Is a team-based objective mode where Red advances through sequential capture points while Blue defends and delays until the match timer expires, with success driven by teamwork, positioning, and area control rather than raw combat
is a structured, team-based objective mode. Two teams — Red (attackers) and Blue (defenders) — compete over sequential capture points. Red must advance point by point, capturing zones by maintaining player advantage inside them, while Blue’s goal is to delay and hold positions until the match timer expires. The outcome depends on teamwork, positioning, and controlling space rather than raw combat.
How Gameplay Works
Create teams using vanilla scoreboard teams. Team detection is based on the name: if the name contains red or blue (case-insensitive), the mod treats it as Red/Blue; others are neutral.
Stand inside a capture zone to move progress toward your team.
More allies = faster capture: the greater the player count difference inside the zone, the faster the capture progresses.
If both teams have equal numbers, progress is paused.
Important Capture Rules (Simple Explanation)
Tug of war: one shared progress bar — Red ↔ Neutral ↔ Blue.
Empty point: during a match, capture progress is frozen if no players are inside the zone.
Red “locks” points: when Red fully captures a point, it becomes LOCKED for Blue (Blue cannot recapture it).
Red captures points sequentially: the next point is unavailable until the previous one belongs to Red, for example: 1 → 2 → 3 → 4 → 5 → ...
Game States (Match Cycle)
IDLE (gray) — match not running (timer 00:00:00).
LOBBY WAIT (white) — match start initiated (/startgame), but waiting until both teams have ≥ 1 player; then a 60s countdown begins.
WAITING (yellow) — pre-start phase:
Red → waiting room
Blue → Blue base
PLAYING (green) — match active; point capturing, optional payouts, win conditions.
Win Conditions
If the timer runs out:Blue wins.
If all points belong to Red:Red wins.
Respawn System
If a player dies during PLAYING, they are teleported to their team’s wait room.
After 30 seconds of waiting (server-side timer), they are teleported back to their team’s base.
HUD & Keybinds
Info screen:O
Point list (OP only): -
Match timer: hold TAB (top-right corner)
Respawn timer: shown after death during PLAYING
Capture:
Zones:
How to Create a Game (Admins)
Create capture zones using /setpointzc <id 1–20> <width> <length> <captureTimeSeconds> (IDs 1–20).
Set up bases, waiting rooms, and lobby: /setwaitroomred, /setwaitroomblue — Red/Blue waiting rooms. /setbasered, /setbaseblue — Red/Blue bases. /setgamelobby — lobby.
Create teams (team name must contain Red or Blue): /team add red / /team add blue
Add players to teams using /team join
Start the game with /startgame [minutes]
Commands (Admin / OP)
Most control actions require OP permission level ≥ 2.
/setpointzc <id 1–20> <width> <length> <captureTimeSeconds> — create a point at your position.
/pointeditzc <id> <width> <length> <captureTimeSeconds> — edit a point.
/delpointzc <id> — delete a point.
/listpointszc — open interactive list (OP actions: teleport/delete).
The mod supports world auto-start: if a match has been started before, the world “remembers” it. After a server restart, if the state is IDLE, the match can automatically start with the previously saved duration.
Auto-start file:zoneconquest_autostart.json (world folder) — stores start state and last duration.
/stopgame disables auto-start: clears the auto-start record.
World Save Files
zccapture_points_{dimension}.json — point list + state (capturesStopped, profitEnabled, payout settings).
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