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TheFatSanta's Avatar TheFatSanta
Level 9 : Apprentice Engineer
1
Welcome to UHC Evolved!

Experience UHC like never before, with new Settings & Twists to constantly shake up how you play the game!



UHC stands for Ultra Hardcore. In this game, you cannot regenerate health and death means elimination! Be the last to survive to win the game! ...Or, Evolve your gameplay to turn these basic rules upside down!

UHC Evolved gives you all the tools to play UHC how you want to, whether that be a traditional UHC playing by rules set by some of the first iterations of UHC, or completely changing the way you play through Evolved Twists!



Evolved Twists

Evolved Twists are new ways to play UHC unlike you have ever seen before! These include Main Twists and Mini Twists.

Main Twists are game modes that fundamentally change how you play or even win the game! You can only play with 1 at a time, however its effects will not go unnoticed in the gameplay!
View All Main Twists
Currently, there are 6 different Main Twists, separated into 2 categories: Goal-Based Main Twists, and Game-Changing Main Twists.

Gameplay-Changing Main Twists

The Morph UHC:
- In this UHC, you can morph into any mob you kill!
- Each mob you morph into has unique abilities and effects!
- Rarer mobs and harder-to-kill mobs generally have more unique and powerful effects!
- Explore the world and pick your favorite morph to survive and battle with!

The Companion UHC:
- In this UHC, you will start with a Companion that will follow you around, attack enemies, and give you extra abilities!
- Your Companion will only attack Enemy Players, and cannot damage you.
- If your Companion is still alive when you die, your Companion will respawn you after a set respawn time!
- Your Companion is an extra teammate! To be eliminated from the game, your Companion must also die!
- Your Companion will become enraged at other players if they are responsible for killing you, or disappointed in you if you die due to natural causes.

The Nether UHC:
- This UHC takes place entirely within The Nether!
- You will start the game with some basic resources to make initially surviving more manageable.
- For the first 5 minutes there is a grace period where Hostile mobs will not spawn.
- To access useful Overworld Items, players can complete Sacrifices!
- Sacrifice items you collected in The Nether to get Sacrifice Points and spend these points on various Overworld items!


Goal-Based Main Twists

The Classic UHC:
- The only way to win this UHC is by defeating the Ender Dragon first!
- Settings are locked to mimic a 'Classic' UHC from Mindcrack's first UHC in 2012
- There will be an End Portal Frame at 0, 0.
- There can optionally be a Blaze Spawner at 0, 0 in the Nether.
- If no team defeats the Ender Dragon, no team will win!

The Wither UHC:
- The only way to win this UHC is by defeating the Wither first!
- Venture into The Nether and collect Wither Skeleton Skulls to summon The Wither!
- If no team defeats the Wither, no team will win!

The Advancement UHC:
- To win this UHC, you must earn the most Advancement Points!
- Every Advancement you earn will grant you Advancement Points, and you get more points for goal and challenge Advancements!
- You cannot be eliminated by dying in this UHC, though if you do die, you will lose 1 Advancement Point, and have a 2-minute respawn timer.
- The game ends when 1 team/player has the most points after the set time!



Mini Twists are smaller modifications to how you play, with each Twist being compatible to play with each other, and any Main Twist! These Twists change up the gameplay in various fun and/or challenging ways!
View All Mini Twists
Currently, there are 12 different Mini Twists, separated into 3 categories: Fun Effects Mini Twists, Skill Testing Mini Twists, and RNG-Based Mini Twists.

Fun Effect Mini Twists

Screaming Goats:
- Screaming Goats will mount all Hostile Mob's Heads!

Corruption:
- Everywhere you walk, Sculk will follow you!

Moon Shoes:
- Jump like you are on the Moon! Every jump you make is a random height!
- Fall damage is disabled.

Snowball Madness:
- Thrown Snowballs deal 0.5 damage to mobs and players!

Social Distancing:
- If you are too close to another player, you will both receive Glowing!


Skill Testing Mini Twists

Player Phantoms:
- Who is who? All players look the same during the game!
- All players are invisible and wearing the same armor, and you cannot take it off!
- Craft better armor to upgrade the protection level on your armor.
- Be careful, after the first few minutes, friendly fire will be enabled! Don't mistake your teammates for your enemies..!

Anti-Mining:
- Start the game with many different permanent potion effects!
- After you hold a pickaxe for a few seconds, you will start to lose these effects!
- How long can you go without mining to keep your effects, or is it worth it to lose a few for the resources?

Ultra-Ultra Hardcore:
- Just in case you thought normal UHC was too easy, there is an even harder way to play!
- All mobs deal increased damage, and move slightly faster.
- Passive mobs have a chance to swipe at you when you attack them!
- All hostile mobs have been given a unique ability making them harder!

Throwable Spawn Eggs:
- Killing any mob will result in it dropping a Throwable Spawn Egg of itself over its normal drops!
- Throw this Spawn Egg to resummon this mob. Kill it again to get its loot!
- Save some Throwable Spawn Eggs for combat against your foes, for your summoned mobs will join your team, and won't attack you!
- Find some of the rare Legendary Throwable Spawn Eggs, with a 1% chance to drop from any mob kill!

Double Time:
- Looking to speed up the game? Double the time!
- The Day/Night cycle time has been doubled, and so has the Random Tick Speed!
- Seemingly the entire world is running at double the speed!

RNG Based Mini Twists

Fireworks:
- Craft and set off fireworks to receive random rewards!
- Creepers and Ghasts drop additional Gunpowder, and also drop Paper!

Random Effects:
- Every 2 minutes, all players receive a random effect for 2 minutes!



Evolved Gameplay Settings

Beyond just the Evolved Twists, UHC Evolved takes things 1 step further by adding any setting you would need to build your UHC experience your way! These settings are meant to encapsulate all the different traditional ways you can play a UHC, giving you easy access to your favorite way to play UHC quickly!

View All Game Settings and Configurations
All gameplay settings are outlined here, with exactly what they can do. This is primarily a documentation source to best understand what changing each setting will do to your game!

Complex Settings are settings that have more options than just on/off or True/False, while Toggleable Settings are simpler settings that are either on or off.

Complex Settings
Toggle XYZ Coords Display:
(On/Off/Toggleable In-Game/Normal F3 Menu)
The XYZ Coords Display is used to display your relative coordinates compared to 0, 0. The numbers shown will always be adjusted regardless of where the game center is placed giving the best experience compared to the F3 menu. If you are not playing the center of the world, the F3 menu is not recommended, for the coordinates given will make it hard to focus on moving toward the game center.

Number of Lives:
(Set to 1, 2 or 3)
Adjusts the possibility for players to respawn after an initial death. When players respawn, they will attempt to first respawn at their bed, and if they did not sleep in one, or if the bed is outside the border, they will respawn near where the player died. After respawning, players are given a grace period in which they take reduced damage but also have weaknesses. If you attack during this period, you will lose your temporary defensive boost, but keep the weakness effect for the full grace period duration.

Item Drops on Death:
(Normal/In Chest/Keep until Elimination/Keep)
Normal: No change in how players drop items on death.
In Chest: A chest will spawn where the player died, placing all items within the chest.
Keep until Elimination: Players will keep their items until they lose their last life. (Recommended if using multiple lives)
Keep: Players will never drop their items on death, even when eliminated.

Toggle Health Visibility:
(Not Shown/Tab Menu Hearts/Tab Menu Number)
This changes the way other player's health values are displayed in the Tab menu. You can turn the health display off, or display it as Hearts, or as a number for each player's total health.

Nametag Visibility:
(None/Player Tag/Player and Health Tag)
This changes how other players can see each other's in-game Nametag. The Nametag can be completely disabled, can just be their Username, or can be each player's Username and current health total.


Allowed Disconnect Time:
(1-10 Minutes)
Allows you to select how long a player can be disconnected before they are eliminated from the game. Disconnect eliminations are required to be enabled to ensure a player leaving early will not break the game. If you are playing on a server and wish to pause a game in progress, stop the server and restart the server at a later time to preserve the status of the game and ensure players are not eliminated during the downtime.

Episode Markers:
(On or Off & Set Episode Interval)
If you are using UHC Evolved for recording a UHC Series, end-of-episode markers will be placed in chat after the selected time interval for convenient video editing and player episode separation knowledge.


Toggleable Settings
All the following settings are either On or Off during a given game:

Head Gapples:
If on, players drop their Heads on elimination, which can be used as a replacement for an apple to craft 2 golden apples!

Enchanted Golden Apple Recipe:
If on, re-adds the original recipe for the Enchanted Golden Apple, 8 Gold Blocks, and 1 apple!

Disable Nether:
If on, access to or from The Nether is disabled.

Swap Ghast Tears with Gold:
If on, Ghast Tears will be replaced with Gold Ingots. This is to prevent creating a Potion of Regeneration.

Disable Phantoms:
If on, Phantoms will never spawn at night.

Disable Weather:
If on, the Weather will never change off Clear weather.

Guarantee Trident Drop:
If on, a Drowned holding a Trident will always drop the Trident.

Convent Other Stone into Cobblestone:
If on, Diorite, Granite, and Andesite will all drop Cobblestone over their specific type of stone. This is to help with inventory clutter.

Auto Smelt & Cook:
If on, Raw ores will automatically drop their ingot form and drop experience, and raw meats will replaced with their cooked counterparts.

Double Health:
If on, players will start with two rows of health. All healing effects from Golden Apples are also doubled.

Start of Day & Night Notifications:
If on, a the start of the day/night a notification will appear in chat during the start of the day/night.

Start of Game Grace Period:
If on, players will receive Absorption and Resistance for the first 2 minutes during the game.


Full Game Time Control

Compared to many past iterations of UHC, UHC Evovled has the most options for determining how long you want your game to last. Select the time it takes for the World Border to move in, or determine when a Deathmatch starts! Add in a special End-Game Rising or Falling Border to continue to push players together as time passes! Take full control to play within the time you and your friends have to play a game!
View all Moving Border Settings
Static Border - FALSE
For these settings, the world border will move according to the following settings.

Border Size:
(±X&Z 1000, 1500, 2000, 2500, 3000, 3500, 4000)
Determines the location of the initial world border at ±X, ±Z.

Spawn Region:
(±X&Z less than Border Size)
Determines the spawn location range to be used when executing the start of game player spreading.

End Border Size:
(±X&Z 10, 25, 50)
Determines where the border will stop moving from its original position.

Border Start Time:
(0-60 minutes, Default 0)
Determines when the border starts moving in after the game has started.

Border Move Time:
(20 minutes to 6 hours, Default 1 hour 20 minutes)
Determines how long the border moves inwards.

World Border Movement Type:
(Fluid, Inceremnetal, Regional)
Determines how the world border moves in.
Fluid results in the world border moving in at a constant rate. (Default settings)
Incremental results in the world border moving in 1 block at a time, depending on the selected border time.
Regional results in the world border staying static for periods, then quickly moving inwards 4 times throughout the selected game time.

Reduce End Game Monsters:
(True or False)
Prevents too many monsters from spawning within the world border when the border is small.

End Border Type:
(None, Rising Border, Falling Border, Collapsing Border, Deathmatch)
Determines what happens when the world border finishes moving in.
None: No additional border actions
Rising Border: The border begins to rise from -64 Y, filling the center with Bedrock.
Falling Border: The border begins to fall from the build limit, filling blocks above it with barriers.
Collapsing Border: The border begins to both rise and fall, though both at a slower rate.
Deathmatch: When the end border starts, all players are transported to a Deathmatch Arena to fight.

End Border Start Time:
(5-65 minutes, Default 5)
Determines when the end border starts after the world border finishes moving in.

End Border Movement Time:
(15-75 minutes, Default 15)
For the Rising, Falling, and Collapsing border, determines how long this border will move after it has started.

Deathmatch Arena:
(Biomes, Superflat, Bedrock)
Select the Deathmatch Arena type to generate when the Deathmatch starts.

View all Static Border Settings
Static Border - TRUE
For these settings, the world border will not move during the game.

Border Size:
(±X&Z 1000, 1500, 2000, 2500, 3000, 3500, 4000)
Determines the location of the initial world border at ±X, ±Z.

Spawn Region:
(±X&Z less than Border Size)
Determines the spawn location range to be used when executing the start of game player spreading.

Static Deathmatch:
(True or False)
If true, players can set up a Deathmatch to start after a set time during a Static Border game, transporting players to an arena to battle and end the game.

Static Deathmatch Time:
(20 min to 6 hours)
Determines the amount of time that must pass before the Static Border Deathmatch will begin.

Static Deathmatch Arena:
(Biomes, Superflat, Bedrock)
Select the Deathmatch Arena type to generate when the Deathmatch starts.


Play in a Team or a Free-For-All

Play UHC Evolved with Teams of any size or battle against all your friends in the Free-For-All mode!
Don't want to pre-pick teams? There is also a Random Teams option, that will randomize your teams as you start the game!


While-You-Wait Lobby Activities

UHC Evolved comes with a full Lobby that will generate in any world you put the data pack in! While setting up the game and waiting for all your friends to arrive, there are various lobby activities to help prepare you for the UHC!

Warm up your PvP skills in the Battle Arena! Battle any other player in this arena and see who survives!

Improve your parkour skills in the Parkour Zone! The Parkour Zone has 4 different parkour maps you can toggle between to test your Parkour skills in different challenging environments!

Admin Controls

To ensure a smooth process when setting up UHC Evolved, a special Admin system was developed to limit the number of players changing the many settings. By default, the first player to join the world will be set as the Main Admin. In case this player is not online at a later time, safeguards are in place to ensure others can also change settings.

Players must be marked as Admins to change settings or modify player teams, handicaps, etc. The main Admin can set others to also be Admins from the player settings room. Additionally, server operators can run /function uhc: admin (the first function when pressing the tab) to set themselves as an admin who can change the game settings.

The Admin setup was developed to primarily give one player the responsibility to communicate with others on what settings everyone wants to ensure no settings are unexpectedly changed by others and the process to start the game goes smoothly.

Java Realms Support

While UHC Evolved is not yet available in the Minigames sections of Java Realms, this data pack was designed with full support for it in mind. One initiative I wanted to solve with UHC Evolved was a One World, Unlimited Games feature. This feature allows players, on realms or not, to play UHC multiple times in the same world! By utilizing a custom coordinate display and a random world center start, players always can get a unique environment for their UHC experience just from 1 world!

Additionally, UHC Evolved has been tested over 50+ times in full-length 1.5-hour or longer games to verify the many Twist works, and the gameplay experience is smooth with 10+ players!

Because I have not previously published to Realms before, I must go through the submission process to allow anyone on Realms to play this game! If you want to see this Mini-game on realms, please show your support for my submission on Reddit here:


https://www.reddit.com/r/realms/comments/1avkwqt/minigame_submission_uhc_evolved/


Future Development

UHC Evolved is not done evolving yet! There are still many more updates to come and a new Twist type to be released soon: World Generation Twist! These Twists will add special structures to your world, giving you unique exploration experiences, and new ways to collect resources!

I currently plan to add new Mini and Main Twists as I get the chance, though with no set timeline for any going forward. New Twists and Settings will only be released after I have tested them enough and have ensured with the best of my confidence they are bug-free! Looking into the immediate future, most updates will be fixing any reported bugs and general improvements.

Development Support
If you enjoy UHC Evolved, supporting its development is greatly appreciated!
You can 'buy me a coffee' to support the future development of UHC Evolved, and other maps I create here:
https://www.buymeacoffee.com/thefatsanta


At last...
...It's Time to Survive in UHC Evolved!

Ever since 2020, UHC Evolved has been in development because I wanted to make the best, and most fun UHC experience possible. After over 3 years of developing this data pack on and off, it is exciting to finally be able to have a release version ready for anyone to use and enjoy!

If you enjoy, find any issues, or have any feedback, please reach out below!

Developmental Credits

Developers:
TheFatSanta

Testers & Idea Contribuitors:
Eric_Lahir (tested 49 UHCs)
Capaneus (tested 48 UHCs)
Noiresy (tested 46 UHCs)
Fivebuck (tested 44 UHCs)
Psych_Major (tested 42 UHCs)
Padovermilion (tested 36 UHCs)
CrocMaster (tested 9 UHCs)
BlueBaronUSA (tested 8 UHCs)
GiraffeSpicy (tested 5 UHCs)

Thank you to everyone who has tested and supported the development of UHC Evolved!


CompatibilityMinecraft 1.20
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