For anyone unfamiliar with the AutoReferee plugin, it's open source, and free for everyone to use, so if you'd prefer to host Cluster Chunk on your own server, rather than playing it on the RMCT server, using the AutoReferee plugin makes it easily resettable. It also offers a lot of conveniences to commentators/streamers, making them automatically invisible, and arrows pass through them and whatnot. It also has automatic cheat and win-detection, and as when each match ends, it posts a link to a page of information about that match to everyone in that game world.
Thanks again for creating a map that promotes such interesting, varied, and innovative gameplay, three_two. It's truly a landmark, and remains one of the highest quality maps in the Minecraft creativity-focused PVP genre.
Also, as an unrelated sidenote for anyone interested, the Yogscast has just begun to post a series of videos of them playing a single match on the map. Some of their gameplay may be a little cringe-worthy for more experienced players to watch, but one of the things the Yogscast exceeds at is showing off the maps they play through in a thorough and accessible manner that makes them appealing to viewers, and they're putting those skills on full display with this playthrough:
im lost..... i started in a bedrock square and dont know what to do????????
Khaose: You need to enable command blocks in your server properties.
three-two: You might want to consider adding a sign on the spawn pad that tells players to turn command blocks on. No one will see it unless they have command blocks turned off, or they're just flying through the map to understand how it works. I know that on his Ghost Squadron map, Seth Bling has a block-letter sign made out of command blocks hanging out over the void to one side of the spawn platform that reads "TURN COMMAND BLOCKS ON".
One more issue that might be worth mentioning is that in the AutoRef version of the map, we had a creeper that spawned on the roof of a chunk between mobs being cleared, and the players landing in their pools, which killed a player when he landed. I would assume that this is a rare occurrence that's possible when playing without the AutoRef plugin as well. You might want to consider adding a command block on a timer that turns the difficulty to Peaceful for a second just before they land in their pools, and then turns it back to whatever difficulty it was previously on (or just turns it to Hard if that's not easy to set up detection for).
One more issue that might be worth mentioning is that in the AutoRef version of the map, we had a creeper that spawned on the roof of a chunk between mobs being cleared, and the players landing in their pools, which killed a player when he landed. I would assume that this is a rare occurrence that's possible in when playing without the AutoRef Plugin as well. You might want to consider adding a command block on a timer that turns the difficulty to Peaceful for a second just before they land in their pools, and then turns it back to whatever difficulty it was previously on (or just turns it to Hard if that's not easy to set up detection for).
Hmmm...although the map could use an update (it's been since 1.4 pre-releases since I have) I probably won't until 1.7 gets a little closer. There's 100 things I could do differently and/or need to update.
As for the creeper. Shouldn't happen. Never seen it happen. A fresh version of the map starts with the gamerule doMobSpawning "false." I had to do it this way because of the grass blocks, otherwise there's passive mobs everywhere when the game starts. At the beginning of the game, the time of day is set to 12500 and the gamerule doMobSpawning is set to "true." Hostile mobs can't spawn in full skylight until 13200. There is a slight shadow from the spawn platform but, the clusters are also lit by glowstone and jack-o-lanterns right where any shadow from the spawn platform would be strongest. It would have to be a 1 in a million chance of a hostile mob spawning before the players hit the water and are inside the safety of the cluster. I suspect maybe the doMobSpawning gamerule was overided by the server/auto-ref (maybe?)
Anyway, you're right there's much better ways I could have done this. A command block changing difficulty from peaceful to hard would have been good but, some people don't play on hard so, I would have had to make a selector system and at the time of doing the redstone for this map, I probably just wanted to keep it simple to fit the overall style. I DO plan on updating this map sometime soon, just gotta get the free time and the will to do it.
hi i love this map but i am having trouble with it on my private server, whenever i try to use the portals/spawns they dont work and i cant see the colorful text that comes up, i tried not using any plugins but that still didn't work. Aldo the time doesn't change when the games starts. Please help if you can