<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.minr.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pieceofcheese87</id>
	<title>MINR.ORG WIKI - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.minr.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pieceofcheese87"/>
	<link rel="alternate" type="text/html" href="https://wiki.minr.org/Special:Contributions/Pieceofcheese87"/>
	<updated>2026-05-31T12:12:19Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.32.0</generator>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9885</id>
		<title>Hardcore</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9885"/>
		<updated>2021-10-14T20:48:33Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Version 11.0-11.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Hardcore (Commonly shortened to HC) is a series of challenging parkour, maze, puzzle, and adventure maps. It is the sole requirement to earn Green (Builders) rank on the server. &lt;br /&gt;
&lt;br /&gt;
There have been 11 major versions of Hardcore, with tuning changes to balance difficulty, or to make adjustments for changing game mechanics. &lt;br /&gt;
&lt;br /&gt;
Historically, it has also been called the rotation, the HC rotation, or the gauntlet.&lt;br /&gt;
&lt;br /&gt;
Hardcore has difficulty elements not seen in FFA, such as:&lt;br /&gt;
* Limited quantities of food / little to no saturation.&lt;br /&gt;
* Item pickup being disabled to prevent food sharing.&lt;br /&gt;
* Having to play multiple maps without checkpoints in-between.&lt;br /&gt;
&lt;br /&gt;
Levels within hardcore are notated with a dash (Ex: HC-1), and versions are notated with a dot (EX: HC 1.0)&lt;br /&gt;
&lt;br /&gt;
== Current Design ==&lt;br /&gt;
[[File:hc11.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Hardcore Iterations ==&lt;br /&gt;
=== Version 1.0–1.4 ===&lt;br /&gt;
[[File:Hardcore 1.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time period, Hardcore was iterating rapidly as new maps were created. Since these iterations used a similar design, they are grouped collectively under &amp;quot;1.0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At this stage in the server's history, both the game and the server's identity were early in development. FFA and the blue rank did not exist; Minecraft was in the Alpha / Beta stages of development. The checkpoint system we use today was non-existent. Minecraft was a new game, and only a couple hundred-thousand players owned the game. At this time, spawn was in the TNT cube, but was shortly switched to the desert spawn.&lt;br /&gt;
&lt;br /&gt;
In the beginning, there were only the trials found within the TNT cube at X. Player's spawned at the bottom, and warped into the following lineup:&lt;br /&gt;
* 1. Skytop Labyrinth&lt;br /&gt;
* 2. Original Level 2 (No warp, the maps were linked)&lt;br /&gt;
* 3. Jiga's Claymaze&lt;br /&gt;
&lt;br /&gt;
This is the earliest known iteration of HC, and lasted for less then half a year. Note that the maps were not all implemented simultaneously. This meant for a time Hardcore only contained one or two maps. The next iteration of HC (1.1) consisted of 5 Levels with no checkpoints in-between the maps. From this point forward maps would swap with one another to maintain the 5-map course design.&lt;br /&gt;
&lt;br /&gt;
This layout created a unique meta because it meant if the player died in any level, they had to start over at the beginning. This resulted in a strategy of people starting Hardcore in groups, with unofficial &amp;quot;leaders&amp;quot; guiding people through the first one or two levels. If people could keep up with the leader, they could learn where to go for the beginning levels.&lt;br /&gt;
&lt;br /&gt;
In early 2011, [[Creators#HatterTheMad|HatterTheMad]] finished a lava maze, and that was quickly entered into the HC system as a replacement for the other lava themed level, lava parkour.&lt;br /&gt;
&lt;br /&gt;
There was a 7 level system, HC 1.4, that existed between the 5 and 10 level system. A diagram does not exist for it yet. Like 1.3, its existence was short, and not all of the layout is known with certainty.&lt;br /&gt;
&lt;br /&gt;
=== Version 2.0–2.1 ===&lt;br /&gt;
[[File:Hardcore 2.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 2.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The second version of HC was created as the earliest greens had began building maps.&lt;br /&gt;
&lt;br /&gt;
Minecraft had recently transitioned from alpha to beta. The blue rank and the point system did not exist yet. The border of the map lied around the 4000 block range. This was also the time where MINR experimented with an economy. MINR was primarily a survival server at this time, instead of the semi-vanilla/creative realms that exist today.&lt;br /&gt;
&lt;br /&gt;
The layout consisted of HC-1 and HC-10 being stand alone maps. For the in-between levels, players could choose 1 of 2 un-named courses at random to play. Checkpoints existed between every level, allowing easy switching between the two maps. This was later revised with 2-map segments in order to balance out the difficulty. Even with this change, some map choices were not balanced. This resulted in certain maps being picked more often, and players  asking which map or path is easier in chat.&lt;br /&gt;
&lt;br /&gt;
Towards the end of this iteration, an airship was constructed to house the maps that were not in Hardcore. This was later made public, and deemed the &amp;quot;Free For All&amp;quot; area, or FFA for short.&lt;br /&gt;
&lt;br /&gt;
Many maps used in HC2.0 have changed in some form:&lt;br /&gt;
* Sra was originally a cave-maze segment known as Srenmaze.&lt;br /&gt;
* Blitz was originally known as Chillers' Timed Maze, and was broken for several years due to the removal of a plugin known as Falsebook.&lt;br /&gt;
* Stone Maze cannot be found in FFA or the Valley, and has been broken by the removal of Falsebook.&lt;br /&gt;
* Mineco was originally known as Void42's Jump Map.&lt;br /&gt;
* Heaven Parkour was broken by the removal of Falsebook, but can still be found above Hell Parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 3.0–3.1 ===&lt;br /&gt;
[[File:Hardcore 3.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 3.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time, Minecraft was in beta, and saw its complete release in November 2011. Many concepts that now define the server were put in place during this version of HC. Most notably, FFA+ (Nov 2012) and the Blue Rank (Unknown) were launched at this time. All FFA Maps awarded one point, and the requirement to enter Hardcore was set at 5 FFA points.&lt;br /&gt;
&lt;br /&gt;
This Hardcore design was in effect from August 2011 to May 2013, marking the longest period of time without a version change (21+ months). This version was designed by c_dric. This version also introduced the glass boxes that are used in between levels for several versions. This version also introduced the &amp;quot;loop-back&amp;quot; mechanic, where players could play an extra map (Sky Parkour) in order to re-choose which HC4 level they wanted to play.&lt;br /&gt;
&lt;br /&gt;
In Minecraft update 1.3.1, Mojang silently changed how long the player was able to breathe for. This resulted in Aquarium and Elusion becoming unplayable. At that time, admins AJDJ and Yeroc (alongside Packs as a moderator) proposed and implemented the following temporary solution:&lt;br /&gt;
&lt;br /&gt;
* HC-3: Aquarium --&amp;gt; Wolly Mammoth&lt;br /&gt;
* HC-4: Wolly Mammoth --&amp;gt; The Face&lt;br /&gt;
* HC-5: Elusion --&amp;gt; The Big Egyptian&lt;br /&gt;
&lt;br /&gt;
In one of the next updates to Minecraft this was reverted, and Aquarium was put back into the HC rotation in the 4.0 iteration.&lt;br /&gt;
&lt;br /&gt;
=== Version 4.0–4.1 ===&lt;br /&gt;
[[File:Hardcore 4.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 4.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point in the server's history, HC 3.0 had been unchanged for a long time. Due to rampant cheating popularized by hacked clients, as well as a large influx of players completing HC3.1, the goal was to make HC much harder. With that in mind, themed segments of HC were conceived, based on the multi-pathed decisions used in HC2.0 and HC 3.0.&lt;br /&gt;
&lt;br /&gt;
Many levels from HC 3.1 remain in this rotation, with an expansion of the paths being the newest feature. Another feature that returned from HC1.0 was multiple levels without checkpoints. This meant that levels 8-11 had to be completed in 1 life. This concept would be retained in subsequent iterations of Hardcore.&lt;br /&gt;
&lt;br /&gt;
In summary, 4.0 has created the &amp;quot;legs&amp;quot; of hardcore that are iterated upon by almost every future version.&lt;br /&gt;
* Leg 1: Introduction to the different map types.&lt;br /&gt;
* Leg 2: Choosing a personalized path.&lt;br /&gt;
* Leg 3: An endurance run with no checkpoints at the end.&lt;br /&gt;
&lt;br /&gt;
After this iteration was implemented, staff determined that the Path of Ice and Fire were easier than the others, so the following revisions were made in the 4.1 Patch:&lt;br /&gt;
*Snow Fort --&amp;gt; Snowstorm&lt;br /&gt;
*Satyrs --&amp;gt; Demon&lt;br /&gt;
*Hell Parkour --&amp;gt; Lava Parkour&lt;br /&gt;
&lt;br /&gt;
This gave it sufficient difficulty to balance out the other paths. It's estimated that approximately 70 players completed this version of Hardcore.&lt;br /&gt;
&lt;br /&gt;
This is first of several versions that AJDJ led designs for.&lt;br /&gt;
&lt;br /&gt;
=== Version 5.0 ===&lt;br /&gt;
[[File:Hardcore 5.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While designing 5.0, HC4.0-4.1 had seen most players use the fire/ice path, even after balancing. In order to remediate this, the path was removed and replaced with the path of nostalgia. This would allow players to pick an easier path, but receive no middle checkpoint. Newer maps joined this rotation, replacing a few older maps. It was around this time in the design process that those working on the HC designs shifted towards adding map-quality as one of the criteria for HC maps.&lt;br /&gt;
&lt;br /&gt;
At the time, HC 5.0 was considered to be one of the hardest HC versions conceived.&lt;br /&gt;
&lt;br /&gt;
Towards the end of this version of HC is where server ownership changed hands.&lt;br /&gt;
&lt;br /&gt;
=== Version 6.0–6.1 ===&lt;br /&gt;
[[File:Hardcore 6.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 6.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Around this time, the server's activity had slowed significantly, and very few players had cleared HC5.0. The goal of HC6.0 was to make the overall difficulty slightly lower. This was achieved by revising the branching paths to use map type rather than theme, and lowering the number of maps in the final run.&lt;br /&gt;
&lt;br /&gt;
The thematic paths were replaced with paths oriented around map types. This allowed players to lean into their strengths for a portion of HC.&lt;br /&gt;
&lt;br /&gt;
Shortly after the 6.0 launch, it was determined that the puzzle path was too easy. In order to balance this out, the following changed were made for 6.1:&lt;br /&gt;
&lt;br /&gt;
* Remove the puzzle path.&lt;br /&gt;
* Replace Paradox with Viemort.&lt;br /&gt;
* 154 Returns to FFA.&lt;br /&gt;
&lt;br /&gt;
=== Version 7.0 ===&lt;br /&gt;
[[File:Hardcore 7.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This version of HC heavily reworked the middle leg. The choices were now between 2 of the 3 map types, allowing players to lean on their strengths and completely avoid 1 map type if desired. Another goal of this system was to shift the layout towards persistence based maps rather than just difficult maps.&lt;br /&gt;
&lt;br /&gt;
This is the last version that AJDJ lead designs for, concluding his time as the lead admin for Hardcore design (HC 4.0 through HC 7.0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Version 8.0–8.1 ===&lt;br /&gt;
[[File:HC8.0.png|600px]]&lt;br /&gt;
[[File:HC8.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
HC 8.0 was intended to make Hardcore longer, and have a greater focus on persistence and uniform difficulty. The iteration consisted of twelve maps, with a mix of parkour and mazes. This was also the first version of HC that had automatic transfers into the new system. Previously, there was a time period where users had to request transfer into the equivalent level of the new design.&lt;br /&gt;
&lt;br /&gt;
This iteration was unique for multiple reasons: &lt;br /&gt;
* There were no puzzle maps on the main path. &lt;br /&gt;
**([[MYTH]] contains small puzzles, but isn't technically a puzzle map). &lt;br /&gt;
* When players reached HC-4, they could either continue along the main path (of parkour and mazes) or opt for a shorter but much harder path that consisted of puzzles only. &lt;br /&gt;
* One of the puzzles, Miner's Millions, was considered one of the hardest on the server. Few players completed this path. &lt;br /&gt;
&lt;br /&gt;
In addition, HC8.0 introduced the two loop-back feature for switching between the two paths. [[Satyrs]] had to be completed to switch from the main path to the puzzle path, and  [[Minetech]] was required to switch from the puzzle path to the main path.&lt;br /&gt;
&lt;br /&gt;
This was the longest version of Hardcore upon release, however many users do not consider it to be the toughest.&lt;br /&gt;
&lt;br /&gt;
Due to the gameplay changes in the Minecraft 1.14 update and low usage of the path, the puzzle path was later removed resulting in the first entirely linear structure since Hardcore's inception.&lt;br /&gt;
&lt;br /&gt;
=== Version 9.0 ===&lt;br /&gt;
[[File:HC9.0.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This goals for HC9.0 included:&lt;br /&gt;
* Expanding the variety of map types to include adventure / puzzle maps.&lt;br /&gt;
* Allowing users to lean into a strength in the second leg, and receive easier maps of the types the player was aiming to avoid.&lt;br /&gt;
* Introducing limited food supply / regeneration as way to tune the difficulty of parkour maps.&lt;br /&gt;
* Reduce the number of &amp;quot;choke&amp;quot; maps (where players complete a difficult map then breeze through several levels).&lt;br /&gt;
&lt;br /&gt;
The design of this version used a unique two-step approach:&lt;br /&gt;
1. Create the desired layout of the HC in a staff discussion, with estimated difficulty for each map slot, how the branching paths would work, etc.&lt;br /&gt;
2. Take the design to the greens and gather community feedback on the design and which maps would work best for each slot.&lt;br /&gt;
&lt;br /&gt;
This version also featured maps that were made specifically for HC that never entered FFA.&lt;br /&gt;
&lt;br /&gt;
=== Version 10.0-10.2 ===&lt;br /&gt;
[[File:HC10.0.png|600px]]&lt;br /&gt;
[[File:HC10.1.png|600px]]&lt;br /&gt;
[[File:Hc10.2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In March 2020, the server saw a large increase in players due to the global COVID-19 pandemic changing most schools and jobs to be remote as people self-quarantined in their homes. This resulted in many players completing hardcore in March and April of that year. Staff determined that HC needed to be updated as soon as possible to account for the larger player base. While most HC designs are usually spread out over several months, HC 10.0 was designed in only four weeks, and implemented in another three weeks. &lt;br /&gt;
&lt;br /&gt;
This design featured similar segments to 9.0, but changed the logic of the branching paths. Players could completely avoid one map type, but would play challenging levels that used the other two primary map types, as well as adventure maps of the corresponding types. Players could switch between the paths at any time without playing a loopback map. This version also adds a fourth section in-between the paths and the final gauntlet. It was named &amp;quot;The Big Three&amp;quot;, since all 3 of the maps in that section are fairly challenging, with checkpoints between every level.&lt;br /&gt;
&lt;br /&gt;
This design also saw the exit of two maps heavily used in Hardcore since their introduction in 2011:&lt;br /&gt;
* Lava maze returned to FFA, after having been in hardcore since 2016, and in every version of hardcore except HC 6.0.&lt;br /&gt;
* Elusion was retired from HC, having been replaced by a remastered version. Elusion had been in several versions of HC by this point (3.0 through 6.0 &amp;amp; 9.0).&lt;br /&gt;
&lt;br /&gt;
This design was lead by Hex and AJDJ.&lt;br /&gt;
&lt;br /&gt;
Hardcore 10.0 was later updated to 10.1 to address balance issues with the three paths. In particular, the path of Tenacity was only completed once in HC10.0. Some other adjustments were made as well including replacing Paisley Prison with Construction, and making the entire final section no-sprint. In November 2020, it was updated to 10.2 to address additional difficulty issues. Overall, HC was made slightly easier to complete. The most notable change was removing Telepads.&lt;br /&gt;
&lt;br /&gt;
=== Version 11.0 - 11.1 ===&lt;br /&gt;
[[File:HC11.0.png|600px]]&lt;br /&gt;
[[File:hc11.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Hardcore 11.0's design process began around the same time that 10.0 was being designed. Many ideas that were rejected from 10.0 due to time constraints were explored as possibilities for 11.0. One of the largest goals for this version was to eliminate the split paths, and replace it with a choice section, where players had to complete a certain number of maps out of a pool in order to advance to the next section.&lt;br /&gt;
&lt;br /&gt;
Design followed a similar process to 9.0, where a staff design was created and then taken to greens in order to gather feedback. This time, it also included room for new maps, where greens could build maps tuned specifically for hardcore: the entire 'Endurance' leg was built uniquely for HC 11.0 by members of the community as part of a 'HC Map-Building Competition' in which greens were asked to design maps under specific constraints that are desired in hardcore maps. Such constraints include difficulty, checkpoint layout, kill potential, length, repeatability, etc. Some maps in other legs (Aether, Persona and Fissure) were also built specifically for this rotation.&lt;br /&gt;
&lt;br /&gt;
The end design resulted in the retiring of the split path leg, and the creation of 2 new legs:&lt;br /&gt;
&lt;br /&gt;
*The Choice leg, where 3/4 maps must be completed to advance. Each map is of a different type, allowing users to bypass one map type.&lt;br /&gt;
&lt;br /&gt;
*The Endurance leg, where you must complete several maps of similar design / kill potential, or face a single expert map to bypass. (Similar to HC8.0's split design).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notably, this rotation saw the retirement of several 'staple' Hardcore maps such as 4 Corners Dojo, Wolly Mammoth, Invictus, The Big Egyptian and Iron Door among others. This was due to a desire to 'modernise' the Hardcore system by highlighting what modern maps have to offer.&lt;br /&gt;
&lt;br /&gt;
It was later updated to Version 11.1, swapping out most of the maps in the Choice section for easier options. The Endurance leg was also made easier by sending players back to HC8 when they die in HC9, instead of back to HC7. The Magic Tower was also taken out and replaced with Framed, an easier puzzle.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* The Hardcore System was released alongside the server upon launch. &lt;br /&gt;
* Hardcore is one of the oldest challenges in the history of Minecraft.&lt;br /&gt;
* The overall success rate of players making it through hardcore is less than 1%.&lt;br /&gt;
* Hardcore pre-dates the variant survival gamemode of the same name by over a year, as Hardcore survival launched in November 2011 in version 1.0.0.&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9884</id>
		<title>Hardcore</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9884"/>
		<updated>2021-10-14T20:47:40Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Version 11.0-11.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Hardcore (Commonly shortened to HC) is a series of challenging parkour, maze, puzzle, and adventure maps. It is the sole requirement to earn Green (Builders) rank on the server. &lt;br /&gt;
&lt;br /&gt;
There have been 11 major versions of Hardcore, with tuning changes to balance difficulty, or to make adjustments for changing game mechanics. &lt;br /&gt;
&lt;br /&gt;
Historically, it has also been called the rotation, the HC rotation, or the gauntlet.&lt;br /&gt;
&lt;br /&gt;
Hardcore has difficulty elements not seen in FFA, such as:&lt;br /&gt;
* Limited quantities of food / little to no saturation.&lt;br /&gt;
* Item pickup being disabled to prevent food sharing.&lt;br /&gt;
* Having to play multiple maps without checkpoints in-between.&lt;br /&gt;
&lt;br /&gt;
Levels within hardcore are notated with a dash (Ex: HC-1), and versions are notated with a dot (EX: HC 1.0)&lt;br /&gt;
&lt;br /&gt;
== Current Design ==&lt;br /&gt;
[[File:hc11.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Hardcore Iterations ==&lt;br /&gt;
=== Version 1.0–1.4 ===&lt;br /&gt;
[[File:Hardcore 1.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time period, Hardcore was iterating rapidly as new maps were created. Since these iterations used a similar design, they are grouped collectively under &amp;quot;1.0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At this stage in the server's history, both the game and the server's identity were early in development. FFA and the blue rank did not exist; Minecraft was in the Alpha / Beta stages of development. The checkpoint system we use today was non-existent. Minecraft was a new game, and only a couple hundred-thousand players owned the game. At this time, spawn was in the TNT cube, but was shortly switched to the desert spawn.&lt;br /&gt;
&lt;br /&gt;
In the beginning, there were only the trials found within the TNT cube at X. Player's spawned at the bottom, and warped into the following lineup:&lt;br /&gt;
* 1. Skytop Labyrinth&lt;br /&gt;
* 2. Original Level 2 (No warp, the maps were linked)&lt;br /&gt;
* 3. Jiga's Claymaze&lt;br /&gt;
&lt;br /&gt;
This is the earliest known iteration of HC, and lasted for less then half a year. Note that the maps were not all implemented simultaneously. This meant for a time Hardcore only contained one or two maps. The next iteration of HC (1.1) consisted of 5 Levels with no checkpoints in-between the maps. From this point forward maps would swap with one another to maintain the 5-map course design.&lt;br /&gt;
&lt;br /&gt;
This layout created a unique meta because it meant if the player died in any level, they had to start over at the beginning. This resulted in a strategy of people starting Hardcore in groups, with unofficial &amp;quot;leaders&amp;quot; guiding people through the first one or two levels. If people could keep up with the leader, they could learn where to go for the beginning levels.&lt;br /&gt;
&lt;br /&gt;
In early 2011, [[Creators#HatterTheMad|HatterTheMad]] finished a lava maze, and that was quickly entered into the HC system as a replacement for the other lava themed level, lava parkour.&lt;br /&gt;
&lt;br /&gt;
There was a 7 level system, HC 1.4, that existed between the 5 and 10 level system. A diagram does not exist for it yet. Like 1.3, its existence was short, and not all of the layout is known with certainty.&lt;br /&gt;
&lt;br /&gt;
=== Version 2.0–2.1 ===&lt;br /&gt;
[[File:Hardcore 2.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 2.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The second version of HC was created as the earliest greens had began building maps.&lt;br /&gt;
&lt;br /&gt;
Minecraft had recently transitioned from alpha to beta. The blue rank and the point system did not exist yet. The border of the map lied around the 4000 block range. This was also the time where MINR experimented with an economy. MINR was primarily a survival server at this time, instead of the semi-vanilla/creative realms that exist today.&lt;br /&gt;
&lt;br /&gt;
The layout consisted of HC-1 and HC-10 being stand alone maps. For the in-between levels, players could choose 1 of 2 un-named courses at random to play. Checkpoints existed between every level, allowing easy switching between the two maps. This was later revised with 2-map segments in order to balance out the difficulty. Even with this change, some map choices were not balanced. This resulted in certain maps being picked more often, and players  asking which map or path is easier in chat.&lt;br /&gt;
&lt;br /&gt;
Towards the end of this iteration, an airship was constructed to house the maps that were not in Hardcore. This was later made public, and deemed the &amp;quot;Free For All&amp;quot; area, or FFA for short.&lt;br /&gt;
&lt;br /&gt;
Many maps used in HC2.0 have changed in some form:&lt;br /&gt;
* Sra was originally a cave-maze segment known as Srenmaze.&lt;br /&gt;
* Blitz was originally known as Chillers' Timed Maze, and was broken for several years due to the removal of a plugin known as Falsebook.&lt;br /&gt;
* Stone Maze cannot be found in FFA or the Valley, and has been broken by the removal of Falsebook.&lt;br /&gt;
* Mineco was originally known as Void42's Jump Map.&lt;br /&gt;
* Heaven Parkour was broken by the removal of Falsebook, but can still be found above Hell Parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 3.0–3.1 ===&lt;br /&gt;
[[File:Hardcore 3.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 3.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time, Minecraft was in beta, and saw its complete release in November 2011. Many concepts that now define the server were put in place during this version of HC. Most notably, FFA+ (Nov 2012) and the Blue Rank (Unknown) were launched at this time. All FFA Maps awarded one point, and the requirement to enter Hardcore was set at 5 FFA points.&lt;br /&gt;
&lt;br /&gt;
This Hardcore design was in effect from August 2011 to May 2013, marking the longest period of time without a version change (21+ months). This version was designed by c_dric. This version also introduced the glass boxes that are used in between levels for several versions. This version also introduced the &amp;quot;loop-back&amp;quot; mechanic, where players could play an extra map (Sky Parkour) in order to re-choose which HC4 level they wanted to play.&lt;br /&gt;
&lt;br /&gt;
In Minecraft update 1.3.1, Mojang silently changed how long the player was able to breathe for. This resulted in Aquarium and Elusion becoming unplayable. At that time, admins AJDJ and Yeroc (alongside Packs as a moderator) proposed and implemented the following temporary solution:&lt;br /&gt;
&lt;br /&gt;
* HC-3: Aquarium --&amp;gt; Wolly Mammoth&lt;br /&gt;
* HC-4: Wolly Mammoth --&amp;gt; The Face&lt;br /&gt;
* HC-5: Elusion --&amp;gt; The Big Egyptian&lt;br /&gt;
&lt;br /&gt;
In one of the next updates to Minecraft this was reverted, and Aquarium was put back into the HC rotation in the 4.0 iteration.&lt;br /&gt;
&lt;br /&gt;
=== Version 4.0–4.1 ===&lt;br /&gt;
[[File:Hardcore 4.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 4.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point in the server's history, HC 3.0 had been unchanged for a long time. Due to rampant cheating popularized by hacked clients, as well as a large influx of players completing HC3.1, the goal was to make HC much harder. With that in mind, themed segments of HC were conceived, based on the multi-pathed decisions used in HC2.0 and HC 3.0.&lt;br /&gt;
&lt;br /&gt;
Many levels from HC 3.1 remain in this rotation, with an expansion of the paths being the newest feature. Another feature that returned from HC1.0 was multiple levels without checkpoints. This meant that levels 8-11 had to be completed in 1 life. This concept would be retained in subsequent iterations of Hardcore.&lt;br /&gt;
&lt;br /&gt;
In summary, 4.0 has created the &amp;quot;legs&amp;quot; of hardcore that are iterated upon by almost every future version.&lt;br /&gt;
* Leg 1: Introduction to the different map types.&lt;br /&gt;
* Leg 2: Choosing a personalized path.&lt;br /&gt;
* Leg 3: An endurance run with no checkpoints at the end.&lt;br /&gt;
&lt;br /&gt;
After this iteration was implemented, staff determined that the Path of Ice and Fire were easier than the others, so the following revisions were made in the 4.1 Patch:&lt;br /&gt;
*Snow Fort --&amp;gt; Snowstorm&lt;br /&gt;
*Satyrs --&amp;gt; Demon&lt;br /&gt;
*Hell Parkour --&amp;gt; Lava Parkour&lt;br /&gt;
&lt;br /&gt;
This gave it sufficient difficulty to balance out the other paths. It's estimated that approximately 70 players completed this version of Hardcore.&lt;br /&gt;
&lt;br /&gt;
This is first of several versions that AJDJ led designs for.&lt;br /&gt;
&lt;br /&gt;
=== Version 5.0 ===&lt;br /&gt;
[[File:Hardcore 5.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While designing 5.0, HC4.0-4.1 had seen most players use the fire/ice path, even after balancing. In order to remediate this, the path was removed and replaced with the path of nostalgia. This would allow players to pick an easier path, but receive no middle checkpoint. Newer maps joined this rotation, replacing a few older maps. It was around this time in the design process that those working on the HC designs shifted towards adding map-quality as one of the criteria for HC maps.&lt;br /&gt;
&lt;br /&gt;
At the time, HC 5.0 was considered to be one of the hardest HC versions conceived.&lt;br /&gt;
&lt;br /&gt;
Towards the end of this version of HC is where server ownership changed hands.&lt;br /&gt;
&lt;br /&gt;
=== Version 6.0–6.1 ===&lt;br /&gt;
[[File:Hardcore 6.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 6.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Around this time, the server's activity had slowed significantly, and very few players had cleared HC5.0. The goal of HC6.0 was to make the overall difficulty slightly lower. This was achieved by revising the branching paths to use map type rather than theme, and lowering the number of maps in the final run.&lt;br /&gt;
&lt;br /&gt;
The thematic paths were replaced with paths oriented around map types. This allowed players to lean into their strengths for a portion of HC.&lt;br /&gt;
&lt;br /&gt;
Shortly after the 6.0 launch, it was determined that the puzzle path was too easy. In order to balance this out, the following changed were made for 6.1:&lt;br /&gt;
&lt;br /&gt;
* Remove the puzzle path.&lt;br /&gt;
* Replace Paradox with Viemort.&lt;br /&gt;
* 154 Returns to FFA.&lt;br /&gt;
&lt;br /&gt;
=== Version 7.0 ===&lt;br /&gt;
[[File:Hardcore 7.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This version of HC heavily reworked the middle leg. The choices were now between 2 of the 3 map types, allowing players to lean on their strengths and completely avoid 1 map type if desired. Another goal of this system was to shift the layout towards persistence based maps rather than just difficult maps.&lt;br /&gt;
&lt;br /&gt;
This is the last version that AJDJ lead designs for, concluding his time as the lead admin for Hardcore design (HC 4.0 through HC 7.0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Version 8.0–8.1 ===&lt;br /&gt;
[[File:HC8.0.png|600px]]&lt;br /&gt;
[[File:HC8.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
HC 8.0 was intended to make Hardcore longer, and have a greater focus on persistence and uniform difficulty. The iteration consisted of twelve maps, with a mix of parkour and mazes. This was also the first version of HC that had automatic transfers into the new system. Previously, there was a time period where users had to request transfer into the equivalent level of the new design.&lt;br /&gt;
&lt;br /&gt;
This iteration was unique for multiple reasons: &lt;br /&gt;
* There were no puzzle maps on the main path. &lt;br /&gt;
**([[MYTH]] contains small puzzles, but isn't technically a puzzle map). &lt;br /&gt;
* When players reached HC-4, they could either continue along the main path (of parkour and mazes) or opt for a shorter but much harder path that consisted of puzzles only. &lt;br /&gt;
* One of the puzzles, Miner's Millions, was considered one of the hardest on the server. Few players completed this path. &lt;br /&gt;
&lt;br /&gt;
In addition, HC8.0 introduced the two loop-back feature for switching between the two paths. [[Satyrs]] had to be completed to switch from the main path to the puzzle path, and  [[Minetech]] was required to switch from the puzzle path to the main path.&lt;br /&gt;
&lt;br /&gt;
This was the longest version of Hardcore upon release, however many users do not consider it to be the toughest.&lt;br /&gt;
&lt;br /&gt;
Due to the gameplay changes in the Minecraft 1.14 update and low usage of the path, the puzzle path was later removed resulting in the first entirely linear structure since Hardcore's inception.&lt;br /&gt;
&lt;br /&gt;
=== Version 9.0 ===&lt;br /&gt;
[[File:HC9.0.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This goals for HC9.0 included:&lt;br /&gt;
* Expanding the variety of map types to include adventure / puzzle maps.&lt;br /&gt;
* Allowing users to lean into a strength in the second leg, and receive easier maps of the types the player was aiming to avoid.&lt;br /&gt;
* Introducing limited food supply / regeneration as way to tune the difficulty of parkour maps.&lt;br /&gt;
* Reduce the number of &amp;quot;choke&amp;quot; maps (where players complete a difficult map then breeze through several levels).&lt;br /&gt;
&lt;br /&gt;
The design of this version used a unique two-step approach:&lt;br /&gt;
1. Create the desired layout of the HC in a staff discussion, with estimated difficulty for each map slot, how the branching paths would work, etc.&lt;br /&gt;
2. Take the design to the greens and gather community feedback on the design and which maps would work best for each slot.&lt;br /&gt;
&lt;br /&gt;
This version also featured maps that were made specifically for HC that never entered FFA.&lt;br /&gt;
&lt;br /&gt;
=== Version 10.0-10.2 ===&lt;br /&gt;
[[File:HC10.0.png|600px]]&lt;br /&gt;
[[File:HC10.1.png|600px]]&lt;br /&gt;
[[File:Hc10.2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In March 2020, the server saw a large increase in players due to the global COVID-19 pandemic changing most schools and jobs to be remote as people self-quarantined in their homes. This resulted in many players completing hardcore in March and April of that year. Staff determined that HC needed to be updated as soon as possible to account for the larger player base. While most HC designs are usually spread out over several months, HC 10.0 was designed in only four weeks, and implemented in another three weeks. &lt;br /&gt;
&lt;br /&gt;
This design featured similar segments to 9.0, but changed the logic of the branching paths. Players could completely avoid one map type, but would play challenging levels that used the other two primary map types, as well as adventure maps of the corresponding types. Players could switch between the paths at any time without playing a loopback map. This version also adds a fourth section in-between the paths and the final gauntlet. It was named &amp;quot;The Big Three&amp;quot;, since all 3 of the maps in that section are fairly challenging, with checkpoints between every level.&lt;br /&gt;
&lt;br /&gt;
This design also saw the exit of two maps heavily used in Hardcore since their introduction in 2011:&lt;br /&gt;
* Lava maze returned to FFA, after having been in hardcore since 2016, and in every version of hardcore except HC 6.0.&lt;br /&gt;
* Elusion was retired from HC, having been replaced by a remastered version. Elusion had been in several versions of HC by this point (3.0 through 6.0 &amp;amp; 9.0).&lt;br /&gt;
&lt;br /&gt;
This design was lead by Hex and AJDJ.&lt;br /&gt;
&lt;br /&gt;
Hardcore 10.0 was later updated to 10.1 to address balance issues with the three paths. In particular, the path of Tenacity was only completed once in HC10.0. Some other adjustments were made as well including replacing Paisley Prison with Construction, and making the entire final section no-sprint. In November 2020, it was updated to 10.2 to address additional difficulty issues. Overall, HC was made slightly easier to complete. The most notable change was removing Telepads.&lt;br /&gt;
&lt;br /&gt;
=== Version 11.0-11.1 ===&lt;br /&gt;
[[File:HC11.0.png|600px]]&lt;br /&gt;
[[File:hc11.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Hardcore 11.0's design process began around the same time that 10.0 was being designed. Many ideas that were rejected from 10.0 due to time constraints were explored as possibilities for 11.0. One of the largest goals for this version was to eliminate the split paths, and replace it with a choice section, where players had to complete a certain number of maps out of a pool in order to advance to the next section.&lt;br /&gt;
&lt;br /&gt;
Design followed a similar process to 9.0, where a staff design was created and then taken to greens in order to gather feedback. This time, it also included room for new maps, where greens could build maps tuned specifically for hardcore: the entire 'Endurance' leg was built uniquely for HC 11.0 by members of the community as part of a 'HC Map-Building Competition' in which greens were asked to design maps under specific constraints that are desired in hardcore maps. Such constraints include difficulty, checkpoint layout, kill potential, length, repeatability, etc. Some maps in other legs (Aether, Persona and Fissure) were also built specifically for this rotation.&lt;br /&gt;
&lt;br /&gt;
The end design resulted in the retiring of the split path leg, and the creation of 2 new legs:&lt;br /&gt;
&lt;br /&gt;
*The Choice leg, where 3/4 maps must be completed to advance. Each map is of a different type, allowing users to bypass one map type.&lt;br /&gt;
&lt;br /&gt;
*The Endurance leg, where you must complete several maps of similar design / kill potential, or face a single expert map to bypass. (Similar to HC8.0's split design).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notably, this rotation saw the retirement of several 'staple' Hardcore maps such as 4 Corners Dojo, Wolly Mammoth, Invictus, The Big Egyptian and Iron Door among others. This was due to a desire to 'modernise' the Hardcore system by highlighting what modern maps have to offer.&lt;br /&gt;
&lt;br /&gt;
In October 2021 it was updated to Version 11.1, swapping out most of the maps in the Choice section for easier options. The Endurance leg was also made easier by sending players back to HC8 when they die in HC9, instead of back to HC7. The Magic Tower was also taken out and replaced with Framed, an easier puzzle.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* The Hardcore System was released alongside the server upon launch. &lt;br /&gt;
* Hardcore is one of the oldest challenges in the history of Minecraft.&lt;br /&gt;
* The overall success rate of players making it through hardcore is less than 1%.&lt;br /&gt;
* Hardcore pre-dates the variant survival gamemode of the same name by over a year, as Hardcore survival launched in November 2011 in version 1.0.0.&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9883</id>
		<title>Hardcore</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9883"/>
		<updated>2021-10-14T20:47:27Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Version 11 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Hardcore (Commonly shortened to HC) is a series of challenging parkour, maze, puzzle, and adventure maps. It is the sole requirement to earn Green (Builders) rank on the server. &lt;br /&gt;
&lt;br /&gt;
There have been 11 major versions of Hardcore, with tuning changes to balance difficulty, or to make adjustments for changing game mechanics. &lt;br /&gt;
&lt;br /&gt;
Historically, it has also been called the rotation, the HC rotation, or the gauntlet.&lt;br /&gt;
&lt;br /&gt;
Hardcore has difficulty elements not seen in FFA, such as:&lt;br /&gt;
* Limited quantities of food / little to no saturation.&lt;br /&gt;
* Item pickup being disabled to prevent food sharing.&lt;br /&gt;
* Having to play multiple maps without checkpoints in-between.&lt;br /&gt;
&lt;br /&gt;
Levels within hardcore are notated with a dash (Ex: HC-1), and versions are notated with a dot (EX: HC 1.0)&lt;br /&gt;
&lt;br /&gt;
== Current Design ==&lt;br /&gt;
[[File:hc11.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Hardcore Iterations ==&lt;br /&gt;
=== Version 1.0–1.4 ===&lt;br /&gt;
[[File:Hardcore 1.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time period, Hardcore was iterating rapidly as new maps were created. Since these iterations used a similar design, they are grouped collectively under &amp;quot;1.0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At this stage in the server's history, both the game and the server's identity were early in development. FFA and the blue rank did not exist; Minecraft was in the Alpha / Beta stages of development. The checkpoint system we use today was non-existent. Minecraft was a new game, and only a couple hundred-thousand players owned the game. At this time, spawn was in the TNT cube, but was shortly switched to the desert spawn.&lt;br /&gt;
&lt;br /&gt;
In the beginning, there were only the trials found within the TNT cube at X. Player's spawned at the bottom, and warped into the following lineup:&lt;br /&gt;
* 1. Skytop Labyrinth&lt;br /&gt;
* 2. Original Level 2 (No warp, the maps were linked)&lt;br /&gt;
* 3. Jiga's Claymaze&lt;br /&gt;
&lt;br /&gt;
This is the earliest known iteration of HC, and lasted for less then half a year. Note that the maps were not all implemented simultaneously. This meant for a time Hardcore only contained one or two maps. The next iteration of HC (1.1) consisted of 5 Levels with no checkpoints in-between the maps. From this point forward maps would swap with one another to maintain the 5-map course design.&lt;br /&gt;
&lt;br /&gt;
This layout created a unique meta because it meant if the player died in any level, they had to start over at the beginning. This resulted in a strategy of people starting Hardcore in groups, with unofficial &amp;quot;leaders&amp;quot; guiding people through the first one or two levels. If people could keep up with the leader, they could learn where to go for the beginning levels.&lt;br /&gt;
&lt;br /&gt;
In early 2011, [[Creators#HatterTheMad|HatterTheMad]] finished a lava maze, and that was quickly entered into the HC system as a replacement for the other lava themed level, lava parkour.&lt;br /&gt;
&lt;br /&gt;
There was a 7 level system, HC 1.4, that existed between the 5 and 10 level system. A diagram does not exist for it yet. Like 1.3, its existence was short, and not all of the layout is known with certainty.&lt;br /&gt;
&lt;br /&gt;
=== Version 2.0–2.1 ===&lt;br /&gt;
[[File:Hardcore 2.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 2.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The second version of HC was created as the earliest greens had began building maps.&lt;br /&gt;
&lt;br /&gt;
Minecraft had recently transitioned from alpha to beta. The blue rank and the point system did not exist yet. The border of the map lied around the 4000 block range. This was also the time where MINR experimented with an economy. MINR was primarily a survival server at this time, instead of the semi-vanilla/creative realms that exist today.&lt;br /&gt;
&lt;br /&gt;
The layout consisted of HC-1 and HC-10 being stand alone maps. For the in-between levels, players could choose 1 of 2 un-named courses at random to play. Checkpoints existed between every level, allowing easy switching between the two maps. This was later revised with 2-map segments in order to balance out the difficulty. Even with this change, some map choices were not balanced. This resulted in certain maps being picked more often, and players  asking which map or path is easier in chat.&lt;br /&gt;
&lt;br /&gt;
Towards the end of this iteration, an airship was constructed to house the maps that were not in Hardcore. This was later made public, and deemed the &amp;quot;Free For All&amp;quot; area, or FFA for short.&lt;br /&gt;
&lt;br /&gt;
Many maps used in HC2.0 have changed in some form:&lt;br /&gt;
* Sra was originally a cave-maze segment known as Srenmaze.&lt;br /&gt;
* Blitz was originally known as Chillers' Timed Maze, and was broken for several years due to the removal of a plugin known as Falsebook.&lt;br /&gt;
* Stone Maze cannot be found in FFA or the Valley, and has been broken by the removal of Falsebook.&lt;br /&gt;
* Mineco was originally known as Void42's Jump Map.&lt;br /&gt;
* Heaven Parkour was broken by the removal of Falsebook, but can still be found above Hell Parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 3.0–3.1 ===&lt;br /&gt;
[[File:Hardcore 3.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 3.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time, Minecraft was in beta, and saw its complete release in November 2011. Many concepts that now define the server were put in place during this version of HC. Most notably, FFA+ (Nov 2012) and the Blue Rank (Unknown) were launched at this time. All FFA Maps awarded one point, and the requirement to enter Hardcore was set at 5 FFA points.&lt;br /&gt;
&lt;br /&gt;
This Hardcore design was in effect from August 2011 to May 2013, marking the longest period of time without a version change (21+ months). This version was designed by c_dric. This version also introduced the glass boxes that are used in between levels for several versions. This version also introduced the &amp;quot;loop-back&amp;quot; mechanic, where players could play an extra map (Sky Parkour) in order to re-choose which HC4 level they wanted to play.&lt;br /&gt;
&lt;br /&gt;
In Minecraft update 1.3.1, Mojang silently changed how long the player was able to breathe for. This resulted in Aquarium and Elusion becoming unplayable. At that time, admins AJDJ and Yeroc (alongside Packs as a moderator) proposed and implemented the following temporary solution:&lt;br /&gt;
&lt;br /&gt;
* HC-3: Aquarium --&amp;gt; Wolly Mammoth&lt;br /&gt;
* HC-4: Wolly Mammoth --&amp;gt; The Face&lt;br /&gt;
* HC-5: Elusion --&amp;gt; The Big Egyptian&lt;br /&gt;
&lt;br /&gt;
In one of the next updates to Minecraft this was reverted, and Aquarium was put back into the HC rotation in the 4.0 iteration.&lt;br /&gt;
&lt;br /&gt;
=== Version 4.0–4.1 ===&lt;br /&gt;
[[File:Hardcore 4.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 4.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point in the server's history, HC 3.0 had been unchanged for a long time. Due to rampant cheating popularized by hacked clients, as well as a large influx of players completing HC3.1, the goal was to make HC much harder. With that in mind, themed segments of HC were conceived, based on the multi-pathed decisions used in HC2.0 and HC 3.0.&lt;br /&gt;
&lt;br /&gt;
Many levels from HC 3.1 remain in this rotation, with an expansion of the paths being the newest feature. Another feature that returned from HC1.0 was multiple levels without checkpoints. This meant that levels 8-11 had to be completed in 1 life. This concept would be retained in subsequent iterations of Hardcore.&lt;br /&gt;
&lt;br /&gt;
In summary, 4.0 has created the &amp;quot;legs&amp;quot; of hardcore that are iterated upon by almost every future version.&lt;br /&gt;
* Leg 1: Introduction to the different map types.&lt;br /&gt;
* Leg 2: Choosing a personalized path.&lt;br /&gt;
* Leg 3: An endurance run with no checkpoints at the end.&lt;br /&gt;
&lt;br /&gt;
After this iteration was implemented, staff determined that the Path of Ice and Fire were easier than the others, so the following revisions were made in the 4.1 Patch:&lt;br /&gt;
*Snow Fort --&amp;gt; Snowstorm&lt;br /&gt;
*Satyrs --&amp;gt; Demon&lt;br /&gt;
*Hell Parkour --&amp;gt; Lava Parkour&lt;br /&gt;
&lt;br /&gt;
This gave it sufficient difficulty to balance out the other paths. It's estimated that approximately 70 players completed this version of Hardcore.&lt;br /&gt;
&lt;br /&gt;
This is first of several versions that AJDJ led designs for.&lt;br /&gt;
&lt;br /&gt;
=== Version 5.0 ===&lt;br /&gt;
[[File:Hardcore 5.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While designing 5.0, HC4.0-4.1 had seen most players use the fire/ice path, even after balancing. In order to remediate this, the path was removed and replaced with the path of nostalgia. This would allow players to pick an easier path, but receive no middle checkpoint. Newer maps joined this rotation, replacing a few older maps. It was around this time in the design process that those working on the HC designs shifted towards adding map-quality as one of the criteria for HC maps.&lt;br /&gt;
&lt;br /&gt;
At the time, HC 5.0 was considered to be one of the hardest HC versions conceived.&lt;br /&gt;
&lt;br /&gt;
Towards the end of this version of HC is where server ownership changed hands.&lt;br /&gt;
&lt;br /&gt;
=== Version 6.0–6.1 ===&lt;br /&gt;
[[File:Hardcore 6.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 6.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Around this time, the server's activity had slowed significantly, and very few players had cleared HC5.0. The goal of HC6.0 was to make the overall difficulty slightly lower. This was achieved by revising the branching paths to use map type rather than theme, and lowering the number of maps in the final run.&lt;br /&gt;
&lt;br /&gt;
The thematic paths were replaced with paths oriented around map types. This allowed players to lean into their strengths for a portion of HC.&lt;br /&gt;
&lt;br /&gt;
Shortly after the 6.0 launch, it was determined that the puzzle path was too easy. In order to balance this out, the following changed were made for 6.1:&lt;br /&gt;
&lt;br /&gt;
* Remove the puzzle path.&lt;br /&gt;
* Replace Paradox with Viemort.&lt;br /&gt;
* 154 Returns to FFA.&lt;br /&gt;
&lt;br /&gt;
=== Version 7.0 ===&lt;br /&gt;
[[File:Hardcore 7.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This version of HC heavily reworked the middle leg. The choices were now between 2 of the 3 map types, allowing players to lean on their strengths and completely avoid 1 map type if desired. Another goal of this system was to shift the layout towards persistence based maps rather than just difficult maps.&lt;br /&gt;
&lt;br /&gt;
This is the last version that AJDJ lead designs for, concluding his time as the lead admin for Hardcore design (HC 4.0 through HC 7.0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Version 8.0–8.1 ===&lt;br /&gt;
[[File:HC8.0.png|600px]]&lt;br /&gt;
[[File:HC8.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
HC 8.0 was intended to make Hardcore longer, and have a greater focus on persistence and uniform difficulty. The iteration consisted of twelve maps, with a mix of parkour and mazes. This was also the first version of HC that had automatic transfers into the new system. Previously, there was a time period where users had to request transfer into the equivalent level of the new design.&lt;br /&gt;
&lt;br /&gt;
This iteration was unique for multiple reasons: &lt;br /&gt;
* There were no puzzle maps on the main path. &lt;br /&gt;
**([[MYTH]] contains small puzzles, but isn't technically a puzzle map). &lt;br /&gt;
* When players reached HC-4, they could either continue along the main path (of parkour and mazes) or opt for a shorter but much harder path that consisted of puzzles only. &lt;br /&gt;
* One of the puzzles, Miner's Millions, was considered one of the hardest on the server. Few players completed this path. &lt;br /&gt;
&lt;br /&gt;
In addition, HC8.0 introduced the two loop-back feature for switching between the two paths. [[Satyrs]] had to be completed to switch from the main path to the puzzle path, and  [[Minetech]] was required to switch from the puzzle path to the main path.&lt;br /&gt;
&lt;br /&gt;
This was the longest version of Hardcore upon release, however many users do not consider it to be the toughest.&lt;br /&gt;
&lt;br /&gt;
Due to the gameplay changes in the Minecraft 1.14 update and low usage of the path, the puzzle path was later removed resulting in the first entirely linear structure since Hardcore's inception.&lt;br /&gt;
&lt;br /&gt;
=== Version 9.0 ===&lt;br /&gt;
[[File:HC9.0.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This goals for HC9.0 included:&lt;br /&gt;
* Expanding the variety of map types to include adventure / puzzle maps.&lt;br /&gt;
* Allowing users to lean into a strength in the second leg, and receive easier maps of the types the player was aiming to avoid.&lt;br /&gt;
* Introducing limited food supply / regeneration as way to tune the difficulty of parkour maps.&lt;br /&gt;
* Reduce the number of &amp;quot;choke&amp;quot; maps (where players complete a difficult map then breeze through several levels).&lt;br /&gt;
&lt;br /&gt;
The design of this version used a unique two-step approach:&lt;br /&gt;
1. Create the desired layout of the HC in a staff discussion, with estimated difficulty for each map slot, how the branching paths would work, etc.&lt;br /&gt;
2. Take the design to the greens and gather community feedback on the design and which maps would work best for each slot.&lt;br /&gt;
&lt;br /&gt;
This version also featured maps that were made specifically for HC that never entered FFA.&lt;br /&gt;
&lt;br /&gt;
=== Version 10.0-10.2 ===&lt;br /&gt;
[[File:HC10.0.png|600px]]&lt;br /&gt;
[[File:HC10.1.png|600px]]&lt;br /&gt;
[[File:Hc10.2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In March 2020, the server saw a large increase in players due to the global COVID-19 pandemic changing most schools and jobs to be remote as people self-quarantined in their homes. This resulted in many players completing hardcore in March and April of that year. Staff determined that HC needed to be updated as soon as possible to account for the larger player base. While most HC designs are usually spread out over several months, HC 10.0 was designed in only four weeks, and implemented in another three weeks. &lt;br /&gt;
&lt;br /&gt;
This design featured similar segments to 9.0, but changed the logic of the branching paths. Players could completely avoid one map type, but would play challenging levels that used the other two primary map types, as well as adventure maps of the corresponding types. Players could switch between the paths at any time without playing a loopback map. This version also adds a fourth section in-between the paths and the final gauntlet. It was named &amp;quot;The Big Three&amp;quot;, since all 3 of the maps in that section are fairly challenging, with checkpoints between every level.&lt;br /&gt;
&lt;br /&gt;
This design also saw the exit of two maps heavily used in Hardcore since their introduction in 2011:&lt;br /&gt;
* Lava maze returned to FFA, after having been in hardcore since 2016, and in every version of hardcore except HC 6.0.&lt;br /&gt;
* Elusion was retired from HC, having been replaced by a remastered version. Elusion had been in several versions of HC by this point (3.0 through 6.0 &amp;amp; 9.0).&lt;br /&gt;
&lt;br /&gt;
This design was lead by Hex and AJDJ.&lt;br /&gt;
&lt;br /&gt;
Hardcore 10.0 was later updated to 10.1 to address balance issues with the three paths. In particular, the path of Tenacity was only completed once in HC10.0. Some other adjustments were made as well including replacing Paisley Prison with Construction, and making the entire final section no-sprint. In November 2020, it was updated to 10.2 to address additional difficulty issues. Overall, HC was made slightly easier to complete. The most notable change was removing Telepads.&lt;br /&gt;
&lt;br /&gt;
=== Version 11.0-11.1 ===&lt;br /&gt;
[[File:HC11.0.png|600px]]&lt;br /&gt;
[[File:HC11.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Hardcore 11.0's design process began around the same time that 10.0 was being designed. Many ideas that were rejected from 10.0 due to time constraints were explored as possibilities for 11.0. One of the largest goals for this version was to eliminate the split paths, and replace it with a choice section, where players had to complete a certain number of maps out of a pool in order to advance to the next section.&lt;br /&gt;
&lt;br /&gt;
Design followed a similar process to 9.0, where a staff design was created and then taken to greens in order to gather feedback. This time, it also included room for new maps, where greens could build maps tuned specifically for hardcore: the entire 'Endurance' leg was built uniquely for HC 11.0 by members of the community as part of a 'HC Map-Building Competition' in which greens were asked to design maps under specific constraints that are desired in hardcore maps. Such constraints include difficulty, checkpoint layout, kill potential, length, repeatability, etc. Some maps in other legs (Aether, Persona and Fissure) were also built specifically for this rotation.&lt;br /&gt;
&lt;br /&gt;
The end design resulted in the retiring of the split path leg, and the creation of 2 new legs:&lt;br /&gt;
&lt;br /&gt;
*The Choice leg, where 3/4 maps must be completed to advance. Each map is of a different type, allowing users to bypass one map type.&lt;br /&gt;
&lt;br /&gt;
*The Endurance leg, where you must complete several maps of similar design / kill potential, or face a single expert map to bypass. (Similar to HC8.0's split design).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notably, this rotation saw the retirement of several 'staple' Hardcore maps such as 4 Corners Dojo, Wolly Mammoth, Invictus, The Big Egyptian and Iron Door among others. This was due to a desire to 'modernise' the Hardcore system by highlighting what modern maps have to offer.&lt;br /&gt;
&lt;br /&gt;
In October 2021 it was updated to Version 11.1, swapping out most of the maps in the Choice section for easier options. The Endurance leg was also made easier by sending players back to HC8 when they die in HC9, instead of back to HC7. The Magic Tower was also taken out and replaced with Framed, an easier puzzle.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* The Hardcore System was released alongside the server upon launch. &lt;br /&gt;
* Hardcore is one of the oldest challenges in the history of Minecraft.&lt;br /&gt;
* The overall success rate of players making it through hardcore is less than 1%.&lt;br /&gt;
* Hardcore pre-dates the variant survival gamemode of the same name by over a year, as Hardcore survival launched in November 2011 in version 1.0.0.&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9882</id>
		<title>Hardcore</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9882"/>
		<updated>2021-10-14T20:43:39Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Current Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Hardcore (Commonly shortened to HC) is a series of challenging parkour, maze, puzzle, and adventure maps. It is the sole requirement to earn Green (Builders) rank on the server. &lt;br /&gt;
&lt;br /&gt;
There have been 11 major versions of Hardcore, with tuning changes to balance difficulty, or to make adjustments for changing game mechanics. &lt;br /&gt;
&lt;br /&gt;
Historically, it has also been called the rotation, the HC rotation, or the gauntlet.&lt;br /&gt;
&lt;br /&gt;
Hardcore has difficulty elements not seen in FFA, such as:&lt;br /&gt;
* Limited quantities of food / little to no saturation.&lt;br /&gt;
* Item pickup being disabled to prevent food sharing.&lt;br /&gt;
* Having to play multiple maps without checkpoints in-between.&lt;br /&gt;
&lt;br /&gt;
Levels within hardcore are notated with a dash (Ex: HC-1), and versions are notated with a dot (EX: HC 1.0)&lt;br /&gt;
&lt;br /&gt;
== Current Design ==&lt;br /&gt;
[[File:hc11.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Hardcore Iterations ==&lt;br /&gt;
=== Version 1.0–1.4 ===&lt;br /&gt;
[[File:Hardcore 1.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time period, Hardcore was iterating rapidly as new maps were created. Since these iterations used a similar design, they are grouped collectively under &amp;quot;1.0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At this stage in the server's history, both the game and the server's identity were early in development. FFA and the blue rank did not exist; Minecraft was in the Alpha / Beta stages of development. The checkpoint system we use today was non-existent. Minecraft was a new game, and only a couple hundred-thousand players owned the game. At this time, spawn was in the TNT cube, but was shortly switched to the desert spawn.&lt;br /&gt;
&lt;br /&gt;
In the beginning, there were only the trials found within the TNT cube at X. Player's spawned at the bottom, and warped into the following lineup:&lt;br /&gt;
* 1. Skytop Labyrinth&lt;br /&gt;
* 2. Original Level 2 (No warp, the maps were linked)&lt;br /&gt;
* 3. Jiga's Claymaze&lt;br /&gt;
&lt;br /&gt;
This is the earliest known iteration of HC, and lasted for less then half a year. Note that the maps were not all implemented simultaneously. This meant for a time Hardcore only contained one or two maps. The next iteration of HC (1.1) consisted of 5 Levels with no checkpoints in-between the maps. From this point forward maps would swap with one another to maintain the 5-map course design.&lt;br /&gt;
&lt;br /&gt;
This layout created a unique meta because it meant if the player died in any level, they had to start over at the beginning. This resulted in a strategy of people starting Hardcore in groups, with unofficial &amp;quot;leaders&amp;quot; guiding people through the first one or two levels. If people could keep up with the leader, they could learn where to go for the beginning levels.&lt;br /&gt;
&lt;br /&gt;
In early 2011, [[Creators#HatterTheMad|HatterTheMad]] finished a lava maze, and that was quickly entered into the HC system as a replacement for the other lava themed level, lava parkour.&lt;br /&gt;
&lt;br /&gt;
There was a 7 level system, HC 1.4, that existed between the 5 and 10 level system. A diagram does not exist for it yet. Like 1.3, its existence was short, and not all of the layout is known with certainty.&lt;br /&gt;
&lt;br /&gt;
=== Version 2.0–2.1 ===&lt;br /&gt;
[[File:Hardcore 2.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 2.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The second version of HC was created as the earliest greens had began building maps.&lt;br /&gt;
&lt;br /&gt;
Minecraft had recently transitioned from alpha to beta. The blue rank and the point system did not exist yet. The border of the map lied around the 4000 block range. This was also the time where MINR experimented with an economy. MINR was primarily a survival server at this time, instead of the semi-vanilla/creative realms that exist today.&lt;br /&gt;
&lt;br /&gt;
The layout consisted of HC-1 and HC-10 being stand alone maps. For the in-between levels, players could choose 1 of 2 un-named courses at random to play. Checkpoints existed between every level, allowing easy switching between the two maps. This was later revised with 2-map segments in order to balance out the difficulty. Even with this change, some map choices were not balanced. This resulted in certain maps being picked more often, and players  asking which map or path is easier in chat.&lt;br /&gt;
&lt;br /&gt;
Towards the end of this iteration, an airship was constructed to house the maps that were not in Hardcore. This was later made public, and deemed the &amp;quot;Free For All&amp;quot; area, or FFA for short.&lt;br /&gt;
&lt;br /&gt;
Many maps used in HC2.0 have changed in some form:&lt;br /&gt;
* Sra was originally a cave-maze segment known as Srenmaze.&lt;br /&gt;
* Blitz was originally known as Chillers' Timed Maze, and was broken for several years due to the removal of a plugin known as Falsebook.&lt;br /&gt;
* Stone Maze cannot be found in FFA or the Valley, and has been broken by the removal of Falsebook.&lt;br /&gt;
* Mineco was originally known as Void42's Jump Map.&lt;br /&gt;
* Heaven Parkour was broken by the removal of Falsebook, but can still be found above Hell Parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 3.0–3.1 ===&lt;br /&gt;
[[File:Hardcore 3.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 3.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time, Minecraft was in beta, and saw its complete release in November 2011. Many concepts that now define the server were put in place during this version of HC. Most notably, FFA+ (Nov 2012) and the Blue Rank (Unknown) were launched at this time. All FFA Maps awarded one point, and the requirement to enter Hardcore was set at 5 FFA points.&lt;br /&gt;
&lt;br /&gt;
This Hardcore design was in effect from August 2011 to May 2013, marking the longest period of time without a version change (21+ months). This version was designed by c_dric. This version also introduced the glass boxes that are used in between levels for several versions. This version also introduced the &amp;quot;loop-back&amp;quot; mechanic, where players could play an extra map (Sky Parkour) in order to re-choose which HC4 level they wanted to play.&lt;br /&gt;
&lt;br /&gt;
In Minecraft update 1.3.1, Mojang silently changed how long the player was able to breathe for. This resulted in Aquarium and Elusion becoming unplayable. At that time, admins AJDJ and Yeroc (alongside Packs as a moderator) proposed and implemented the following temporary solution:&lt;br /&gt;
&lt;br /&gt;
* HC-3: Aquarium --&amp;gt; Wolly Mammoth&lt;br /&gt;
* HC-4: Wolly Mammoth --&amp;gt; The Face&lt;br /&gt;
* HC-5: Elusion --&amp;gt; The Big Egyptian&lt;br /&gt;
&lt;br /&gt;
In one of the next updates to Minecraft this was reverted, and Aquarium was put back into the HC rotation in the 4.0 iteration.&lt;br /&gt;
&lt;br /&gt;
=== Version 4.0–4.1 ===&lt;br /&gt;
[[File:Hardcore 4.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 4.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point in the server's history, HC 3.0 had been unchanged for a long time. Due to rampant cheating popularized by hacked clients, as well as a large influx of players completing HC3.1, the goal was to make HC much harder. With that in mind, themed segments of HC were conceived, based on the multi-pathed decisions used in HC2.0 and HC 3.0.&lt;br /&gt;
&lt;br /&gt;
Many levels from HC 3.1 remain in this rotation, with an expansion of the paths being the newest feature. Another feature that returned from HC1.0 was multiple levels without checkpoints. This meant that levels 8-11 had to be completed in 1 life. This concept would be retained in subsequent iterations of Hardcore.&lt;br /&gt;
&lt;br /&gt;
In summary, 4.0 has created the &amp;quot;legs&amp;quot; of hardcore that are iterated upon by almost every future version.&lt;br /&gt;
* Leg 1: Introduction to the different map types.&lt;br /&gt;
* Leg 2: Choosing a personalized path.&lt;br /&gt;
* Leg 3: An endurance run with no checkpoints at the end.&lt;br /&gt;
&lt;br /&gt;
After this iteration was implemented, staff determined that the Path of Ice and Fire were easier than the others, so the following revisions were made in the 4.1 Patch:&lt;br /&gt;
*Snow Fort --&amp;gt; Snowstorm&lt;br /&gt;
*Satyrs --&amp;gt; Demon&lt;br /&gt;
*Hell Parkour --&amp;gt; Lava Parkour&lt;br /&gt;
&lt;br /&gt;
This gave it sufficient difficulty to balance out the other paths. It's estimated that approximately 70 players completed this version of Hardcore.&lt;br /&gt;
&lt;br /&gt;
This is first of several versions that AJDJ led designs for.&lt;br /&gt;
&lt;br /&gt;
=== Version 5.0 ===&lt;br /&gt;
[[File:Hardcore 5.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While designing 5.0, HC4.0-4.1 had seen most players use the fire/ice path, even after balancing. In order to remediate this, the path was removed and replaced with the path of nostalgia. This would allow players to pick an easier path, but receive no middle checkpoint. Newer maps joined this rotation, replacing a few older maps. It was around this time in the design process that those working on the HC designs shifted towards adding map-quality as one of the criteria for HC maps.&lt;br /&gt;
&lt;br /&gt;
At the time, HC 5.0 was considered to be one of the hardest HC versions conceived.&lt;br /&gt;
&lt;br /&gt;
Towards the end of this version of HC is where server ownership changed hands.&lt;br /&gt;
&lt;br /&gt;
=== Version 6.0–6.1 ===&lt;br /&gt;
[[File:Hardcore 6.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 6.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Around this time, the server's activity had slowed significantly, and very few players had cleared HC5.0. The goal of HC6.0 was to make the overall difficulty slightly lower. This was achieved by revising the branching paths to use map type rather than theme, and lowering the number of maps in the final run.&lt;br /&gt;
&lt;br /&gt;
The thematic paths were replaced with paths oriented around map types. This allowed players to lean into their strengths for a portion of HC.&lt;br /&gt;
&lt;br /&gt;
Shortly after the 6.0 launch, it was determined that the puzzle path was too easy. In order to balance this out, the following changed were made for 6.1:&lt;br /&gt;
&lt;br /&gt;
* Remove the puzzle path.&lt;br /&gt;
* Replace Paradox with Viemort.&lt;br /&gt;
* 154 Returns to FFA.&lt;br /&gt;
&lt;br /&gt;
=== Version 7.0 ===&lt;br /&gt;
[[File:Hardcore 7.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This version of HC heavily reworked the middle leg. The choices were now between 2 of the 3 map types, allowing players to lean on their strengths and completely avoid 1 map type if desired. Another goal of this system was to shift the layout towards persistence based maps rather than just difficult maps.&lt;br /&gt;
&lt;br /&gt;
This is the last version that AJDJ lead designs for, concluding his time as the lead admin for Hardcore design (HC 4.0 through HC 7.0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Version 8.0–8.1 ===&lt;br /&gt;
[[File:HC8.0.png|600px]]&lt;br /&gt;
[[File:HC8.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
HC 8.0 was intended to make Hardcore longer, and have a greater focus on persistence and uniform difficulty. The iteration consisted of twelve maps, with a mix of parkour and mazes. This was also the first version of HC that had automatic transfers into the new system. Previously, there was a time period where users had to request transfer into the equivalent level of the new design.&lt;br /&gt;
&lt;br /&gt;
This iteration was unique for multiple reasons: &lt;br /&gt;
* There were no puzzle maps on the main path. &lt;br /&gt;
**([[MYTH]] contains small puzzles, but isn't technically a puzzle map). &lt;br /&gt;
* When players reached HC-4, they could either continue along the main path (of parkour and mazes) or opt for a shorter but much harder path that consisted of puzzles only. &lt;br /&gt;
* One of the puzzles, Miner's Millions, was considered one of the hardest on the server. Few players completed this path. &lt;br /&gt;
&lt;br /&gt;
In addition, HC8.0 introduced the two loop-back feature for switching between the two paths. [[Satyrs]] had to be completed to switch from the main path to the puzzle path, and  [[Minetech]] was required to switch from the puzzle path to the main path.&lt;br /&gt;
&lt;br /&gt;
This was the longest version of Hardcore upon release, however many users do not consider it to be the toughest.&lt;br /&gt;
&lt;br /&gt;
Due to the gameplay changes in the Minecraft 1.14 update and low usage of the path, the puzzle path was later removed resulting in the first entirely linear structure since Hardcore's inception.&lt;br /&gt;
&lt;br /&gt;
=== Version 9.0 ===&lt;br /&gt;
[[File:HC9.0.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This goals for HC9.0 included:&lt;br /&gt;
* Expanding the variety of map types to include adventure / puzzle maps.&lt;br /&gt;
* Allowing users to lean into a strength in the second leg, and receive easier maps of the types the player was aiming to avoid.&lt;br /&gt;
* Introducing limited food supply / regeneration as way to tune the difficulty of parkour maps.&lt;br /&gt;
* Reduce the number of &amp;quot;choke&amp;quot; maps (where players complete a difficult map then breeze through several levels).&lt;br /&gt;
&lt;br /&gt;
The design of this version used a unique two-step approach:&lt;br /&gt;
1. Create the desired layout of the HC in a staff discussion, with estimated difficulty for each map slot, how the branching paths would work, etc.&lt;br /&gt;
2. Take the design to the greens and gather community feedback on the design and which maps would work best for each slot.&lt;br /&gt;
&lt;br /&gt;
This version also featured maps that were made specifically for HC that never entered FFA.&lt;br /&gt;
&lt;br /&gt;
=== Version 10.0-10.2 ===&lt;br /&gt;
[[File:HC10.0.png|600px]]&lt;br /&gt;
[[File:HC10.1.png|600px]]&lt;br /&gt;
[[File:Hc10.2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In March 2020, the server saw a large increase in players due to the global COVID-19 pandemic changing most schools and jobs to be remote as people self-quarantined in their homes. This resulted in many players completing hardcore in March and April of that year. Staff determined that HC needed to be updated as soon as possible to account for the larger player base. While most HC designs are usually spread out over several months, HC 10.0 was designed in only four weeks, and implemented in another three weeks. &lt;br /&gt;
&lt;br /&gt;
This design featured similar segments to 9.0, but changed the logic of the branching paths. Players could completely avoid one map type, but would play challenging levels that used the other two primary map types, as well as adventure maps of the corresponding types. Players could switch between the paths at any time without playing a loopback map. This version also adds a fourth section in-between the paths and the final gauntlet. It was named &amp;quot;The Big Three&amp;quot;, since all 3 of the maps in that section are fairly challenging, with checkpoints between every level.&lt;br /&gt;
&lt;br /&gt;
This design also saw the exit of two maps heavily used in Hardcore since their introduction in 2011:&lt;br /&gt;
* Lava maze returned to FFA, after having been in hardcore since 2016, and in every version of hardcore except HC 6.0.&lt;br /&gt;
* Elusion was retired from HC, having been replaced by a remastered version. Elusion had been in several versions of HC by this point (3.0 through 6.0 &amp;amp; 9.0).&lt;br /&gt;
&lt;br /&gt;
This design was lead by Hex and AJDJ.&lt;br /&gt;
&lt;br /&gt;
Hardcore 10.0 was later updated to 10.1 to address balance issues with the three paths. In particular, the path of Tenacity was only completed once in HC10.0. Some other adjustments were made as well including replacing Paisley Prison with Construction, and making the entire final section no-sprint. In November 2020, it was updated to 10.2 to address additional difficulty issues. Overall, HC was made slightly easier to complete. The most notable change was removing Telepads.&lt;br /&gt;
&lt;br /&gt;
=== Version 11 ===&lt;br /&gt;
[[File:HC11.0.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Hardcore 11.0's design process began around the same time that 10.0 was being designed. Many ideas that were rejected from 10.0 due to time constraints were explored as possibilities for 11.0. One of the largest goals for this version was to eliminate the split paths, and replace it with a choice section, where players had to complete a certain number of maps out of a pool in order to advance to the next section.&lt;br /&gt;
&lt;br /&gt;
Design followed a similar process to 9.0, where a staff design was created and then taken to greens in order to gather feedback. This time, it also included room for new maps, where greens could build maps tuned specifically for hardcore: the entire 'Endurance' leg was built uniquely for HC 11.0 by members of the community as part of a 'HC Map-Building Competition' in which greens were asked to design maps under specific constraints that are desired in hardcore maps. Such constraints include difficulty, checkpoint layout, kill potential, length, repeatability, etc. Some maps in other legs (Aether, Persona and Fissure) were also built specifically for this rotation.&lt;br /&gt;
&lt;br /&gt;
The end design resulted in the retiring of the split path leg, and the creation of 2 new legs:&lt;br /&gt;
&lt;br /&gt;
*The Choice leg, where 3/4 maps must be completed to advance. Each map is of a different type, allowing users to bypass one map type.&lt;br /&gt;
&lt;br /&gt;
*The Endurance leg, where you must complete several maps of similar design / kill potential, or face a single expert map to bypass. (Similar to HC8.0's split design).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notably, this rotation saw the retirement of several 'staple' Hardcore maps such as 4 Corners Dojo, Wolly Mammoth, Invictus, The Big Egyptian and Iron Door among others. This was due to a desire to 'modernise' the Hardcore system by highlighting what modern maps have to offer.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* The Hardcore System was released alongside the server upon launch. &lt;br /&gt;
* Hardcore is one of the oldest challenges in the history of Minecraft.&lt;br /&gt;
* The overall success rate of players making it through hardcore is less than 1%.&lt;br /&gt;
* Hardcore pre-dates the variant survival gamemode of the same name by over a year, as Hardcore survival launched in November 2011 in version 1.0.0.&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=File:Hc11.1.png&amp;diff=9881</id>
		<title>File:Hc11.1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=File:Hc11.1.png&amp;diff=9881"/>
		<updated>2021-10-14T20:43:22Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=4_Corners_Dojo&amp;diff=9071</id>
		<title>4 Corners Dojo</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=4_Corners_Dojo&amp;diff=9071"/>
		<updated>2020-11-27T05:46:05Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = 4 Corners Dojo.png&lt;br /&gt;
| caption = An upwards view of the second corner in the map.&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = HC (HC-1)&lt;br /&gt;
| mapcode = 4cd&lt;br /&gt;
| creators = [[Creators#Ajdj123321|Ajdj123321]]&lt;br /&gt;
| foodtype = &lt;br /&gt;
| foodamount = &lt;br /&gt;
| publication = May 2013&lt;br /&gt;
| description = 4 Corners Dojo is a Mixed Parkour map on zero.minr.org, worth 12 points. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
4 Corners Dojo is a mixed parkour by Ajdj123321. It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.2|Hardcore 10.2]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
The map is divided up into 4 different corners, each of which has varying mechanics. The first corner focuses on simple parkour, and all of the jumps can be done without sprinting. The second corner is much more difficult and has tight jumps on and around fences. There is also fire and lava present, so there is a very real threat of death present. The third corner consists of a door maze with 5 levels, with wrong doors leading to a drop into a small, traditional maze. The final corner is a difficult riddle set in a graveyard which kills the player if they answer wrong.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Each corner of the map has a different aesthetic. The first corner of the dojo is made of wooden fences and blocks and features grassy plains on the outside. The second corner contains nether brick fences and blocks and has an infernal landscape surrounding it. The third corner is built from sandstone and is surrounded by an arid desert. The final corner is built out of stone bricks but is inaccessible until after solving the riddle. The outside is made to resemble a graveyard, with dozens of headstones jutting up from the ground.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
''Original article written by Ajdj123321''&lt;br /&gt;
&lt;br /&gt;
4 Corners was originally going to focus on four separate city-esque sections, and you would perform something for each one of them. After allocating space and laying out basic outlines I realized that there was not enough space to do what I wanted. I instead re-shifted the focus to being four trials. In May of 2012, 4 Corners was published and featured 2 segments of parkour and 2 maze sections.&lt;br /&gt;
&lt;br /&gt;
However, as time passed, standards rose. FFA+ was launched and the server had begun to shift towards higher quality. I then realized that there wasn't too much that separated it from the normal courses. The course was closed for 6 weeks as the parkour segments were reconstructed, and the second maze turned into a riddle. The course re-opened in October 2013. Shortly after it was nominated and accepted into FFA+. The parkour segments that were formerly floating blocks were replaced with twisting and shifting platforms, forcing players to actively look for where the next jump is.&lt;br /&gt;
&lt;br /&gt;
In hindsight, a lot of the trials in 4 Corners were inspired by the original HC. Both are structured as many trials strung together, and both require a mastery of parkour and mental sharpness. The mastery comes from the difficulty of the first two corners where jumps aren't always seen and must be searched for. The mental ability comes from the complex door maze and challenging riddle.​&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0-10.2|Hardcore 10.2]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#Ajdj123321|See all maps from Ajdj123321]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:FFA+]] [[Category:Map]] [[Category:Parkour]] [[Category: Mixed Parkour]] [[Category:Hardcore]] [[Category:Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Night_Light&amp;diff=9070</id>
		<title>Night Light</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Night_Light&amp;diff=9070"/>
		<updated>2020-11-27T05:45:45Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Aesthetics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Night_Light.png&lt;br /&gt;
| caption = A shot of the city section&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = FFA&lt;br /&gt;
| mapcode = ntl&lt;br /&gt;
| creators = [[Creators#pieceofcheese|pieceofcheese]]&lt;br /&gt;
| foodtype =&lt;br /&gt;
| foodamount = &lt;br /&gt;
&lt;br /&gt;
| publication = February 15, 2016&lt;br /&gt;
| description = Night Light is a mixed parkour map on zero.minr.org, worth 12 points. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Night Light is a mixed parkour map by pieceofcheese.  It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.2|Hardcore 10.2]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
The map starts with a very long endurance section in which the player must parkour across lamps in a long, twisted hallway. It then throws the player into a dark, urban setting in which the player must complete a long series of jumps, with a small maze in the middle. Skipping jumps isn't possible due to barriers preventing so. Finally, the player must find their way around a maze / parkour fusion to various emerald platforms until they reach the end.&lt;br /&gt;
&lt;br /&gt;
The map revolves around the gimmick of redstone lamps. Every redstone lamp platform has a pressure plate on top of it, lighting the lamp, and therefore the surroundings, when stood on. This may cause a bit of lag on slower computers.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
The beginning section uses many iron bars in a room made out of various types of stone. The platforms are redstone lamps atop nether brick fences. The urban area consists of floating redstone lamp platforms leading around buildings made out of varying materials. Glowstone surrounded by glass is present here as well, adding a bit of light to the map. The final section is much less detailed, consisting of a large black room containing floating redstone lamps and the occasional lapis / emerald platform.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is featured in five [[Challenges|challenges]]: Cheesefest, Odyssey, 2016 Assortment, The Path of Heroes, and Hexa.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Falling during the last section drops the player into the void, where they will be able to see another map by pieceofcheese, [[Canvas]], by looking up.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#pieceofcheese|See all maps from pieceofcheese]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:FFA]] [[Category:Map]] [[Category:Parkour]] [[Category: Mixed Parkour]] [[Category:Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Night_Light&amp;diff=9069</id>
		<title>Night Light</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Night_Light&amp;diff=9069"/>
		<updated>2020-11-27T05:45:19Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Aesthetics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Night_Light.png&lt;br /&gt;
| caption = A shot of the city section&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = FFA&lt;br /&gt;
| mapcode = ntl&lt;br /&gt;
| creators = [[Creators#pieceofcheese|pieceofcheese]]&lt;br /&gt;
| foodtype =&lt;br /&gt;
| foodamount = &lt;br /&gt;
&lt;br /&gt;
| publication = February 15, 2016&lt;br /&gt;
| description = Night Light is a mixed parkour map on zero.minr.org, worth 12 points. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Night Light is a mixed parkour map by pieceofcheese.  It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.2|Hardcore 10.2]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
The map starts with a very long endurance section in which the player must parkour across lamps in a long, twisted hallway. It then throws the player into a dark, urban setting in which the player must complete a long series of jumps, with a small maze in the middle. Skipping jumps isn't possible due to barriers preventing so. Finally, the player must find their way around a maze / parkour fusion to various emerald platforms until they reach the end.&lt;br /&gt;
&lt;br /&gt;
The map revolves around the gimmick of redstone lamps. Every redstone lamp platform has a pressure plate on top of it, lighting the lamp, and therefore the surroundings, when stood on. This may cause a bit of lag on slower computers.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
The beginning section uses many iron bars in a room made out of various types of stone. The platforms are redstone lamps atop nether brick fences. The urban area consists of floating redstone lamp platforms leading around buildings made out of varying materials. Glowstone surrounded by glass is present here as well, adding a bit of light to the map. The final section is much less detailed, consisting of large coal-block room containing floating redstone lamps and the occasional lapis / emerald platform.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is featured in five [[Challenges|challenges]]: Cheesefest, Odyssey, 2016 Assortment, The Path of Heroes, and Hexa.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Falling during the last section drops the player into the void, where they will be able to see another map by pieceofcheese, [[Canvas]], by looking up.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#pieceofcheese|See all maps from pieceofcheese]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:FFA]] [[Category:Map]] [[Category:Parkour]] [[Category: Mixed Parkour]] [[Category:Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=The_Labyrinth&amp;diff=9068</id>
		<title>The Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=The_Labyrinth&amp;diff=9068"/>
		<updated>2020-11-27T05:44:27Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = The_Labyrinth.png&lt;br /&gt;
| caption = The start, the code door, and the end.&lt;br /&gt;
| points = 7&lt;br /&gt;
| location = HC (HC-4)&lt;br /&gt;
| mapcode = mtlc&lt;br /&gt;
| creators = [[Creators#Chillers|Chillers]]&lt;br /&gt;
| foodtype = Apples&lt;br /&gt;
| foodamount = 192&lt;br /&gt;
| publication = September 1, 2019&lt;br /&gt;
| description = The Labyrinth is a mixed maze map on zero.minr.org, worth 7 points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Labyrinth is a mixed maze map by Chillers. It would reward 7 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.2|Hardcore 10.2]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
This maze's design is exactly like that of [[The Minotaur's Labyrinth]] by [[Creators#Bureine|Bureine]] and [[Creators#Tetration|Tetration]]⁠—a simple 2D maze with wide corridors⁠—but with several key differences. One is that instead of starting in a room connected to the outer-most wall of the maze, here players begin in the very center of the maze and make their way outwards. The other key difference is that players must find a code before they can access the exit, which is set right at the start, as shown in the thumbnail. This code is scattered in pieces which must be found all throughout the maze, thus adding a search element to it.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
The look of this map is also exactly the same as The Minotaur's Labyrinth⁠, but with various kinds of flowers added to all of the paths.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0-10.2|Hardcore 10.2]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#Chillers|See all maps from Chillers]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:HC]] [[Category:Map]] [[Category:Maze]] [[Category:Mixed Maze]] [[Category:Moderate]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Wolly_Mammoth&amp;diff=9067</id>
		<title>Wolly Mammoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Wolly_Mammoth&amp;diff=9067"/>
		<updated>2020-11-27T05:43:57Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Wolly_Mammoth.png&lt;br /&gt;
| caption = An infamous room in the maze, close to the start.&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = HC (TEN-2)&lt;br /&gt;
| mapcode = wom &lt;br /&gt;
| creators =[[Creators#Kaddekes|Kaddekes]]&lt;br /&gt;
| foodtype = &lt;br /&gt;
| foodamount = &lt;br /&gt;
| publication = Mid-2011&lt;br /&gt;
| description = Wolly Mammoth is a pure maze map on zero.minr.org, worth 12 points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wolly Mammoth is a pure maze map by Kaddekes. It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.2|Hardcore 10.2]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Wolly Mammoth is an enormous maze consisting of hallways made almost entirely of wool, most of which are narrow 2x1 corridors, with occasional mini-mazes that aren't part of the larger design. The map begins in a large room containing a Woolly Mammoth, where the player must find the entrance to the maze. &lt;br /&gt;
&lt;br /&gt;
There are many branches of hallways that lead all over the place. players will often find themselves lost in these sprawling paths, except for a few key spots in the map that players will end up back at many times Some of these include a red wool room with a soul sand floor, with more than 16 different paths to choose from (as seen in the thumbnail); or a special room simulating an outside environment, with a grass floor and an oak tree.&lt;br /&gt;
&lt;br /&gt;
There are signs scattered all around the map, usually in dead ends, that often say nothing but meaningless remarks. They can make the maze feel a bit less tedious, but could also annoy the player. &lt;br /&gt;
&lt;br /&gt;
A few areas contain short parkour segments, giving it its pure maze status. The most notable area is a large glass room, which has a bit of parkour in the center chamber.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
As the name suggests, this maze is made almost entirely out of various colors of wool. Most of the hallways are brightly lit, but the map can have somewhat of a claustrophobic atmosphere with its narrow corridors.&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0-10.2|Hardcore 10.2]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Wolly Mammoth’s name contains a typo. It should be spelled “Woolly Mammoth.”&lt;br /&gt;
**This fact also applies to [[Wooly Creeper]], though one l is missing from the name instead of one o.&lt;br /&gt;
*This map is set in an area of Zero unofficially known as the &amp;quot;Kaddekes Playground&amp;quot;, which contains many of Kaddekes' maps, including [[Sssnake]], [[Chaos]], [[Demon]], [[Troll Kingdom]], and [[Satyrs]], many of which can be seen at certain points in Wolly Mammoth.&lt;br /&gt;
*Wolly Mammoth was featured in [[Hardcore#Version_3.0|Hardcore 3.0]] as one of the choices for the fourth map and later the third map, [[Hardcore#Version_4.0–4.1|4.0–4.1]] as the fifth map overall and the second map in the Bright path, [[Hardcore#Version_5.0|5.0]] as the 7th map overall and the 4th map in the Nostalgia path, [[Hardcore#Version_8.0–8.1|8.0-8.1]] as the tenth map, [[Hardcore#Version_9.0|9.0]] as the second map in the Wandering path, and [[Hardcore#Version_10.0-10.2|10.0]] as the first map in the Tenacity path, as of [[Hardcore#Version_10.0-10.2|10.2]] Wolly Mammoth is featured as the second map in the Tenacity path after being switched by Vil Bo in an effort to balance the paths out.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#Kaddekes|See all maps from Kaddekes]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA+]] [[Category: Map]] [[Category: Maze]] [[Category: Pure Maze]] [[Category: Hardcore]] [[Category: Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Wolly_Mammoth&amp;diff=9066</id>
		<title>Wolly Mammoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Wolly_Mammoth&amp;diff=9066"/>
		<updated>2020-11-27T05:43:16Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Wolly_Mammoth.png&lt;br /&gt;
| caption = An infamous room in the maze, close to the start.&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = HC (TEN-2)&lt;br /&gt;
| mapcode = wom &lt;br /&gt;
| creators =[[Creators#Kaddekes|Kaddekes]]&lt;br /&gt;
| foodtype = &lt;br /&gt;
| foodamount = &lt;br /&gt;
| publication = Mid-2011&lt;br /&gt;
| description = Wolly Mammoth is a pure maze map on zero.minr.org, worth 12 points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wolly Mammoth is a pure maze map by Kaddekes. It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.2|Hardcore 10.2]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Wolly Mammoth is an enormous maze consisting of hallways made almost entirely of wool, most of which are narrow 2x1 corridors, with occasional mini-mazes that aren't part of the larger design. The map begins in a large room containing a Woolly Mammoth, where the player must find the entrance to the maze. &lt;br /&gt;
&lt;br /&gt;
There are many branches of hallways that lead all over the place. players will often find themselves lost in these sprawling paths, except for a few key spots in the map that players will end up back at many times Some of these include a red wool room with a soul sand floor, with more than 16 different paths to choose from (as seen in the thumbnail); or a special room simulating an outside environment, with a grass floor and an oak tree.&lt;br /&gt;
&lt;br /&gt;
There are signs scattered all around the map, usually in dead ends, that often say nothing but meaningless remarks. They can make the maze feel a bit less tedious, but could also annoy the player. &lt;br /&gt;
&lt;br /&gt;
A few areas contain short parkour segments, giving it its pure maze status. The most notable area is a large glass room, which has a bit of parkour in the center chamber.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
As the name suggests, this maze is made almost entirely out of various colors of wool. Most of the hallways are brightly lit, but the map can have somewhat of a claustrophobic atmosphere with its narrow corridors.&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0-10.2|Hardcore 10.2]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Wolly Mammoth’s name contains a typo. It should be spelled “Woolly Mammoth.”&lt;br /&gt;
**This fact also applies to [[Wooly Creeper]], though one l is missing from the name instead of one o.&lt;br /&gt;
*This map is set in an area of Zero unofficially known as the &amp;quot;Kaddekes Playground&amp;quot;, which contains many of Kaddekes' maps, including [[Sssnake]], [[Chaos]], [[Demon]], [[Troll Kingdom]], and [[Satyrs]], many of which can be seen at certain points in Wolly Mammoth.&lt;br /&gt;
*Wolly Mammoth was featured in [[Hardcore#Version_3.0|Hardcore 3.0]] as one of the choices for the fourth map and later the third map, [[Hardcore#Version_4.0–4.1|4.0–4.1]] as the fifth map overall and the second map in the Bright path, [[Hardcore#Version_5.0|5.0]] as the 7th map overall and the 4th map in the Nostalgia path, [[Hardcore#Version_8.0–8.1|8.0-8.1]] as the tenth map, [[Hardcore#Version_9.0|9.0]] as the second map in the Wandering path, and [[Hardcore#Version_10.0|10.0]] as the first map in the Tenacity path, as of [[Hardcore#Version_10.1|10.1]] Wolly Mammoth is featured as the second map in the Tenacity path after being switched by Vil Bo in an effort to balance the paths out.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#Kaddekes|See all maps from Kaddekes]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA+]] [[Category: Map]] [[Category: Maze]] [[Category: Pure Maze]] [[Category: Hardcore]] [[Category: Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Prismarine_Green&amp;diff=9065</id>
		<title>Prismarine Green</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Prismarine_Green&amp;diff=9065"/>
		<updated>2020-11-27T05:42:47Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Prismarine_Green.png&lt;br /&gt;
| caption = A shot of the room preceeding the puzzle&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = HC (PRE-1)&lt;br /&gt;
| mapcode = pmg&lt;br /&gt;
| creators = [[Creators#pieceofcheese|pieceofcheese]]&lt;br /&gt;
| foodtype = &lt;br /&gt;
| foodamount = &lt;br /&gt;
| publication = June 2015&lt;br /&gt;
}}&lt;br /&gt;
Prismarine Green is a mixed parkour map by pieceofcheese. It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.2|Hardcore 10.2]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Prismarine Green links many different parkour segments up. Most of the rooms focus on slime block parkour, where the player must either bounce off slime blocks to reach platforms not normally accessible, or jump from a slime block to a normal platform, which requires strategy. One room contains a long segment of &amp;quot;water parkour&amp;quot; where the player must cross floating blocks of water by jumping out at precise times.&lt;br /&gt;
&lt;br /&gt;
The final jump of the map is one of the most difficult. The player is required to jump out far and bounce on a floor of slime blocks, in which they are given a small segment of time to hit the end sign before falling onto the floor and having to try the jump again.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Prismarine Green is made up of mostly Prismarine variants, as it takes place inside a makeshift ocean monument. Iron Bars and slime blocks are thrown in for gameplay reasons, with the latter likely used to add to the aesthetics as well.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0-10.2|Hardcore 10.2]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The only pure puzzle in the map is located outside of the monument, visible to the player at the beginning of the map (though one may not know its a puzzle from the start). This is the only section (besides the first jump of the map) that this is true for.&lt;br /&gt;
*The puzzle section was not intended to be interpreted as a puzzle by the creator. Its purpose was simply to be an interesting transition between rooms, giving a short view of the outside before going back into the green rooms underground. &lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#pieceofcheese|See all maps from pieceofcheese]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:FFA]] [[Category:Map]] [[Category:Parkour]] [[Category: Mixed Parkour]] [[Category:Hardcore]] [[Category:Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9041</id>
		<title>Hardcore</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9041"/>
		<updated>2020-11-22T02:19:49Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Version 10.0-10.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Hardcore System is a series of challenging parkour, maze, puzzle, and adventure maps. It is the sole requirement to earn the Green (Builders) rank on the server. &lt;br /&gt;
&lt;br /&gt;
The Hardcore System was released alongside the server upon launch. This makes Hardcore one of the oldest challenges in the history of Minecraft. The overall success rate of players making it through hardcore is less than 1%.&lt;br /&gt;
&lt;br /&gt;
There have been 10 major versions of Hardcore, with tuning changes to balance difficulty, or to make adjustments for changing game mechanics. &lt;br /&gt;
&lt;br /&gt;
Historically, it has also been called the rotation / the HC rotation.&lt;br /&gt;
&lt;br /&gt;
Hardcore has difficulty elements not seen in FFA, such as:&lt;br /&gt;
* Limited quantities of food / no saturation.&lt;br /&gt;
* Item pickup being disabled to prevent food sharing.&lt;br /&gt;
* Having to play multiple maps without checkpoints in-between.&lt;br /&gt;
&lt;br /&gt;
== Current Design ==&lt;br /&gt;
[[File:Hc10.2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Hardcore Iterations ==&lt;br /&gt;
=== Version 1.0–1.3 ===&lt;br /&gt;
[[File:Hardcore 1.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time period, Hardcore was iterating rapidly as new maps were created. Since these iterations used a similar design, they are grouped collectively under &amp;quot;1.0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At this stage in the server's history, both the game and the server's identity were early in development. FFA and the blue rank did not exist; Minecraft was in the Alpha / Beta stages of development. The checkpoint system we use today was non-existent. Minecraft was a new game, and only a couple hundred-thousand owned it. At this time, spawn was in the TNT cube, but was shortly switched to the desert spawn.&lt;br /&gt;
&lt;br /&gt;
In the beginning, there was only the trials found within the TNT cube at X. Player's spawned at the bottom, warped into the following lineup:&lt;br /&gt;
* 1. Skytop Labyrinth&lt;br /&gt;
* 2. Original Level 2 (No warp, the maps were linked)&lt;br /&gt;
* 3. Jiga's Claymaze&lt;br /&gt;
&lt;br /&gt;
This is the earliest known iteration of HC, and lasted for less then half a year. Note that the maps were not all implemented simultaneously. This meant for a time Hardcore only contained one or two maps. The next iteration of HC (1.1) consisted of 5 Levels with no checkpoints in-between the maps. From this point forward maps would swap with one another to maintain the 5-map course design.&lt;br /&gt;
&lt;br /&gt;
This layout was created a unique meta because it meant if the player died in any level, they had to start all the way over. This lead to a system of people starting the Hardcore system in groups, with unofficial &amp;quot;leaders&amp;quot; guiding people though the first one or two levels. If people could keep up with the leader, they could learn where to go for the beginning mazes.&lt;br /&gt;
&lt;br /&gt;
In early 2011, [[Creators#HatterTheMad|HatterTheMad]] finished a lava maze, and that was quickly entered into the HC system as a replacement for the other lava themed level, lava parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 2.0–2.1 ===&lt;br /&gt;
[[File:Hardcore 2.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 2.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The second version of HC was created as the earliest greens had begun creating maps. There was a 7 level system that existed between the 5 and 10 level system. However, its existence was short, and the layout is unknown. It's worth mentioning that this not the same as the other 7 level system that was in place for 1.5+ years.&lt;br /&gt;
&lt;br /&gt;
Minecraft had recently transitioned from alpha to beta. The blue rank and the point system did not exist yet. The border of the map lied somewhere in the 2000's-3000's. This was also the iteration of the server where MINR experimented with an economy. MINR was primarily a survival server at this time, instead of the semi-vanilla/creative realms that exist today.&lt;br /&gt;
&lt;br /&gt;
The layout consisted of HC-1 and HC-10 being stand alone maps. For the rest of the levels, players could choose 1 of 2 courses. The maps were not named, and therefore it was semi-random process of picking the path. However, the checkpoints that existed between every level allowed easy switching between the two maps. At some point this was changed to include a rudimentary path system and help out with the balance. Some of the maps still didn't balance in difficulty, and because of this, certain maps were usually picked others. This lead to the chat being populated which questions such as &amp;quot;Which course is easier at HC-X?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Towards the end of this iteration, an airship was constructed to house the maps that were not in Hardcore. This was later made public, and deems the &amp;quot;Free For All&amp;quot; area, or FFA for short.&lt;br /&gt;
&lt;br /&gt;
Many maps used in HC2.0 have changed in some form:&lt;br /&gt;
* Sra was originally a cave-maze segment known as Srenmaze.&lt;br /&gt;
* Blitz was originally known as Chillers' Timed Maze, and was broken for several years due to the removal of a plugin known as Falsebook.&lt;br /&gt;
* Stone Maze cannot be found in FFA or the Valley, and has been broken by the removal of Falsebook.&lt;br /&gt;
* Mineco was originally known as Void42's Jump Map.&lt;br /&gt;
* Heaven Parkour was broken by the removal of Falsebook, but can still be found above Hell Parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 3.0–3.1 ===&lt;br /&gt;
[[File:Hardcore 3.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 3.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time, Minecraft was in beta, and saw its complete release during November 2011. This included the Ender Dragon and the 3rd realm of the game, The End. Many of concepts that now define the server were put in place during this version of HC. Most notably, FFA+ (Nov 2012) and the Blue Rank (Unknown) were launched at this time. All FFA Maps awarded one point, and the requirement to enter Hardcore was set at 5 FFA points.&lt;br /&gt;
&lt;br /&gt;
This Hardcore design was in effect from August 2011 to May 2013, making it the longest time that HC has stayed the same at 21+ months. This version was designed by C_dric. This version also introduced the glass boxes are used in between levels. This version also introduced the &amp;quot;loop-back&amp;quot; mechanic, where players could play an extra map (Sky Parkour) in order to re-choose which HC4 level they wanted to play.&lt;br /&gt;
&lt;br /&gt;
During update 1.3.1, Mojang silently changed how long the player was able to breathe for. This resulted in Aquarium and Elusion becoming unplayable. At that time, admins AJ and Yeroc (alongside PacksofPages as a moderator) proposed and implemented the following temporary solution:&lt;br /&gt;
&lt;br /&gt;
* HC-3: Aquarium --&amp;gt; Wolly Mammoth&lt;br /&gt;
* HC-4: Wolly Mammoth --&amp;gt; The Face&lt;br /&gt;
* HC-5: Elusion --&amp;gt; The Big Egyptian&lt;br /&gt;
&lt;br /&gt;
In one of the next updates to Minecraft this was reverted, and Aquarium was put back into the HC rotation in the 4.0 iteration.&lt;br /&gt;
&lt;br /&gt;
=== Version 4.0–4.1 ===&lt;br /&gt;
[[File:Hardcore 4.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 4.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point in the server's history, HC 3.0 had been mostly unchanged for over 18 months. Due to rampant cheating at the time, as well as large influxes of greens, the goal was to make HC much harder. With that in mind, themed segments of HC were conceived, based on the multi-pathed decisions used in HC2.0 and HC 3.0.&lt;br /&gt;
&lt;br /&gt;
Many levels from HC 3.0 remain in this rotation, with an expansion of the paths being the newest feature. Another feature that returned from HC1.0 was multiple levels without checkpoints. This meant that HC 8-11 had to be completed in 1 life. This concept would be retained in subsequent iterations of Hardcore.&lt;br /&gt;
&lt;br /&gt;
In summary, 4.0 has significance in creating the three &amp;quot;legs&amp;quot; of hardcore that are used by almost every future version.&lt;br /&gt;
* Leg 1: Introduction to the different map types.&lt;br /&gt;
* Leg 2: Choosing a personalized path.&lt;br /&gt;
* Leg 3: An endurance run with no checkpoints at the end.&lt;br /&gt;
&lt;br /&gt;
After this iteration was implemented, staff determined that the Path of Ice and Fire were easier than the others, so the following revisions were made in the 4.1 Patch:&lt;br /&gt;
*Snow Fort --&amp;gt; Snowstorm&lt;br /&gt;
*Satyrs --&amp;gt; Demon&lt;br /&gt;
*Hell Parkour --&amp;gt; Lava Parkour&lt;br /&gt;
&lt;br /&gt;
This gave it sufficient difficulty to balance out the other paths.&lt;br /&gt;
&lt;br /&gt;
It's estimated that approximately 70 greens completed this version of Hardcore.&lt;br /&gt;
&lt;br /&gt;
This is first version that AJDJ lead designs for.&lt;br /&gt;
&lt;br /&gt;
=== Version 5.0 ===&lt;br /&gt;
[[File:Hardcore 5.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While designing 5.0, HC4.0 had seen most players use the fire/ice path, even after balancing. In order to remediate this, the path was removed and replaced with the path of Nostalgia. This would allow players to pick an easier path, but receive no middle checkpoint. Newer maps joined this rotation, replacing a few older maps whose age were beginning to show. It was around this time in the design process that those working on the HC designs shifted towards adding map-quality as a criterion.&lt;br /&gt;
&lt;br /&gt;
HC 4.0 and HC 5.0 have been considered to be some of the hardest versions of HC conceived.&lt;br /&gt;
&lt;br /&gt;
Towards the end of this version of HC is where server ownership changed hands.&lt;br /&gt;
&lt;br /&gt;
=== Version 6.0–6.1 ===&lt;br /&gt;
[[File:Hardcore 6.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 6.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The goal of HC6.0 was to make it slightly easier, as the pace of users beating the challenge had drastically slowed down. This was achieved by redoing the branching paths, and lowering the number of maps in the final sprint.&lt;br /&gt;
&lt;br /&gt;
The thematic paths were replaced with paths oriented around map types. This allowed players to lean into their strengths for a portion of HC.&lt;br /&gt;
&lt;br /&gt;
Shortly after the 6.0 launch, it was determined that the puzzle path was too easy. In order to balance this out, the following changed were made for 6.1:&lt;br /&gt;
&lt;br /&gt;
* Remove the puzzle path.&lt;br /&gt;
* Replace Paradox with Viemort.&lt;br /&gt;
* 154 Returns to FFA (As an FFA+ map).&lt;br /&gt;
&lt;br /&gt;
=== Version 7.0 ===&lt;br /&gt;
[[File:Hardcore 7.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This version of HC saw the biggest change to the middle leg. The choices were now between 2 of the 3 map types, allowing players to lean on their strengths and completely avoid 1 map type if desired. Another goal of this system was to shift towards persistence rather than just difficulty.&lt;br /&gt;
&lt;br /&gt;
This is last version that AJDJ lead designs for, ending his tenure as the lead admin for Hardcore design (HC 4.0 through HC 7.0).&lt;br /&gt;
&lt;br /&gt;
=== Version 8.0–8.1 ===&lt;br /&gt;
[[File:HC8.0.png|600px]]&lt;br /&gt;
[[File:HC8.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
HC 8.0 was intended to make Hardcore longer, and have a greater focus on persistence and uniform difficulty. The iteration consisted of twelve maps, with a mix of parkour and mazes. This was also the first version of HC that had automatic transfers into the new system; Manual transfers were no longer required.&lt;br /&gt;
&lt;br /&gt;
This iteration was unique for multiple reasons. First, there were no puzzle maps on the main path ([[MYTH]] contained puzzles, but isn't technically a puzzle map). When players reached HC-4, they could either continue along the main path (of parkour and mazes) or opt for a shorter but much harder path that consisted of puzzles only. One of the puzzles, Miner's Millions, was considered one of the hardest on the server. Few players completed this path. &lt;br /&gt;
&lt;br /&gt;
In addition, HC8.0 is the only iteration to date to feature two loop-back maps, one for switching between the two paths. [[Satyrs]], had to be completed to switch from the main path to the puzzle path, and  [[Minetech]] was required to switch from the puzzle path to the main path.&lt;br /&gt;
&lt;br /&gt;
This was the longest version of Hardcore upon release, however many users do not consider it to be the toughest.&lt;br /&gt;
&lt;br /&gt;
Due to the breaking changes in the upcoming 1.14 update and low usage, the puzzle path was later removed resulting in the first entirely linear structure since Hardcore's inception.&lt;br /&gt;
&lt;br /&gt;
=== Version 9.0 ===&lt;br /&gt;
[[File:HC9.0.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This goals in the changes made to HC9.0 primarily included:&lt;br /&gt;
* Expand the variety of map types to include adventure / puzzle maps.&lt;br /&gt;
* Allow users to lean into a strength in the second leg, and receive easier maps of the types the player was aiming to avoid.&lt;br /&gt;
&lt;br /&gt;
=== Version 10.0-10.2 ===&lt;br /&gt;
[[File:HC10.0.png|600px]]&lt;br /&gt;
[[File:HC10.1.png|600px]]&lt;br /&gt;
[[File:Hc10.2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In March 2020, the server saw a large increase in players due to the global COVID-19 pandemic changing most schools and jobs to be remote as people self-quarantined in their homes. This resulted in many players completing hardcore in March and April of that year. Staff determined that HC needed to be updated as soon as possible to account for the larger player base. While most HC designs are usually spread out over several months, HC 10.0 was designed in only four weeks, and implemented in another three weeks. &lt;br /&gt;
&lt;br /&gt;
This design featured similar segments to 9.0, but changed the logic of the branching paths. Players could completely avoid one map type, but would play challenging levels that used the other two primary map types, as well as adventure maps of the corresponding types. Players could switch between the paths at any time without playing a loopback map. This version also adds a fourth section in-between the paths and the final gauntlet. It was named &amp;quot;The Big Three&amp;quot;, since all 3 of the maps in that section are fairly challenging, with checkpoints between every level.&lt;br /&gt;
&lt;br /&gt;
This design also saw the exit of two maps heavily used in Hardcore since their introduction in 2011:&lt;br /&gt;
* Lava maze returned to FFA, after having been in hardcore since 2016, and in every version of hardcore except HC 6.0.&lt;br /&gt;
* Elusion was retired from HC, having been replaced by a remastered version. Elusion had been in several versions of HC by this point (3.0 through 6.0 &amp;amp; 9.0).&lt;br /&gt;
&lt;br /&gt;
This design was lead by Hex and AJDJ.&lt;br /&gt;
&lt;br /&gt;
Hardcore 10.0 was later updated to 10.1 to address balance issues with the three paths - with the path of Tenacity only having been completed once. Some other adjustments were made as well including replacing Paisley Prison with Construction, and making the entire final section no-sprint.&lt;br /&gt;
&lt;br /&gt;
It was updated again in November 2020 to 10.2 to address some difficulty issues, making it overall easier to complete. The most notable change was removing Telepads, as it was seen to mostly waste time instead of pose a challenge to players.&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9040</id>
		<title>Hardcore</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9040"/>
		<updated>2020-11-22T02:19:41Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Version 10.0-10.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Hardcore System is a series of challenging parkour, maze, puzzle, and adventure maps. It is the sole requirement to earn the Green (Builders) rank on the server. &lt;br /&gt;
&lt;br /&gt;
The Hardcore System was released alongside the server upon launch. This makes Hardcore one of the oldest challenges in the history of Minecraft. The overall success rate of players making it through hardcore is less than 1%.&lt;br /&gt;
&lt;br /&gt;
There have been 10 major versions of Hardcore, with tuning changes to balance difficulty, or to make adjustments for changing game mechanics. &lt;br /&gt;
&lt;br /&gt;
Historically, it has also been called the rotation / the HC rotation.&lt;br /&gt;
&lt;br /&gt;
Hardcore has difficulty elements not seen in FFA, such as:&lt;br /&gt;
* Limited quantities of food / no saturation.&lt;br /&gt;
* Item pickup being disabled to prevent food sharing.&lt;br /&gt;
* Having to play multiple maps without checkpoints in-between.&lt;br /&gt;
&lt;br /&gt;
== Current Design ==&lt;br /&gt;
[[File:Hc10.2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Hardcore Iterations ==&lt;br /&gt;
=== Version 1.0–1.3 ===&lt;br /&gt;
[[File:Hardcore 1.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time period, Hardcore was iterating rapidly as new maps were created. Since these iterations used a similar design, they are grouped collectively under &amp;quot;1.0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At this stage in the server's history, both the game and the server's identity were early in development. FFA and the blue rank did not exist; Minecraft was in the Alpha / Beta stages of development. The checkpoint system we use today was non-existent. Minecraft was a new game, and only a couple hundred-thousand owned it. At this time, spawn was in the TNT cube, but was shortly switched to the desert spawn.&lt;br /&gt;
&lt;br /&gt;
In the beginning, there was only the trials found within the TNT cube at X. Player's spawned at the bottom, warped into the following lineup:&lt;br /&gt;
* 1. Skytop Labyrinth&lt;br /&gt;
* 2. Original Level 2 (No warp, the maps were linked)&lt;br /&gt;
* 3. Jiga's Claymaze&lt;br /&gt;
&lt;br /&gt;
This is the earliest known iteration of HC, and lasted for less then half a year. Note that the maps were not all implemented simultaneously. This meant for a time Hardcore only contained one or two maps. The next iteration of HC (1.1) consisted of 5 Levels with no checkpoints in-between the maps. From this point forward maps would swap with one another to maintain the 5-map course design.&lt;br /&gt;
&lt;br /&gt;
This layout was created a unique meta because it meant if the player died in any level, they had to start all the way over. This lead to a system of people starting the Hardcore system in groups, with unofficial &amp;quot;leaders&amp;quot; guiding people though the first one or two levels. If people could keep up with the leader, they could learn where to go for the beginning mazes.&lt;br /&gt;
&lt;br /&gt;
In early 2011, [[Creators#HatterTheMad|HatterTheMad]] finished a lava maze, and that was quickly entered into the HC system as a replacement for the other lava themed level, lava parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 2.0–2.1 ===&lt;br /&gt;
[[File:Hardcore 2.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 2.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The second version of HC was created as the earliest greens had begun creating maps. There was a 7 level system that existed between the 5 and 10 level system. However, its existence was short, and the layout is unknown. It's worth mentioning that this not the same as the other 7 level system that was in place for 1.5+ years.&lt;br /&gt;
&lt;br /&gt;
Minecraft had recently transitioned from alpha to beta. The blue rank and the point system did not exist yet. The border of the map lied somewhere in the 2000's-3000's. This was also the iteration of the server where MINR experimented with an economy. MINR was primarily a survival server at this time, instead of the semi-vanilla/creative realms that exist today.&lt;br /&gt;
&lt;br /&gt;
The layout consisted of HC-1 and HC-10 being stand alone maps. For the rest of the levels, players could choose 1 of 2 courses. The maps were not named, and therefore it was semi-random process of picking the path. However, the checkpoints that existed between every level allowed easy switching between the two maps. At some point this was changed to include a rudimentary path system and help out with the balance. Some of the maps still didn't balance in difficulty, and because of this, certain maps were usually picked others. This lead to the chat being populated which questions such as &amp;quot;Which course is easier at HC-X?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Towards the end of this iteration, an airship was constructed to house the maps that were not in Hardcore. This was later made public, and deems the &amp;quot;Free For All&amp;quot; area, or FFA for short.&lt;br /&gt;
&lt;br /&gt;
Many maps used in HC2.0 have changed in some form:&lt;br /&gt;
* Sra was originally a cave-maze segment known as Srenmaze.&lt;br /&gt;
* Blitz was originally known as Chillers' Timed Maze, and was broken for several years due to the removal of a plugin known as Falsebook.&lt;br /&gt;
* Stone Maze cannot be found in FFA or the Valley, and has been broken by the removal of Falsebook.&lt;br /&gt;
* Mineco was originally known as Void42's Jump Map.&lt;br /&gt;
* Heaven Parkour was broken by the removal of Falsebook, but can still be found above Hell Parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 3.0–3.1 ===&lt;br /&gt;
[[File:Hardcore 3.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 3.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time, Minecraft was in beta, and saw its complete release during November 2011. This included the Ender Dragon and the 3rd realm of the game, The End. Many of concepts that now define the server were put in place during this version of HC. Most notably, FFA+ (Nov 2012) and the Blue Rank (Unknown) were launched at this time. All FFA Maps awarded one point, and the requirement to enter Hardcore was set at 5 FFA points.&lt;br /&gt;
&lt;br /&gt;
This Hardcore design was in effect from August 2011 to May 2013, making it the longest time that HC has stayed the same at 21+ months. This version was designed by C_dric. This version also introduced the glass boxes are used in between levels. This version also introduced the &amp;quot;loop-back&amp;quot; mechanic, where players could play an extra map (Sky Parkour) in order to re-choose which HC4 level they wanted to play.&lt;br /&gt;
&lt;br /&gt;
During update 1.3.1, Mojang silently changed how long the player was able to breathe for. This resulted in Aquarium and Elusion becoming unplayable. At that time, admins AJ and Yeroc (alongside PacksofPages as a moderator) proposed and implemented the following temporary solution:&lt;br /&gt;
&lt;br /&gt;
* HC-3: Aquarium --&amp;gt; Wolly Mammoth&lt;br /&gt;
* HC-4: Wolly Mammoth --&amp;gt; The Face&lt;br /&gt;
* HC-5: Elusion --&amp;gt; The Big Egyptian&lt;br /&gt;
&lt;br /&gt;
In one of the next updates to Minecraft this was reverted, and Aquarium was put back into the HC rotation in the 4.0 iteration.&lt;br /&gt;
&lt;br /&gt;
=== Version 4.0–4.1 ===&lt;br /&gt;
[[File:Hardcore 4.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 4.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point in the server's history, HC 3.0 had been mostly unchanged for over 18 months. Due to rampant cheating at the time, as well as large influxes of greens, the goal was to make HC much harder. With that in mind, themed segments of HC were conceived, based on the multi-pathed decisions used in HC2.0 and HC 3.0.&lt;br /&gt;
&lt;br /&gt;
Many levels from HC 3.0 remain in this rotation, with an expansion of the paths being the newest feature. Another feature that returned from HC1.0 was multiple levels without checkpoints. This meant that HC 8-11 had to be completed in 1 life. This concept would be retained in subsequent iterations of Hardcore.&lt;br /&gt;
&lt;br /&gt;
In summary, 4.0 has significance in creating the three &amp;quot;legs&amp;quot; of hardcore that are used by almost every future version.&lt;br /&gt;
* Leg 1: Introduction to the different map types.&lt;br /&gt;
* Leg 2: Choosing a personalized path.&lt;br /&gt;
* Leg 3: An endurance run with no checkpoints at the end.&lt;br /&gt;
&lt;br /&gt;
After this iteration was implemented, staff determined that the Path of Ice and Fire were easier than the others, so the following revisions were made in the 4.1 Patch:&lt;br /&gt;
*Snow Fort --&amp;gt; Snowstorm&lt;br /&gt;
*Satyrs --&amp;gt; Demon&lt;br /&gt;
*Hell Parkour --&amp;gt; Lava Parkour&lt;br /&gt;
&lt;br /&gt;
This gave it sufficient difficulty to balance out the other paths.&lt;br /&gt;
&lt;br /&gt;
It's estimated that approximately 70 greens completed this version of Hardcore.&lt;br /&gt;
&lt;br /&gt;
This is first version that AJDJ lead designs for.&lt;br /&gt;
&lt;br /&gt;
=== Version 5.0 ===&lt;br /&gt;
[[File:Hardcore 5.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While designing 5.0, HC4.0 had seen most players use the fire/ice path, even after balancing. In order to remediate this, the path was removed and replaced with the path of Nostalgia. This would allow players to pick an easier path, but receive no middle checkpoint. Newer maps joined this rotation, replacing a few older maps whose age were beginning to show. It was around this time in the design process that those working on the HC designs shifted towards adding map-quality as a criterion.&lt;br /&gt;
&lt;br /&gt;
HC 4.0 and HC 5.0 have been considered to be some of the hardest versions of HC conceived.&lt;br /&gt;
&lt;br /&gt;
Towards the end of this version of HC is where server ownership changed hands.&lt;br /&gt;
&lt;br /&gt;
=== Version 6.0–6.1 ===&lt;br /&gt;
[[File:Hardcore 6.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 6.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The goal of HC6.0 was to make it slightly easier, as the pace of users beating the challenge had drastically slowed down. This was achieved by redoing the branching paths, and lowering the number of maps in the final sprint.&lt;br /&gt;
&lt;br /&gt;
The thematic paths were replaced with paths oriented around map types. This allowed players to lean into their strengths for a portion of HC.&lt;br /&gt;
&lt;br /&gt;
Shortly after the 6.0 launch, it was determined that the puzzle path was too easy. In order to balance this out, the following changed were made for 6.1:&lt;br /&gt;
&lt;br /&gt;
* Remove the puzzle path.&lt;br /&gt;
* Replace Paradox with Viemort.&lt;br /&gt;
* 154 Returns to FFA (As an FFA+ map).&lt;br /&gt;
&lt;br /&gt;
=== Version 7.0 ===&lt;br /&gt;
[[File:Hardcore 7.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This version of HC saw the biggest change to the middle leg. The choices were now between 2 of the 3 map types, allowing players to lean on their strengths and completely avoid 1 map type if desired. Another goal of this system was to shift towards persistence rather than just difficulty.&lt;br /&gt;
&lt;br /&gt;
This is last version that AJDJ lead designs for, ending his tenure as the lead admin for Hardcore design (HC 4.0 through HC 7.0).&lt;br /&gt;
&lt;br /&gt;
=== Version 8.0–8.1 ===&lt;br /&gt;
[[File:HC8.0.png|600px]]&lt;br /&gt;
[[File:HC8.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
HC 8.0 was intended to make Hardcore longer, and have a greater focus on persistence and uniform difficulty. The iteration consisted of twelve maps, with a mix of parkour and mazes. This was also the first version of HC that had automatic transfers into the new system; Manual transfers were no longer required.&lt;br /&gt;
&lt;br /&gt;
This iteration was unique for multiple reasons. First, there were no puzzle maps on the main path ([[MYTH]] contained puzzles, but isn't technically a puzzle map). When players reached HC-4, they could either continue along the main path (of parkour and mazes) or opt for a shorter but much harder path that consisted of puzzles only. One of the puzzles, Miner's Millions, was considered one of the hardest on the server. Few players completed this path. &lt;br /&gt;
&lt;br /&gt;
In addition, HC8.0 is the only iteration to date to feature two loop-back maps, one for switching between the two paths. [[Satyrs]], had to be completed to switch from the main path to the puzzle path, and  [[Minetech]] was required to switch from the puzzle path to the main path.&lt;br /&gt;
&lt;br /&gt;
This was the longest version of Hardcore upon release, however many users do not consider it to be the toughest.&lt;br /&gt;
&lt;br /&gt;
Due to the breaking changes in the upcoming 1.14 update and low usage, the puzzle path was later removed resulting in the first entirely linear structure since Hardcore's inception.&lt;br /&gt;
&lt;br /&gt;
=== Version 9.0 ===&lt;br /&gt;
[[File:HC9.0.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This goals in the changes made to HC9.0 primarily included:&lt;br /&gt;
* Expand the variety of map types to include adventure / puzzle maps.&lt;br /&gt;
* Allow users to lean into a strength in the second leg, and receive easier maps of the types the player was aiming to avoid.&lt;br /&gt;
&lt;br /&gt;
=== Version 10.0-10.1 ===&lt;br /&gt;
[[File:HC10.0.png|600px]]&lt;br /&gt;
[[File:HC10.1.png|600px]]&lt;br /&gt;
[[File:Hc10.2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In March 2020, the server saw a large increase in players due to the global COVID-19 pandemic changing most schools and jobs to be remote as people self-quarantined in their homes. This resulted in many players completing hardcore in March and April of that year. Staff determined that HC needed to be updated as soon as possible to account for the larger player base. While most HC designs are usually spread out over several months, HC 10.0 was designed in only four weeks, and implemented in another three weeks. &lt;br /&gt;
&lt;br /&gt;
This design featured similar segments to 9.0, but changed the logic of the branching paths. Players could completely avoid one map type, but would play challenging levels that used the other two primary map types, as well as adventure maps of the corresponding types. Players could switch between the paths at any time without playing a loopback map. This version also adds a fourth section in-between the paths and the final gauntlet. It was named &amp;quot;The Big Three&amp;quot;, since all 3 of the maps in that section are fairly challenging, with checkpoints between every level.&lt;br /&gt;
&lt;br /&gt;
This design also saw the exit of two maps heavily used in Hardcore since their introduction in 2011:&lt;br /&gt;
* Lava maze returned to FFA, after having been in hardcore since 2016, and in every version of hardcore except HC 6.0.&lt;br /&gt;
* Elusion was retired from HC, having been replaced by a remastered version. Elusion had been in several versions of HC by this point (3.0 through 6.0 &amp;amp; 9.0).&lt;br /&gt;
&lt;br /&gt;
This design was lead by Hex and AJDJ.&lt;br /&gt;
&lt;br /&gt;
Hardcore 10.0 was later updated to 10.1 to address balance issues with the three paths - with the path of Tenacity only having been completed once. Some other adjustments were made as well including replacing Paisley Prison with Construction, and making the entire final section no-sprint.&lt;br /&gt;
&lt;br /&gt;
It was updated again in November 2020 to 10.2 to address some difficulty issues, making it overall easier to complete. The most notable change was removing Telepads, as it was seen to mostly waste time instead of pose a challenge to players.&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9039</id>
		<title>Hardcore</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9039"/>
		<updated>2020-11-22T02:18:37Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Current Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Hardcore System is a series of challenging parkour, maze, puzzle, and adventure maps. It is the sole requirement to earn the Green (Builders) rank on the server. &lt;br /&gt;
&lt;br /&gt;
The Hardcore System was released alongside the server upon launch. This makes Hardcore one of the oldest challenges in the history of Minecraft. The overall success rate of players making it through hardcore is less than 1%.&lt;br /&gt;
&lt;br /&gt;
There have been 10 major versions of Hardcore, with tuning changes to balance difficulty, or to make adjustments for changing game mechanics. &lt;br /&gt;
&lt;br /&gt;
Historically, it has also been called the rotation / the HC rotation.&lt;br /&gt;
&lt;br /&gt;
Hardcore has difficulty elements not seen in FFA, such as:&lt;br /&gt;
* Limited quantities of food / no saturation.&lt;br /&gt;
* Item pickup being disabled to prevent food sharing.&lt;br /&gt;
* Having to play multiple maps without checkpoints in-between.&lt;br /&gt;
&lt;br /&gt;
== Current Design ==&lt;br /&gt;
[[File:Hc10.2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Hardcore Iterations ==&lt;br /&gt;
=== Version 1.0–1.3 ===&lt;br /&gt;
[[File:Hardcore 1.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time period, Hardcore was iterating rapidly as new maps were created. Since these iterations used a similar design, they are grouped collectively under &amp;quot;1.0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At this stage in the server's history, both the game and the server's identity were early in development. FFA and the blue rank did not exist; Minecraft was in the Alpha / Beta stages of development. The checkpoint system we use today was non-existent. Minecraft was a new game, and only a couple hundred-thousand owned it. At this time, spawn was in the TNT cube, but was shortly switched to the desert spawn.&lt;br /&gt;
&lt;br /&gt;
In the beginning, there was only the trials found within the TNT cube at X. Player's spawned at the bottom, warped into the following lineup:&lt;br /&gt;
* 1. Skytop Labyrinth&lt;br /&gt;
* 2. Original Level 2 (No warp, the maps were linked)&lt;br /&gt;
* 3. Jiga's Claymaze&lt;br /&gt;
&lt;br /&gt;
This is the earliest known iteration of HC, and lasted for less then half a year. Note that the maps were not all implemented simultaneously. This meant for a time Hardcore only contained one or two maps. The next iteration of HC (1.1) consisted of 5 Levels with no checkpoints in-between the maps. From this point forward maps would swap with one another to maintain the 5-map course design.&lt;br /&gt;
&lt;br /&gt;
This layout was created a unique meta because it meant if the player died in any level, they had to start all the way over. This lead to a system of people starting the Hardcore system in groups, with unofficial &amp;quot;leaders&amp;quot; guiding people though the first one or two levels. If people could keep up with the leader, they could learn where to go for the beginning mazes.&lt;br /&gt;
&lt;br /&gt;
In early 2011, [[Creators#HatterTheMad|HatterTheMad]] finished a lava maze, and that was quickly entered into the HC system as a replacement for the other lava themed level, lava parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 2.0–2.1 ===&lt;br /&gt;
[[File:Hardcore 2.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 2.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The second version of HC was created as the earliest greens had begun creating maps. There was a 7 level system that existed between the 5 and 10 level system. However, its existence was short, and the layout is unknown. It's worth mentioning that this not the same as the other 7 level system that was in place for 1.5+ years.&lt;br /&gt;
&lt;br /&gt;
Minecraft had recently transitioned from alpha to beta. The blue rank and the point system did not exist yet. The border of the map lied somewhere in the 2000's-3000's. This was also the iteration of the server where MINR experimented with an economy. MINR was primarily a survival server at this time, instead of the semi-vanilla/creative realms that exist today.&lt;br /&gt;
&lt;br /&gt;
The layout consisted of HC-1 and HC-10 being stand alone maps. For the rest of the levels, players could choose 1 of 2 courses. The maps were not named, and therefore it was semi-random process of picking the path. However, the checkpoints that existed between every level allowed easy switching between the two maps. At some point this was changed to include a rudimentary path system and help out with the balance. Some of the maps still didn't balance in difficulty, and because of this, certain maps were usually picked others. This lead to the chat being populated which questions such as &amp;quot;Which course is easier at HC-X?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Towards the end of this iteration, an airship was constructed to house the maps that were not in Hardcore. This was later made public, and deems the &amp;quot;Free For All&amp;quot; area, or FFA for short.&lt;br /&gt;
&lt;br /&gt;
Many maps used in HC2.0 have changed in some form:&lt;br /&gt;
* Sra was originally a cave-maze segment known as Srenmaze.&lt;br /&gt;
* Blitz was originally known as Chillers' Timed Maze, and was broken for several years due to the removal of a plugin known as Falsebook.&lt;br /&gt;
* Stone Maze cannot be found in FFA or the Valley, and has been broken by the removal of Falsebook.&lt;br /&gt;
* Mineco was originally known as Void42's Jump Map.&lt;br /&gt;
* Heaven Parkour was broken by the removal of Falsebook, but can still be found above Hell Parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 3.0–3.1 ===&lt;br /&gt;
[[File:Hardcore 3.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 3.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time, Minecraft was in beta, and saw its complete release during November 2011. This included the Ender Dragon and the 3rd realm of the game, The End. Many of concepts that now define the server were put in place during this version of HC. Most notably, FFA+ (Nov 2012) and the Blue Rank (Unknown) were launched at this time. All FFA Maps awarded one point, and the requirement to enter Hardcore was set at 5 FFA points.&lt;br /&gt;
&lt;br /&gt;
This Hardcore design was in effect from August 2011 to May 2013, making it the longest time that HC has stayed the same at 21+ months. This version was designed by C_dric. This version also introduced the glass boxes are used in between levels. This version also introduced the &amp;quot;loop-back&amp;quot; mechanic, where players could play an extra map (Sky Parkour) in order to re-choose which HC4 level they wanted to play.&lt;br /&gt;
&lt;br /&gt;
During update 1.3.1, Mojang silently changed how long the player was able to breathe for. This resulted in Aquarium and Elusion becoming unplayable. At that time, admins AJ and Yeroc (alongside PacksofPages as a moderator) proposed and implemented the following temporary solution:&lt;br /&gt;
&lt;br /&gt;
* HC-3: Aquarium --&amp;gt; Wolly Mammoth&lt;br /&gt;
* HC-4: Wolly Mammoth --&amp;gt; The Face&lt;br /&gt;
* HC-5: Elusion --&amp;gt; The Big Egyptian&lt;br /&gt;
&lt;br /&gt;
In one of the next updates to Minecraft this was reverted, and Aquarium was put back into the HC rotation in the 4.0 iteration.&lt;br /&gt;
&lt;br /&gt;
=== Version 4.0–4.1 ===&lt;br /&gt;
[[File:Hardcore 4.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 4.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point in the server's history, HC 3.0 had been mostly unchanged for over 18 months. Due to rampant cheating at the time, as well as large influxes of greens, the goal was to make HC much harder. With that in mind, themed segments of HC were conceived, based on the multi-pathed decisions used in HC2.0 and HC 3.0.&lt;br /&gt;
&lt;br /&gt;
Many levels from HC 3.0 remain in this rotation, with an expansion of the paths being the newest feature. Another feature that returned from HC1.0 was multiple levels without checkpoints. This meant that HC 8-11 had to be completed in 1 life. This concept would be retained in subsequent iterations of Hardcore.&lt;br /&gt;
&lt;br /&gt;
In summary, 4.0 has significance in creating the three &amp;quot;legs&amp;quot; of hardcore that are used by almost every future version.&lt;br /&gt;
* Leg 1: Introduction to the different map types.&lt;br /&gt;
* Leg 2: Choosing a personalized path.&lt;br /&gt;
* Leg 3: An endurance run with no checkpoints at the end.&lt;br /&gt;
&lt;br /&gt;
After this iteration was implemented, staff determined that the Path of Ice and Fire were easier than the others, so the following revisions were made in the 4.1 Patch:&lt;br /&gt;
*Snow Fort --&amp;gt; Snowstorm&lt;br /&gt;
*Satyrs --&amp;gt; Demon&lt;br /&gt;
*Hell Parkour --&amp;gt; Lava Parkour&lt;br /&gt;
&lt;br /&gt;
This gave it sufficient difficulty to balance out the other paths.&lt;br /&gt;
&lt;br /&gt;
It's estimated that approximately 70 greens completed this version of Hardcore.&lt;br /&gt;
&lt;br /&gt;
This is first version that AJDJ lead designs for.&lt;br /&gt;
&lt;br /&gt;
=== Version 5.0 ===&lt;br /&gt;
[[File:Hardcore 5.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While designing 5.0, HC4.0 had seen most players use the fire/ice path, even after balancing. In order to remediate this, the path was removed and replaced with the path of Nostalgia. This would allow players to pick an easier path, but receive no middle checkpoint. Newer maps joined this rotation, replacing a few older maps whose age were beginning to show. It was around this time in the design process that those working on the HC designs shifted towards adding map-quality as a criterion.&lt;br /&gt;
&lt;br /&gt;
HC 4.0 and HC 5.0 have been considered to be some of the hardest versions of HC conceived.&lt;br /&gt;
&lt;br /&gt;
Towards the end of this version of HC is where server ownership changed hands.&lt;br /&gt;
&lt;br /&gt;
=== Version 6.0–6.1 ===&lt;br /&gt;
[[File:Hardcore 6.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 6.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The goal of HC6.0 was to make it slightly easier, as the pace of users beating the challenge had drastically slowed down. This was achieved by redoing the branching paths, and lowering the number of maps in the final sprint.&lt;br /&gt;
&lt;br /&gt;
The thematic paths were replaced with paths oriented around map types. This allowed players to lean into their strengths for a portion of HC.&lt;br /&gt;
&lt;br /&gt;
Shortly after the 6.0 launch, it was determined that the puzzle path was too easy. In order to balance this out, the following changed were made for 6.1:&lt;br /&gt;
&lt;br /&gt;
* Remove the puzzle path.&lt;br /&gt;
* Replace Paradox with Viemort.&lt;br /&gt;
* 154 Returns to FFA (As an FFA+ map).&lt;br /&gt;
&lt;br /&gt;
=== Version 7.0 ===&lt;br /&gt;
[[File:Hardcore 7.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This version of HC saw the biggest change to the middle leg. The choices were now between 2 of the 3 map types, allowing players to lean on their strengths and completely avoid 1 map type if desired. Another goal of this system was to shift towards persistence rather than just difficulty.&lt;br /&gt;
&lt;br /&gt;
This is last version that AJDJ lead designs for, ending his tenure as the lead admin for Hardcore design (HC 4.0 through HC 7.0).&lt;br /&gt;
&lt;br /&gt;
=== Version 8.0–8.1 ===&lt;br /&gt;
[[File:HC8.0.png|600px]]&lt;br /&gt;
[[File:HC8.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
HC 8.0 was intended to make Hardcore longer, and have a greater focus on persistence and uniform difficulty. The iteration consisted of twelve maps, with a mix of parkour and mazes. This was also the first version of HC that had automatic transfers into the new system; Manual transfers were no longer required.&lt;br /&gt;
&lt;br /&gt;
This iteration was unique for multiple reasons. First, there were no puzzle maps on the main path ([[MYTH]] contained puzzles, but isn't technically a puzzle map). When players reached HC-4, they could either continue along the main path (of parkour and mazes) or opt for a shorter but much harder path that consisted of puzzles only. One of the puzzles, Miner's Millions, was considered one of the hardest on the server. Few players completed this path. &lt;br /&gt;
&lt;br /&gt;
In addition, HC8.0 is the only iteration to date to feature two loop-back maps, one for switching between the two paths. [[Satyrs]], had to be completed to switch from the main path to the puzzle path, and  [[Minetech]] was required to switch from the puzzle path to the main path.&lt;br /&gt;
&lt;br /&gt;
This was the longest version of Hardcore upon release, however many users do not consider it to be the toughest.&lt;br /&gt;
&lt;br /&gt;
Due to the breaking changes in the upcoming 1.14 update and low usage, the puzzle path was later removed resulting in the first entirely linear structure since Hardcore's inception.&lt;br /&gt;
&lt;br /&gt;
=== Version 9.0 ===&lt;br /&gt;
[[File:HC9.0.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This goals in the changes made to HC9.0 primarily included:&lt;br /&gt;
* Expand the variety of map types to include adventure / puzzle maps.&lt;br /&gt;
* Allow users to lean into a strength in the second leg, and receive easier maps of the types the player was aiming to avoid.&lt;br /&gt;
&lt;br /&gt;
=== Version 10.0-10.1 ===&lt;br /&gt;
[[File:HC10.0.png|600px]]&lt;br /&gt;
[[File:HC10.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In March 2020, the server saw a large increase in players due to the global COVID-19 pandemic changing most schools and jobs to be remote as people self-quarantined in their homes. This resulted in many players completing hardcore in March and April of that year. Staff determined that HC needed to be updated as soon as possible to account for the larger player base. While most HC designs are usually spread out over several months, HC 10.0 was designed in only four weeks, and implemented in another three weeks. &lt;br /&gt;
&lt;br /&gt;
This design featured similar segments to 9.0, but changed the logic of the branching paths. Players could completely avoid one map type, but would play challenging levels that used the other two primary map types, as well as adventure maps of the corresponding types. Players could switch between the paths at any time without playing a loopback map. This version also adds a fourth section in-between the paths and the final gauntlet. It was named &amp;quot;The Big Three&amp;quot;, since all 3 of the maps in that section are fairly challenging, with checkpoints between every level.&lt;br /&gt;
&lt;br /&gt;
This design also saw the exit of two maps heavily used in Hardcore since their introduction in 2011:&lt;br /&gt;
* Lava maze returned to FFA, after having been in hardcore since 2016, and in every version of hardcore except HC 6.0.&lt;br /&gt;
* Elusion was retired from HC, having been replaced by a remastered version. Elusion had been in several versions of HC by this point (3.0 through 6.0 &amp;amp; 9.0).&lt;br /&gt;
&lt;br /&gt;
This design was lead by Hex and AJDJ.&lt;br /&gt;
&lt;br /&gt;
Hardcore 10.0 was later updated to 10.1 to address balance issues with the three paths - with the path of Tenacity only having been completed once. Some other adjustments were made as well including replacing Paisley Prison with Construction, and making the entire final section no-sprint.&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9038</id>
		<title>Hardcore</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Hardcore&amp;diff=9038"/>
		<updated>2020-11-22T02:18:22Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Current Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Hardcore System is a series of challenging parkour, maze, puzzle, and adventure maps. It is the sole requirement to earn the Green (Builders) rank on the server. &lt;br /&gt;
&lt;br /&gt;
The Hardcore System was released alongside the server upon launch. This makes Hardcore one of the oldest challenges in the history of Minecraft. The overall success rate of players making it through hardcore is less than 1%.&lt;br /&gt;
&lt;br /&gt;
There have been 10 major versions of Hardcore, with tuning changes to balance difficulty, or to make adjustments for changing game mechanics. &lt;br /&gt;
&lt;br /&gt;
Historically, it has also been called the rotation / the HC rotation.&lt;br /&gt;
&lt;br /&gt;
Hardcore has difficulty elements not seen in FFA, such as:&lt;br /&gt;
* Limited quantities of food / no saturation.&lt;br /&gt;
* Item pickup being disabled to prevent food sharing.&lt;br /&gt;
* Having to play multiple maps without checkpoints in-between.&lt;br /&gt;
&lt;br /&gt;
== Current Design ==&lt;br /&gt;
[[File:HC10.2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Hardcore Iterations ==&lt;br /&gt;
=== Version 1.0–1.3 ===&lt;br /&gt;
[[File:Hardcore 1.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time period, Hardcore was iterating rapidly as new maps were created. Since these iterations used a similar design, they are grouped collectively under &amp;quot;1.0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At this stage in the server's history, both the game and the server's identity were early in development. FFA and the blue rank did not exist; Minecraft was in the Alpha / Beta stages of development. The checkpoint system we use today was non-existent. Minecraft was a new game, and only a couple hundred-thousand owned it. At this time, spawn was in the TNT cube, but was shortly switched to the desert spawn.&lt;br /&gt;
&lt;br /&gt;
In the beginning, there was only the trials found within the TNT cube at X. Player's spawned at the bottom, warped into the following lineup:&lt;br /&gt;
* 1. Skytop Labyrinth&lt;br /&gt;
* 2. Original Level 2 (No warp, the maps were linked)&lt;br /&gt;
* 3. Jiga's Claymaze&lt;br /&gt;
&lt;br /&gt;
This is the earliest known iteration of HC, and lasted for less then half a year. Note that the maps were not all implemented simultaneously. This meant for a time Hardcore only contained one or two maps. The next iteration of HC (1.1) consisted of 5 Levels with no checkpoints in-between the maps. From this point forward maps would swap with one another to maintain the 5-map course design.&lt;br /&gt;
&lt;br /&gt;
This layout was created a unique meta because it meant if the player died in any level, they had to start all the way over. This lead to a system of people starting the Hardcore system in groups, with unofficial &amp;quot;leaders&amp;quot; guiding people though the first one or two levels. If people could keep up with the leader, they could learn where to go for the beginning mazes.&lt;br /&gt;
&lt;br /&gt;
In early 2011, [[Creators#HatterTheMad|HatterTheMad]] finished a lava maze, and that was quickly entered into the HC system as a replacement for the other lava themed level, lava parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 2.0–2.1 ===&lt;br /&gt;
[[File:Hardcore 2.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 2.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The second version of HC was created as the earliest greens had begun creating maps. There was a 7 level system that existed between the 5 and 10 level system. However, its existence was short, and the layout is unknown. It's worth mentioning that this not the same as the other 7 level system that was in place for 1.5+ years.&lt;br /&gt;
&lt;br /&gt;
Minecraft had recently transitioned from alpha to beta. The blue rank and the point system did not exist yet. The border of the map lied somewhere in the 2000's-3000's. This was also the iteration of the server where MINR experimented with an economy. MINR was primarily a survival server at this time, instead of the semi-vanilla/creative realms that exist today.&lt;br /&gt;
&lt;br /&gt;
The layout consisted of HC-1 and HC-10 being stand alone maps. For the rest of the levels, players could choose 1 of 2 courses. The maps were not named, and therefore it was semi-random process of picking the path. However, the checkpoints that existed between every level allowed easy switching between the two maps. At some point this was changed to include a rudimentary path system and help out with the balance. Some of the maps still didn't balance in difficulty, and because of this, certain maps were usually picked others. This lead to the chat being populated which questions such as &amp;quot;Which course is easier at HC-X?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Towards the end of this iteration, an airship was constructed to house the maps that were not in Hardcore. This was later made public, and deems the &amp;quot;Free For All&amp;quot; area, or FFA for short.&lt;br /&gt;
&lt;br /&gt;
Many maps used in HC2.0 have changed in some form:&lt;br /&gt;
* Sra was originally a cave-maze segment known as Srenmaze.&lt;br /&gt;
* Blitz was originally known as Chillers' Timed Maze, and was broken for several years due to the removal of a plugin known as Falsebook.&lt;br /&gt;
* Stone Maze cannot be found in FFA or the Valley, and has been broken by the removal of Falsebook.&lt;br /&gt;
* Mineco was originally known as Void42's Jump Map.&lt;br /&gt;
* Heaven Parkour was broken by the removal of Falsebook, but can still be found above Hell Parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 3.0–3.1 ===&lt;br /&gt;
[[File:Hardcore 3.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 3.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time, Minecraft was in beta, and saw its complete release during November 2011. This included the Ender Dragon and the 3rd realm of the game, The End. Many of concepts that now define the server were put in place during this version of HC. Most notably, FFA+ (Nov 2012) and the Blue Rank (Unknown) were launched at this time. All FFA Maps awarded one point, and the requirement to enter Hardcore was set at 5 FFA points.&lt;br /&gt;
&lt;br /&gt;
This Hardcore design was in effect from August 2011 to May 2013, making it the longest time that HC has stayed the same at 21+ months. This version was designed by C_dric. This version also introduced the glass boxes are used in between levels. This version also introduced the &amp;quot;loop-back&amp;quot; mechanic, where players could play an extra map (Sky Parkour) in order to re-choose which HC4 level they wanted to play.&lt;br /&gt;
&lt;br /&gt;
During update 1.3.1, Mojang silently changed how long the player was able to breathe for. This resulted in Aquarium and Elusion becoming unplayable. At that time, admins AJ and Yeroc (alongside PacksofPages as a moderator) proposed and implemented the following temporary solution:&lt;br /&gt;
&lt;br /&gt;
* HC-3: Aquarium --&amp;gt; Wolly Mammoth&lt;br /&gt;
* HC-4: Wolly Mammoth --&amp;gt; The Face&lt;br /&gt;
* HC-5: Elusion --&amp;gt; The Big Egyptian&lt;br /&gt;
&lt;br /&gt;
In one of the next updates to Minecraft this was reverted, and Aquarium was put back into the HC rotation in the 4.0 iteration.&lt;br /&gt;
&lt;br /&gt;
=== Version 4.0–4.1 ===&lt;br /&gt;
[[File:Hardcore 4.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 4.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point in the server's history, HC 3.0 had been mostly unchanged for over 18 months. Due to rampant cheating at the time, as well as large influxes of greens, the goal was to make HC much harder. With that in mind, themed segments of HC were conceived, based on the multi-pathed decisions used in HC2.0 and HC 3.0.&lt;br /&gt;
&lt;br /&gt;
Many levels from HC 3.0 remain in this rotation, with an expansion of the paths being the newest feature. Another feature that returned from HC1.0 was multiple levels without checkpoints. This meant that HC 8-11 had to be completed in 1 life. This concept would be retained in subsequent iterations of Hardcore.&lt;br /&gt;
&lt;br /&gt;
In summary, 4.0 has significance in creating the three &amp;quot;legs&amp;quot; of hardcore that are used by almost every future version.&lt;br /&gt;
* Leg 1: Introduction to the different map types.&lt;br /&gt;
* Leg 2: Choosing a personalized path.&lt;br /&gt;
* Leg 3: An endurance run with no checkpoints at the end.&lt;br /&gt;
&lt;br /&gt;
After this iteration was implemented, staff determined that the Path of Ice and Fire were easier than the others, so the following revisions were made in the 4.1 Patch:&lt;br /&gt;
*Snow Fort --&amp;gt; Snowstorm&lt;br /&gt;
*Satyrs --&amp;gt; Demon&lt;br /&gt;
*Hell Parkour --&amp;gt; Lava Parkour&lt;br /&gt;
&lt;br /&gt;
This gave it sufficient difficulty to balance out the other paths.&lt;br /&gt;
&lt;br /&gt;
It's estimated that approximately 70 greens completed this version of Hardcore.&lt;br /&gt;
&lt;br /&gt;
This is first version that AJDJ lead designs for.&lt;br /&gt;
&lt;br /&gt;
=== Version 5.0 ===&lt;br /&gt;
[[File:Hardcore 5.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While designing 5.0, HC4.0 had seen most players use the fire/ice path, even after balancing. In order to remediate this, the path was removed and replaced with the path of Nostalgia. This would allow players to pick an easier path, but receive no middle checkpoint. Newer maps joined this rotation, replacing a few older maps whose age were beginning to show. It was around this time in the design process that those working on the HC designs shifted towards adding map-quality as a criterion.&lt;br /&gt;
&lt;br /&gt;
HC 4.0 and HC 5.0 have been considered to be some of the hardest versions of HC conceived.&lt;br /&gt;
&lt;br /&gt;
Towards the end of this version of HC is where server ownership changed hands.&lt;br /&gt;
&lt;br /&gt;
=== Version 6.0–6.1 ===&lt;br /&gt;
[[File:Hardcore 6.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 6.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The goal of HC6.0 was to make it slightly easier, as the pace of users beating the challenge had drastically slowed down. This was achieved by redoing the branching paths, and lowering the number of maps in the final sprint.&lt;br /&gt;
&lt;br /&gt;
The thematic paths were replaced with paths oriented around map types. This allowed players to lean into their strengths for a portion of HC.&lt;br /&gt;
&lt;br /&gt;
Shortly after the 6.0 launch, it was determined that the puzzle path was too easy. In order to balance this out, the following changed were made for 6.1:&lt;br /&gt;
&lt;br /&gt;
* Remove the puzzle path.&lt;br /&gt;
* Replace Paradox with Viemort.&lt;br /&gt;
* 154 Returns to FFA (As an FFA+ map).&lt;br /&gt;
&lt;br /&gt;
=== Version 7.0 ===&lt;br /&gt;
[[File:Hardcore 7.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This version of HC saw the biggest change to the middle leg. The choices were now between 2 of the 3 map types, allowing players to lean on their strengths and completely avoid 1 map type if desired. Another goal of this system was to shift towards persistence rather than just difficulty.&lt;br /&gt;
&lt;br /&gt;
This is last version that AJDJ lead designs for, ending his tenure as the lead admin for Hardcore design (HC 4.0 through HC 7.0).&lt;br /&gt;
&lt;br /&gt;
=== Version 8.0–8.1 ===&lt;br /&gt;
[[File:HC8.0.png|600px]]&lt;br /&gt;
[[File:HC8.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
HC 8.0 was intended to make Hardcore longer, and have a greater focus on persistence and uniform difficulty. The iteration consisted of twelve maps, with a mix of parkour and mazes. This was also the first version of HC that had automatic transfers into the new system; Manual transfers were no longer required.&lt;br /&gt;
&lt;br /&gt;
This iteration was unique for multiple reasons. First, there were no puzzle maps on the main path ([[MYTH]] contained puzzles, but isn't technically a puzzle map). When players reached HC-4, they could either continue along the main path (of parkour and mazes) or opt for a shorter but much harder path that consisted of puzzles only. One of the puzzles, Miner's Millions, was considered one of the hardest on the server. Few players completed this path. &lt;br /&gt;
&lt;br /&gt;
In addition, HC8.0 is the only iteration to date to feature two loop-back maps, one for switching between the two paths. [[Satyrs]], had to be completed to switch from the main path to the puzzle path, and  [[Minetech]] was required to switch from the puzzle path to the main path.&lt;br /&gt;
&lt;br /&gt;
This was the longest version of Hardcore upon release, however many users do not consider it to be the toughest.&lt;br /&gt;
&lt;br /&gt;
Due to the breaking changes in the upcoming 1.14 update and low usage, the puzzle path was later removed resulting in the first entirely linear structure since Hardcore's inception.&lt;br /&gt;
&lt;br /&gt;
=== Version 9.0 ===&lt;br /&gt;
[[File:HC9.0.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This goals in the changes made to HC9.0 primarily included:&lt;br /&gt;
* Expand the variety of map types to include adventure / puzzle maps.&lt;br /&gt;
* Allow users to lean into a strength in the second leg, and receive easier maps of the types the player was aiming to avoid.&lt;br /&gt;
&lt;br /&gt;
=== Version 10.0-10.1 ===&lt;br /&gt;
[[File:HC10.0.png|600px]]&lt;br /&gt;
[[File:HC10.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In March 2020, the server saw a large increase in players due to the global COVID-19 pandemic changing most schools and jobs to be remote as people self-quarantined in their homes. This resulted in many players completing hardcore in March and April of that year. Staff determined that HC needed to be updated as soon as possible to account for the larger player base. While most HC designs are usually spread out over several months, HC 10.0 was designed in only four weeks, and implemented in another three weeks. &lt;br /&gt;
&lt;br /&gt;
This design featured similar segments to 9.0, but changed the logic of the branching paths. Players could completely avoid one map type, but would play challenging levels that used the other two primary map types, as well as adventure maps of the corresponding types. Players could switch between the paths at any time without playing a loopback map. This version also adds a fourth section in-between the paths and the final gauntlet. It was named &amp;quot;The Big Three&amp;quot;, since all 3 of the maps in that section are fairly challenging, with checkpoints between every level.&lt;br /&gt;
&lt;br /&gt;
This design also saw the exit of two maps heavily used in Hardcore since their introduction in 2011:&lt;br /&gt;
* Lava maze returned to FFA, after having been in hardcore since 2016, and in every version of hardcore except HC 6.0.&lt;br /&gt;
* Elusion was retired from HC, having been replaced by a remastered version. Elusion had been in several versions of HC by this point (3.0 through 6.0 &amp;amp; 9.0).&lt;br /&gt;
&lt;br /&gt;
This design was lead by Hex and AJDJ.&lt;br /&gt;
&lt;br /&gt;
Hardcore 10.0 was later updated to 10.1 to address balance issues with the three paths - with the path of Tenacity only having been completed once. Some other adjustments were made as well including replacing Paisley Prison with Construction, and making the entire final section no-sprint.&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=File:Hc10.2.png&amp;diff=9037</id>
		<title>File:Hc10.2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=File:Hc10.2.png&amp;diff=9037"/>
		<updated>2020-11-22T02:18:11Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Skytop_Labyrinth&amp;diff=8954</id>
		<title>Skytop Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Skytop_Labyrinth&amp;diff=8954"/>
		<updated>2020-10-02T15:14:42Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Original_Lv_1.png&lt;br /&gt;
| caption = The starting room, at a slight angle.&lt;br /&gt;
| points = 4&lt;br /&gt;
| location = FFA&lt;br /&gt;
| mapcode = lv1&lt;br /&gt;
| creators = [[Creators#c_dric|c_dric]], [[Creators#scionozion|scionozion]]&lt;br /&gt;
| foodtype = &lt;br /&gt;
| foodamount = &lt;br /&gt;
| publication = November 12, 2010&lt;br /&gt;
| description = Skytop Labyrinth is the very first map ever made on zero.minr.org, worth 4 points. Use &amp;quot;/c join Skytop Labyrinth&amp;quot; to join it.&lt;br /&gt;
}}&lt;br /&gt;
Skytop Labyrinth is a pure maze map by c_dric and scionozion. It rewards 4 [[Points|FFA Points]] upon completion, and can be joined directly using “/c join lv1”.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
This was the first map ever made on Minr. It is one of the oldest mazes of its size created on a Minecraft multiplayer server, being beaten only by Jiga's Claymaze, which was constructed prior to Minr's creation on Jigabot's server. Skytop labyrinth consists of a 2-block-high, 2-dimensional maze with long corridors and occasional points at which many paths meet.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Because this map was made all the way back during Minecraft Alpha, the variety in block usage is very limited. The floor of maze is cobblestone, and the ceiling is made of glass. The walls are all made of stone, topped with glowstone. Despite the city this map is set in, which has lots of other builds, few can be seen from inside the maze as it's set very high up in the sky.&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is featured in three [[Challenge|challenges]]: 2010 Assortment, The Path of Heroes, and Hexa.&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*For years, the name of this map was &amp;quot;Original Lv 1&amp;quot; to give players better context for it, but was changed to what it is now to remain faithful to the original name.&lt;br /&gt;
*This maze takes place on top of the giant TNT cube near the center of Zero, one of the first builds ever made on Minr. Inside the cube and below Skytop Labyrinth are [[Old Level 2]] and the original server spawn at the bottom.&lt;br /&gt;
*Skytop Labyrinth was used in [[Hardcore#Version_1.0–1.3|Hardcore 1.0–1.3]] and [[Hardcore#Version_2.0–2.1|2.0–2.1]] as the first map.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#c_dric|See all maps from c_dric]]'''''&lt;br /&gt;
&lt;br /&gt;
'''''[[Creators#scionozion|See all maps from Scionozion]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA]] [[Category: Map]] [[Category: Maze]] [[Category: Pure Maze]] [[Category: Novice]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Hardcore&amp;diff=8414</id>
		<title>Hardcore</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Hardcore&amp;diff=8414"/>
		<updated>2020-08-30T17:14:10Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Hardcore System is a series of challenging parkour, maze, puzzle, and adventure maps. It is the sole requirement to earn the Green (Builders) rank on the server. &lt;br /&gt;
&lt;br /&gt;
The Hardcore System was released alongside the server upon launch. This makes Hardcore one of the oldest challenges in the history of Minecraft. The overall success rate of players making it through hardcore is less than 1%.&lt;br /&gt;
&lt;br /&gt;
There have been 10 major versions of Hardcore, with tuning changes to balance difficulty, or to make adjustments for changing game mechanics. &lt;br /&gt;
&lt;br /&gt;
Historically, it has also been called the rotation / the HC rotation.&lt;br /&gt;
&lt;br /&gt;
Hardcore has difficulty elements not seen in FFA, such as:&lt;br /&gt;
* Limited quantities of food / no saturation.&lt;br /&gt;
* Item pickup being disabled to prevent food sharing.&lt;br /&gt;
* Having to play multiple maps without checkpoints in-between.&lt;br /&gt;
&lt;br /&gt;
== Current Design ==&lt;br /&gt;
[[File:HC10.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Hardcore Iterations ==&lt;br /&gt;
=== Version 1.0–1.3 ===&lt;br /&gt;
[[File:Hardcore 1.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time period, Hardcore was iterating rapidly as new maps were created. Since these iterations used a similar design, they are grouped collectively under &amp;quot;1.0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At this stage in the server's history, both the game and the server's identity were early in development. FFA and the blue rank did not exist; Minecraft was in the Alpha / Beta stages of development. The checkpoint system we use today was non-existent. Minecraft was a new game, and only a couple hundred-thousand owned it. At this time, spawn was in the TNT cube, but was shortly switched to the desert spawn.&lt;br /&gt;
&lt;br /&gt;
In the beginning, there was only the trials found within the TNT cube at X. Player's spawned at the bottom, warped into the following lineup:&lt;br /&gt;
* 1. Skytop Labyrinth&lt;br /&gt;
* 2. Original Level 2 (No warp, the maps were linked)&lt;br /&gt;
* 3. Jiga's Claymaze&lt;br /&gt;
&lt;br /&gt;
This is the earliest known iteration of HC, and lasted for less then half a year. Note that the maps were not all implemented simultaneously. This meant for a time Hardcore only contained one or two maps. The next iteration of HC (1.1) consisted of 5 Levels with no checkpoints in-between the maps. From this point forward maps would swap with one another to maintain the 5-map course design.&lt;br /&gt;
&lt;br /&gt;
This layout was created a unique meta because it meant if the player died in any level, they had to start all the way over. This lead to a system of people starting the Hardcore system in groups, with unofficial &amp;quot;leaders&amp;quot; guiding people though the first one or two levels. If people could keep up with the leader, they could learn where to go for the beginning mazes.&lt;br /&gt;
&lt;br /&gt;
In early 2011, [[Creators#HatterTheMad|HatterTheMad]] finished a lava maze, and that was quickly entered into the HC system as a replacement for the other lava themed level, lava parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 2.0–2.1 ===&lt;br /&gt;
[[File:Hardcore 2.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 2.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The second version of HC was created as the earliest greens had begun creating maps. There was a 7 level system that existed between the 5 and 10 level system. However, its existence was short, and the layout is unknown. It's worth mentioning that this not the same as the other 7 level system that was in place for 1.5+ years.&lt;br /&gt;
&lt;br /&gt;
Minecraft had recently transitioned from alpha to beta. The blue rank and the point system did not exist yet. The border of the map lied somewhere in the 2000's-3000's. This was also the iteration of the server where MINR experimented with an economy. MINR was primarily a survival server at this time, instead of the semi-vanilla/creative realms that exist today.&lt;br /&gt;
&lt;br /&gt;
The layout consisted of HC-1 and HC-10 being stand alone maps. For the rest of the levels, players could choose 1 of 2 courses. The maps were not named, and therefore it was semi-random process of picking the path. However, the checkpoints that existed between every level allowed easy switching between the two maps. At some point this was changed to include a rudimentary path system and help out with the balance. Some of the maps still didn't balance in difficulty, and because of this, certain maps were usually picked others. This lead to the chat being populated which questions such as &amp;quot;Which course is easier at HC-X?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Towards the end of this iteration, an airship was constructed to house the maps that were not in Hardcore. This was later made public, and deems the &amp;quot;Free For All&amp;quot; area, or FFA for short.&lt;br /&gt;
&lt;br /&gt;
Many maps used in HC2.0 have changed in some form:&lt;br /&gt;
* Sra was originally a cave-maze segment known as Srenmaze.&lt;br /&gt;
* Blitz was originally known as Chillers' Timed Maze, and was broken for several years due to the removal of a plugin known as Falsebook.&lt;br /&gt;
* Stone Maze cannot be found in FFA or the Valley, and has been broken by the removal of Falsebook.&lt;br /&gt;
* Mineco was originally known as Void42's Jump Map.&lt;br /&gt;
* Heaven Parkour was broken by the removal of Falsebook, but can still be found above Hell Parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 3.0–3.1 ===&lt;br /&gt;
[[File:Hardcore 3.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 3.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time, Minecraft was in beta, and saw its complete release during November 2011. This included the Ender Dragon and the 3rd realm of the game, The End. Many of concepts that now define the server were put in place during this version of HC. Most notably, FFA+ (Nov 2012) and the Blue Rank (Unknown) were launched at this time. All FFA Maps awarded one point, and the requirement to enter Hardcore was set at 5 FFA points.&lt;br /&gt;
&lt;br /&gt;
This Hardcore design was in effect from August 2011 to May 2013, making it the longest time that HC has stayed the same at 21+ months. This version was designed by C_dric. This version also introduced the glass boxes are used in between levels. This version also introduced the &amp;quot;loop-back&amp;quot; mechanic, where players could play an extra map (Sky Parkour) in order to re-choose which HC4 level they wanted to play.&lt;br /&gt;
&lt;br /&gt;
During update 1.3.1, Mojang silently changed how long the player was able to breathe for. This resulted in Aquarium and Elusion becoming unplayable. At that time, admins AJ and Yeroc (alongside PacksofPages as a moderator) proposed and implemented the following temporary solution:&lt;br /&gt;
&lt;br /&gt;
* HC-3: Aquarium --&amp;gt; Wolly Mammoth&lt;br /&gt;
* HC-4: Wolly Mammoth --&amp;gt; The Face&lt;br /&gt;
* HC-5: Elusion --&amp;gt; The Big Egyptian&lt;br /&gt;
&lt;br /&gt;
In one of the next updates to Minecraft this was reverted, and Aquarium was put back into the HC rotation in the 4.0 iteration.&lt;br /&gt;
&lt;br /&gt;
=== Version 4.0–4.1 ===&lt;br /&gt;
[[File:Hardcore 4.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 4.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point in the server's history, HC 3.0 had been mostly unchanged for over 18 months. Due to rampant cheating at the time, as well as large influxes of greens, the goal was to make HC much harder. With that in mind, themed segments of HC were conceived, based on the multi-pathed decisions used in HC2.0 and HC 3.0.&lt;br /&gt;
&lt;br /&gt;
Many levels from HC 3.0 remain in this rotation, with an expansion of the paths being the newest feature. Another feature that returned from HC1.0 was multiple levels without checkpoints. This meant that HC 8-11 had to be completed in 1 life. This concept would be retained in subsequent iterations of Hardcore.&lt;br /&gt;
&lt;br /&gt;
In summary, 4.0 has significance in creating the three &amp;quot;legs&amp;quot; of hardcore that are used by almost every future version.&lt;br /&gt;
* Leg 1: Introduction to the different map types.&lt;br /&gt;
* Leg 2: Choosing a personalized path.&lt;br /&gt;
* Leg 3: An endurance run with no checkpoints at the end.&lt;br /&gt;
&lt;br /&gt;
After this iteration was implemented, staff determined that the Path of Ice and Fire were easier than the others, so the following revisions were made in the 4.1 Patch:&lt;br /&gt;
*Snow Fort --&amp;gt; Snowstorm&lt;br /&gt;
*Satyrs --&amp;gt; Demon&lt;br /&gt;
*Hell Parkour --&amp;gt; Lava Parkour&lt;br /&gt;
&lt;br /&gt;
This gave it sufficient difficulty to balance out the other paths.&lt;br /&gt;
&lt;br /&gt;
It's estimated that approximately 70 greens completed this version of Hardcore.&lt;br /&gt;
&lt;br /&gt;
This is first version that AJDJ lead designs for.&lt;br /&gt;
&lt;br /&gt;
=== Version 5.0 ===&lt;br /&gt;
[[File:Hardcore 5.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While designing 5.0, HC4.0 had seen most players use the fire/ice path, even after balancing. In order to remediate this, the path was removed and replaced with the path of Nostalgia. This would allow players to pick an easier path, but receive no middle checkpoint. Newer maps joined this rotation, replacing a few older maps whose age were beginning to show. It was around this time in the design process that those working on the HC designs shifted towards adding map-quality as a criterion.&lt;br /&gt;
&lt;br /&gt;
HC 4.0 and HC 5.0 have been considered to be some of the hardest versions of HC conceived.&lt;br /&gt;
&lt;br /&gt;
Towards the end of this version of HC is where server ownership changed hands.&lt;br /&gt;
&lt;br /&gt;
=== Version 6.0–6.1 ===&lt;br /&gt;
[[File:Hardcore 6.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 6.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The goal of HC6.0 was to make it slightly easier, as the pace of users beating the challenge had drastically slowed down. This was achieved by redoing the branching paths, and lowering the number of maps in the final sprint.&lt;br /&gt;
&lt;br /&gt;
The thematic paths were replaced with paths oriented around map types. This allowed players to lean into their strengths for a portion of HC.&lt;br /&gt;
&lt;br /&gt;
Shortly after the 6.0 launch, it was determined that the puzzle path was too easy. In order to balance this out, the following changed were made for 6.1:&lt;br /&gt;
&lt;br /&gt;
* Remove the puzzle path.&lt;br /&gt;
* Replace Paradox with Viemort.&lt;br /&gt;
* 154 Returns to FFA (As an FFA+ map).&lt;br /&gt;
&lt;br /&gt;
=== Version 7.0 ===&lt;br /&gt;
[[File:Hardcore 7.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This version of HC saw the biggest change to the middle leg. The choices were now between 2 of the 3 map types, allowing players to lean on their strengths and completely avoid 1 map type if desired. Another goal of this system was to shift towards persistence rather than just difficulty.&lt;br /&gt;
&lt;br /&gt;
This is last version that AJDJ lead designs for, ending his tenure as the lead admin for Hardcore design (HC 4.0 through HC 7.0).&lt;br /&gt;
&lt;br /&gt;
=== Version 8.0–8.1 ===&lt;br /&gt;
[[File:HC8.0.png|600px]]&lt;br /&gt;
[[File:HC8.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
HC 8.0 was intended to make Hardcore longer, and have a greater focus on persistence and uniform difficulty. The iteration consisted of twelve maps, with a mix of parkour and mazes. This was also the first version of HC that had automatic transfers into the new system; Manual transfers were no longer required.&lt;br /&gt;
&lt;br /&gt;
This iteration was unique for multiple reasons. First, there were no puzzle maps on the main path ([[MYTH]] contained puzzles, but isn't technically a puzzle map). When players reached HC-4, they could either continue along the main path (of parkour and mazes) or opt for a shorter but much harder path that consisted of puzzles only. One of the puzzles, Miner's Millions, was considered one of the hardest on the server. Few players completed this path. &lt;br /&gt;
&lt;br /&gt;
In addition, HC8.0 is the only iteration to date to feature two loop-back maps, one for switching between the two paths. [[Satyrs]], had to be completed to switch from the main path to the puzzle path, and  [[Minetech]] was required to switch from the puzzle path to the main path.&lt;br /&gt;
&lt;br /&gt;
This was the longest version of Hardcore upon release, however many users do not consider it to be the toughest.&lt;br /&gt;
&lt;br /&gt;
Due to the breaking changes in the upcoming 1.14 update and low usage, the puzzle path was later removed resulting in the first entirely linear structure since Hardcore's inception.&lt;br /&gt;
&lt;br /&gt;
=== Version 9.0 ===&lt;br /&gt;
[[File:HC9.0.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This goals in the changes made to HC9.0 primarily included:&lt;br /&gt;
* Expand the variety of map types to include adventure / puzzle maps.&lt;br /&gt;
* Allow users to lean into a strength in the second leg, and receive easier maps of the types the player was aiming to avoid.&lt;br /&gt;
&lt;br /&gt;
=== Version 10.0-10.1 ===&lt;br /&gt;
[[File:HC10.0.png|600px]]&lt;br /&gt;
[[File:HC10.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In March 2020, the server saw a large increase in players due to the global COVID-19 pandemic changing most schools and jobs to be remote as people self-quarantined in their homes. This resulted in many players completing hardcore in March and April of that year. Staff determined that HC needed to be updated as soon as possible to account for the larger player base. While most HC designs are usually spread out over several months, HC 10.0 was designed in only four weeks, and implemented in another three weeks. &lt;br /&gt;
&lt;br /&gt;
This design featured similar segments to 9.0, but changed the logic of the branching paths. Players could completely avoid one map type, but would play challenging levels that used the other two primary map types, as well as adventure maps of the corresponding types. Players could switch between the paths at any time without playing a loopback map. This version also adds a fourth section in-between the paths and the final gauntlet. It was named &amp;quot;The Big Three&amp;quot;, since all 3 of the maps in that section are fairly challenging, with checkpoints between every level.&lt;br /&gt;
&lt;br /&gt;
This design also saw the exit of two maps heavily used in Hardcore since their introduction in 2011:&lt;br /&gt;
* Lava maze returned to FFA, after having been in hardcore since 2016, and in every version of hardcore except HC 6.0.&lt;br /&gt;
* Elusion was retired from FFA, having been replaced by a remastered version. Elusion had been in several versions of HC by this point (3.0 through 6.0 &amp;amp; 9.0).&lt;br /&gt;
&lt;br /&gt;
This design was lead by Hex and AJDJ.&lt;br /&gt;
&lt;br /&gt;
Hardcore 10.0 was later updated to 10.1 to address balance issues with the three paths - with the path of Tenacity only having been completed once. Some other adjustments were made as well including replacing Paisley Prison with Construction, and making the entire final section no-sprint.&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=File:HC10.0.png&amp;diff=8413</id>
		<title>File:HC10.0.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=File:HC10.0.png&amp;diff=8413"/>
		<updated>2020-08-30T17:13:58Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=File:HC_10.0.png&amp;diff=8412</id>
		<title>File:HC 10.0.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=File:HC_10.0.png&amp;diff=8412"/>
		<updated>2020-08-30T17:13:12Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: Pieceofcheese87 uploaded a new version of File:HC 10.0.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Design for the 10th iteration of HC. Image created by CreepaShadowz&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=File:HC_10.0.png&amp;diff=8411</id>
		<title>File:HC 10.0.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=File:HC_10.0.png&amp;diff=8411"/>
		<updated>2020-08-30T17:12:58Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: Pieceofcheese87 uploaded a new version of File:HC 10.0.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Design for the 10th iteration of HC. Image created by CreepaShadowz&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=File:HC_10.0.png&amp;diff=8410</id>
		<title>File:HC 10.0.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=File:HC_10.0.png&amp;diff=8410"/>
		<updated>2020-08-30T17:12:02Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: Pieceofcheese87 uploaded a new version of File:HC 10.0.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Design for the 10th iteration of HC. Image created by CreepaShadowz&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Hardcore&amp;diff=8409</id>
		<title>Hardcore</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Hardcore&amp;diff=8409"/>
		<updated>2020-08-30T17:09:54Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Hardcore System is a series of challenging parkour, maze, puzzle, and adventure maps. It is the sole requirement to earn the Green (Builders) rank on the server. &lt;br /&gt;
&lt;br /&gt;
The Hardcore System was released alongside the server upon launch. This makes Hardcore one of the oldest challenges in the history of Minecraft. The overall success rate of players making it through hardcore is less than 1%.&lt;br /&gt;
&lt;br /&gt;
There have been 10 major versions of Hardcore, with tuning changes to balance difficulty, or to make adjustments for changing game mechanics. &lt;br /&gt;
&lt;br /&gt;
Historically, it has also been called the rotation / the HC rotation.&lt;br /&gt;
&lt;br /&gt;
Hardcore has difficulty elements not seen in FFA, such as:&lt;br /&gt;
* Limited quantities of food / no saturation.&lt;br /&gt;
* Item pickup being disabled to prevent food sharing.&lt;br /&gt;
* Having to play multiple maps without checkpoints in-between.&lt;br /&gt;
&lt;br /&gt;
== Current Design ==&lt;br /&gt;
[[File:HC10.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Hardcore Iterations ==&lt;br /&gt;
=== Version 1.0–1.3 ===&lt;br /&gt;
[[File:Hardcore 1.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time period, Hardcore was iterating rapidly as new maps were created. Since these iterations used a similar design, they are grouped collectively under &amp;quot;1.0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At this stage in the server's history, both the game and the server's identity were early in development. FFA and the blue rank did not exist; Minecraft was in the Alpha / Beta stages of development. The checkpoint system we use today was non-existent. Minecraft was a new game, and only a couple hundred-thousand owned it. At this time, spawn was in the TNT cube, but was shortly switched to the desert spawn.&lt;br /&gt;
&lt;br /&gt;
In the beginning, there was only the trials found within the TNT cube at X. Player's spawned at the bottom, warped into the following lineup:&lt;br /&gt;
* 1. Skytop Labyrinth&lt;br /&gt;
* 2. Original Level 2 (No warp, the maps were linked)&lt;br /&gt;
* 3. Jiga's Claymaze&lt;br /&gt;
&lt;br /&gt;
This is the earliest known iteration of HC, and lasted for less then half a year. Note that the maps were not all implemented simultaneously. This meant for a time Hardcore only contained one or two maps. The next iteration of HC (1.1) consisted of 5 Levels with no checkpoints in-between the maps. From this point forward maps would swap with one another to maintain the 5-map course design.&lt;br /&gt;
&lt;br /&gt;
This layout was created a unique meta because it meant if the player died in any level, they had to start all the way over. This lead to a system of people starting the Hardcore system in groups, with unofficial &amp;quot;leaders&amp;quot; guiding people though the first one or two levels. If people could keep up with the leader, they could learn where to go for the beginning mazes.&lt;br /&gt;
&lt;br /&gt;
In early 2011, [[Creators#HatterTheMad|HatterTheMad]] finished a lava maze, and that was quickly entered into the HC system as a replacement for the other lava themed level, lava parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 2.0–2.1 ===&lt;br /&gt;
[[File:Hardcore 2.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 2.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The second version of HC was created as the earliest greens had begun creating maps. There was a 7 level system that existed between the 5 and 10 level system. However, its existence was short, and the layout is unknown. It's worth mentioning that this not the same as the other 7 level system that was in place for 1.5+ years.&lt;br /&gt;
&lt;br /&gt;
Minecraft had recently transitioned from alpha to beta. The blue rank and the point system did not exist yet. The border of the map lied somewhere in the 2000's-3000's. This was also the iteration of the server where MINR experimented with an economy. MINR was primarily a survival server at this time, instead of the semi-vanilla/creative realms that exist today.&lt;br /&gt;
&lt;br /&gt;
The layout consisted of HC-1 and HC-10 being stand alone maps. For the rest of the levels, players could choose 1 of 2 courses. The maps were not named, and therefore it was semi-random process of picking the path. However, the checkpoints that existed between every level allowed easy switching between the two maps. At some point this was changed to include a rudimentary path system and help out with the balance. Some of the maps still didn't balance in difficulty, and because of this, certain maps were usually picked others. This lead to the chat being populated which questions such as &amp;quot;Which course is easier at HC-X?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Towards the end of this iteration, an airship was constructed to house the maps that were not in Hardcore. This was later made public, and deems the &amp;quot;Free For All&amp;quot; area, or FFA for short.&lt;br /&gt;
&lt;br /&gt;
Many maps used in HC2.0 have changed in some form:&lt;br /&gt;
* Sra was originally a cave-maze segment known as Srenmaze.&lt;br /&gt;
* Blitz was originally known as Chillers' Timed Maze, and was broken for several years due to the removal of a plugin known as Falsebook.&lt;br /&gt;
* Stone Maze cannot be found in FFA or the Valley, and has been broken by the removal of Falsebook.&lt;br /&gt;
* Mineco was originally known as Void42's Jump Map.&lt;br /&gt;
* Heaven Parkour was broken by the removal of Falsebook, but can still be found above Hell Parkour.&lt;br /&gt;
&lt;br /&gt;
=== Version 3.0–3.1 ===&lt;br /&gt;
[[File:Hardcore 3.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 3.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During this time, Minecraft was in beta, and saw its complete release during November 2011. This included the Ender Dragon and the 3rd realm of the game, The End. Many of concepts that now define the server were put in place during this version of HC. Most notably, FFA+ (Nov 2012) and the Blue Rank (Unknown) were launched at this time. All FFA Maps awarded one point, and the requirement to enter Hardcore was set at 5 FFA points.&lt;br /&gt;
&lt;br /&gt;
This Hardcore design was in effect from August 2011 to May 2013, making it the longest time that HC has stayed the same at 21+ months. This version was designed by C_dric. This version also introduced the glass boxes are used in between levels. This version also introduced the &amp;quot;loop-back&amp;quot; mechanic, where players could play an extra map (Sky Parkour) in order to re-choose which HC4 level they wanted to play.&lt;br /&gt;
&lt;br /&gt;
During update 1.3.1, Mojang silently changed how long the player was able to breathe for. This resulted in Aquarium and Elusion becoming unplayable. At that time, admins AJ and Yeroc (alongside PacksofPages as a moderator) proposed and implemented the following temporary solution:&lt;br /&gt;
&lt;br /&gt;
* HC-3: Aquarium --&amp;gt; Wolly Mammoth&lt;br /&gt;
* HC-4: Wolly Mammoth --&amp;gt; The Face&lt;br /&gt;
* HC-5: Elusion --&amp;gt; The Big Egyptian&lt;br /&gt;
&lt;br /&gt;
In one of the next updates to Minecraft this was reverted, and Aquarium was put back into the HC rotation in the 4.0 iteration.&lt;br /&gt;
&lt;br /&gt;
=== Version 4.0–4.1 ===&lt;br /&gt;
[[File:Hardcore 4.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 4.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point in the server's history, HC 3.0 had been mostly unchanged for over 18 months. Due to rampant cheating at the time, as well as large influxes of greens, the goal was to make HC much harder. With that in mind, themed segments of HC were conceived, based on the multi-pathed decisions used in HC2.0 and HC 3.0.&lt;br /&gt;
&lt;br /&gt;
Many levels from HC 3.0 remain in this rotation, with an expansion of the paths being the newest feature. Another feature that returned from HC1.0 was multiple levels without checkpoints. This meant that HC 8-11 had to be completed in 1 life. This concept would be retained in subsequent iterations of Hardcore.&lt;br /&gt;
&lt;br /&gt;
In summary, 4.0 has significance in creating the three &amp;quot;legs&amp;quot; of hardcore that are used by almost every future version.&lt;br /&gt;
* Leg 1: Introduction to the different map types.&lt;br /&gt;
* Leg 2: Choosing a personalized path.&lt;br /&gt;
* Leg 3: An endurance run with no checkpoints at the end.&lt;br /&gt;
&lt;br /&gt;
After this iteration was implemented, staff determined that the Path of Ice and Fire were easier than the others, so the following revisions were made in the 4.1 Patch:&lt;br /&gt;
*Snow Fort --&amp;gt; Snowstorm&lt;br /&gt;
*Satyrs --&amp;gt; Demon&lt;br /&gt;
*Hell Parkour --&amp;gt; Lava Parkour&lt;br /&gt;
&lt;br /&gt;
This gave it sufficient difficulty to balance out the other paths.&lt;br /&gt;
&lt;br /&gt;
It's estimated that approximately 70 greens completed this version of Hardcore.&lt;br /&gt;
&lt;br /&gt;
This is first version that AJDJ lead designs for.&lt;br /&gt;
&lt;br /&gt;
=== Version 5.0 ===&lt;br /&gt;
[[File:Hardcore 5.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While designing 5.0, HC4.0 had seen most players use the fire/ice path, even after balancing. In order to remediate this, the path was removed and replaced with the path of Nostalgia. This would allow players to pick an easier path, but receive no middle checkpoint. Newer maps joined this rotation, replacing a few older maps whose age were beginning to show. It was around this time in the design process that those working on the HC designs shifted towards adding map-quality as a criterion.&lt;br /&gt;
&lt;br /&gt;
HC 4.0 and HC 5.0 have been considered to be some of the hardest versions of HC conceived.&lt;br /&gt;
&lt;br /&gt;
Towards the end of this version of HC is where server ownership changed hands.&lt;br /&gt;
&lt;br /&gt;
=== Version 6.0–6.1 ===&lt;br /&gt;
[[File:Hardcore 6.0.PNG|600px]]&lt;br /&gt;
[[File:Hardcore 6.1.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The goal of HC6.0 was to make it slightly easier, as the pace of users beating the challenge had drastically slowed down. This was achieved by redoing the branching paths, and lowering the number of maps in the final sprint.&lt;br /&gt;
&lt;br /&gt;
The thematic paths were replaced with paths oriented around map types. This allowed players to lean into their strengths for a portion of HC.&lt;br /&gt;
&lt;br /&gt;
Shortly after the 6.0 launch, it was determined that the puzzle path was too easy. In order to balance this out, the following changed were made for 6.1:&lt;br /&gt;
&lt;br /&gt;
* Remove the puzzle path.&lt;br /&gt;
* Replace Paradox with Viemort.&lt;br /&gt;
* 154 Returns to FFA (As an FFA+ map).&lt;br /&gt;
&lt;br /&gt;
=== Version 7.0 ===&lt;br /&gt;
[[File:Hardcore 7.0.PNG|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This version of HC saw the biggest change to the middle leg. The choices were now between 2 of the 3 map types, allowing players to lean on their strengths and completely avoid 1 map type if desired. Another goal of this system was to shift towards persistence rather than just difficulty.&lt;br /&gt;
&lt;br /&gt;
This is last version that AJDJ lead designs for, ending his tenure as the lead admin for Hardcore design (HC 4.0 through HC 7.0).&lt;br /&gt;
&lt;br /&gt;
=== Version 8.0–8.1 ===&lt;br /&gt;
[[File:HC8.0.png|600px]]&lt;br /&gt;
[[File:HC8.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
HC 8.0 was intended to make Hardcore longer, and have a greater focus on persistence and uniform difficulty. The iteration consisted of twelve maps, with a mix of parkour and mazes. This was also the first version of HC that had automatic transfers into the new system; Manual transfers were no longer required.&lt;br /&gt;
&lt;br /&gt;
This iteration was unique for multiple reasons. First, there were no puzzle maps on the main path ([[MYTH]] contained puzzles, but isn't technically a puzzle map). When players reached HC-4, they could either continue along the main path (of parkour and mazes) or opt for a shorter but much harder path that consisted of puzzles only. One of the puzzles, Miner's Millions, was considered one of the hardest on the server. Few players completed this path. &lt;br /&gt;
&lt;br /&gt;
In addition, HC8.0 is the only iteration to date to feature two loop-back maps, one for switching between the two paths. [[Satyrs]], had to be completed to switch from the main path to the puzzle path, and  [[Minetech]] was required to switch from the puzzle path to the main path.&lt;br /&gt;
&lt;br /&gt;
This was the longest version of Hardcore upon release, however many users do not consider it to be the toughest.&lt;br /&gt;
&lt;br /&gt;
Due to the breaking changes in the upcoming 1.14 update and low usage, the puzzle path was later removed resulting in the first entirely linear structure since Hardcore's inception.&lt;br /&gt;
&lt;br /&gt;
=== Version 9.0 ===&lt;br /&gt;
[[File:HC9.0.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This goals in the changes made to HC9.0 primarily included:&lt;br /&gt;
* Expand the variety of map types to include adventure / puzzle maps.&lt;br /&gt;
* Allow users to lean into a strength in the second leg, and receive easier maps of the types the player was aiming to avoid.&lt;br /&gt;
&lt;br /&gt;
=== Version 10.0-10.1 ===&lt;br /&gt;
[[File:HC 10.0.png|600px]]&lt;br /&gt;
[[File:HC10.1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In March 2020, the server saw a large increase in players due to the global COVID-19 pandemic changing most schools and jobs to be remote as people self-quarantined in their homes. This resulted in many players completing hardcore in March and April of that year. Staff determined that HC needed to be updated as soon as possible to account for the larger player base. While most HC designs are usually spread out over several months, HC 10.0 was designed in only four weeks, and implemented in another three weeks. &lt;br /&gt;
&lt;br /&gt;
This design featured similar segments to 9.0, but changed the logic of the branching paths. Players could completely avoid one map type, but would play challenging levels that used the other two primary map types, as well as adventure maps of the corresponding types. Players could switch between the paths at any time without playing a loopback map. This version also adds a fourth section in-between the paths and the final gauntlet. It was named &amp;quot;The Big Three&amp;quot;, since all 3 of the maps in that section are fairly challenging, with checkpoints between every level.&lt;br /&gt;
&lt;br /&gt;
This design also saw the exit of two maps heavily used in Hardcore since their introduction in 2011:&lt;br /&gt;
* Lava maze returned to FFA, after having been in hardcore since 2016, and in every version of hardcore except HC 6.0.&lt;br /&gt;
* Elusion was retired from FFA, having been replaced by a remastered version. Elusion had been in several versions of HC by this point (3.0 through 6.0 &amp;amp; 9.0).&lt;br /&gt;
&lt;br /&gt;
This design was lead by Hex and AJDJ.&lt;br /&gt;
&lt;br /&gt;
Hardcore 10.0 was later updated to 10.1 to address balance issues with the three paths - with the path of Tenacity only having been completed once. Some other adjustments were made as well including replacing Paisley Prison with Construction, and making the entire final section no-sprint.&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=File:HC10.1.png&amp;diff=8408</id>
		<title>File:HC10.1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=File:HC10.1.png&amp;diff=8408"/>
		<updated>2020-08-30T17:07:22Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Construction&amp;diff=8326</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Construction&amp;diff=8326"/>
		<updated>2020-07-29T16:43:43Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Construction.png&lt;br /&gt;
| caption = The upper floors of the map.&lt;br /&gt;
| points = 7&lt;br /&gt;
| location = HC (HC-12)&lt;br /&gt;
| mapcode = con&lt;br /&gt;
| creators = [[Creators#MrSnerp|MrSnerp]]&lt;br /&gt;
| foodtype = Cooked Salmon&lt;br /&gt;
| foodamount = 64&lt;br /&gt;
| publication = January 2013&lt;br /&gt;
| description = Construction is a pure parkour map on zero.minr.org, worth 7 points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Construction is a pure parkour map by MrSnerp. It would reward 7 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Construction is a very tall building that the player must climb up through many floors to get to the top of. Each floor contains various parkour jumps. Some sections may require players to return to a previous floor to progress. Most of the map doesn't punish the player much for falling, but a few sections contain &amp;quot;choke&amp;quot; ladder jumps that result in death if failed. This includes an infamous jump at the very top of the building, which has resulted in many blues raging. Atop the building is a crane, which the player must scale to reach the end of the map.&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
The building highly resembles a construction site, being made mostly of stone and wood, with very few windows. The first half of the map's floors are larger and are made out of birch wood and iron blocks. At about the halfway point, the building changes in appearance, with the supports being made out of stone instead of iron.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Construction was originally published as an orange map but was later changed to yellow as a result of the new point system.&lt;br /&gt;
*This map was used in [[Hardcore#Version_8.0–8.1|Hardcore 8.0–8.1]] as the first map.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#MrSnerp|See all maps from MrSnerp]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA]] [[Category: Map]] [[Category: Parkour]] [[Category: Pure Parkour]] [[Category:Hardcore]] [[Category: Moderate]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Invictus&amp;diff=8325</id>
		<title>Invictus</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Invictus&amp;diff=8325"/>
		<updated>2020-07-29T16:41:57Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Aesthetics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Invictus.png&lt;br /&gt;
| caption = The upper portion of the maze&lt;br /&gt;
| points = 18&lt;br /&gt;
| location = HC (HC-8)&lt;br /&gt;
| mapcode = vic&lt;br /&gt;
| creators = [[Creators#AtomicAdam0|AtomicAdam0]]&lt;br /&gt;
| foodtype = Cooked Salmon&lt;br /&gt;
| foodamount = 64&lt;br /&gt;
| publication = May 30, 2015&lt;br /&gt;
| description = Invictus is a mixed maze map on zero.minr.org, worth 18 points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Invictus is a mixed maze by AtomicAdam0. It would reward 18 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Invictus takes place inside a gargantuan cube, and each of the cube's 6 faces have its own huge 2D maze covering it. The edges and corners of the walls where the mazes border don't connect directly; instead there are tunnels connecting the sides, the entrances to which are located somewhere in the middle of the mazes. In the center of the cube is a much smaller, but still very big, quartz cube, which prevents players from looking directly at the opposite side of the cube and pre-routing it. Players are not told where their goal is.&lt;br /&gt;
&lt;br /&gt;
Navigating through the mazes on the walls of the cube can be pretty difficult, because ascending up tunnels requires ladder parkour and occasional headhitters.&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
The outer-shell of Invictus is all oak wood, and the inner-shell is just glass. The walls in between these two shells that create the mazes are all moss stone, and the corridors are lit entirely by torches. The quartz cube is made up of a mix of various types of quartz, hollow and brightly lit on the inside.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
''Original article written by AtomicAdam0''&lt;br /&gt;
&lt;br /&gt;
I started this map about 1.5 years ago, right after I beat HC. It was originally going to be mainly a parkour map, with a small maze/puzzle element. As I started building my vision of the finished product kept on changing, and people were giving me a ton of different ideas. Finally, I settled on the idea that I would make a cube made of mazes (kaddekes and Sofa helped develop this idea), with a cube in the center that would serve as a connection point between the mazes. Over the next year I tried to work on the maze a little bit each day (placing the ladders was a bitch) and eventually the maze was complete. The final product looked way better than I could have ever imagined, and the difficulty of the map was also a lot harder than I expected (based on the feedback I received).&lt;br /&gt;
&lt;br /&gt;
I could never have finished this map without help from dozens of great people. kaddekes helped me develop and tweak my idea for the map, Sofaloafer did most of the World Edit, rickyboy320 did most of the checkpoints/ warps/ publishing, and many there are way too many other ops, mods, and greens that that helped me build the map, or just gave me some general advice, to name. Thankyou to all those who helped out, my goal on this server was to build a map that I'm really proud of, and you guys helped me accomplish that goal. &lt;br /&gt;
&lt;br /&gt;
Have fun playing Invictus!&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
== Trivia ==&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#AtomicAdam0|See all maps from AtomicAdam0]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA+]] [[Category: Map]] [[Category: Maze]] [[Category: Mixed Maze]] [[Category:Hardcore]] [[Category: Very Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Invictus&amp;diff=8324</id>
		<title>Invictus</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Invictus&amp;diff=8324"/>
		<updated>2020-07-29T16:40:53Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Invictus.png&lt;br /&gt;
| caption = The upper portion of the maze&lt;br /&gt;
| points = 18&lt;br /&gt;
| location = HC (HC-8)&lt;br /&gt;
| mapcode = vic&lt;br /&gt;
| creators = [[Creators#AtomicAdam0|AtomicAdam0]]&lt;br /&gt;
| foodtype = Cooked Salmon&lt;br /&gt;
| foodamount = 64&lt;br /&gt;
| publication = May 30, 2015&lt;br /&gt;
| description = Invictus is a mixed maze map on zero.minr.org, worth 18 points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Invictus is a mixed maze by AtomicAdam0. It would reward 18 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Invictus takes place inside a gargantuan cube, and each of the cube's 6 faces have its own huge 2D maze covering it. The edges and corners of the walls where the mazes border don't connect directly; instead there are tunnels connecting the sides, the entrances to which are located somewhere in the middle of the mazes. In the center of the cube is a much smaller, but still very big, quartz cube, which prevents players from looking directly at the opposite side of the cube and pre-routing it. Players are not told where their goal is.&lt;br /&gt;
&lt;br /&gt;
Navigating through the mazes on the walls of the cube can be pretty difficult, because ascending up tunnels requires ladder parkour and occasional headhitters.&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
The outer-shell of Invictus is all oak wood, and the inner-shell is just glass. The walls in between these two shells that create the mazes are all moss stone, and the corridors are lit entirely by torches. The quartz cube is made up of a mix of various types of quartz, hallow and brightly lit on the inside.&lt;br /&gt;
== Origin ==&lt;br /&gt;
''Original article written by AtomicAdam0''&lt;br /&gt;
&lt;br /&gt;
I started this map about 1.5 years ago, right after I beat HC. It was originally going to be mainly a parkour map, with a small maze/puzzle element. As I started building my vision of the finished product kept on changing, and people were giving me a ton of different ideas. Finally, I settled on the idea that I would make a cube made of mazes (kaddekes and Sofa helped develop this idea), with a cube in the center that would serve as a connection point between the mazes. Over the next year I tried to work on the maze a little bit each day (placing the ladders was a bitch) and eventually the maze was complete. The final product looked way better than I could have ever imagined, and the difficulty of the map was also a lot harder than I expected (based on the feedback I received).&lt;br /&gt;
&lt;br /&gt;
I could never have finished this map without help from dozens of great people. kaddekes helped me develop and tweak my idea for the map, Sofaloafer did most of the World Edit, rickyboy320 did most of the checkpoints/ warps/ publishing, and many there are way too many other ops, mods, and greens that that helped me build the map, or just gave me some general advice, to name. Thankyou to all those who helped out, my goal on this server was to build a map that I'm really proud of, and you guys helped me accomplish that goal. &lt;br /&gt;
&lt;br /&gt;
Have fun playing Invictus!&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
== Trivia ==&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#AtomicAdam0|See all maps from AtomicAdam0]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA+]] [[Category: Map]] [[Category: Maze]] [[Category: Mixed Maze]] [[Category:Hardcore]] [[Category: Very Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Viemort&amp;diff=8323</id>
		<title>Viemort</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Viemort&amp;diff=8323"/>
		<updated>2020-07-29T16:39:12Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Viemort.png&lt;br /&gt;
| caption = One of the puzzle rooms, late in the map.&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = HC (INT-2)&lt;br /&gt;
| mapcode = vie&lt;br /&gt;
| creators = [[Creators#Pieceofcheese|Pieceofcheese]]&lt;br /&gt;
| foodtype = &lt;br /&gt;
| foodamount = &lt;br /&gt;
| publication = Early 2014&lt;br /&gt;
| description = Viemort is a puzzle map on zero.minr.org, worth 12 points.&lt;br /&gt;
}}&lt;br /&gt;
Viemort is a puzzle map by pieceofcheese. It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
This map is a long string of various abstract rooms, each with a puzzle inside for the player to solve. Many kinds of puzzles are explored, including button searching, message deciphering, mathematics, and visual trickery. Along the way there is a split between four possible paths, Water, Air, Fire and Earth. Each path consists of multiple puzzle rooms themed around the element. After completing one of the four paths, they converge back into a linear path where the midway checkpoint is. Following this checkpoint is a large stone room with button puzzles, then a hallway and finally a large cave-like area filled with lava. This is the last section of the map, and the player must find a way to escape it. After finishing the map, there is a view of the exterior of it all where the end sign lies.&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Each room is a different theme of blocks, but they are typically dark in atmosphere. Commonly used blocks throughout the map includes obsidian, nether bricks, and glowstone. The entirety of the map is indoors, with no view of the sky except for the end where the player is teleported outside the map. &lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* This map is an HC veteran, being introduced to the system in Hardcore 5.0 in May 2014 and taken out in Hardcore 8.1 in June 2019, later being reintroduced in 2020 with Hardcore 10.0.&lt;br /&gt;
* There was originally only one path to pick in the Four Elements room, the path of water. All other paths led to a kill room. The other three paths were later added when the map was put into Hardcore.&lt;br /&gt;
* Viemort is located adjacent to Tower Prowl and close to MYTH. &lt;br /&gt;
* There is a secret area accessible within the map by hitting one of the heads in a room on the path of Earth. It leads to a poorly-designed &amp;quot;puzzle&amp;quot; segment that, when completed, skips right to the checkpoint.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#pieceofcheese|See more maps from pieceofcheese]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: Map]] [[Category: FFA]] [[Category: Puzzle]] [[Category:Hardcore]] [[Category: Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Wolly_Mammoth&amp;diff=8322</id>
		<title>Wolly Mammoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Wolly_Mammoth&amp;diff=8322"/>
		<updated>2020-07-29T16:36:30Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Wolly_Mammoth.png&lt;br /&gt;
| caption = An infamous room in the maze, close to the start.&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = HC (TEN-1)&lt;br /&gt;
| mapcode = wom &lt;br /&gt;
| creators =[[Creators#Kaddekes|Kaddekes]]&lt;br /&gt;
| foodtype = None&lt;br /&gt;
| publication = Mid-2011&lt;br /&gt;
| description = Wolly Mammoth is a mixed maze map on zero.minr.org, worth 12 points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wolly Mammoth is a mixed maze map by Kaddekes. It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Wolly Mammoth is an enormous maze consisting of hallways made almost entirely of wool, most of which are narrow 2x1 corridors, with occasional mini-mazes that aren't part of the larger design. The map begins in a large room containing a Woolly Mammoth, where the player must find the entrance to the maze. &lt;br /&gt;
&lt;br /&gt;
There are many branches of hallways that lead all over the place. players will often find themselves lost in these sprawling paths, except for a few key spots in the map that players will end up back at many times Some of these include a red wool room with a soul sand floor, with more than 16 different paths to choose from (as seen in the thumbnail); or a special room simulating an outside environment, with a grass floor and an oak tree.&lt;br /&gt;
&lt;br /&gt;
There are signs scattered all around the map, usually in dead ends, that often say nothing but meaningless remarks. They can make the maze feel a bit less tedious, but could also annoy the player. &lt;br /&gt;
&lt;br /&gt;
A few areas contain short parkour segments, giving it its mixed maze status. The most notable area is a large glass room, which has a bit of parkour in the center chamber.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
As the name suggests, this maze is made almost entirely out of various colors of wool. Most of the hallways are brightly lit, but the map can have somewhat of a claustrophobic atmosphere with its narrow corridors.&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Wolly Mammoth’s name contains a typo. It should be spelled “Woolly Mammoth.”&lt;br /&gt;
**This fact also applies to [[Wooly Creeper]], though one l is missing from the name instead of one o.&lt;br /&gt;
*This map is set in an area of Zero unofficially known as the &amp;quot;Kaddekes Playground&amp;quot;, which contains many of Kaddekes' maps, including [[Sssnake]], [[Chaos]], [[Demon]], [[Troll Kingdom]], and [[Satyrs]], many of which can be seen at certain points in Wolly Mammoth.&lt;br /&gt;
*Wolly Mammoth was featured in [[Hardcore#Version_3.0|Hardcore 3.0]] as one of the choices for the fourth map and later the third map, [[Hardcore#Version_4.0–4.1|4.0–4.1]] as the fifth map overall and the second map in the Bright path, [[Hardcore#Version_5.0|5.0]] as the 7th map overall and the 4th map in the Nostalgia path, [[Hardcore#Version_8.0–8.1|8.0-8.1]] as the tenth map, [[Hardcore#Version_9.0|9.0]] as the second map in the Wandering path, and [[Hardcore#Version_10.0|10.0]] as the first map in the Tenacity path.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#Kaddekes|See all maps from Kaddekes]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA+]] [[Category: Map]] [[Category: Maze]] [[Category: Mixed Maze]] [[Category: Hardcore]] [[Category: Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=The_Labyrinth&amp;diff=8321</id>
		<title>The Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=The_Labyrinth&amp;diff=8321"/>
		<updated>2020-07-29T16:36:03Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = The_Labyrinth.png&lt;br /&gt;
| caption = The start, the code door, and the end.&lt;br /&gt;
| points = 7&lt;br /&gt;
| location = HC (HC-4)&lt;br /&gt;
| mapcode = mtlc&lt;br /&gt;
| creators = [[Creators#Chillers|Chillers]]&lt;br /&gt;
| foodtype = Apples&lt;br /&gt;
| foodamount = 192&lt;br /&gt;
| publication = September 1, 2019&lt;br /&gt;
| description = The Labyrinth is a mixed maze map on zero.minr.org, worth 7 points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Labyrinth is a mixed maze map by Chillers. It would reward 7 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
This maze's design is exactly like that of [[The Minotaur's Labyrinth]] by [[Creators#Bureine|Bureine]] and [[Creators#Tetration|Tetration]]⁠—a simple 2D maze with wide corridors⁠—but with several key differences. One is that instead of starting in a room connected to the outer-most wall of the maze, here players begin in the very center of the maze and make their way outwards. The other key difference is that players must find a code before they can access the exit, which is set right at the start, as shown in the thumbnail. This code is scattered in pieces which must be found all throughout the maze, thus adding a search element to it.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
The look of this map is also exactly the same as The Minotaur's Labyrinth⁠, but with various kinds of flowers added to all of the paths.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#Chillers|See all maps from Chillers]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:HC]] [[Category:Map]] [[Category:Maze]] [[Category:Mixed Maze]] [[Category:Moderate]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Iron_Door&amp;diff=8320</id>
		<title>Iron Door</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Iron_Door&amp;diff=8320"/>
		<updated>2020-07-29T16:35:30Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Iron_Door.png&lt;br /&gt;
| caption = An overhead of Flamingle.&lt;br /&gt;
| points = 7&lt;br /&gt;
| location = HC (PRE-2)&lt;br /&gt;
| mapcode = y4id&lt;br /&gt;
| creators = [[Creators#yeroc424|yeroc424]]&lt;br /&gt;
| foodtype = Cooked Salmon&lt;br /&gt;
| foodamount = 64&lt;br /&gt;
| publication = Early-2014&lt;br /&gt;
| description = Iron Door is a pure puzzle map on zero.minr.org, worth 7 points.&lt;br /&gt;
}}&lt;br /&gt;
Iron Door is a pure puzzle map by yeroc424. It would reward 7 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Iron Door consists of 6 puzzle levels, the first 5 of which have several different puzzles players could be sent to (destination is random). There are no checkpoints between each level, and almost all of the puzzles can be failed, and upon doing so, the player will get softlocked and must /kill to restart.&lt;br /&gt;
&lt;br /&gt;
== Aesthetics ==&lt;br /&gt;
This map's looks vary greatly across the many different puzzles.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
&lt;br /&gt;
''Original article written by yeroc424''&lt;br /&gt;
&lt;br /&gt;
After renovating Frosty City (formerly Cobble City), pieceofcheese87 and yeroc424 decided to work on a map together. Their ideas revolved around using fire, water, and other elements to make some sort of puzzle-maze-parkour hybrid. However, both builders ran out of ideas and motivation, and the project was dropped for a time. Yeroc wanted to make a pure puzzle map, so that pure thought could solve the map as opposed to guessing in mazes and needing skill for parkour. Also, the map would be one where the challenge could be randomized, so that it would be much harder to walk someone else through beating the map. After coming up with a few uses for the elements to make a puzzle, he determined this alone would not be enough to make a map. He enrolled the help of Neo3dc, kenad, and others to help develop a series of mini-puzzles, united by the goal of reaching the Iron Door at the end.&lt;br /&gt;
&lt;br /&gt;
The map must be beat by beating six semi-random puzzles in a row. Upon clicking an Iron Door, the player is warped to a random map with the level being one higher than the previous puzzle for the first five maps. The sixth level is always the same. Most puzzles have different versions that vary in level, so it is possible to play the same types of puzzles more than once over the course of one life.&lt;br /&gt;
&lt;br /&gt;
The puzzles currently in rotation are the following:&lt;br /&gt;
&lt;br /&gt;
Amazing Insight - Given a coded map of the level, safely descend all the way to the bottom floor.&lt;br /&gt;
&lt;br /&gt;
Bench Press - Given an initial board of iron blocks, push them around with pistons to open a doorway.&lt;br /&gt;
&lt;br /&gt;
Cartesian Coordination - Ride a cart through various clichéd sayings and choose the correct one.&lt;br /&gt;
&lt;br /&gt;
Elementary - Recreate a Rock Paper Scissors loop by using at least five elements to build up the walls.&lt;br /&gt;
&lt;br /&gt;
Flamingle - Find the only bird that is not being looked at by any other bird. This features Flamango, yeroc's easter egg character.&lt;br /&gt;
&lt;br /&gt;
Rock Solid - Create the names of rock bands and songs by using Minecraft blocks to fill in the blanks.&lt;br /&gt;
&lt;br /&gt;
Roll With It - Traverse a single cubical room by moving walls to the floor to orient the iron door.&lt;br /&gt;
&lt;br /&gt;
Su Door Ku - Solve a 4*4 color-based Sudoku board using only four initial clues.&lt;br /&gt;
&lt;br /&gt;
The map allows more puzzles to be cycled in as they are made. Magna Carta, a puzzle that was planned to go in early on, was not completed, and Flamingle was created to fill the void. The map is worth 3 points and is given a yellow wool in the FFA+ Puzzle room.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Technical Info ==&lt;br /&gt;
Iron Door has its own namespace: y4id. It holds five Rtp variables:&lt;br /&gt;
* rtp1 (4 warps)&lt;br /&gt;
* rtp2 (5 warps)&lt;br /&gt;
* rtp3 (3 warps)&lt;br /&gt;
* rtp4 (3 warps)&lt;br /&gt;
* rtp5 (3 warps)&lt;br /&gt;
&lt;br /&gt;
The map has been ported from the obsolete /rtp plugin to the MSC Rtp equivalent. However, the prior /rtp structures still exist.&lt;br /&gt;
These are titled y4IRON1, y4IRON2, y4IRON3, y4IRON4, and y4IRON5, and function exactly the same as the newer MSC Rtps.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Not all the various mini-puzzles existed upon the map's first release. Su Door Ku is an example of one such puzzle. A sign at the end of the map alludes to this fact.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#yeroc424|See all maps from yeroc424]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA+]] [[Category: Map]] [[Category: Puzzle]] [[Category: Pure Puzzle]] [[Category: Hardcore]] [[Category: Moderate]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=4_Corners_Dojo&amp;diff=8319</id>
		<title>4 Corners Dojo</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=4_Corners_Dojo&amp;diff=8319"/>
		<updated>2020-07-29T16:33:50Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = 4 Corners Dojo.png&lt;br /&gt;
| caption = An upwards view of the second corner in the map.&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = HC (HC-1)&lt;br /&gt;
| mapcode = 4cd&lt;br /&gt;
| creators = [[Creators#Ajdj123321|Ajdj123321]]&lt;br /&gt;
| foodtype = &lt;br /&gt;
| foodamount = &lt;br /&gt;
| publication = May 2013&lt;br /&gt;
| description = 4 Corners Dojo is a Mixed Parkour map on zero.minr.org, worth 12 points. Use /c join 4 Corners Dojo to join the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
4 Corners Dojo is a mixed parkour by Ajdj123321. It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
The map is divided up into 4 different corners, each of which has varying mechanics. The first corner focuses on simple parkour, and all of the jumps can be done without sprinting. The second corner is much more difficult, and has tight jumps on and around fences. There is also fire and lava present, so there is a very real threat of death present. The third corner consists of a door maze with 5 levels, with wrong doors leading to a drop into a small, traditional maze. The final corner is a difficult riddle set in a graveyard which kills the player if they answer wrong.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Each corner of the map has a different aesthetic. The first corner of the dojo is made of wooden fences and blocks, and features a grassy plains on the outside. The second corner contains nether brick fences and blocks, and has an infernal landscape surrounding it. The third corner is built from sandstone and is surrounded by an arid desert. The final corner is built out of stone bricks, but is inaccessible until after solving the riddle. The outside is made to resemble a graveyard, with dozens of headstones jutting up from the ground.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
''Original article written by Ajdj123321''&lt;br /&gt;
&lt;br /&gt;
4 Corners was originally going to focus on four separate city-esque sections, and you would perform something for each one of them. After allocating space and laying out basic outlines I realized that there was not enough space to do what I wanted. I instead re-shifted the focus to being four trials. In May of 2012 4 Corners was published, and featured 2 segments of parkour and 2 of maze.&lt;br /&gt;
&lt;br /&gt;
However, as time passed, standards rose. FFA+ was launched and the server had begun to shift towards a higher quality. I then realized that there wasn't too much that separated it from the normal courses. The course was closed for 6 weeks as the parkour segments were reconstructed, and the second maze turned into a riddle. The course re-opened in October 2013. Shortly after it was nominated and accepted into FFA+. The parkour segments that were formerly floating blocks were replaced with twisting and shifting platforms, forcing players to actively look for where the next jump is.&lt;br /&gt;
&lt;br /&gt;
In hindsight, a lot of the trials in 4 Corners were inspired by the original HC. Both are structured as many trials strung together, and both require a mastery of parkour and mental sharpness. The mastery comes from the difficulty of the first two corners where jumps aren't always seen and must be searched for. The mental ability comes from the complex door maze and challenging riddle.​&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#Ajdj123321|See all maps from Ajdj123321]]'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FFA+]] [[Category:Map]] [[Category:Parkour]] [[Category: Mixed Parkour]] [[Category:Hardcore]] [[Category:Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Prismarine_Green&amp;diff=8318</id>
		<title>Prismarine Green</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Prismarine_Green&amp;diff=8318"/>
		<updated>2020-07-29T16:32:32Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Prismarine_Green.png&lt;br /&gt;
| caption = A shot of the room preceeding the puzzle&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = HC (PRE-1)&lt;br /&gt;
| mapcode = pmg&lt;br /&gt;
| creators = [[Creators#pieceofcheese|pieceofcheese]]&lt;br /&gt;
| foodtype = Cooked Salmon&lt;br /&gt;
| foodamount = 64&lt;br /&gt;
| publication = June 2015&lt;br /&gt;
}}&lt;br /&gt;
Prismarine Green is a mixed parkour map by pieceofcheese. It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Prismarine Green links many different parkour segments up. Most of the rooms focus on slime block parkour, where the player must either bounce off slime blocks to reach platforms not normally accessible, or jump from a slime block to a normal platform, which requires strategy. One room contains a long segment of &amp;quot;water parkour&amp;quot; where the player must cross floating blocks of water by jumping out at precise times.&lt;br /&gt;
&lt;br /&gt;
The final jump  of the map is one of the most difficult. The player is required to jump out far and bounce on a floor of slime blocks, in which they are given a small segment of time to hit the end sign before falling onto the floor and having to try the jump again.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Prismarine Green is made up of mostly Prismarine variants, as it takes place inside a makeshift ocean monument. Iron Bars and slime blocks are thrown in for gameplay reasons, with the latter likely used to add to the aesthetics as well.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The only pure puzzle in the map is located outside of the monument, visible to the player at the beginning of the map (though one may not know its a puzzle from the start). This is the only section (besides the first jump of the map) that this is true for.&lt;br /&gt;
*The puzzle section was not intended to be interpreted as a puzzle by the creator. Its purpose was simply to be an interesting transition between rooms, giving a short view of the outside before going back into the green rooms underground. &lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#pieceofcheese|See all maps from pieceofcheese]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:FFA]] [[Category:Map]] [[Category:Parkour]] [[Category: Mixed Parkour]] [[Category:Hardcore]] [[Category:Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Spectrum&amp;diff=8317</id>
		<title>Spectrum</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Spectrum&amp;diff=8317"/>
		<updated>2020-07-29T16:32:08Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Spectrummap.png&lt;br /&gt;
| caption = One of the many layers of the maze.&lt;br /&gt;
| points = 7&lt;br /&gt;
| location = FFA&lt;br /&gt;
| mapcode = spc&lt;br /&gt;
| creators = [[Creators#pieceofcheese|pieceofcheese]]&lt;br /&gt;
| foodtype = Cooked Salmon&lt;br /&gt;
| foodamount = 64&lt;br /&gt;
| publication = August 2015&lt;br /&gt;
| description = Spectrum is a pure maze map on zero.minr.org, worth 7 points.&lt;br /&gt;
}}&lt;br /&gt;
Spectrum is a pure maze map by pieceofcheese. It rewards 7 FFA Points upon completion, and can be joined directly using “/c join spc”.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
This maze consists of multiple layers. Each layer is laid out in a grid formation, and you can only move to adjacent squares on the grid if their color matches the color of the square the player is in. To access other layers, one must find squares marked with torches: normal torches signify the player can move up a layer, redstone torches signify the player can go down a layer, and a mix of both signifies that the player may either move up a layer or down a layer. &lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
This map uses a fixed palette of iron blocks, quartz, sea lanterns, and stained glass. The stained glass may either be red, orange, yellow, lime, light blue or purple. The glass in the floor will change based on what color the square is, and the glass in the pillars on each floor will change every floor, starting at red on the bottom floor and ending at purple on the top floor.&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is featured in 2 [[Challenges|challenges]]: Cheesefest, and Hexa.&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* There were originally two versions of this map available to play: a version that has beacons placed which permeate each floor and a version without beacons. The version with beacons is very laggy and CPU-straining due to the presence of 200+ beacons, all of which change color numerous times. The maze layout and placement of the end are exactly the same in both versions.&lt;br /&gt;
* This map was featured in [[Hardcore#Version_9.0|Hardcore 9.0]] as the second level.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#pieceofcheese|See more maps from pieceofcheese]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA]] [[Category: Map]] [[Category: Maze]] [[Category: Pure Maze]] [[Category: Moderate]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Jiga%27s_Claymaze&amp;diff=8316</id>
		<title>Jiga's Claymaze</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Jiga%27s_Claymaze&amp;diff=8316"/>
		<updated>2020-07-29T16:31:47Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Jiga%27s_Clay_Maze.png&lt;br /&gt;
| caption = The fabled ending to the maze and to all of Hardcore.&lt;br /&gt;
| points = 4&lt;br /&gt;
| location = HC (HC-15)&lt;br /&gt;
| mapcode = jig&lt;br /&gt;
| creators = Jigabot&lt;br /&gt;
| publication = Late-November 2010&lt;br /&gt;
| description = Jiga's Claymaze is a pure maze map on zero.minr.org. It's used as the final map of the Hardcore system.&lt;br /&gt;
}}&lt;br /&gt;
Jiga's Claymaze is a pure maze map by Jigabot. It would reward 4 [[Points|FFA Points]] upon completion, but they will never be given out, because this map is and will always be the last map in [[Hardcore]].&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
This maze uses long, stretched-out corridors with few forks in the road and even fewer dead ends. Visible above the barrier ceiling are bridges and towers. Underneath the floor is a layer of ice, allowing the player to travel faster if they hold jump while sprinting.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
As the name implies, all of the walls of this maze are made of clay, with a couple rows of stone slabs at the top and one on the floor. The towers are made out of stone, and are all connected to the one in the center by glass bridges.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
The design of Jiga’s Claymaze actually goes back further than Minr. Jigabot first used the layout in the summer of 2010 as a spawn maze on his server &amp;quot;Jiga's Multiverse&amp;quot;. Back then it was made of just one block: cobblestone. When Jigabot shut down his server, c_dric founded Zero Minr as a new home for old players of his server. After a few weeks, as a lot of new players started joining, c_dric and other admins had a lot of work screening them before giving them build rights. It was then that they realized they could use Jigabot's concept and let a maze do the work. When Jigabot found out about this, he made a copy of the map on Minr, with new blocks and a new ending.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenge|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*As stated above, this was the last map in Hardcore in the very first version, and has been the finale to every single other version since. There are no plans for this to ever change.&lt;br /&gt;
*Jiga's Claymaze is the third-oldest map on Minr, just behind [[Old Level 2]] and [[Skytop Labyrinth]].&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#Jigabot|See all maps from Jigabot]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA]] [[Category: Map]] [[Category: Maze]] [[Category: Pure Maze]] [[Category: Hardcore]] [[Category: Novice]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Spectrum&amp;diff=8315</id>
		<title>Spectrum</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Spectrum&amp;diff=8315"/>
		<updated>2020-07-29T16:31:28Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Spectrummap.png&lt;br /&gt;
| caption = One of the many layers of the maze.&lt;br /&gt;
| points = HC (HC-2)&lt;br /&gt;
| location = FFA&lt;br /&gt;
| mapcode = spc&lt;br /&gt;
| creators = [[Creators#pieceofcheese|pieceofcheese]]&lt;br /&gt;
| foodtype = Cooked Salmon&lt;br /&gt;
| foodamount = 64&lt;br /&gt;
| publication = August 2015&lt;br /&gt;
| description = Spectrum is a pure maze map on zero.minr.org, worth 7 points.&lt;br /&gt;
}}&lt;br /&gt;
Spectrum is a pure maze map by pieceofcheese. It rewards 7 FFA Points upon completion, and can be joined directly using “/c join spc”.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
This maze consists of multiple layers. Each layer is laid out in a grid formation, and you can only move to adjacent squares on the grid if their color matches the color of the square the player is in. To access other layers, one must find squares marked with torches: normal torches signify the player can move up a layer, redstone torches signify the player can go down a layer, and a mix of both signifies that the player may either move up a layer or down a layer. &lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
This map uses a fixed palette of iron blocks, quartz, sea lanterns, and stained glass. The stained glass may either be red, orange, yellow, lime, light blue or purple. The glass in the floor will change based on what color the square is, and the glass in the pillars on each floor will change every floor, starting at red on the bottom floor and ending at purple on the top floor.&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is featured in 2 [[Challenges|challenges]]: Cheesefest, and Hexa.&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* There were originally two versions of this map available to play: a version that has beacons placed which permeate each floor and a version without beacons. The version with beacons is very laggy and CPU-straining due to the presence of 200+ beacons, all of which change color numerous times. The maze layout and placement of the end are exactly the same in both versions.&lt;br /&gt;
* This map was featured in [[Hardcore#Version_9.0|Hardcore 9.0]] as the second level.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#pieceofcheese|See more maps from pieceofcheese]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA]] [[Category: Map]] [[Category: Maze]] [[Category: Pure Maze]] [[Category: Moderate]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Prismarine_Green&amp;diff=8314</id>
		<title>Prismarine Green</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Prismarine_Green&amp;diff=8314"/>
		<updated>2020-07-29T16:29:32Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Prismarine_Green.png&lt;br /&gt;
| caption = A shot of the room preceeding the puzzle&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = FFA&lt;br /&gt;
| mapcode = pmg&lt;br /&gt;
| creators = [[Creators#pieceofcheese|pieceofcheese]]&lt;br /&gt;
| foodtype = Cooked Salmon&lt;br /&gt;
| foodamount = 64&lt;br /&gt;
| publication = June 2015&lt;br /&gt;
}}&lt;br /&gt;
Prismarine Green is a mixed parkour map by pieceofcheese. It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Prismarine Green links many different parkour segments up. Most of the rooms focus on slime block parkour, where the player must either bounce off slime blocks to reach platforms not normally accessible, or jump from a slime block to a normal platform, which requires strategy. One room contains a long segment of &amp;quot;water parkour&amp;quot; where the player must cross floating blocks of water by jumping out at precise times.&lt;br /&gt;
&lt;br /&gt;
The final jump  of the map is one of the most difficult. The player is required to jump out far and bounce on a floor of slime blocks, in which they are given a small segment of time to hit the end sign before falling onto the floor and having to try the jump again.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Prismarine Green is made up of mostly Prismarine variants, as it takes place inside a makeshift ocean monument. Iron Bars and slime blocks are thrown in for gameplay reasons, with the latter likely used to add to the aesthetics as well.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The only pure puzzle in the map is located outside of the monument, visible to the player at the beginning of the map (though one may not know its a puzzle from the start). This is the only section (besides the first jump of the map) that this is true for.&lt;br /&gt;
*The puzzle section was not intended to be interpreted as a puzzle by the creator. Its purpose was simply to be an interesting transition between rooms, giving a short view of the outside before going back into the green rooms underground. &lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#pieceofcheese|See all maps from pieceofcheese]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:FFA]] [[Category:Map]] [[Category:Parkour]] [[Category: Mixed Parkour]] [[Category:Hardcore]] [[Category:Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Spectrum&amp;diff=8313</id>
		<title>Spectrum</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Spectrum&amp;diff=8313"/>
		<updated>2020-07-29T16:28:34Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Spectrummap.png&lt;br /&gt;
| caption = One of the many layers of the maze.&lt;br /&gt;
| points = HC (HC-2)&lt;br /&gt;
| location = FFA&lt;br /&gt;
| mapcode = spc&lt;br /&gt;
| creators = [[Creators#pieceofcheese|pieceofcheese]]&lt;br /&gt;
| foodtype = Cooked Salmon&lt;br /&gt;
| foodamount = 64&lt;br /&gt;
| publication = August 2015&lt;br /&gt;
| description = Spectrum is a pure maze map on zero.minr.org, worth 7 points.&lt;br /&gt;
}}&lt;br /&gt;
Spectrum is a pure maze map by pieceofcheese. It rewards 7 FFA Points upon completion, and can be joined directly using “/c join spc”.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
This maze consists of multiple layers. Each layer is laid out in a grid formation, and you can only move to adjacent squares on the grid if their color matches the color of the square the player is in. To access other layers, one must find squares marked with torches: normal torches signify the player can move up a layer, redstone torches signify the player can go down a layer, and a mix of both signifies that the player may either move up a layer or down a layer. &lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
This map uses a fixed palette of iron blocks, quartz, sea lanterns, and stained glass. The stained glass may either be red, orange, yellow, lime, light blue or purple. The glass in the floor will change based on what color the square is, and the glass in the pillars on each floor will change every floor, starting at red on the bottom floor and ending at purple on the top floor.&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is featured in 2 [[Challenges|challenges]]: Cheesefest, and Hexa.&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* There were originally two versions of this map available to play: a version that has beacons placed which permeate each floor and a version without beacons. The version with beacons is very laggy and CPU-straining due to the presence of 200+ beacons, all of which change color numerous times. The maze layout and placement of the end are exactly the same in both versions.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#pieceofcheese|See more maps from pieceofcheese]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA]] [[Category: Map]] [[Category: Maze]] [[Category: Pure Maze]] [[Category: Moderate]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Prismarine_Green&amp;diff=8312</id>
		<title>Prismarine Green</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Prismarine_Green&amp;diff=8312"/>
		<updated>2020-07-29T16:28:29Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Prismarine_Green.png&lt;br /&gt;
| caption = A shot of the room preceeding the puzzle&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = FFA&lt;br /&gt;
| mapcode = pmg&lt;br /&gt;
| creators = [[Creators#pieceofcheese|pieceofcheese]]&lt;br /&gt;
| foodtype = Cooked Salmon&lt;br /&gt;
| foodamount = 64&lt;br /&gt;
| publication = June 2015&lt;br /&gt;
| description = Prismarine Green is a mixed parkour map on zero.minr.org. It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Prismarine Green links many different parkour segments up. Most of the rooms focus on slime block parkour, where the player must either bounce off slime blocks to reach platforms not normally accessible, or jump from a slime block to a normal platform, which requires strategy. One room contains a long segment of &amp;quot;water parkour&amp;quot; where the player must cross floating blocks of water by jumping out at precise times.&lt;br /&gt;
&lt;br /&gt;
The final jump  of the map is one of the most difficult. The player is required to jump out far and bounce on a floor of slime blocks, in which they are given a small segment of time to hit the end sign before falling onto the floor and having to try the jump again.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Prismarine Green is made up of mostly Prismarine variants, as it takes place inside a makeshift ocean monument. Iron Bars and slime blocks are thrown in for gameplay reasons, with the latter likely used to add to the aesthetics as well.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The only pure puzzle in the map is located outside of the monument, visible to the player at the beginning of the map (though one may not know its a puzzle from the start). This is the only section (besides the first jump of the map) that this is true for.&lt;br /&gt;
*The puzzle section was not intended to be interpreted as a puzzle by the creator. Its purpose was simply to be an interesting transition between rooms, giving a short view of the outside before going back into the green rooms underground. &lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#pieceofcheese|See all maps from pieceofcheese]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:FFA]] [[Category:Map]] [[Category:Parkour]] [[Category: Mixed Parkour]] [[Category:Hardcore]] [[Category:Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Wolly_Mammoth&amp;diff=8305</id>
		<title>Wolly Mammoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Wolly_Mammoth&amp;diff=8305"/>
		<updated>2020-07-27T01:39:50Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Wolly_Mammoth.png&lt;br /&gt;
| caption = An infamous room in the maze, close to the start.&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = HC (WAN-2)&lt;br /&gt;
| mapcode = wom &lt;br /&gt;
| creators =[[Creators#Kaddekes|Kaddekes]]&lt;br /&gt;
| foodtype = None&lt;br /&gt;
| publication = Mid-2011&lt;br /&gt;
| description = Wolly Mammoth is a mixed maze map on zero.minr.org, worth 12 points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wolly Mammoth is a mixed maze map by Kaddekes. It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Wolly Mammoth is an enormous maze consisting of hallways made almost entirely of wool, most of which are narrow 2x1 corridors, with occasional mini-mazes that aren't part of the larger design. The map begins in a large room containing a Woolly Mammoth, where the player must find the entrance to the maze. &lt;br /&gt;
&lt;br /&gt;
There are many branches of hallways that lead all over the place. players will often find themselves lost in these sprawling paths, except for a few key spots in the map that players will end up back at many times Some of these include a red wool room with a soul sand floor, with more than 16 different paths to choose from (as seen in the thumbnail); or a special room simulating an outside environment, with a grass floor and an oak tree.&lt;br /&gt;
&lt;br /&gt;
There are signs scattered all around the map, usually in dead ends, that often say nothing but meaningless remarks. They can make the maze feel a bit less tedious, but could also annoy the player. &lt;br /&gt;
&lt;br /&gt;
A few areas contain short parkour segments, giving it its mixed maze status. The most notable area is a large glass room, which has a bit of parkour in the center chamber.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
As the name suggests, this maze is made almost entirely out of various colors of wool. Most of the hallways are brightly lit, but the map can have somewhat of a claustrophobic atmosphere with its narrow corridors.&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Wolly Mammoth’s name contains a typo. It should be spelled “Woolly Mammoth.”&lt;br /&gt;
**This fact also applies to [[Wooly Creeper]], though one l is missing from the name instead of one o.&lt;br /&gt;
*This map is set in an area of Zero unofficially known as the &amp;quot;Kaddekes Playground&amp;quot;, which contains many of Kaddekes' maps, including [[Sssnake]], [[Chaos]], [[Demon]], [[Troll Kingdom]], and [[Satyrs]], many of which can be seen at certain points in Wolly Mammoth.&lt;br /&gt;
*Wolly Mammoth was featured in [[Hardcore#Version_3.0|Hardcore 3.0]] as one of the choices for the fourth map and later the third map, [[Hardcore#Version_4.0–4.1|4.0–4.1]] as the fifth map overall and the second map in the Bright path, [[Hardcore#Version_5.0|5.0]] as the 7th map overall and the 4th map in the Nostalgia path, [[Hardcore#Version_8.0–8.1|8.0-8.1]] as the tenth map, [[Hardcore#Version_9.0|9.0]] as the second map in the Wandering path, and [[Hardcore#Version_10.0|10.0]] as the first map in the Tenacity path.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#Kaddekes|See all maps from Kaddekes]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA+]] [[Category: Map]] [[Category: Maze]] [[Category: Mixed Maze]] [[Category: Hardcore]] [[Category: Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Wolly_Mammoth&amp;diff=8304</id>
		<title>Wolly Mammoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Wolly_Mammoth&amp;diff=8304"/>
		<updated>2020-07-27T01:38:30Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Wolly_Mammoth.png&lt;br /&gt;
| caption = An infamous room in the maze, close to the start.&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = HC (WAN-2)&lt;br /&gt;
| mapcode = wom &lt;br /&gt;
| creators =[[Creators#Kaddekes|Kaddekes]]&lt;br /&gt;
| foodtype = None&lt;br /&gt;
| publication = Mid-2011&lt;br /&gt;
| description = Wolly Mammoth is a mixed maze map on zero.minr.org, worth 12 points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wolly Mammoth is a mixed maze map by Kaddekes. It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Wolly Mammoth is an enormous maze consisting of hallways made almost entirely of wool, most of which are narrow 2x1 corridors, with occasional mini-mazes that aren't part of the larger design. The map begins in a large room containing a Woolly Mammoth, where the player must find the entrance to the maze. &lt;br /&gt;
&lt;br /&gt;
There are many branches of hallways that lead all over the place. players will often find themselves lost in these sprawling paths, except for a few key spots in the map that players will end up back at many times Some of these include a red wool room with a soul sand floor, with more than 16 different paths to choose from (as seen in the thumbnail); or a special room simulating an outside environment, with a grass floor and an oak tree.&lt;br /&gt;
&lt;br /&gt;
There are signs scattered all around the map, usually in dead ends, that often say nothing but meaningless remarks. They can make the maze feel a bit less tedious, but could also annoy the player. &lt;br /&gt;
&lt;br /&gt;
A few areas contain short parkour segments, giving it its mixed maze status. The most notable area is a large glass room, which has a bit of parkour in the center chamber.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
As the name suggests, this maze is made almost entirely out of various colors of wool. Most of the hallways are brightly lit, but the map can have somewhat of a claustrophobic atmosphere with its narrow corridors.&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Wolly Mammoth’s name contains a typo. It should be spelled “Woolly Mammoth.”&lt;br /&gt;
**This fact also applies to [[Wooly Creeper]], though one l is missing from the name instead of one o.&lt;br /&gt;
*This map is set in an area of Zero unofficially known as the &amp;quot;Kaddekes Playground&amp;quot;, which contains many of Kaddekes' maps, including [[Sssnake]], [[Chaos]], [[Demon]], [[Troll Kingdom]], and [[Satyrs]], many of which can be seen at certain points in Wolly Mammoth.&lt;br /&gt;
*Wolly Mammoth was featured in [[Hardcore#Version_4.0–4.1|Hardcore 4.0–4.1]] as the fifth map overall the second map in the Bright path, [[Hardcore#Version_5.0|5.0]] as the 7th map overall and the 4th map in the Nostalgia path, [[Hardcore#Version_8.0–8.1|8.0-8.1]] as the tenth map, [[Hardcore#Version_9.0|9.0]] as the second map in the Wandering path, and [[Hardcore#Version_10.0|10.0]] as the first map in the Tenacity path.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#Kaddekes|See all maps from Kaddekes]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA+]] [[Category: Map]] [[Category: Maze]] [[Category: Mixed Maze]] [[Category: Hardcore]] [[Category: Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Wolly_Mammoth&amp;diff=8303</id>
		<title>Wolly Mammoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Wolly_Mammoth&amp;diff=8303"/>
		<updated>2020-07-27T01:36:15Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Wolly_Mammoth.png&lt;br /&gt;
| caption = An infamous room in the maze, close to the start.&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = HC (WAN-2)&lt;br /&gt;
| mapcode = wom &lt;br /&gt;
| creators =[[Creators#Kaddekes|Kaddekes]]&lt;br /&gt;
| foodtype = None&lt;br /&gt;
| publication = Mid-2011&lt;br /&gt;
| description = Wolly Mammoth is a mixed maze map on zero.minr.org, worth 12 points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wolly Mammoth is a mixed maze map by Kaddekes. It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Wolly Mammoth is an enormous maze consisting of hallways made almost entirely of wool, most of which are narrow 2x1 corridors, with occasional mini-mazes that aren't part of the larger design. The map begins in a large room containing a Woolly Mammoth, where the player must find the entrance to the maze. &lt;br /&gt;
&lt;br /&gt;
There are many branches of hallways that lead all over the place. players will often find themselves lost in these sprawling paths, except for a few key spots in the map that players will end up back at many times Some of these include a red wool room with a soul sand floor, with more than 16 different paths to choose from (as seen in the thumbnail); or a special room simulating an outside environment, with a grass floor and an oak tree.&lt;br /&gt;
&lt;br /&gt;
There are signs scattered all around the map, usually in dead ends, that often say nothing but meaningless remarks. They can make the maze feel a bit less tedious, but could also annoy the player. &lt;br /&gt;
&lt;br /&gt;
A few areas contain short parkour segments, giving it its mixed maze status. The most notable area is a large glass room, which has a bit of parkour in the center chamber.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
As the name suggests, this maze is made almost entirely out of various colors of wool. Most of the hallways are brightly lit, but the map can have somewhat of a claustrophobic atmosphere with its narrow corridors.&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Wolly Mammoth’s name contains a typo. It should be spelled “Woolly Mammoth.”&lt;br /&gt;
**This fact also applies to [[Wooly Creeper]], though one l is missing from the name instead of one o.&lt;br /&gt;
*This map is set in an area of Zero unofficially known as the &amp;quot;Kaddekes Playground&amp;quot;, which contains many of Kaddekes' maps, including [[Sssnake]], [[Chaos]], [[Demon]], [[Troll Kingdom]], and [[Satyrs]], many of which can be seen at certain points in Wolly Mammoth.&lt;br /&gt;
*Wolly Mammoth was featured in [[Hardcore#Version_4.0–4.1|Hardcore 4.0–4.1]] as the fifth map overall the second map in the Bright path, [[Hardcore#Version_5.0|5.0]] as the 7th map overall and the 4th map in the Nostalgia path, and [[Hardcore#Version_8.0–8.1|8.0-8.1]] as the tenth map.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#Kaddekes|See all maps from Kaddekes]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA+]] [[Category: Map]] [[Category: Maze]] [[Category: Mixed Maze]] [[Category: Hardcore]] [[Category: Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Wolly_Mammoth&amp;diff=8302</id>
		<title>Wolly Mammoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Wolly_Mammoth&amp;diff=8302"/>
		<updated>2020-07-27T01:35:57Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Wolly_Mammoth.png&lt;br /&gt;
| caption = An infamous room in the maze, close to the start.&lt;br /&gt;
| points = 12&lt;br /&gt;
| location = HC (WAN-2)&lt;br /&gt;
| mapcode = wom &lt;br /&gt;
| creators =[[Creators#Kaddekes|Kaddekes]]&lt;br /&gt;
| foodtype = None&lt;br /&gt;
| publication = Mid-2011&lt;br /&gt;
| description = Wolly Mammoth is a mixed maze map on zero.minr.org, worth 12 points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wolly Mammoth is a mixed maze map by Kaddekes. It would reward 12 [[Points|FFA Points]] upon completion, but it’s currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it can’t be accessed directly, nor does it give points.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Wolly Mammoth is an enormous maze consisting of hallways made almost entirely of wool, most of which are narrow 2x1 corridors, with occasional mini-mazes that aren't part of the larger design. The map begins in a large room containing a Woolly Mammoth, where the player must find the entrance to the maze. &lt;br /&gt;
&lt;br /&gt;
There are many branches of hallways that lead all over the place. players will often find themselves lost in these sprawling paths, except for a few key spots in the map that players will end up back at many times Some of these include a red wool room with a soul sand floor, with more than 16 different paths to choose from (as seen in the thumbnail); or a special room simulating an outside environment, with a grass floor and an oak tree.&lt;br /&gt;
&lt;br /&gt;
There are signs scattered all around the map, usually in dead ends, that often say nothing but meaningless remarks. They can make the maze feel a bit less tedious, but could also annoy the player. &lt;br /&gt;
&lt;br /&gt;
A few areas contain short parkour segments, giving it its mixed maze status. The most notable area is a large glass room, which has a bit of parkour in the center chamber.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
As the name suggests, this maze is made almost entirely out of various colors of wool. Most of the hallways are brightly lit, but the map can have somewhat of a claustrophobic atmosphere with its narrow corridors.&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_9.0|Hardcore 9.0]], so it isn't featured in any [[Challenges|challenges]].&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Wolly Mammoth’s name contains a typo. It should be spelled “Woolly Mammoth.”&lt;br /&gt;
**This fact also applies to [[Wooly Creeper]], though one l is missing from the name instead of one o.&lt;br /&gt;
*This map is set in an area of Zero unofficially known as the &amp;quot;Kaddekes Playground&amp;quot;, which contains many of Kaddekes' maps, including [[Sssnake]], [[Chaos]], [[Demon]], [[Troll Kingdom]], and [[Satyrs]], many of which can be seen at certain points in Wolly Mammoth.&lt;br /&gt;
*Wolly Mammoth was featured in [[Hardcore#Version_4.0–4.1|Hardcore 4.0–4.1]] as the fifth map overall the second map in the Bright path, [[Hardcore#Version_5.0|5.0]] as the 7th map overall and the 4th map in the Nostalgia path, and [[Hardcore#Version_8.0–8.1|8.0-8.1]] as the tenth map.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#Kaddekes|See all maps from Kaddekes]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA+]] [[Category: Map]] [[Category: Maze]] [[Category: Mixed Maze]] [[Category: Hardcore]] [[Category: Hard]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Jiga%27s_Claymaze&amp;diff=8301</id>
		<title>Jiga's Claymaze</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Jiga%27s_Claymaze&amp;diff=8301"/>
		<updated>2020-07-27T00:43:53Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: /* Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Jiga%27s_Clay_Maze.png&lt;br /&gt;
| caption = The fabled ending to the maze and to all of Hardcore.&lt;br /&gt;
| points = 4&lt;br /&gt;
| location = HC (HC-13)&lt;br /&gt;
| mapcode = jig&lt;br /&gt;
| creators = Jigabot&lt;br /&gt;
| publication = Late-November 2010&lt;br /&gt;
| description = Jiga's Claymaze is a pure maze map on zero.minr.org. It's used as the final map of the Hardcore system.&lt;br /&gt;
}}&lt;br /&gt;
Jiga's Claymaze is a pure maze map by Jigabot. It would reward 4 [[Points|FFA Points]] upon completion, but they will never be given out, because this map is and will always be the last map in [[Hardcore]].&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
This maze uses long, stretched-out corridors with few forks in the road and even fewer dead ends. Visible above the barrier ceiling are bridges and towers. Underneath the floor is a layer of ice, allowing the player to travel faster if they hold jump while sprinting.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
As the name implies, all of the walls of this maze are made of clay, with a couple rows of stone slabs at the top and one on the floor. The towers are made out of stone, and are all connected to the one in the center by glass bridges.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
The design of Jiga’s Claymaze actually goes back further than Minr. Jigabot first used the layout in the summer of 2010 as a spawn maze on his server &amp;quot;Jiga's Multiverse&amp;quot;. Back then it was made of just one block: cobblestone. When Jigabot shut down his server, c_dric founded Zero Minr as a new home for old players of his server. After a few weeks, as a lot of new players started joining, c_dric and other admins had a lot of work screening them before giving them build rights. It was then that they realized they could use Jigabot's concept and let a maze do the work. When Jigabot found out about this, he made a copy of the map on Minr, with new blocks and a new ending.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is currently being used in [[Hardcore#Version_10.0|Hardcore 10.0]], so it isn't featured in any [[Challenge|challenges]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*As stated above, this was the last map in Hardcore in the very first version, and has been the finale to every single other version since. There are no plans for this to ever change.&lt;br /&gt;
*Jiga's Claymaze is the third-oldest map on Minr, just behind [[Old Level 2]] and [[Skytop Labyrinth]].&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#Jigabot|See all maps from Jigabot]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA]] [[Category: Map]] [[Category: Maze]] [[Category: Pure Maze]] [[Category: Hardcore]] [[Category: Novice]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=File:HC9.0.png&amp;diff=8251</id>
		<title>File:HC9.0.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=File:HC9.0.png&amp;diff=8251"/>
		<updated>2020-06-16T18:21:45Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: Pieceofcheese87 uploaded a new version of File:HC9.0.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=File:HC9.0.png&amp;diff=8250</id>
		<title>File:HC9.0.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=File:HC9.0.png&amp;diff=8250"/>
		<updated>2020-06-16T18:21:10Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: Pieceofcheese87 uploaded a new version of File:HC9.0.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Canvas&amp;diff=8137</id>
		<title>Canvas</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Canvas&amp;diff=8137"/>
		<updated>2020-05-20T19:38:45Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Canvas.png&lt;br /&gt;
| caption = The lower portion of the map&lt;br /&gt;
| points = 7&lt;br /&gt;
| location = FFA&lt;br /&gt;
| mapcode = cnv&lt;br /&gt;
| creators = [[Creators#pieceofcheese|pieceofcheese]]&lt;br /&gt;
| foodtype = Cooked Salmon&lt;br /&gt;
| foodamount = 64&lt;br /&gt;
| publication = August 14, 2018&lt;br /&gt;
| description = Canvas is a pure parkour map on zero.minr.org, worth 1 7 points. Use &amp;quot;/c join Canvas&amp;quot; to join the map.&lt;br /&gt;
}}&lt;br /&gt;
Canvas is a mixed parkour map by pieceofcheese. It rewards 7 [[Points|FFA Points]] upon completion, and can be joined directly using “/c join cnv”.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
The player begins on a palette of paint, where they are required to complete a few jumps to a paintbrush. The player proceeds to jump across floating streams of paint and various painting tools to a large paint bucket, where the map's only checkpoint is located. After doing some tricky ladder parkour to get to the top of the bucket, the player hops onto a canvas. This canvas is climbed via more ladder parkour. The final section of this map consists of jumping across small splotches of floating paint and through paintings until the end is finally reached.&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Canvas is a very colorful map. The paint is made out of colored wool blocks and carpets. The painting tools are made mostly out of white terracotta and wood planks, with the paint bucket consisting of diorite and its polished variant. The map's walls are made of white and light gray terracotta.&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map is featured in three [[Challenges|challenges]]: 2018 Assortment, The Path of Heroes, and Hexa.&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Canvas has no floor; falling results in death in the void.&lt;br /&gt;
*The map was completed three years prior to its publication.&lt;br /&gt;
----&lt;br /&gt;
'''''[[Creators#pieceofcheese|See all maps from pieceofcheese]]''&lt;br /&gt;
&lt;br /&gt;
[[Category: FFA]] [[Category: Map]] [[Category: Parkour]] [[Category: Pure Parkour]] [[Category: Moderate]]&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=World_Two-ur&amp;diff=8088</id>
		<title>World Two-ur</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=World_Two-ur&amp;diff=8088"/>
		<updated>2020-05-03T08:26:58Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = Worldtwour.png&lt;br /&gt;
| caption = An overview of the various biospheres found in the map.&lt;br /&gt;
| points = 18&lt;br /&gt;
| location = FFA&lt;br /&gt;
| mapcode = wt2&lt;br /&gt;
| creators = [[Creators#Pieceofcheese|Pieceofcheese]],[[Creators#IanAnth66|IanAnth66]]&lt;br /&gt;
| foodtype = &lt;br /&gt;
| foodamount = &lt;br /&gt;
| publication = Late 2014&lt;br /&gt;
| description = World Two-ur is a pure parkour map on zero.minr.org, worth 18 points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Original article written by IanAnth66''&lt;br /&gt;
&lt;br /&gt;
After sitting completed for about 6 months, IanAnth66 and pieceofcheese87 finally present:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After waking up from cryostasis after the events of World Tour, our hero returns to a simple life of poverty in the plains. With a measly gravel house, he attempts to live a life of seclusion for the rest of his days. However, one fateful day, he wakes up to find something gargantuan casting a massive shadow on his abode. He couldn't believe his eyes, for it was...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The World Two-ur. (pronounced too-er)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parkour through the 8 new biomes to reach the End and complete the second tour. There will be action, danger, romance, but most of all, adventure. You must prepare yourself for what lies ahead. The road will not be easy, but I can assure you, it will be worth every second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The biomes featured include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Savannah: The first and easiest biome on the tour, but potentially the most frightening. Parkour through acacia trees and try to keep the screams bottled up inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mesa: Go through a red rock canyon in the second biome of the tour. The twisting caves will confuse even the most grounded of players. Be warned, some say that there's even lava in some of the caves! Some players even reported hearing the cookie monster somewhere in the canyon...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Roofed Forest: The third biome on the tour is a thick forest with a huge mushroom growing through the middle. Steer clear of the leaves as you make your way around the base of the mushroom, and eventually inside. Be careful not to get trapped in the never-ending mushroom corridor!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Swamp: Taken right out of a witch village, the Swamp is the fourth visit in the tour. Although all the witches are long gone, you can still see remnants of their village. Parkour through the treetops and through the magic clouds to exit. Keep an eye out for the old emerald vault!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Jungle: The fifth biome in the tour, and the last biome in the first stretch is the Jungle. Make your way through the jungle trees, and overcome the cocoa bean parkour to make your way up to the canopy. Find the path up and out to finish the first stretch of the tour. I heard there's a way to escape the tour through this biome...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Ice Spikes: The ice spikes are when things start to heat up. They are the sixth biome, final stretch. Make your way up the towering ice spikes to finish this level. There are plenty of ladders, and leaps of faith. Don't look down!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Nether: The seventh biome is the lava filled nether. Go through 2 fortresses, and many soul sand jumps. Make sure not to fall in the lava! At the end of this biome is a peculiar portal...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The End: The end biome is the end of the map, how fitting. The eighth and final biome will cast you out into the depths of the end, where nobody can hear you scream. This biome will put your skills to the test, with the most intense challenges in the map. Try and overcome many, many ladders, and even invisible blocks. It is truly a grueling final level.&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=File:Worldtwour.png&amp;diff=8087</id>
		<title>File:Worldtwour.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=File:Worldtwour.png&amp;diff=8087"/>
		<updated>2020-05-03T08:22:37Z</updated>

		<summary type="html">&lt;p&gt;Pieceofcheese87: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pieceofcheese87</name></author>
		
	</entry>
</feed>