A comprehensive guide on creating maps and game modes for Atlas.
<walls>
The walls module is a collection of special features used for the Walls game type.
This module can only be used on walls servers.
The walls module automatically enables one-life elimination, win scenarios for either teams or players, and a time limit.
Specification | Changes |
1.0.5 | Walls are no longer objectives and are now their own module. |
1.0.5 | Elimination is now enabled by walls. |
1.0.5 | Objectives are now created by the walls module. |
The base configuration for the walls module.
Attribute | Description | Type |
fall-time | Time it takes for the walls to fall. This attribute denotes a period of time and can either be in seconds or in a period format. Formats are as follows: d - days h - hours m - minutes s - seconds These can be combined to create any period. No spaces are allowed. | Duration |
end-time | Total time of the match. This attribute denotes a period of time and can either be in seconds or in a period format. | Duration |
<wall>
A wall is a physical barrier in game that will fall after a specified time.
Attribute | Description | Type | Default |
region | Region that contains the blocks that should be removed. This can either be in ID form, or as a nested XML tag in the syntax of a region. | Region | |
physical | If there is a physical wall in the world already. | True/False | true |
source-material | Materials to remove. If this is not included, all materials in the region will be removed. A material is defined in the syntax of matname:damage when matname is the name of the material and damage is the damage value of the material. A damage value is not required. | Singular Material Matcher | |
target-material | The material that the blocks removed should turn into. A material is defined in the syntax of matname:damage when matname is the name of the material and damage is the damage value of the material. A damage value is not required. | Singular Material Matcher | air |