I'm the guy who runs Barron Minecraft. I threw together a server yesterday and its been fairly popular. I though I should share the love and post my server config so others can run their own. Please note that if you don't have experience running servers, you should read some basic tutorials before you attempt this. Its is by no means a walk in the park.
Download the latest recommended build of Bukkit++ and place it in the root of your server (with server.properties and bukkit.yml).
Download all of the plugins needed from BukkitDev. For each folder in /plugins, search for it by name and download the latest recommended build. Place the jar you get in /plugins.
Download the latest version of this map (can be found in the first post). Place the folder containing the map in the root of the server (with server.properties and bukkit.yml). Make sure to rename the folder to "dota". If you want to use a different name, it can be changed in server.properties.
Start up the server by running the Bukkit++ jar file you added in step one.
NOTE: This is a very basic setup designed to get you going, however it will not preform well with lots of people on the server. I would recommend that you load the world into a ramdisk or force bukkit to keep it in memory. Be sure to disable any plugin and server features that you will not be using.
Inital Setup:
Add yourself to the Admins group. Add team leaders to the Leaders group (you can use /leader <name> in game). Everyone else goes in Members.
Have your team leaders create clans for each team by typing /create <team name>. I used red and blue. Type /verify <team name> to allow them to start inviting people.
The team leaders can now invite people to the teams using /invite <player name>.
Once all teams are full, have the leaders go to their respective team spawns and type /clan home set. This means you don't have to use beds.
Playing the Game:
The teams are managed using SimpleClans. Be sure to read up on all the things you can do with it.
The world is protected using WorldGuard. You may want to re-size the spawn region. The new map extends outside of it allowing for PvP before the game starts.
After talking with some players, we decided it wasn't a good idea to have people lose everything when they die. DeathControl is setup so you keep your armor if you die. Feel free to change this.
CommandHelper is used to alias some common commands both for admins and players. Check out /plugins/CommandHelper/config.txt for a list of them or to add your own.
Resetting the Map:
The way you do map resets is up to you. I wrote a simple BASH script that shuts down my server, copies the world over from a backup, resets the clans and starts it back up. You can adapt it to your own server or roll your own method.
The most basic method possible for resetting the server, is to delete the map and replace it with a clean (original) version.
For those who can't host their own...
Barron Minecraft Dota Server:
Server is currently ONLINE
Connect to dota.barroncraft.com
Server is 10 slots, first come first serve.
Be polite, play honorably and have fun.
-Nullreff
So I followed your instructions on trying to set up a server at my house, however I can't get any of the plugins to work. I have set up bukkit servers before but it seems like this might not be one lol (if not my bad). But could you explain to me how I can get these plugins turned on?
Epic map. I just downloaded it for singleplayer to check it out and have to admit it was awesome even without anyone else. You should host an official server for it, and reload the map on it when the battle is over.
Rollback Post to RevisionRollBack
Click to get your own! If it covered in fog, that means I've hidden it. Sorry, but then you won't be able to click it.
I got several hosts interested, hopefully they will setup their server soon - remember it's very complicated to host public servers as people tend to exploit and the game itself has a lot of features to be tested
I barely had 5k subs on my youtube acc when I started this project - didn't expect such huge response so I didn't bother making official servers etc - next time I'll make sure it's all good
I just read all the replies in this thread and since most of them are complaining about the gear balance and since you're interested in outside ideas I made an account to share my two cents.
Most people that have seen/played race for the wool know that the only real way to be able to get each wool (which is always in a rather difficult dungeon) while under heavy enemy fire is to be in full diamond armor because your practically invincible at that point. That map is balanced around the effectiveness of diamond armor however PvP in minecraft generally isn't, there are no armor piercing arrows or anything like that so this map really isn't in a map that has any use for the highest tier items in minecraft. The high tier armor in minecraft is just way to good for PvP to be fun or for potions etc. to have any real effect (although that is not totally true since they bypass armor so maybe that makes them more viable? (however the effective heal of health pots is also way stronger), the point I'm trying to make is that it changes completely how you play the game (because your invincible) and that change doesn't affect the gameplay in this map positively). That's why I have some suggestions.
Against mobs even stone swords are pretty strong, I think a better approach is to have wooden swords or just some random item like a fish, enchanted with some minor knockback as your first offensive item. It gets the job done but killing creeps is way to time consuming so you would upgrade and with each sword upgrade it would take one less hit to kill the creeps. I think having the first "sword" be something else than a sword so that it has infinite durability is a wise move because you can renew your sword by buying a new one any way... Having it so that each upgrade makes the creeps one fever hits but expire faster (for example gold items) would mean you would be forced to upgrade through each tier instead of skipping from the first one to the last one, which is probably what you want the player to do. The reason I say the first "sword" should have knockback is because it will make managing many mobs at a time possible which is a necessity.
So I think the best thing you can do is to go and test/read how many hits each sword type with each enchantment takes to kill every creep and how much damage armor absorbs. I would do it for you, and post it here, but that is basically the same as linking the wiki which would be pointless since you can find that on your own. However I think no matter what you do you should give every armor some projectile protection or at least the cheapest types because you want to avoid making it so that the losing team can't make a comeback, if one team has good bows and the other just wiped and needs arrows it means they're at a huge disadvantage but if the cheapest armor has huge projectile protection then the fight becomes much more interesting, especially with low durability armor because then the winning team might have lost some armor pieces in the previous fight, this means the defending team is always at an advantage which is good and makes the game last longer.
So what I'm essentially saying is:
- Make potions cheap and accessible (at least short duration ones and then the longer duration/more potent ones more expensive) to provide more depth and skill to pvp'ing.
- Make all weapons lower durability.
- Make sure bows aren't anything amazing.
- Make armor low durability with high projectile protection.
- Make sure that weapons scale in a way that makes them actually kill mobs faster (for example the difference between a iron and stone sword is none in terms of hits needed to kill a zombie).
- Remove diamond armor all together and if you want to have iron armor make sure its only superior trait is durability, that is make it on par with the less durable armor but not have any projectile protection or something like that.
Also it would be really cool if you had some places that you could get higher than the opponent to make up for all the bow nerfs I'm suggesting (like in dota where there are hills and stuff).
Maybe you could have a 3 for 2 thing on some potions or some other deal that makes them more expensive than just an even trade but still really cheap. Especially speed potions since they would make the running back and forth less mundane not to mention that the only real way to catch fleeing enemies is to run faster (keep in mind I have only played this on the barron server where food is disabled so you always regenerate so if the enemy is in heavy projectile protection armor then there's not much you can do to him from afar).
Looting enchantments might be cool but it would be very hard to balance.
I really hope someone reads this and modifies my ideas in a way he/she thinks would be an improvement and I also hope this map will be continuously updated since it's a great concept for a map. Also if someone would be willing to (and I don't know how big of a deal this would be but I know it is possible) make a .exe / .msi that would install a bukkit server so that you could play this on a LAN with minimum effort that would be really cool and probably increase publicity for this project a lot faster.Longterm thing but it would be soooo cool to make a mod with craftable unique items (like in real dota). It would be like... REALLY cool
I just read all the replies in this thread and since most of them are complaining about the gear balance and since you're interested in outside ideas I made an account to share my two cents.
Most people that have seen/played race for the wool know that the only real way to be able to get each wool (which is always in a rather difficult dungeon) while under heavy enemy fire is to be in full diamond armor because your practically invincible at that point. That map is balanced around the effectiveness of diamond armor however PvP in minecraft generally isn't, there are no armor piercing arrows or anything like that so this map really isn't in a map that has any use for the highest tier items in minecraft. The high tier armor in minecraft is just way to good for PvP to be fun or for potions etc. to have any real effect (although that is not totally true since they bypass armor so maybe that makes them more viable? (however the effective heal of health pots is also way stronger), the point I'm trying to make is that it changes completely how you play the game (because your invincible) and that change doesn't affect the gameplay in this map positively). That's why I have some suggestions.
Against mobs even stone swords are pretty strong, I think a better approach is to have wooden swords or just some random item like a fish, enchanted with some minor knockback as your first offensive item. It gets the job done but killing creeps is way to time consuming so you would upgrade and with each sword upgrade it would take one less hit to kill the creeps. I think having the first "sword" be something else than a sword so that it has infinite durability is a wise move because you can renew your sword by buying a new one any way... Having it so that each upgrade makes the creeps one fever hits but expire faster (for example gold items) would mean you would be forced to upgrade through each tier instead of skipping from the first one to the last one, which is probably what you want the player to do. The reason I say the first "sword" should have knockback is because it will make managing many mobs at a time possible which is a necessity.
So I think the best thing you can do is to go and test/read how many hits each sword type with each enchantment takes to kill every creep and how much damage armor absorbs. I would do it for you, and post it here, but that is basically the same as linking the wiki which would be pointless since you can find that on your own. However I think no matter what you do you should give every armor some projectile protection or at least the cheapest types because you want to avoid making it so that the losing team can't make a comeback, if one team has good bows and the other just wiped and needs arrows it means they're at a huge disadvantage but if the cheapest armor has huge projectile protection then the fight becomes much more interesting, especially with low durability armor because then the winning team might have lost some armor pieces in the previous fight, this means the defending team is always at an advantage which is good and makes the game last longer.
So what I'm essentially saying is:
- Make potions cheap and accessible (at least short duration ones and then the longer duration/more potent ones more expensive) to provide more depth and skill to pvp'ing.
- Make all weapons lower durability.
- Make sure bows aren't anything amazing.
- Make armor low durability with high projectile protection.
- Make sure that weapons scale in a way that makes them actually kill mobs faster (for example the difference between a iron and stone sword is none in terms of hits needed to kill a zombie).
- Remove diamond armor all together and if you want to have iron armor make sure its only superior trait is durability, that is make it on par with the less durable armor but not have any projectile protection or something like that.
Also it would be really cool if you had some places that you could get higher than the opponent to make up for all the bow nerfs I'm suggesting (like in dota where there are hills and stuff).
Maybe you could have a 3 for 2 thing on some potions or some other deal that makes them more expensive than just an even trade but still really cheap. Especially speed potions since they would make the running back and forth less mundane not to mention that the only real way to catch fleeing enemies is to run faster (keep in mind I have only played this on the barron server where food is disabled so you always regenerate so if the enemy is in heavy projectile protection armor then there's not much you can do to him from afar).
Looting enchantments might be cool but it would be very hard to balance.
I really hope someone reads this and modifies my ideas in a way he/she thinks would be an improvement and I also hope this map will be continuously updated since it's a great concept for a map. Also if someone would be willing to (and I don't know how big of a deal this would be but I know it is possible) make a .exe / .msi that would install a bukkit server so that you could play this on a LAN with minimum effort that would be really cool and probably increase publicity for this project a lot faster.
Longterm thing but it would be soooo cool to make a mod with craftable unique items (like in real dota). It would be like... REALLY cool
Thanks for your feedback, some changes are technically impossible without mods, but some other changes are already being planned for 1.3 - it's really hard to balance because when you die, you lose everything. That makes the whole balancing a nightmare - that's where I'm about to suggest people having a server mod that allows players to keep their weapons/armor when they die, but drop junk. The enchant item looting is already in game, it's in a hidden chest
Also health potions price has been reduced and most weapons nerfed. More nerfs in 1.3 for armors
If you are playing in a LAN, you don't really need any mods to be honest - we tested the game with no mods and had a blast. We just divided the team and started the match - all 10 of us knew the rules - everything went smoothly
we deffinately need more servers hosting this seriously barroncraft its not even possible to join when it has reset its full in like half a second i have been sat waiting for 2 hours trying to get on :/
I'm working on setting up a second server to handle the load. Ill post here when its up.
They shoud work once the game is started.
In addition to what I posted before, I ended up writing a custom plugin to manage teams. Once it becomes stable, Ill make the source code available.
Okey, but I need to solve problem with players skins, or any team differences.
How can i connect to your server? - Would love to join and test this world.
also there is one or 2 shops that needs to be fixed, has they have a 20% chance to fail because of dispenser placement, ill release new patch tonight
Nice, also make walls on spawn 3 cubes high, because you can climb on 2 cubes when you are jumping and other player beating you.
Just tested it on your server, works fine.
So I followed your instructions on trying to set up a server at my house, however I can't get any of the plugins to work. I have set up bukkit servers before but it seems like this might not be one lol (if not my bad). But could you explain to me how I can get these plugins turned on?
Click to get your own! If it covered in fog, that means I've hidden it. Sorry, but then you won't be able to click it.
Many clocks are involved in this map, the view distance helps - otherwise the clocks stop working and some part of the map bugs out
I barely had 5k subs on my youtube acc when I started this project - didn't expect such huge response so I didn't bother making official servers etc - next time I'll make sure it's all good
Get it now at http://www.planetminecraft.com/project/minecraft-dota/
Most people that have seen/played race for the wool know that the only real way to be able to get each wool (which is always in a rather difficult dungeon) while under heavy enemy fire is to be in full diamond armor because your practically invincible at that point. That map is balanced around the effectiveness of diamond armor however PvP in minecraft generally isn't, there are no armor piercing arrows or anything like that so this map really isn't in a map that has any use for the highest tier items in minecraft. The high tier armor in minecraft is just way to good for PvP to be fun or for potions etc. to have any real effect (although that is not totally true since they bypass armor so maybe that makes them more viable? (however the effective heal of health pots is also way stronger), the point I'm trying to make is that it changes completely how you play the game (because your invincible) and that change doesn't affect the gameplay in this map positively). That's why I have some suggestions.
Against mobs even stone swords are pretty strong, I think a better approach is to have wooden swords or just some random item like a fish, enchanted with some minor knockback as your first offensive item. It gets the job done but killing creeps is way to time consuming so you would upgrade and with each sword upgrade it would take one less hit to kill the creeps. I think having the first "sword" be something else than a sword so that it has infinite durability is a wise move because you can renew your sword by buying a new one any way... Having it so that each upgrade makes the creeps one fever hits but expire faster (for example gold items) would mean you would be forced to upgrade through each tier instead of skipping from the first one to the last one, which is probably what you want the player to do. The reason I say the first "sword" should have knockback is because it will make managing many mobs at a time possible which is a necessity.
So I think the best thing you can do is to go and test/read how many hits each sword type with each enchantment takes to kill every creep and how much damage armor absorbs. I would do it for you, and post it here, but that is basically the same as linking the wiki which would be pointless since you can find that on your own. However I think no matter what you do you should give every armor some projectile protection or at least the cheapest types because you want to avoid making it so that the losing team can't make a comeback, if one team has good bows and the other just wiped and needs arrows it means they're at a huge disadvantage but if the cheapest armor has huge projectile protection then the fight becomes much more interesting, especially with low durability armor because then the winning team might have lost some armor pieces in the previous fight, this means the defending team is always at an advantage which is good and makes the game last longer.
So what I'm essentially saying is:
- Make potions cheap and accessible (at least short duration ones and then the longer duration/more potent ones more expensive) to provide more depth and skill to pvp'ing.
- Make all weapons lower durability.
- Make sure bows aren't anything amazing.
- Make armor low durability with high projectile protection.
- Make sure that weapons scale in a way that makes them actually kill mobs faster (for example the difference between a iron and stone sword is none in terms of hits needed to kill a zombie).
- Remove diamond armor all together and if you want to have iron armor make sure its only superior trait is durability, that is make it on par with the less durable armor but not have any projectile protection or something like that.
Also it would be really cool if you had some places that you could get higher than the opponent to make up for all the bow nerfs I'm suggesting (like in dota where there are hills and stuff).
Maybe you could have a 3 for 2 thing on some potions or some other deal that makes them more expensive than just an even trade but still really cheap. Especially speed potions since they would make the running back and forth less mundane not to mention that the only real way to catch fleeing enemies is to run faster (keep in mind I have only played this on the barron server where food is disabled so you always regenerate so if the enemy is in heavy projectile protection armor then there's not much you can do to him from afar).
Looting enchantments might be cool but it would be very hard to balance.
I really hope someone reads this and modifies my ideas in a way he/she thinks would be an improvement and I also hope this map will be continuously updated since it's a great concept for a map. Also if someone would be willing to (and I don't know how big of a deal this would be but I know it is possible) make a .exe / .msi that would install a bukkit server so that you could play this on a LAN with minimum effort that would be really cool and probably increase publicity for this project a lot faster.Longterm thing but it would be soooo cool to make a mod with craftable unique items (like in real dota). It would be like... REALLY cool
Thanks for your feedback, some changes are technically impossible without mods, but some other changes are already being planned for 1.3 - it's really hard to balance because when you die, you lose everything. That makes the whole balancing a nightmare - that's where I'm about to suggest people having a server mod that allows players to keep their weapons/armor when they die, but drop junk. The enchant item looting is already in game, it's in a hidden chest
Also health potions price has been reduced and most weapons nerfed. More nerfs in 1.3 for armors
If you are playing in a LAN, you don't really need any mods to be honest - we tested the game with no mods and had a blast. We just divided the team and started the match - all 10 of us knew the rules - everything went smoothly
I'm working on setting up a second server to handle the load. Ill post here when its up.
Also, a second server has been added. No more getting Server Is Full errors
Check it out
Edit: Servers have been updated to 1.2.2