Atlas Map Documentation

A comprehensive guide on creating maps and game modes for Atlas.

Walls<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.

SpecificationChanges
1.0.5Walls are no longer objectives and are now their own module.
1.0.5Elimination is now enabled by walls.
1.0.5Objectives are now created by the walls module.

Base Configuration

The base configuration for the walls module.

<walls fall-time="10m" end-time="30m">
  <wall region="walls" />
</walls>

Base Configuration Attributes
AttributeDescriptionType
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<wall>

A wall is a physical barrier in game that will fall after a specified time.

<walls fall-time="10m" end-time="30m">
  <wall region="walls" />
</walls>

<region id="wall">
  <cuboid min="0,50,0" max="2,80,100" />
</region>

Wall Attributes
AttributeDescriptionTypeDefault
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/Falsetrue
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 Matcherair