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CTF Launch Patch Notes
CTF is officially launched on Badlion. While this gamemode is young on our network, it holds a bright and important part of the Badlion future along with the competitive minecraft future. I hope you enjoy playing it as much as we enjoyed developing it.

CTF has received a lot of updates today and I will be listing them out for everyone. Please note that some of these fixes might not be live yet and will take a few games to cycle through the network, and also note that we might add a few more quality of life things over the next few weeks.

Competitive CTF
  • Competitive CTF is now available for private duels. In order to do this, get into a party of 5 using /party and then duel another party of 5 using /duel party_leader map_name - The best place to find clan battles and team scrims would be to join our discord located at https://discord.gg/badlion and ask for one in the clans-and-scrims channel. NOTE: this is not locked to clans, any party of 5 can use this.
  • Respawns are slightly slower in competitive
  • Competitive CTF is played on two team versions of our current maps
  • Anyone on a team can whitelist players to join their team by using /sub player_name - someone must logout before they can join though
  • You can join games you are whitelisted on by doing /server server_name if you are subbing in or disconnected.

  • New features
  • CTF lobby has been added, and it is where you will do team/clan battles and edit your kit.
  • In the pregame and observer menu, there is now settings menu. You can also access this mid game by typing /settings
  • There is a toggle kill messages in the settings menu, which can be set to only death messages related to you, none, all, and any that involve your teammates/you.
  • There is a toggle for teammate being able to boost you in the settings menu.
  • You can now configure your kit within the CTF lobby, which allows you to change where items are in your inventory/hotbar.
  • A compass has been added that can be toggled using right click to point at one flag at a time.
  • You cannot join a team that has more then 2 more players then the lowest team player count.
  • New stats related to flag capturing/protecting have been added.

  • Fixes
  • You now default to global chat while in pregame/postgame, and default to team chat while game is going on. You can send to different channels by doing /gc message (global) or /tc message (team).
  • Removed KDR from the visible stats.
  • Fixed random bugs throughout the week.

  • Known Bugs
  • Nametag above players can sometimes be the wrong color, including white.

  • There will be a few more changes as the game continues to grow. Enjoy

    ~Archy
     10
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    The improvements look great. Is competitive 5v5 for clans only, or could I hop on with 9 friends and duel?
     0
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    Is there going to be a non-competitive 2 team map?
     0
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    Unwise wrote

    The improvements look great. Is competitive 5v5 for clans only, or could I hop on with 9 friends and duel?


    It is not locked to clans.
     1
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    OriginalStrafe wrote

    Is there going to be a non-competitive 2 team map?


    No. Public gameplay will stay at 4 teams. More fun/chaotic.
     0
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    Looks great!
     0
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    I never understood something, sometimes it shows how many flags the team captured but sometimes it doesn't show a number it shows flags or something… please help c:
     0
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    Etai007 wrote

    I never understood something, sometimes it shows how many flags the team captured but sometimes it doesn't show a number it shows flags or something… please help c:


    Before a teams score comes up, they have to capture each flag at least once. The flags you can see next to the team are the ones the team needs to capture.
     0
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    Entranced wrote

    Etai007 wrote...



    Before a teams score comes up, they have to capture each flag at least once. The flags you can see next to the team are the ones the team needs to capture.

    oh thanks i once saw that, but still i wasnt sure. thank you very much :D
     0
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    Am I the only one who has no idea what ctf is xd
     0
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    RIP, I was looking forward to an actual CTF Competitive Matchmaking like CSGO
     0
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    why removed kdr ??, thats a rip i was just going for good kdr
     2
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    Curious to hear your full reasoning behind making public CTF 4 team rather than 2 team.
     1
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    HIVLIK wrote

    Curious to hear your full reasoning behind making public CTF 4 team rather than 2 team.


    Simple reasons
    1. The community voted for 4 teams.
    2. It's really not done elsewhere on minecraft, so it's nearly unique.
    3. The only difference between competitive and public would be team sizes, which leads into my essay.

    You can't just throw players into competitive and expect them to stay on average. You might keep 1% of your players like that. Everything needs a scaling system from casual to super competitive to keep the highest player retention. The most successful games have at least these 4 tiers, and some even have more stepping stones in between also.
    Scale:
    Casual
    Transition
    Competitive
    Hyper Competitive

    Here's an example of League of Legends:
    C - Players vs AI
    T - Unranked
    Comp - Solo Ranked
    HC - Team Ranked/Tournaments

    Here's an example of Hearthstone:
    C - Unranked/Vs AI
    T - Arena
    Comp - Ranked
    HC - Tournaments

    Now for our gamemodes:
    Here's Arena
    C - Party Events, FFA, Wars, LMS, etc (some of these dont currently exist)
    T - Unranked
    Comp - Ranked
    HC - Tournaments

    Here's UHC
    C - UHC Meetup
    T - MiniUHC
    Comp - Hosted UHC
    HC - Champions Game + Paid Games

    Here's SG
    C - 24 SG FFA/Teams
    T - Nothing right now - will have something announced soon in the future
    Comp - 5v5 Clan Battles
    HC - Tournaments

    Here's CTF
    C - CTF Public 4 Team
    T - Nothing right now - will have something announced soon in the future
    Comp - 5v5 Clan/Team Battles
    HC - Tournaments

    You have to scale a gamemode be successful, have a lot of players, and have good flow of players into the higher tiers. This was the largest problem with OCN which imo was their largest downfall, was there is hardly any difference between competitive and casual which only appealed to competitive players, which increased cheating significantly because they have no anticheat and brought no new blood as old blood left. I think I made my point without writing a massive essay.

    @Hivlik
     2
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    Archybot wrote

    HIVLIK wrote...



    Simple reasons
    1. The community voted for 4 teams.
    2. It's really not done elsewhere on minecraft, so it's nearly unique.
    3. The only difference between competitive and public would be team sizes, which leads into my essay.

    You can't just throw players into competitive and expect them to stay on average. You might keep 1% of your players like that. Everything needs a scaling system from casual to super competitive to keep the highest player retention. The most successful games have at least these 4 tiers, and some even have more stepping stones in between also.
    Scale:
    Casual
    Transition
    Competitive
    Hyper Competitive

    Here's an example of League of Legends:
    C - Players vs AI
    T - Unranked
    Comp - Solo Ranked
    HC - Team Ranked/Tournaments

    Here's an example of Hearthstone:
    C - Unranked/Vs AI
    T - Arena
    Comp - Ranked
    HC - Tournaments

    Now for our gamemodes:
    Here's Arena
    C - Party Events, FFA, Wars, LMS, etc (some of these dont currently exist)
    T - Unranked
    Comp - Ranked
    HC - Tournaments

    Here's UHC
    C - UHC Meetup
    T - MiniUHC
    Comp - Hosted UHC
    HC - Champions Game + Paid Games

    Here's SG
    C - 24 SG FFA/Teams
    T - Nothing right now - will have something announced soon in the future
    Comp - 5v5 Clan Battles
    HC - Tournaments

    Here's CTF
    C - CTF Public 4 Team
    T - Nothing right now - will have something announced soon in the future
    Comp - 5v5 Clan/Team Battles
    HC - Tournaments

    You have to scale a gamemode be successful, have a lot of players, and have good flow of players into the higher tiers. This was the largest problem with OCN which imo was their largest downfall, was there is hardly any difference between competitive and casual which only appealed to competitive players, which increased cheating significantly because they have no anticheat and brought no new blood as old blood left. I think I made my point without writing a massive essay.

    @Hivlik

    Anytime Hivlik asks a question we gotta turn on the essay machine lol
     1
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    Great work everbody!Also the stats from the player list don't save for me after I joined another game.
     0
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    Nice updates!
     0
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    Great fixes and updates!
     0
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    Great job developers!
     0
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    I like it, good work :D
     0
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