Atlas Game Manager
by
keenanjt
April 2, 2016 at 12:04 AM UTC
Hello Avicans!
The development team has big news to report! A new game manager plugin is coming to Avicus that we like to call, Atlas. As most of you know, since the Avicore update, we have used Avicore to manage games. Since then, nearly two years have gone by and Avicus has obviously changed dramatically - our community has shifted towards the competitive genre, and our minigames have become somewhat stale due to the limited features Avicore is able to support. This is what Atlas is aiming to address.
We want Avicus to properly host games for the competitive Minecraft community in addition to reestablishing the casual gaming community within Avicus in the long run. This is why Atlas is coming, and what it makes it so great. It is what you have been waiting for, and what the developers have been working hard to complete.
Atlas differs from Avicore in many respects. I’ll do my best to list off these changes:
XML: Currently Atlas only supports XML. We may provide support for other markup (YML, JSON, HOCON) in the future, but is unlikely. Map developers are starting to learn Atlas XML and I will be helping with the process of converting Avicore maps to Atlas maps.
Translations: Every message sent to a player can be translated. Map developers can even (and are strongly encouraged required to) provide translatable messages for team names, objective names, and in game messages and warnings. The documentation website for writing map configuration files supports translations as well. Help get your native language translated at translate.avicus.net.
Objectives: Under Avicore, objectives are defined by the gamemode of the map. For example, only DTM maps can define monuments and only CTW maps can define wool. Atlas maps, on the other hand, can define any number of objectives in one map (monuments, wool, hills, score caps and more all in one map!).
New tab list: The tab list has been organized to show teams, spectators and game information more clearly.
No death screen: We have disabled the death screen and replaced it with a popup message. Upon dying during a match, a player can now spectate the game until they desire to respawn (map developers can toggle this).
More modules/elements: There are many more features available in Atlas of which map developers should take advantage.
Zones: A zone is a region that has special qualities. For example, you can give an item or a potion effect to a player when entering an area. Or, you might want to define team bases where only one team can enter and are exempt from player damage.
More regions: Points, cuboids, cylinders, circles, spheres, joined, translated, inverted, intersected, subtracted, above, below void and more regions are available. See the Atlas documentation for a complete and descriptive list.
Spawns: Spawns are used to define where a player should be teleported to and what items they should be given when they appear in the map or respawn after a death. Many types of regions can be specified here.
Better objectives: More options for wool and monuments are provided. Some examples include: monuments as a region as opposed to a single block, monuments as any type of material instead of obsidian, optional fireworks upon completion, and disable crafting of wool. See the docs for more information!
Hills: We have scrapped the “capture the hill” behavior of hills and now provide hill objectives. Teams compete for control of any number of hills by having members of their team possess one for a certain amount of time.
Events, conditions and triggers: For the more savvy map developers, we leave you with the most important change last. These three map elements allow you to modify almost any event that occurs during a match. The documentation explains how to take advantage of events.
I know you’re eager to try it out. We are too! We want to see this in action on the live servers as soon as possible, but we must be careful not to rush it. We are extensively testing the new plugin with map developers and selected staff members. Public testing will be happening soon and it will surely be announced ahead of time.
A note on the next tournament:
It’s very possible the next tournament will be running on Atlas if all goes smoothly and it is so desired by the players and the tournament organization team. We’ll do our best to keep Atlas working on 1.8, regardless of what happens with the main server, which means the tournament will likely be on 1.8. This is assuming there are no changes made to 1.9 gameplay and the perception of 1.9 gameplay that would persuade us to upgrade.
Interesting how I didn't suggest upgrading to 1.9 anywhere in this post, in fact I said it's not even on our radar currently, yet it's discussed below. *sigh*
Interesting how I didn't suggest upgrading to 1.9 anywhere in this post, in fact I said it's not even on our radar currently, yet it's discussed below. *sigh*
Let's talk about Atlas, not 1.9.
Just saying..
I suggest you could change Teams name by normal users on Scrimservers.. I mean it`s more "Professional"
Seriously looking foward for Atlas, it sounds like it will be really good! Slso hyped by hearing that the next tourney is confirmed on 1.8 and it Will happen on Atlas :) really nice job dev team!
"More regions: Points, cuboids, cylinders, circles, spheres, joined, translated, inverted, intersected, subtracted, above, below void and more regions are available. See the Atlas documentation for a complete and descriptive list.
Spawns: Spawns are used to define where a player should be teleported to and what items they should be given when they appear in the map or respawn after a death. Many types of regions can be specified here.
Better objectives: More options for wool and monuments are provided. Some examples include: monuments as a region as opposed to a single block, monuments as any type of material instead of obsidian, optional fireworks upon completion, and disable crafting of wool. See the docs for more information!"
YES! I'VE BEEN WATING FOR THESE FOR YEEEARRRRS! YES! OH GAWD YES~!
EDIT: Also with these improvements and the fact that OCN lost a lot of it's players for moving over to 1.9 I can forsee an incredible rise in Avicus' player count.
Plus we'd get XML map makers as well which is awesome. Teach the youngins how to do this hotmess.com code xD
As much as I love to see this ans am do exited My mind wanders to avicore and how long it took and how eventually dissapointed people were.. It was a good update but the hype train had left like 3 months before it arrived.
All I'm saying is post regular updates, keel the players noticed, keep the hype train rolling and we won't have a repeat of avicore.
fucking hell avicus i've stuck by you for a very long time almost 3 years and i must say you got your shit together. don't mess this up do what april said by making regular posts.
Regenerating blocks would be a really cool component. We could add that as a <zone> perhaps.
What do you mean by item-keep thingies?
Item keep is basically a component that allows mapmakers to select certain blocks and items that will stay in a player's inventory even though they have died.
This will be great and allow maps to be focused around a steady progression of upgrades using NPC villagers.
Also, add an armor-lock thingy that prevents players from taking off the selected armor or ITEMS that happens to be on a player's body.
The regen blocks would be a great way to fix a map that was griefed or shorten the amount of Iron so that the map can be more focused on aesthetics and gameplay.
Basically regenerating ore blocks.
Also, this could cause a lot of lag and problems... Too many blocks regenerating at a single time... Players getting stuck through blocks...
For this reason, make sure that you not only add a time set to regen SELECTED blocks but make sure that you add an option to prevent players from getting stuck in blocks.
Will our stats and items we have purchased from the ingame shop be resetting? Will our credits reset also?
I'm pretty sure they don't. This update is to improve the 'elasticity' of map making, so basically we can do more diverse things with them, creating more options ffor gamemodes and such.
OP: a few ideas for map making include:
-Locked monuments: there are more than one monuments on a map but they have to be broken in a certain order. Once monument #1 is broken, you can then break monument #2, then #3 and so on. I believe Sli thought of this.
-Points by the break and capture of a monument: this idea was thought of by Eric. Essentially, the map is set up aas if it were DTM, but for each monument break you receive some points (let's say 10). Then you have the ability to return your obsidian to your spawn, granting you more points (let's say 10 more). Your team then in total have 20 points. The obsidian respawns once the broken obsidian is lost by the 'breaker' and the first team to reach a target (let's say 200 points) wins.
CTW and DTM: this was mentioned in the original post but I thought I might mention it anyway. There's a wool room, there's a monument. First team to break the Monument and capture the wool wins. I know there is currently some maps being made for this so I hope this works :D
Item keep is basically a component that allows mapmakers to select certain blocks and items that will stay in a player's inventory even though they have died.
This will be great and allow maps to be focused around a steady progression of upgrades using NPC villagers.
Also, add an armor-lock thingy that prevents players from taking off the selected armor or ITEMS that happens to be on a player's body.
The regen blocks would be a great way to fix a map that was griefed or shorten the amount of Iron so that the map can be more focused on aesthetics and gameplay.
Basically regenerating ore blocks.
Also, this could cause a lot of lag and problems... Too many blocks regenerating at a single time... Players getting stuck through blocks...
For this reason, make sure that you not only add a time set to regen SELECTED blocks but make sure that you add an option to prevent players from getting stuck in blocks.
Item keep could be added quite easily, yeah! It would be in the same category/module as armor locking.
I'm pretty sure they don't. This update is to improve the 'elasticity' of map making, so basically we can do more diverse things with them, creating more options ffor gamemodes and such.
OP: a few ideas for map making include:
-Locked monuments: there are more than one monuments on a map but they have to be broken in a certain order. Once monument #1 is broken, you can then break monument #2, then #3 and so on. I believe Sli thought of this.
-Points by the break and capture of a monument: this idea was thought of by Eric. Essentially, the map is set up aas if it were DTM, but for each monument break you receive some points (let's say 10). Then you have the ability to return your obsidian to your spawn, granting you more points (let's say 10 more). Your team then in total have 20 points. The obsidian respawns once the broken obsidian is lost by the 'breaker' and the first team to reach a target (let's say 200 points) wins.
CTW and DTM: this was mentioned in the original post but I thought I might mention it anyway. There's a wool room, there's a monument. First team to break the Monument and capture the wool wins. I know there is currently some maps being made for this so I hope this works :D
Item keep could be added quite easily, yeah! It would be in the same category/module as armor locking.
That's awesome to hear! :D
Been wanting this for YEARS, good to know that it's not as hard as I thought it was. If you want to extend the release the META (I don't call this an update because this will completely rework and enhance Avicus fully) to weed out bugs and include features then please do so.
It'd be better to have a good META with minimal bugs than a broken META, eh?
You can't learn anything if nothing has been put down yet ;)
Look at "Examples"
There's a fully converted map there that you can use as a reference. The map is Axis and if you remember how it plays and saw it's YML then you can guess where 99% of the stuff in the YML is.
Took a look at it myself and I must say that this might be easy to do, and the way that everything is set up looks... sexy...
I can definitely get into this...
EDIT: I took a look at the monument, and I noticed that you can now select which materials are monument materials. People can now make [DTE]s :)
However, there is a problem with this... are people able to add percentages to a monument? Like 50% of the monument's materials will be destroyed?
Can you add a thing that will allow players to repair a monument? (If the map is done correctly then this will be fun)
There's a fully converted map there that you can use as a reference. The map is Axis and if you remember how it plays and saw it's YML then you can guess where 99% of the stuff in the YML is.
Took a look at it myself and I must say that this might be easy to do, and the way that everything is set up looks... sexy...
I can definitely get into this...
EDIT: I took a look at the monument, and I noticed that you can now select which materials are monument materials. People can now make [DTE]s :)
However, there is a problem with this... are people able to add percentages to a monument? Like 50% of the monument's materials will be destroyed?
Can you add a thing that will allow players to repair a monument? (If the map is done correctly then this will be fun)
Percentages, and repairable monuments are both yeses at the moment.
You can find more map xml's at: https://github.com/Avicus/atlas-maps. They are all a work in progress, not completed. XML may change in the future too (i.e. <point> might be converted to <block> instead).
Percentages, and repairable monuments are both yeses at the moment.
You can find more map xml's at: https://github.com/Avicus/atlas-maps. They are all a work in progress, not completed. XML may change in the future too (i.e. <point> might be converted to <block> instead).
Would you be able to make blocks around a monument slowly collapse after the monument is broken, that'd be cool, for the world around the monument to slowly disappear after it's broken, and just keep doing that untill the games ends.It would be helpful to tell what monuments are broken w/o looking at the sidebar.
Also, is there a way to 'highlight' a monument? Like to show where it is, because some monuments are hard to find lol
This is no suggestion xD This thread is announcing that the atlas development is pretty active and that the plugin will be tested soon :D
I had a suggestion for maybe something to come out now or even in the Atlas update but then moved it to my suggestions post and forgot to edit the message above xD
Interesting how I didn't suggest upgrading to 1.9 anywhere in this post, in fact I said it's not even on our radar currently, yet it's discussed below. *sigh*
Let's talk about Atlas, not 1.9.
1.9 is literally so bad most of us go out of our way to say these things to people responsible of servers. OCN upgraded to 1.9, and even though they made a lot of changes to make it better, most competitive OCN players either started playing another game mode, joined Avicus or left Minecraft all together. While this increases our player count by a little, the point I'm trying to make is that OCN lost players, a lot of players. I still remember the days where we were going from 1.7 to 1.8 and people were saying it "ruined PvP" (guilty of this). If we are to update to 1.9, which I remind you is made by developers that mostly have kids that aren't competitive at all to please, and that it is named the "Combat Update" which is basically a recipe for failure when it comes to competitive PvP, most of us, at least I wouldn't be very happy.
1.9 is literally so bad most of us go out of our way to say these things to people responsible of servers. OCN upgraded to 1.9, and even though they made a lot of changes to make it better, most competitive OCN players either started playing another game mode, joined Avicus or left Minecraft all together. While this increases our player count by a little, the point I'm trying to make is that OCN lost players, a lot of players. I still remember the days where we were going from 1.7 to 1.8 and people were saying it "ruined PvP" (guilty of this). If we are to update to 1.9, which I remind you is made by developers that mostly have kids that aren't competitive at all to please, and that it is named the "Combat Update" which is basically a recipe for failure when it comes to competitive PvP, most of us, at least I wouldn't be very happy.
But, you're the boss. xP
Don't worry it won't be coming anytime soon, we just have support for those versions.
1.9 is literally so bad most of us go out of our way to say these things to people responsible of servers. OCN upgraded to 1.9, and even though they made a lot of changes to make it better, most competitive OCN players either started playing another game mode, joined Avicus or left Minecraft all together. While this increases our player count by a little, the point I'm trying to make is that OCN lost players, a lot of players. I still remember the days where we were going from 1.7 to 1.8 and people were saying it "ruined PvP" (guilty of this). If we are to update to 1.9, which I remind you is made by developers that mostly have kids that aren't competitive at all to please, and that it is named the "Combat Update" which is basically a recipe for failure when it comes to competitive PvP, most of us, at least I wouldn't be very happy.
But, you're the boss. xP
they won't update for a long time. the staff here actually know how pvp works thankfully like people like piez, tazz, cyclops, stimulating etc. they know that 1.9 will be really bad. also I think kylo knows that 1.9 will lose a lot of his players ;)
they won't update for a long time. the staff here actually know how pvp works thankfully like people like piez, tazz, cyclops, stimulating etc. they know that 1.9 will be really bad. also I think kylo knows that 1.9 will lose a lot of his players ;)
mfw you say that yet they updated to 1.8 which is so much worse than 1.7 and even worse is the fact that the servers quality went down when they updated as opposed to making it better gg
mfw you say that yet they updated to 1.8 which is so much worse than 1.7 and even worse is the fact that the servers quality went down when they updated as opposed to making it better gg
1.8 or 1.9 mate? At least 1.8 is playable in comparison to 1.9
1.8 or 1.9 mate? At least 1.8 is playable in comparison to 1.9
1.8 still sucks major ass, there's no reason the server isn't mixed versions of 1.7/1.8 right now
the nerds who tried to use stats for the comparison are fools to see that this wouldn't happen - less players when the server is pure 1.8 as opposed to mixed
Wait, does this mean I can make dedicated Atlas maps(due to the ability to have every single type of objective in ONE game)? If yes, nice, I have a new idea :)
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