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A new game manager plugin has come to Avicus on August 28, 2016, called Atlas. Since the Avicore update, Avicus used Avicore to manage games. Since then, nearly two years have gone by and Avicus has obviously changed dramatically - community has shifted towards the competitive genre, and minigames have become somewhat stale due to the limited features Avicore is able to support. This is what Atlas is aiming to address.

It helps 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 has come, and what it makes it so great.

Atlas game manager

Changes Edit

XML Edit

Currently Atlas only supports XML. It may support other markup (YML, JSON, HOSON) in the future, but is unlikely. So all Avicore maps will be converted to Atlas maps.

Translations Edit

Every message sent to a player can be translated. Map developers can even 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 Edit

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 Edit

The tab list has been organized to show teams, spectators and game information more clearly.

No death screen Edit

The death screen has been disabled and replaced 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 Edit

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, it can give an item or a potion effect to a player when entering an area. Or, it 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: Avicus has scrapped the “capture the hill” behavior of hills and now provides 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: These three map elements allow players to modify almost any event that occurs during a match. The documentation explains how to take advantage of events.

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