Minecraft Maps / Other

CMD CTF - Command Block Capture-The-Flag

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DrDeathDefying_NM's Avatar DrDeathDefying_NM
Level 4 : Apprentice Explorer
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A full version of classic Capture-The-Flag, built fully in vanilla Minecraft using only redstone and command blocks.

Welcome to CMD CTF - a fully immersive experience of Capture-The-Flag! 

Players: 8+ (4v4 or more!)
Admins Required: 1
Mods Required: 0
Minecraft Version: 1.8
Release Version: 1.0

People Working On This Project:
DrDeathDefying
PMC: DrDeathDefying_NM
Minecraft: YouRDead123
Role: Lead Programmer, Coder, Redstoner, and Concept Artist

Mercurial
PMC: (none)
Minecraft: bugzzy139
Role: Lead Artist, Secondary Redstoner, Lead Architect (maps and lobbies), and Concept Artist

The Professor
PMC: TheProfessor_NM
Minecraft: chiperonni
Role: Preliminary Tester and Concept Artist



No Mods!
To play this game with friends or even on servers, you don't need any mods! At least one player needs to be an OP/admin and command blocks must be enabled for full function.

1.8 Ready! 
The entire map was constructed in snapshots and is not only fully compatible with minecraft 1.8, but also utilizes many new command and scoreboard features that were introduced, for maximum efficiency!

Full Range of Customization!
At the start of each round, two randomly-selected team captains can select one of many flag designs to not only adorn their team's flag, but also various banners and decorations on their side of the map! World owners/admins can also select to play Best of 1, Best of 3, or Best of 5 rounds!

Asymmetrical and Creative Map!
The unique blend of Town and Wilderness in our initial map provides an assymetrical play experience, giving both sides different advantages and disadvantages. The Blue team, based in the Town, may have more buildings and tight alleyways to run through and hide, but their environment is predictable and it doesn't take long to understand. The Red team, based in the Wilderness, has less area to hide in among the relatively thin woods, streams, and glades. However, the forest is tricky and hardly predictable, and it will take more skill to navigate the area with ease. Aside from these team-specific areas, there are other neutral zones like the Hills to the east, the Wetlands to the west, and more smaller locations that are unique and built with care. 

New Adaptations on the Classic Game!
-Each team has two flag capture zones within their territory, as opposed to the typical one. Each team requires two captures to win the round, but can capture each flag from either enemy zone. 
-When killed, the player bearing the flag will drop the flag where it is, to be picked up by a teammate (to continue capture) or by an enemy (to manually return to base). Flags will automatically return to their base after 30 seconds. 
-Any admin watching from the Spectators Box has power to control the flow of the game. Admins can call Time-Outs (timed pauses in gameplay where all players are frozen in place), Intermissions/Half-Times (where players are returned to team-specific lounges to relax and discuss strategy), and more!
-Players have the freedom to spectate by declaring so at the start of the round. 
-The normal Minecraft day/night cycle is enabled, allowing for sneaky night attacks that must be planned and executed with precision.

PLANNED FEATURES (not intended for initial release)
-Multiple maps
-Smaller maps for groups of less than 8 people (secondary maps optimized for 3v3 or less)
-A wider range of banner customization options for teams (we plan to introduce between 2 and 4 new banner designs with each update - these are simple designs that are laid over your team's base color)
-Team color selection by captains (currently, the only teams available are the standard Red and Blue)
-More options for admins to control the game, such as toggleable time limits or the ability to trigger world events
-MVP system per-round to reward players from each team for being the best

POSSIBLE FEATURES (not planned at all yet)
-Class/player customization system
-Special leadership roles/bonuses for team captains
-Voting system for maps, team colors, flag designs, and other options that would normally be at the discretion of the captain 
-Bonuses for celebrities, VIPs, and YouTubers who happen to play the map (hint hint)

Possible Questions:
Q: Why is there only one map at initial release?
A: At the moment, we are making sure our concepts actually work in large scale before applying them to multiple maps.

Q: What is the optimal number of players for this map?
A: Similar to TF2 maps, the initial map is optimized for 8 to 24 players, from 4v4 to 12v12 matches. Future maps may be optimized for larger or smaller player counts.

Q: Is it safe to run this on my Bukkit/Spigot/Forge/etc. server?
A: While it won't destroy your server, it is likely that a lot of mechanics included with the map are already handled by common plugins, so it is recommended that you only run this map on Vanilla servers or "Lightly Modded" servers. 

Q: I have encountered a bug! What should I do?
A: First, report it in the comments section on this page. I will try to get back to you on whether or not it is a bug. If it is, we'll fix it! If it isn't (i.e. It's intended), then we'll let you know.

Q: I want to beta test your map when it's in final testing! Is there a way to register or receive a beta world save?
A: Unfortunately, we will not be doing an "Open Beta" test with the world file available on Planet Minecraft. When we are running our final Beta Test, we will be doing so on a closed and private Vanilla Minecraft server. If you wish to be on the "waiting list", let us know and we'll see what we can do. Priority invites will be sent to various YouTubers, including (but not limited to) SkyDoesMinecraft (and the rest of TeamCrafted), AntVenom, Sethbling, and more! This doesn't mean they will all participate, and we will have spots reserved for non-YouTubers.

Q: Will you let us know when testing is happening?
A: We will do our best to keep you posted on the project ON THIS PAGE. Closed Beta testing will be announced at least three to five weeks in advance, and those selected to participate will be announced (and notified) one to two weeks before the event. 

Q: I have a suggestion! Where can I put it?
A: HERE. Leave it in the comments section and we'll reply! I guarantee it!

Q: Can I contact the developers and ask about this project?
A: We prefer that any questions you may have be posted here, especially if it's an inquiry about a bug or odd event - it gives others the opportunity to speak up if the issue is widespread. You should only contact the developers through messages if your matter is extremely urgent, or if we have otherwise stated. 



Any input on the project would be greatly appreciated - let us know in the comments what you'd like to see!
A world download will be available here when the project is completed.


This is Official Project #1 of the Nerd_Mash Team and we are really excited to see where it goes!
Stay tuned for more updates!
CreditThe Entire Nerd_Mash Team
Progress5% complete

1 Update Logs

UPDATE - 9/3/14 : by DrDeathDefying_NM 09/03/2014 8:50:41 pmSep 3rd, 2014

The project has just been posted on PMC - yay!

Today, Mercurial and I made excellent progress on the pre-game customization phase. The entire system for selecting flag designs, as well as the "random draft" for players joining teams, is complete. 

At the moment, our priorities are split three-fold as such:
-Pre-Game
-Map
-Post-Game

The pre-game includes the Lobby, Flag Selection area, Team Distribution mechanisms, and other various "prep" systems.
The map is the game map. Simple.
The post-game is essentially the Reset system - it efficiently sets everything back as it should be so another game can be played.

We intend to work on the game IN THIS ORDER, although post-game mechanics may be built as needed during pre-game and map development. 

Thanks for your support! Stay tuned!

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