Mineycrafta

Deathmatch/Bagman/CTF/Power, 4 to 16 players

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“As a certified gangster, I yearned for the mines.”

Mineycrafta is a combination deathmatch, bagman, capture the flag, and power (capture control points) map. The map features two bases, 3 paths through the center, options to get on the rooftops and collect armor at the expense of exposure, underwater paths on the sides, warps via nether portal to evade players, a minecart ride through the nether to the other base that also awards an HMG and armor, and a hazard event at the 6-minute mark where a creeper blows up in front of the bases to change the topology.

The layout is original. Made with Trenchbroom 2025.3 as a Valve 220 map for Kingpin and compiled with ericw-tools alpha 10. Textures use the default Minecraft textures with some edits for color and texture packing.

Deathmatch: Players can use all spawn points. These are spread out enough that it isn’t clearly restricted to one side of the map.

Bagman: (Bagman is similar to Capture the Flag but has a second objective) The intended mode, bags are placed in front of the bases so they’re easier to access. Touching the enemy team’s bag will ring the village warning bell. Cash drops from the clouds in the center into the middle of town. 6 minutes in, a creeper drops on the bag and blows it up, leaving it in a crater that’s harder to access and more exposed to the base.

CTF: Capture The Flag mode places the flags inside of the bases where they’re easier to defend. The creeper event at 6 minutes blows the front wall of the base away, making it easier to access the flag.

Power: Power mode places a control point in the center of town and on both of the rails underground in the nether, forcing players to split their attention between the topside and underground.

 


Special tricks and features

High-res skybox: I researched some popular Minecraft seeds, used a mod that moves your view into 6 specific angles and takes screenshots so that I could later create a cubemap, and stitched a top-half of the skybox for the overworld and a lower-half for the nether.

 

Creeper event: After 6 minutes, a creeper descends from the hill above the bases and explodes, leaving a crater and moving the safebag in Bagman mode.

  1. The creeper model replaces the model on weapon_blackjack (this is the pipe in Kingpin, which all players start with, so it can’t be picked up). It sits on a func_train_rotating that follows a path over the safebag, then teleports back to the start. Reaching this final travel node triggers the pathtarget, which sets off a number of timed events.
  2. Gravity affects the weapon/creeper after the train is gone, so it falls into the appropriate area. This looks less stilted than having the train move down, and also avoids issues with the train colliding with players.
  3. A timer flashes a light on the ground under the creeper a few times to mimic how creepers flash before exploding in Minecraft. A hissing sound also plays.
  4. A func_explosion with a large radius goes off. The weapon/creeper is removed with killtarget.
  5. The town bell (func_door_rotating) is hiding a lightflare inside it. The bell occludes the flare from showing at any other point in the match, but during this sequence the bell flickers off and on to create a flash of light.
  6. A number of target_spawners fire a ring of dollar bill rolls into the air, adding an effect to the safebag getting “exploded”.
  7. The destructible area is part of one func_wall object that is hidden 0.1 seconds after the explosion goes off, using the effect to mask the sudden change.
  8. The safebag is removed with killtarget. A second safebag is already in the crater object underneath.

 

Rideable mine carts: A number of minecarts ride along a circuit, carrying players on a rollercoaster through the underground and out to the other side. One cart has a pig.

Each cart is a pair of 2 func_train_rotating brushes. Because func_train_rotating tends to explode players, the visible minecart has no collision. The second teamed train is a small clip wall synchronized with the minecart that emerges from the ground about 2m in front of the cart and slides to hug the cart closely in the front.

The track is lined with trigger_push brushes that move the player forward, and the cart’s moving clip wall prevents the player from getting in front of the cart. The mine shaft is lined with clip walls to prevent the player from exiting the cart, but these walls become tiny ramps in the open area so that players can blast each other out of the carts and into the bottomless pit below.

 

Infinite magnum: The magnum and other pistol upgrades in Kingpin do not follow persistent weapon rules. Most players play with persistent weapons, so I engineered an upgraded magnum pickup.

The magnum model is again a weapon_blackjack with its model replaced by an upgraded Magnum model. Players that enter the trigger_multiple area on the gun activate two target_spawners that launch magnum and rate-of-fire upgrades slightly upward, just enough to not clip through the floor but still enter the player’s hitbox. Spawned items in Kingpin are never deleted normally (even if picked up, the item is simply deactivated until its respawn time and then appears again), so a pit under the gun collects the spawned items. The pit is covered with a clip brush so players don’t fall in and an opaque mist brush with the same texture as the floor so players can’t see in. A small func_door bar slides across, destroying any items it touches permanently. The item pit is also covered by a content:areaportal brush, so the exploding items aren’t seen or heard.

 

Spinning items: Items in Minecraft spin but items in Kingpin don’t. Here’s my solution:

A chunk of the ground is cut out in the same size as the item’s hitbox. This chunk is replaced with a few layers:

  1. 1-unit clip brush, so players don’t rotate with the item. This is level with the ground.
  2. 1-unit brush set to opaque mist, set to the same texture as the rest of the ground so players can’t see the rotating plate under it. This is also level with the ground.
  3. A func_rotating brush that spins the object. This sits 1 unit below ground level.
  4. A static brush to fill the rest of the gap.

Color-coded sides: The red team’s half of the map uses woods that are redder and textures that are darker in appearance. This makes it easier for players to quickly tell what side of the map they’re on. The flowers and crops on the red side are red, etc. This is designed to be subtle.

Walk through crops: The patches of crops are 9 func_detail_illusionary brushes with _mirrorinside and _noclipfaces set to 1 to prevent the brushes from being joined (these are all ericw-tools specific keys). 2 sides are set to the crop texture and the rest are set to the “alfa” (invisible) texture.

 


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