Micro Standards Documentation

All maps must strictly use XML protocol 1.4.0.

Teams

To qualify for this rotation, team-base maps must be limited to 2 teams which support a maximum of 4 or 5 players each. The max overfill must be set to this same size to allow for zero overfill. However, it is important to remember when designing the physical map to provide a good experience for games that play as a 2 vs. 2 as well as the maximum capacity. An example of the teams would be as follows:

<teams>
    <team id="blue-team" color="blue" max="5" max-overfill="5">Blue</team>
    <team id="red-team" color="dark red" max="5" max-overfill="5">Red</team>
</teams>

Players

Free-for-all maps must support a maximum of 8 or 10 players while always having a minimum of 2 to ensure the match doesn’t start with a single player. Name tags should never be disabled so that players do not struggle to find another player. An example of setting up players would be as follows:

<players min="2" max="8" max-overfill="8"/>

Time Limits

Conquest games should have a time limit, point limit, or a combination of both. Below is a table outlining the time limits each type of conquest game will have. All other game modes must have a 20 minute time limit.

Capture PointsCapture the Flag*King of the Flag*King of the Hill*Deathmatch
Teams7m7m5m7m3m
Players--5m5m3m

* These games do not require a time limit, but should instead have a reasonable point limit that results in matches a similar length.

Kits and Resources

All kits must provide the player with appropriate weapons, tools, materials, consumables, and armor. These categories would be subject to the resources that the physical map provides, such as iron or gold mines. As an absolute minimum, all maps must provide a sword, leather helmet and chestplate, and food (if hunger is not disabled). Tools and armor should also be made unbreakable.

The following table outlines the standard kit layout for the hotbar along with an example kit with actual materials. Depending on the context or requirements of the map, slots would be switched around or completely omitted. For example, if there is no building on the map, there is no reason to provide tools or building materials, so, the consumables would be moved over next to the weapon slots.

WeaponsToolsMaterialsConsumables
MainSecondaryMainSecondaryOptionalMainSecondaryOptionalMain
SwordBowPickaxeAxeSpadeWoodGlassGolden AppleGolden Carrot
SwordBowPickaxeAxeWoodGlass--Golden Carrot

The following is an example of a kit from a 2-team DTM map which features a gold block monument.

<kits>
    <kit id="spawn-kit">
        <item slot="0" unbreakable="true" material="stone sword"/>
        <item slot="1" unbreakable="true" material="bow">
            <enchantment level="1">arrow infinite</enchantment>
        </item>
        <item slot="2" unbreakable="true" material="stone pickaxe"/>
        <item slot="3" unbreakable="true" material="stone axe"/>
        <item slot="4" amount="36" material="wood"/>
        <item slot="8" amount="64" material="golden carrot"/>
        <item slot="28" amount="1" material="arrow"/>
        <effect duration="3" amplifier="10">resistance</effect>
    </kit>
    <kit id="blue-kit" parents="spawn-kit">
        <helmet unbreakable="true" color="0066cc" material="leather helmet"/>
        <chestplate unbreakable="true" color="0066cc" material="leather chestplate"/>
        <leggings unbreakable="true" color="0066cc" material="leather leggings"/>
        <boots unbreakable="true" color="0066cc" material="leather boots"/>
    </kit>
    <kit id="red-kit" parents="spawn-kit">
        <helmet unbreakable="true" color="cd0000" material="leather helmet"/>
        <chestplate unbreakable="true" color="cd0000" material="leather chestplate"/>
        <leggings unbreakable="true" color="cd0000" material="leather leggings"/>
        <boots unbreakable="true" color="cd0000" material="leather boots"/>
    </kit>
</kits>

The following is an example of a kit from a 2-team TDM map.

<kits>
    <kit id="spawn-kit">
        <item slot="0" unbreakable="true" material="stone sword"/>
        <item slot="1" unbreakable="true" material="bow"/>
        <item slot="2" material="golden apple"/>
        <item slot="28" amount="24" material="arrow"/>
        <chestplate unbreakable="true" material="gold chestplate"/>
        <boots unbreakable="true" material="iron boots"/>
        <effect duration="3" amplifier="10">resistance</effect>
    </kit>
    <kit id="blue-kit" parents="spawn-kit">
        <helmet unbreakable="true" color="0066cc" material="leather helmet"/>
        <leggings unbreakable="true" color="0066cc" material="leather leggings"/>
    </kit>
    <kit id="red-kit" parents="spawn-kit">
        <helmet unbreakable="true" color="cd0000" material="leather helmet"/>
        <leggings unbreakable="true" color="cd0000" material="leather leggings"/>
    </kit>
</kits>
<hunger>
    <depletion>off</depletion>
</hunger>

Typical armor loadout should include a leather helmet, gold or chainmail chestplate, leather leggings, and iron boots. This can be adjusted relative to the specific resources available in the map. The amount of blocks should also be adjusted in relation to the overall size of the map and the amount of void gaps. Additional blocks should given through kill rewards and be available in chests.

Kill Rewards

All maps must give players a golden apple each kill as an absolute minimum. Depending on the context and requirements of the specific map, you may also give additional arrows (no infinity bow in kit), or additional blocks (building required) to assist the player during the match. The following is a typical example of a kill reward that may be used.

<kill-rewards>
    <kill-reward>
        <item material="golden apple"/>
        <item amount="16" material="arrow"/>
        <item amount="16" material="wood"/>
    </kill-reward>
</kill-rewards>

Destroyables and Monument Modes

Maps with destroyables, being either monuments or cores, should include monument modes to help maps progress further into the match. Monuments should either be a standard 2 block obsidian monument, or a larger gold monument which comes to around 27 blocks (a 3x3x3 cube, for example). Depending on which type of monument a map uses, an appropriate pickaxe should be provided to the player upon spawning. For obsidian monuments this would be a diamond pickaxe, while stone pickaxes should be given for gold monuments.

Maps with monuments should follow the following monument modes setup:

Spawn PickaxeStarting Block*10 minutes15 minutes18 minutes
DiamondObsidian (9.4s)Beacon (4.5s)Coal Block (0.95s)Packed Ice (0.1s)
StoneGold Block (3.75s)Coal Block (1.9s)Packed Ice (0.2s)-

*Monuments made out of obsidian should typically be 2 blocks, while those made of gold should be around 27 blocks in total, give or take a few.

<modes>
    <mode after="10m" material="beacon"/>
    <mode after="15m" material="coal block"/>
    <mode after="18m" material="packed ice"/>
</modes>

Maps with cores should follow the following monument modes setup:

Spawn PickaxeStarting Block*10 minutes16 minutes
DiamondObsidian (9.4s)Gold Block (0.6s)Packed Ice (0.1s)
StoneGold Block (3.75s)Coal Block (1.9s)Packed Ice (0.2s)
<modes>
    <mode after="10m" material="gold block"/>
    <mode after="16m" material="packed ice"/>
</modes>

Refer to this Minecraft Wiki page for block breaking speeds.