Elimination
Last player standing wins the round.
On this page
- Spleef
- Spleef: arena needs
- Spleef: settings
- TNT Run
- TNT Run: arena needs
- TNT Run: settings
- Sumo
- Sumo: arena needs
- Sumo: settings
- Red Light, Green Light
- Red Light, Green Light: arena needs
- Red Light, Green Light: settings
- Glass Bridge
- Glass Bridge: arena needs
- Glass Bridge: settings
- Color Match
- Color Match: arena needs
- Color Match: settings
- Anvil Rain
- Anvil Rain: arena needs
- Anvil Rain: settings
- Lava Rise
- Lava Rise: arena needs
- Lava Rise: settings
- Hot Potato
- Hot Potato: arena needs
- Hot Potato: settings
Last player standing wins the round. Survive the floor, the lights, the sky or the lava.
Spleef
Break the floor under everyone else.
DetailsTNT Run
The floor falls away under your feet.
DetailsSumo
Knock everyone off the platform.
DetailsRed Light, Green Light
Run on green, freeze on red.
DetailsGlass Bridge
One pane in every row shatters.
DetailsColor Match
Stand on the called color.
DetailsAnvil Rain
Dodge the falling anvils.
DetailsLava Rise
Climb. The lava keeps rising.
DetailsHot Potato
Pass the TNT before the fuse ends.
DetailsSpleef
Players dig the snow floor out from under each other with the Spleef shovel. Fall out of the arena and you are out. Three modes change the tool: shovel, snowball (throw snowballs that knock out the block they hit) and bow (arrows that remove blocks around the hit).
Start it with /aevent start spleef. Players: 2+.
Spleef: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | The floor. Blocks only break inside it, and only while a round is live. | /aevent region arena <region> |
| Spawn points | Where players start each round. At least one. | /aevent addspawn |
Check it any time with /aevent check spleef.
Spleef: settings
In events/spleef.yml.
| Key | Default | Meaning |
|---|---|---|
mode | shovel | shovel, snowball or bow. |
pvp | false | Whether players can hit each other. Turning it on opens the WorldGuard pvp flag for the round. |
round-time | 0 | Seconds before the round ends with the survivors sharing first place (0 = no limit). |
floor-blocks | SNOW_BLOCK, PACKED_ICE, ICE, GRASS_BLOCK, DIRT | Block types that can be broken (and removed by projectiles). |
elimination-y | (bottom of the arena region) | Y level below which a player is eliminated. Leave it out to use the region. |
bow-radius | 1 | Blocks an arrow removes around the block it hits (bow mode). |
snowball-refill-ticks | 40 | Ticks between snowball refills (snowball mode). |
tool | (a diamond shovel) | The Spleef shovel: material, name, lore, enchants, unbreakable, custom-model-data. Only the plugin-issued shovel can dig. |
TNT Run
Blocks vanish a moment after you step on them. Keep moving. Build the floor from sand or gravel, with a TNT layer under it if you like.
Start it with /aevent start tntrun. Players: 2+.
TNT Run: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | Holds the floor. It has to reach below it so falling players leave the region. | /aevent region arena <region> |
| Spawn points | Where players start each round. At least one. | /aevent addspawn |
Check it any time with /aevent check tntrun.
TNT Run: settings
In events/tntrun.yml.
| Key | Default | Meaning |
|---|---|---|
round-time | 0 | Seconds before survivors share first place (0 = no limit). |
floor-blocks | SAND, GRAVEL, RED_SAND | Blocks that crumble when stepped on. |
break-delay-ticks | 8 | Ticks between stepping on a block and it disappearing. |
remove-below | true | Also remove a TNT block directly under the crumbled block. |
Sumo
Everyone shares one platform. Hits push but never hurt. Get knocked off and you are out.
Start it with /aevent start sumo. Players: 2+.
Sumo: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | A box around the platform whose bottom is just under the platform top. | /aevent region arena <region> |
| Spawn points | Where players start each round. At least one. | /aevent addspawn |
Check it any time with /aevent check sumo.
Sumo: settings
In events/sumo.yml.
| Key | Default | Meaning |
|---|---|---|
round-time | 150 | Seconds before survivors share first place. |
knockback-boost | 0.35 | Extra push added to every hit (0 = vanilla knockback only). |
Red Light, Green Light
Reach the finish before time runs out. When the light is red, any movement eliminates. Finishers are ranked by arrival; players still running when time ends share the next placement.
Start it with /aevent start redlight. Players: 2+.
Red Light, Green Light: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | The whole field. | /aevent region arena <region> |
| Finish region | Inside the field. Entering it finishes the run. | /aevent region finish <region> |
| Spawn points | On the start line. | /aevent addpoint spawns |
Check it any time with /aevent check redlight.
Red Light, Green Light: settings
In events/redlight.yml.
| Key | Default | Meaning |
|---|---|---|
round-time | 90 | Seconds before the round ends. |
end-after-finishers | 0 | End the round after this many finish (0 = wait for everyone still alive). |
green-min-seconds / green-max-seconds | 3 / 7 | Range for the length of a green light. |
red-min-seconds / red-max-seconds | 2 / 5 | Range for the length of a red light. |
grace-millis | 600 | Milliseconds after the light turns red during which moving is still allowed. |
movement-tolerance | 0.03 | Horizontal distance per move packet that counts as moving. |
Glass Bridge
A bridge of paired glass panes is built fresh each round. In every row one pane holds and one breaks under you. Reach the finish platform; players who fall are out.
Start it with /aevent start glassbridge. Players: 2+.
Glass Bridge: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | Has to reach well below the bridge. | /aevent region arena <region> |
| Finish region | On the far platform. | /aevent region finish <region> |
| Bridge start | Stand on the start platform, at platform height. | /aevent point bridge-start |
| Bridge end | Stand on the end platform, at platform height. The bridge runs along the longer axis between the two points. | /aevent point bridge-end |
| Spawn points | Where players start each round. At least one. | /aevent addspawn |
Check it any time with /aevent check glassbridge.
Glass Bridge: settings
In events/glassbridge.yml.
| Key | Default | Meaning |
|---|---|---|
round-time | 150 | Seconds before the round ends. |
end-after-finishers | 0 | End the round after this many finish. |
glass-block | GLASS | Block used for the panes. |
row-spacing | 2 | Blocks between rows. |
lane-offset | 1 | Distance of each pane from the bridge centre line. |
break-delay-ticks | 6 | Ticks between stepping on a fragile pane and it breaking. |
Color Match
The floor is a patchwork of colors. A color is called; when the time runs out every other color vanishes. Each phase is shorter than the last.
Start it with /aevent start colormatch. Players: 2+.
Color Match: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | Reaches a few blocks below the floor. | /aevent region arena <region> |
| Floor region | Its bottom layer becomes the colored floor. | /aevent region floor <region> |
| Spawn points | Where players start each round. At least one. | /aevent addspawn |
Check it any time with /aevent check colormatch.
Color Match: settings
In events/colormatch.yml.
| Key | Default | Meaning |
|---|---|---|
round-time | 0 | Seconds before survivors share first place. |
colors | RED, BLUE, LIME, YELLOW, PURPLE, ORANGE, CYAN, WHITE | Dye colors used (concrete). |
tile-size | 2 | Tile edge length in blocks. |
start-seconds / shrink-seconds / min-seconds | 6 / 1 / 2 | Time to find the color in the first phase, how much each phase shortens it, and the minimum. |
hold-seconds | 3 | Seconds the bare floor stays before it is rebuilt. |
max-phases | 0 | Stop after this many phases (0 = no limit). |
Anvil Rain
Anvils fall over the arena, thicker and faster as the round goes on. A hit eliminates (or costs a life). Landed anvils vanish; nothing is left in the world.
Start it with /aevent start anvilrain. Players: 2+.
Anvil Rain: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | The play area. Leaving it can eliminate a player, and outsiders cannot edit it during a round. | /aevent region arena <region> |
| Spawn points | Where players start each round. At least one. | /aevent addspawn |
Check it any time with /aevent check anvilrain.
Anvil Rain: settings
In events/anvilrain.yml.
| Key | Default | Meaning |
|---|---|---|
round-time | 90 | Seconds before survivors share first place. |
lives | 1 | Hits a player can take before being eliminated. |
drop-height | 15 | Blocks above the lowest spawn that anvils start from. |
ramp-seconds | 60 | Seconds until the rain reaches full strength. |
start-interval-ticks / min-interval-ticks | 30 / 6 | Ticks between volleys at the start and at full strength. |
start-count / max-count | 2 / 10 | Anvils per volley at the start and at full strength. |
Lava Rise
Lava floods the arena region from the bottom, one layer at a time and faster as the round goes on. Touch it and you are out. Lava never leaves the region and the arena is restored afterwards.
Start it with /aevent start lavarise. Players: 2+.
Lava Rise: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | The flooded space, from the lowest lava level to the top of the climb. Build something to climb inside it. | /aevent region arena <region> |
| Spawn points | Where players start each round. At least one. | /aevent addspawn |
Check it any time with /aevent check lavarise.
Lava Rise: settings
In events/lavarise.yml.
| Key | Default | Meaning |
|---|---|---|
round-time | 240 | Seconds before survivors share first place. |
first-rise-delay-ticks | 200 | Ticks before the first layer. |
rise-interval-ticks / speedup-ticks / min-rise-interval-ticks | 100 / 4 / 30 | Ticks between layers, how much each layer shortens it, and the shortest. |
start-offset | 0 | Layers above the bottom of the region where the lava starts. |
Hot Potato
Carriers wear the TNT. Hit someone to pass it on. When the fuse runs out the carriers blow up and are eliminated; the fuse gets shorter every time.
Start it with /aevent start hotpotato. Players: 2+.
Hot Potato: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | The play area. Leaving it can eliminate a player, and outsiders cannot edit it during a round. | /aevent region arena <region> |
| Spawn points | Where players start each round. At least one. | /aevent addspawn |
Check it any time with /aevent check hotpotato.
Hot Potato: settings
In events/hotpotato.yml.
| Key | Default | Meaning |
|---|---|---|
round-time | 0 | Seconds before survivors share first place. |
fuse-seconds / fuse-decrease / min-fuse-seconds | 15 / 2 / 6 | Fuse length, how much it shrinks after each explosion, and the shortest. |
players-per-potato | 6 | One carrier per this many players alive. |
pause-seconds | 3 | Seconds between an explosion and the next carriers. |
pass-immunity-millis | 1500 | Milliseconds a player who just passed the TNT cannot be tagged back. |
