Description : This plugin is a kind of game-within-a-game plugin – it allows admins to set up battlefield regions on their maps in which a variety of gametypes can be played. And there sure is variety! Battlefields is basically a wrapper for gametypes, which are loaded into it as plugins (the same way you load plugins into bukkit, you load gametypes into Battlefields). This means that plugin devs or anyone willing to learn Java can write their own gametypes and take advantage of the feature-rich framework of the plugin. Additionally, server admins do not have to deal with large numbers of disjointed plugins to introduce games – they can set up designated universal battlefields on which any gametype you want can be played! The plugin is undergoing major rewrites at the moment but here is an early video demonstrating CTF gameplay. Many things have changed since this video, but hopefully it gives you a sense of the general concept! News & Updates : So, if you have been keeping up with the recent posts in this thread, you’ll know that this plugin got a major rewrite a while back – right before I was planning on releasing it. I wanted to make the plugin much more customizable and user/dev friendly, as opposed to the spaghetti mess it was before. If you have any suggestions please please tell me! Especially from any plugin devs who are interested in making some gametypes for this plugin and are wanting to ask questions on whether or not something is possible to do. If it turns out it isn’t, chances are I will fix that! Spout: This plugin naturally has great potential in pairing with Spout. And I definitely will be making that pairing in the future. I’m hoping to implement plenty of GUIs for match settings/voting/field editing, as well as implement HUD additions for gametype notifications and player indicators. There are a lot of possibilities. However, this plugin isn’t even in beta yet! Spout is going to have to wait a while. First I will release the plugin for plain Bukkit – that’s where it’s going to get the most use anyways – then bugfixing/feature addition – and finally, once things are stable, spout. Features: ¨ Feature-Rich Battlefield Regions & Toolsuite ® Battlefields are admin-defined regions which are highly customizable. Within a battlefield, team-specific regions, blocks, and spawnpoints, etc. can be defined and used by the gametypes in any way that you want. This means that anything from Spleef (Using regions) to CTF (Using flag blocks) is possible! Creating a battlefield sounds complex, but Battlefields comes with a very easy to use battlefield creation toolsuite which consists 90% of mouse button clicks or keyboard key shortcuts. Additionally, Battlefields has a battlefield debugging tool which will scan your field and tell you its current setup as well as scan your installed gametypes and tell you which gametypes the field is currently incompatible with and why!¨ Match-Specific Settings ® Need even more variety? Battlefields supports extensive per-game settings so you can always keep the games feeling fresh and interesting. The heart of the setting system is signs. These signs are simply written and clickable to alter the given setting. To prevent chaos, most signs are only usable by the battlefield host – one player, originally chosen by being the first one to join the field. There are a number of built in global settings for basic options like teamkilling, time limit, etc. Additionally, gametypes have the ability to make use of the sign setting system in order to define their own per-game settings.¨ Detailed Score Tracking ® Battlefields includes a system for keeping track of your scores in the games you play – on a type by type basis. It will individually show you how many flag captures, kills, deaths, etc. you have so far, organized by gametype. You can also search up the highest ranking players for any statistic, any gametype, or thier total points – which are the sum of all the scores you have multiplied by a scoretype-specific point value (which you can edit in config). ¨ Optional Class System ® Battlefields has a purely optional class system which is completely customizable by the user. Classes are defined in your config files: each class has its own weapon and armor loadout, as well as a number of gameplay modifiers such as defensive damage reduction and offensive damage bonuses. These classes are selected on the battlefield before a match. If the class system is not used, then the default class is given to everyone. This default class is editable in-game for the specific match you play – so you are free to choose the weapons and armor for each match!¨ Voting System ® Every game needs a way to get rid of annoying players. Battlefields has a voting system where players can initiate a vote to do just that – kick another player, change the battlefield host, etc. Changelog: Nothing yet! BETA development still in progress!