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. 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: Similar to a worldedit selection, it should fit everything in like so: Each bridge you choose to select should be ‘labelled’ with a different number, and should appear on the sign as “BRIDGE X”: 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: 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. 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: 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.