
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    Tythus

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    [IMG]
    A is the waiting area
    B is the warzone
    C is base 1
    D is base 2

    There are a few things I want and the following are
    1.To get into teams (if allowed) or just get split into a random team (excluding war parties to a certain extent as they will still get put in a random area) in area A
    2.If they die (if there is no respawn) they go to area A and cannot leave until the next round.
    3.Objectives for example as you replace the items they hold a gold block for 1 side and a steel block for the other they have to get it back to the other side for example.
    4.Have a king of the hill type game where they have a pre-set area/s to stand in to capture
    5.Ranking system?
    6.A new player has to go into the A area an type /join
    7.Set Lives per Player

    More ideas to come later >=3
    tommytony likes this.
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    tommytony

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    Would that do the trick too?
    [IMG]
    Here the waiting area is within the warzone. People /warzone into the waiting area, and they can't get out until they have joined a leave. People in teams can't access the waiting area.

    My reasoning is you don't need to specify the warzone name when defining the waiting area boundaries, because you're already standing inside the target warzone.

    However, with this I still have the problem of where to send people who /leave the warzone. Maybe your suggestion would be best after all, I'm not sure. Anyone else got ideas for this?

    I'm also reworking the monuments so that they don't use fire and water anymore. The dynamic is cool but is too greify/accident prone. I like "Capture the Block" and KotH as well so I might work them in in later version. A reworked monument system, a ranking system and player stats will probably come first.
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    Tythus

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    Awesome I would prefer if it could be placed outside with maybe even set areas for certain teams to join
    Also team chat and wit stats maybe classes* such as healer, demo-man, soldier, archer and ninja.
    EditsHD likes this.
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    tommytony

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    I should check, but I think team chat is already in. Try /team <msg>.

    Again, about the warzone welcome area and team joining, I had an idea: part of one face of a warzone serves as the entry point. There is a low wall automatically generated on the boundary of the warzone, maybe only on that face. On this wall there is one gateway per team. When someone enters a team's gate, they are teleported to the team spawn (red and blue arrows below) Here's a quick sketch:
    [IMG]
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    Tythus

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    Hmmm that could be possible is the wall height changeable is changeable or is it fixed? also ca there be an extra *deadzone* around the warzone of 4 squares? so a player cant drop his items into the arena.
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    tommytony

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    Hmm I hadn't thought of people throwing stuff across the wall. I was thinking that a small wall section could magically appear when players inside or outside of the warzone get near the wall. When the player steps back, the wall disappears again.
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    Tythus

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    I like the idea of an invisible wall but yeah I would like to avoid people chucking things to the extent that the battlefield is literally almost totally cut off from the outside.
    Also wat about time limits for each match
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    Spooner

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    So I tried to set war zone and it say "Unknown Command" and I checked the console and got this;
    [SEVERE] Exception while calling plugin function in 'class WarListener' while calling hook: 'COMMAND'.
    java.lang.NullPointerException
    at Warzone.setSoutheast(Warzone.java:132)
    at WarListener.onCommand(WarListener.java:286)
    at PluginLoader.callHook(PluginLoader.java:482)
    at Player.command(Player.java:136)
    at Player.chat(Player.java:108)
    at kk.a(kk.java:485)
    at br.a(SourceFile:24)
    at bs.a(SourceFile:232)
    at kk.a(kk.java:61)
    at eh.a(eh.java:71)
    at net.minecraft.server.MinecraftServer.h(SourceFile:275)
    at net.minecraft.server.MinecraftServer.run(SourceFile:216)
    at cj.run(SourceFile:490)
    It said it loaded properly, does it matter that I changed the plugin name from "war-v0.2" to "war"?
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    tommytony

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    Spooner: sorry for the bug. The southeast corner setter tries to reset any previously set southeast corner and you must be hitting on an edge case I didn't account for.

    This code has changed substantially for version 0.3 which should come out for Bukkit pretty soon (a matter of days!). For the moment, I recommend that you shut down your server (if practical), delete any war-related files (look for war.txt, warzoneX.txt and warzoneX.dat), restart your server and try to recreate your zones following my steps in the youtube video.

    By the way, you were correct to rename your plugin jar to "War.jar". Sorry again for wasting your time with my shoddy lack of unit tests.
    EditsHD likes this.
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    Spooner

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    It's all good, we're making an organized PvP server and this is just what we needed, I highly look forward to it working, and don't worry about the bugs, they happen, they get fixed, no harm done.
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    Spooner

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    Figured out my issue, I didn't think about the fact that the arena I built reaches the skycap and the plugin puts down a sign, since you can't put anything down past the skycap it freaked out.
    You might make it to where if it comes across this it moves the sign down one, just a suggestion.
    Thanks again for the plugin.
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    rootbeerking

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    Wow, this seems like a great mod! I can't wait for bukkit to come out so that I can try it on my server. One question though: Does the server have to be a PVP server in order for this to work? Cause currently I have PVP turned off, but I'd love to use this mod to have certain areas where players can fight each other.
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    tommytony

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    Thanks for the feedback guys!
    Huh, interesting. Just ot let you know, a warzone will always reach the bottom and top of the world. It's a "Vertical Volume" that takes the whole height of the world and that is defined by is northwest and southeast corners exclusively. In that sense, you don't define a cuboid, just a square area that is projected up and down.

    There is no code that handles zones or zone components being squeezed together, so I'm sure you'll get funky behavior if you start overlapping things. I'll see what I can do down the road to handle more of those edge cases.
    Currently you need to have PVP turned on for the warzone combat to work, but I'm considering adding a configurable "pvpJustInWarzones" flag that disabled out-of-zone PVP.
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    rootbeerking

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    Please do! That'd be great.

    Also I have an idea: Would it be possible to have it so that a cake placed by a person on one team can then only be used by members of the same team?

    Example: Red player places a cake. All players on the red team can use the cake to heal. When a blue player tries to use the cake it gives a message like "This is the red team's cake. Cannot Use."

    This would be useful for if you ever add classes, like healers and what not, with different inventory load outs.
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    tommytony

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    Sorry, but I will not unveil my super-secret Cake Plan just yet. Stay tuned.

    Just kidding. :D

    Thanks for the suggestions; I'm always open for more ideas! Health kits and different loadouts will most probably enter the picture down the road in later version.
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    Spooner

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    If you're open to suggestions I have a few, but no pressure man, work on what you want, mine would be game modes, this has great potential in the field of organized PvP. Capture the Flag mainly, stuff along the line of "/setflag <team> <color>" and it'd put down a colored wool that couldn't be broken by the team, only by the enemy.
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    tommytony

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    You should see the new monuments. They work great!

    For sure I'm thinking of adding a CTF-inspired game mode eventually.
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    Anders Andersen

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    cant wait to try it out on my server :D
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    tommytony

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    Hi everyone. I just released War v0.3.

    Grab it while it's hot.

    I reported this thread so it can be moved to Plugin Releases momentarily.
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    tommytony

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    Thanks for moving this to Plugin Releases, admins.

    Hope you guys like this release. Please let me know if you find any bugs and what improvements you'd like.
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    Kyrah

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    There seems to be a problem with inventory restoration when a player in a war zone disconnect, it doesn't restore his inventory.

    Another probem, sometimes on large play fields, when resizing a war zone, it mess up the landcscape.
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    tommytony

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    Sorry for the bugs. They're creeping about, still. Everyone, don't forget to take regular backups! :)

    I'm already done adding the fix for the disconnect-without-getting-inventory-back problem. Signs should update properly now too. I'm gonna try to figure out what's wrong with the zone resizing. If I can do this quickly, I might just get a new build out the door soon.

    Thank you Kyrah, I really appreciate it.
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    Tythus

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    gimme a flag :D
    You could use the monuments for it
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    david femmel

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    i have a very annoying problem. whenever i go to the nw corner of the zone im about to create and type the command "/setzone massive nw" it just tells me wat the setzone command is used for.
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    tommytony

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    If you're using one of the more recent Craftbukkit build (107-ish and up) all commands are broken. I'm going to try to get 0.4 out tonight or tomorrow.

    If you're using #87, then you may not be in the corner northwest relative to the southeast corner you've already set down. The northwest goes in the corner the clouds are flowing towards and where the sun sets.

    If you're doing that properly, then you've found a bug. Congratulations! :D Do you see anything interesting in your server log such as exceptions?
    M1sT3rM4n likes this.
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    david femmel

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    im using the latest build so thats probably the problem. thanks
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    Tythus

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    BIG report

    I found a some bugs.
    1.if you hold down punch against the glass block after a little bit it stops replacing the glass you break allowing you to pass through items
    2.if you land at a bad point (happened once) you infi die until there are no more lives left for your team and you will then restart
    3.some crashes happen if you remove zone maker from you while you are in a zone.
    4a.sometimes all of the map doesn't refresh after a game.
    5.stairs are tending to break for me sometimes
    6.if a cactus is replaced with glass you can farm the cactus repeatedly (the cactus reappears then dies every time the glass is refreshed.
    7.less bug more abusive is that you can place lava or etc beneath your opponents spawn
    8.sometimes the warhub makes teleports to places that don't exist crashing the client
    9.players die if they try to leave the arena?(not through the gate) can they either be placed into the lobby or stopped or sent to spawn.
    10.not sure if its a bug but the glass you make won't vanish till you walk away3-4 square off (away from the wall not along it)
    11.you can chuck blocks into the fence/wall around the warzone and other players can pick it up(ake the wall block bigger 5-7 should do
    12.players can shoot arrows out of the arena over the wall or through the teleport door.
    13.if a war zone is removed the war hub sometimes doesn't update
    14.if a sign is destroyed (such as how many players in the diamond spawn) it re-spawns blank

    And some features to recommend
    1.Team balancing (mid game) and if someone joins your team people who moved from an old team get moved back.
    2.Gladiator/Archer mod (only bows or only swords or only TNT works)
    3.have tnt only work in warzones
    4.NPC guards
    5.heal zones
    6.ability to call down (air strikes/bombardment) with an item being placed as a marker
    7.have no monsters spawn in the warzone or have more monsters spawn there (not checked if its there)
    8.make lives a resource and if you hold a certain flag/monument you have x amount more lives for your team
    9.'Man of the match', most (deaths,kills,assists,arrows shot,arrows hit,sword swings,damage done,kill ratio,damage ratio,moved most,healed most,captured the most monuments,built the most, gathered the most)
    10.when group permissions make people who join gain the rights/abilities of a group
    11.spawn protect
    12.areas only a certain team can go (team spawn area,capture area you need to control before you can use)
    13.rewards for winning/'losing'
    14.multiple spawn points
    15.more teams
    16.classes with different health allowances item wielding and using (engineers can place ladders and have half health and make items and cannot wield high end weapons but can use TNT,resource gatherers and also have half health and cannot wield high end weapons can get resource, warriors full HP can use all swords, healer can use basic swords can use healing items on people 1/2 health, archer uses a bow 1/2 health, spy can pretend to be other players and has an instakill sword 1 heart.
    17.customizable lobby area full sized portals
    18.have maps un-damageable/damageable choice
    19.have polygon war zones
    20.Arrow turret integration
    21.if no-one is in the map for x mins/seconds the game restarts
    22.a minimum amount of players required to start a game
    23.when the life pool runs out when players die they go to the lobbyinstead of ending the game until there are no more players left.
    24.have players able to take their own items into the game
    25.have to capture certain areas in a certain order
    26.game ending announcements
    27.easy way to identify team mates (name edit? or arour worn etc? that doesn't vanish after it breaks)
    28.change wall material
    29. have a permanent wall
    30.have team only infinite item boxes for specific classes or just getting some extra apple/cooked meat etc

    these are just the ones I found in single player testing
    Iron79, blackbinary and tommytony like this.

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