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Bridges

Discussion in 'Map Guidelines' started by Build Team, Feb 2, 2017.

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  1. [​IMG]


    The following guidelines reference 'Data Points'. If you would like to learn more about these, please click here.


    Bridges should always consist of 4 spawn islands around a central island. Each island should be of great distance away so you are unable to jump to each, or the central island, with Beserker kit. Ensure you leave enough space between them to avoid this.


    [​IMG]


    Each Bridges spawn island needs to meet the following requirements;
    • At least 10 spawn points for each island (RED, BLUE, YELLOW, GREEN)
    • A base of sorts with at least 1 crafting table and furnace.
    • Plenty of logs for each player (Around 60-100, at least, per island).
    • A cave in which people can gather resources, with hidden caves inside the walls.

    Once each island is created, you'll want to set up the ores. To do so, select the entire region around the map and type //replace 1 95%stone,5%(ORE TYPE)
    RED TEAM = redstone_ore
    BLUE TEAM = diamond_ore
    YELLOW TEAM = gold_ore
    GREEN TEAM = emerald_ore​

    This should replace around 1200 blocks which means your base islands should have around 24000 stone blocks.

    Here are the different bridge presets:
    • Volcano Bridges
      ~ BLACK DATA = Lava Source (place this above a volcano, sky, or something)
      ~ RED DATA = Single Netherrack bridge (this will make a bridge block where the wool is)
      ~ ORANGE DATA = Double height Netherrack bridge (this will make a bridge where the wool is and 1 above)​
    • Wood Bridges
      ~ BROWN DATA = Wood platform (this will make a bridge block where the wool is)
      ~ GRAY DATA = Log with fence on top (this will make a bridge where the wool is and 1 above)​

    Make sure the bridge preset data points are always above water.


    CUSTOM BRIDGES!
    We’re now able to make custom bridges! The bridges presets still work, and if you wish to use the old presets, feel free. However, you are now also able to make completely customisable bridges.

    Start by making the bridges you wish to design. Keep note of the IDs of the blocks you choose, as that will come up later on; they are very important for data points later on. Like I said, you can make any bridges you want! Get creative with them, and don’t be afraid to think outside of the box.

    Once you’ve created your bridges, you’re going to want to start placing sponge points. The sponge points you place will create a cuboid around the bridges (not physically, but within the code), depending on how you position them. You’re going to want to include everything of that bridge inside the cuboid, so make sure the bottom corner sponge is in the very bottom corner, level with the lowest block. And the top corner sponge is as high as the highest block in the bridge.

    Here’s an example bridge I made, to demonstrate the height difference, and creativity you can have when creating bridges:
    [​IMG]


    Similar to a worldedit selection, it should fit everything in like so:
    [​IMG]


    Each bridge you choose to select should be ‘labelled’ with a different number, and should appear on the sign as “BRIDGE X”:
    [​IMG]

    The average amount of bridge presets you’ll want to plot out is 8, given the fact that the bridge extending from one island to another counts as 1, and the bridge connecting that bridge to the middle island counts as one. So it would be something like this:
    [​IMG]


    If you have a water map, it’s important the sponge points you place in the water for the bottom corner of the bridge is not absorbing water around it (for obvious reasons). Use //fast and //set (worldedit commands) to ensure this doesn’t happen.

    Now you’ve plotted out your bridges, you want to tell the plugin what it’s doing with these data points. So to do this, you need a few more sponge data points. It’s best to put these in an area with a lot of open space around, since you may end up using quite a few of them, depending on the amount of blocks you place.

    [​IMG]


    To start off, you are going to be essentially programming the TYPE of Bridge. There are two types to choose from: Radius or Random.

    Radius bridges spawn from each end. Basically, what they’re doing is working in a radius from outside inwards, creating a gradual bridge that starts from spawn and meets in the middle. This is the same as the already coded bridges made from logs, fences and slabs.

    Random bridges will spawn blocks in at random, basically creating parkour that players can either risk completing to get to spawn quicker, or wait for thicker areas of land to spawn to get there safer. This is the same as the already coded lily pad and netherrack bridges.

    Next up, is the PARTICLES that will appear as the bridges spawn. These are optional, and if you do not wish to use them, you can leave the sign blank. You can choose from the following list of particles:

    ANGRY_VILLAGER
    BLOCK_DUST
    BUBBLE
    CLOUD
    CRIT
    DEPTH_SUSPEND
    DRIP_LAVA
    DRIP_WATER
    DROPLET
    ENCHANTMENT_TABLE
    EXPLODE
    FIREWORKS_SPARK
    FLAME
    FOOTSTEP
    HAPPY_VILLAGER
    HEART
    HUGE_EXPLOSION
    INSTANT_SPELL
    LARGE_EXPLODE
    LARGE_SMOKE
    SMOKE
    LAVA
    MAGIC_CRIT
    MOB_SPELL
    MOB_SPELL_AMBIENT
    NOTE
    PORTAL
    RED_DUST
    SLIME
    SNOW_SHOVEL
    SNOWBALL_POOF
    SPELL
    SPLASH
    SUSPEND,
    TOWN_AURA
    WITCH_MAGIC
    MOB_APPEARANCE
    BARRIER
    ITEM_TAKE
    WATER_WAKE

    I’m sure you can find an example of what they look like online or in game.

    Similar to particles, you can also include a SOUND that will play as the bridges spawn. Again, this are optional, and if you do not wish to use one, you can leave the sign blank. You can choose from the following list of sounds:

    AMBIENCE_CAVE
    AMBIENCE_RAIN
    AMBIENCE_THUNDER
    ANVIL_BREAK
    ANVIL_LAND
    ANVIL_USE
    ARROW_HIT
    BURP
    CHEST_CLOSE
    CHEST_OPEN
    CLICK
    DOOR_CLOSE
    DOOR_OPEN
    DRINK
    EAT
    EXPLODE
    FALL_BIG
    FALL_SMALL
    FIRE
    FIRE_IGNITE
    FIZZ
    FUSE
    GLASS
    HURT_FLESH
    ITEM_BREAK
    ITEM_PICKUP
    LAVA
    LAVA_POP
    LEVEL_UP
    MINECART_BASE
    MINECART_INSIDE
    NOTE_BASS
    NOTE_PIANO
    NOTE_BASS_DRUM
    NOTE_STICKS
    NOTE_BASS_GUITAR
    NOTE_SNARE_DRUM
    NOTE_PLING
    ORB_PICKUP
    PISTON_EXTEND
    PISTON_RETRACT
    PORTAL
    PORTAL_TRAVEL
    PORTAL_TRIGGER
    SHOOT_ARROW
    SPLASH
    SPLASH2
    STEP_GRASS
    STEP_GRAVEL
    STEP_LADDER
    STEP_SAND
    STEP_SNOW
    STEP_STONE
    STEP_WOOD
    STEP_WOOL
    SWIM
    WATER
    WOOD_CLICK
    BAT_DEATH
    BAT_HURT
    BAT_IDLE
    BAT_LOOP
    BAT_TAKEOFF
    BLAZE_BREATH
    BLAZE_DEATH
    BLAZE_HIT
    CAT_HISS
    CAT_HIT
    CAT_MEOW
    CAT_PURR
    CAT_PURREOW
    CHICKEN_IDLE
    CHICKEN_HURT
    CHICKEN_EGG_POP
    CHICKEN_WALK
    COW_IDLE
    COW_HURT
    COW_WALK
    CREEPER_HISS
    CREEPER_DEATH
    ENDERDRAGON_DEATH
    ENDERDRAGON_GROWL
    ENDERDRAGON_HIT
    ENDERDRAGON_WINGS
    ENDERMAN_DEATH
    ENDERMAN_HIT
    ENDERMAN_IDLE
    ENDERMAN_TELEPORT
    ENDERMAN_SCREAM
    ENDERMAN_STARE
    GHAST_SCREAM
    GHAST_SCREAM2
    GHAST_CHARGE
    GHAST_DEATH
    GHAST_FIREBALL
    GHAST_MOAN
    IRONGOLEM_DEATH
    IRONGOLEM_HIT
    IRONGOLEM_THROW
    IRONGOLEM_WALK
    MAGMACUBE_WALK
    MAGMACUBE_WALK2
    MAGMACUBE_JUMP
    PIG_IDLE
    PIG_DEATH
    PIG_WALK
    SHEEP_IDLE
    SHEEP_SHEAR
    SHEEP_WALK
    SILVERFISH_HIT
    SILVERFISH_KILL
    SILVERFISH_IDLE
    SILVERFISH_WALK
    SKELETON_IDLE
    SKELETON_DEATH
    SKELETON_HURT
    SKELETON_WALK
    SLIME_ATTACK
    SLIME_WALK
    SLIME_WALK2
    SPIDER_IDLE
    SPIDER_DEATH
    SPIDER_WALK
    WITHER_DEATH
    WITHER_HURT
    WITHER_IDLE
    WITHER_SHOOT
    WITHER_SPAWN
    WOLF_BARK
    WOLF_DEATH
    WOLF_GROWL
    WOLF_HOWL
    WOLF_HURT
    WOLF_PANT
    WOLF_SHAKE
    WOLF_WALK
    WOLF_WHINE
    ZOMBIE_METAL
    ZOMBIE_WOOD
    ZOMBIE_WOODBREAK
    ZOMBIE_IDLE
    ZOMBIE_DEATH
    ZOMBIE_HURT
    ZOMBIE_INFECT
    ZOMBIE_UNFECT
    ZOMBIE_REMEDY
    ZOMBIE_WALK
    ZOMBIE_PIG_IDLE
    ZOMBIE_PIG_ANGRY
    ZOMBIE_PIG_DEATH
    ZOMBIE_PIG_HURT
    DIG_WOOL
    DIG_GRASS
    DIG_GRAVEL
    DIG_SAND
    DIG_SNOW
    DIG_STONE
    DIG_WOOD
    FIREWORK_BLAST
    FIREWORK_BLAST2
    FIREWORK_LARGE_BLAST
    FIREWORK_LARGE_BLAST2
    FIREWORK_TWINKLE
    FIREWORK_TWINKLE2
    FIREWORK_LAUNCH
    SUCCESSFUL_HIT
    HORSE_ANGRY
    HORSE_ARMOR
    HORSE_BREATHE
    HORSE_DEATH
    HORSE_GALLOP
    HORSE_HIT
    HORSE_IDLE
    HORSE_JUMP
    HORSE_LAND
    HORSE_SADDLE
    HORSE_SOFT
    HORSE_WOOD
    DONKEY_ANGRY
    DONKEY_DEATH
    DONKEY_HIT
    DONKEY_IDLE
    HORSE_SKELETON_DEATH
    HORSE_SKELETON_HIT
    HORSE_SKELETON_IDLE
    HORSE_ZOMBIE_DEATH
    HORSE_ZOMBIE_HIT
    HORSE_ZOMBIE_IDLE
    VILLAGER_DEATH
    VILLAGER_HAGGLE
    VILLAGER_HIT
    VILLAGER_IDLE
    VILLAGER_NO
    VILLAGER_YES


    The number after the selected sound dictates the pitch at which the sound is played.

    Next up is the RATE in which the bridges will spawn in. “1” is default - anything higher than 1 will go faster than the rate in which it naturally spawns in with other presets. You can technically code it to spawn at a rate of 20, but that would probably make them all appear at once, and that would not be fun for gameplay. Think about how you can speed up gameplay fairly, and still make it fun for everybody.

    Lastly, comes the BLOCK IDS. You will need to list every single ID of every block used in the bridges within the parameters (cuboids from earlier) you have set. You will need to separate every ID with a space. It doesn’t matter how many signs you use up for this, just as long as you ensure every single block ID is recorded on a sign.



    Spawn Borders;
    These are different to the official border points (white wool, gold pressure plate) and are sponge points to mark out the borders that prevent people from leaving the spawn islands before the Bridges spawn. As mentioned, they are sponge points, and should be team colour dependent:


    [​IMG]


    When placing them, make sure they encompass the entirety of the spawn island, so players can have use of every part of it. As well, bear in mind that it does not matter what height you place the sponge points or if they’re on varying heights; the border will go from 0 to 256 regardless. Just ensure they’re in two opposing corners of the spawn.


    The Guidelines are as follows:
    • Avoid having HUGE bases. It will make setting up ores harder and it will make ore finding harder as well in game.
    • Make sure basic resources like wood are somewhere in each base
    • DO NOT HAVE water in bases as it causes damage. (Unless void map)
    • DO NOT HAVE chests in the bases as it will kill people who open them.
    • Animals/mushrooms do not need data points; they spawn in the player spawn locations. Make sure they are spread out!
    • Make sure kits cannot access the middle until the bridges have dropped.
    • To make for fair gameplay, you should make 1 base first and then copy and paste it around. (//rotate 90). You can edit some things after, but as long as each island is of equal size, then you're good to go.
    • Sugar canes, spider webs, and bookshelves are NOT ALLOWED.
    • MAKE SURE THERE IS NO STRING ON THE MAP. To check, do a simple world edit command over your whole map. (//replace)
    • Only use solid stone on maps. Don’t use 1.8 stones (diorite, andesite, granite) or cobble below the surface. Keep this space for ores!
    • Don't make the bridges too thin. Bridges should have enough space for PvP opportunity too.
    • Along with the above point, ensure there are ample spaces to PvP on islands, as well as in the middle island.
    • When making a water map, make sure the water is 3+ blocks deep for the majority of the open water area to ensure people can't just jump across the water placing two blocks at a time.
    • Use large caves with exposed ores.
    • Make sure there are blocks below all cave ores, as gravel can spawn from ore points.
    • There MUST be a middle, with at least 8-12 chests spread evenly apart.
    • Do not use double slab blocks for Custom Bridges. Make sure wherever you use these, you replace them with full blocks. Double slab blocks have a weird ID which isn't identified by the plugin.
     
    Posted Feb 2, 2017
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