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	<title>MINR.ORG WIKI - User contributions [en]</title>
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	<updated>2026-04-03T22:15:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.minr.org/index.php?title=Tet%27s_Dark_Maze&amp;diff=11981</id>
		<title>Tet's Dark Maze</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Tet%27s_Dark_Maze&amp;diff=11981"/>
		<updated>2025-08-18T22:21:56Z</updated>

		<summary type="html">&lt;p&gt;Tetration: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = dark_start.png&lt;br /&gt;
| caption = Take the plunge into the dark&lt;br /&gt;
| points = 4&lt;br /&gt;
| location = FFA&lt;br /&gt;
| mapcode = dark&lt;br /&gt;
| creators = Tetration, ZombieKiler&lt;br /&gt;
| foodtype = &lt;br /&gt;
| foodamount = &lt;br /&gt;
| publication = Mar 4, 2022&lt;br /&gt;
| description = Tet's Dark Maze is a pure maze map on zero.minr.org, worth 4 points. Use &amp;quot;/join Tet's Dark Maze&amp;quot; to join the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tet's Dark Maze is a pure maze map on zero.minr.org by Tetration and ZombieKiler. It awards 4 points. Use &amp;quot;/join Tet's Dark Maze&amp;quot; to join the map.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Tet's Dark Maze is a unique experience on Minr. You are given the map to the maze and you have to figure out what to do to win. Since you are submersed in total darkness, the best way to play is to not move the mouse and simply use movement keys to navigate the map. The effect of this is that you are essentially playing a 2D maze game on the map, reminiscent classic flash games.&lt;br /&gt;
&lt;br /&gt;
Tet's Dark Maze is best enjoyed on the Nightmare Mode setting which adds some fun horror elements to the map. This can be disabled for accessibility purposes, but if you don't have light sensitivity it is highly recommended to play on Nightmare Mode. Either way, be sure to adjust settings as instructed at the beginning of the map.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Tet's Dark Maze has a simple palette of mostly black concrete. The resource pack the map provides makes the black concrete pure black so that it can't be seen at all. The resource map also makes most HUD elements invisible to enhance the immersion. The resource pack also provides music, sound effects, and some extra textures.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map appears in 5 [[Challenge|challenges]]: 2022 Assortment, Hexa Challenge, Hexa Chapter III: New Heights, Sightseeing 2022, The Amazeingly Painful Marathon.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The horror elements were added late into the creation of the map to make it more engaging and give Bailey06 a punishment for not playing Wrong Floor.&lt;br /&gt;
*This map shares a lot with the 2003 Flash hit, Scary Maze Game, but this was not an intentional inspiration.&lt;br /&gt;
*The blue and yellow dots used to be green and red, but this was changed to be colorblind friendly.&lt;br /&gt;
*The actual map was mostly built around 2018 as mostly a joke map with no intention of being in FFA.&lt;/div&gt;</summary>
		<author><name>Tetration</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Tet%27s_Dark_Maze&amp;diff=11980</id>
		<title>Tet's Dark Maze</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Tet%27s_Dark_Maze&amp;diff=11980"/>
		<updated>2025-08-18T22:20:02Z</updated>

		<summary type="html">&lt;p&gt;Tetration: Created page with &amp;quot;{{Infobox_Map | image = dark_start.png | caption = Take the plunge into the dark | points = 4 | location = FFA | mapcode = dark | creators = Tetration, ZombieKiler | foodtype...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Map&lt;br /&gt;
| image = dark_start.png&lt;br /&gt;
| caption = Take the plunge into the dark&lt;br /&gt;
| points = 4&lt;br /&gt;
| location = FFA&lt;br /&gt;
| mapcode = dark&lt;br /&gt;
| creators = Tetration, ZombieKiler&lt;br /&gt;
| foodtype = &lt;br /&gt;
| foodamount = &lt;br /&gt;
| publication = Mar 4, 2022&lt;br /&gt;
| description = Tet's Dark Maze is a pure maze map on zero.minr.org, worth 4 points. Use &amp;quot;/join Tet's Dark Maze&amp;quot; to join the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tet's Dark Maze is a pure maze map on zero.minr.org by Tetration and ZombieKiler. It awards 4 points. Use &amp;quot;/join Tet's Dark Maze&amp;quot; to join the map.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Tet's Dark Maze is a unique experience on Minr. You are given the map to the maze and you have to figure out what to do to win. Since you are submersed in total darkness, the best way to play is to not move the mouse and simply use movement keys to navigate the map. The effect of this is that you are essentially playing a 2D maze game on the map, reminiscent classic flash games.&lt;br /&gt;
&lt;br /&gt;
Tet's Dark Maze is best enjoyed on the Nightmare Mode setting which adds some fun horror elements to the map. This can be disabled for accessibility purposes, but if you don't have light sensitivity it is highly recommended to play on Nightmare Mode. Either way, be sure to adjust settings as instructed at the beginning of the map.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Tet's Dark Maze has a simple palette of mostly black concrete. The resource pack the map provides makes the black concrete pure black so that it can't be seen at all. The resource map also makes most HUD elements invisible to enhance the immersion. The resource pack also provides music, sound effects, and some extra textures.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
This map appears in 5 [[Challenge|challenges]]: 2022 Assortment, Hexa Challenge, Hexa Chapter III: New Heights, Sightseeing 2022, The Amazeingly Painful Marathon.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The horror elements were added late into the creation of the map to make it more engaging and give Bailey06 a punishment for not playing Wrong Floor.&lt;br /&gt;
*This map shares a lot with the 2003 Flash hit, Scary Maze Game, but this was not an intentional inspiration.&lt;br /&gt;
*The blue and yellow dots used to be green and red, but this was changed to be color-blind friendly.&lt;br /&gt;
*The actual map was mostly built around 2018 as mostly a joke map with no intention of being in FFA.&lt;/div&gt;</summary>
		<author><name>Tetration</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=File:Dark_start.png&amp;diff=11979</id>
		<title>File:Dark start.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=File:Dark_start.png&amp;diff=11979"/>
		<updated>2025-08-18T21:42:37Z</updated>

		<summary type="html">&lt;p&gt;Tetration: Starting room in Tet's Dark Maze&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Starting room in Tet's Dark Maze&lt;/div&gt;</summary>
		<author><name>Tetration</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Hardcore&amp;diff=11956</id>
		<title>Hardcore</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Hardcore&amp;diff=11956"/>
		<updated>2025-06-30T12:15:48Z</updated>

		<summary type="html">&lt;p&gt;Tetration: /* 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. Hardcore serves as a challenge that tests players' trustworthiness and integrity before granting them build rights. 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 Iteration ==&lt;br /&gt;
[[File:Hc12.png|800px]]&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;
&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) until HC 11.0 (2021-2025). 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;
&lt;br /&gt;
This Hardcore design was led 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_fix.png|800px]]&lt;br /&gt;
[[File:hc11.1New.png|800px]]&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;
This rotation was led by pieceofcheese.&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;
=== Version 12.0 ===&lt;br /&gt;
[[File:hc12.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
The design process for HC 12.0 started in early 2023 with the objective of building on the strengths of HC 11.0 and amending specific issues with that rotation. This design was led by pieceofcheese.&lt;br /&gt;
&lt;br /&gt;
HC 12.0's core design philosophy was the implementation of more randomisation in both the maps themselves and in the player's progression through HC. In previous rotations, staff had grown concerned that large groups were &lt;br /&gt;
progressing through puzzle and maze maps together, allowing some players to bypass challenges without having to solve (or contribute to solving) them, defeating the purpose of Hardcore itself. Large groups completing HC at the same &lt;br /&gt;
time also began to overwhelm the green applications system and made accurately reading logs difficult, if not impossible. Consequently, this design added several new maps with randomized features and brought back and modified &lt;br /&gt;
pre-existing maps to include randomization all for the purpose of splitting up groups and making answer sharing more difficult. &lt;br /&gt;
&lt;br /&gt;
HC 12.0 retains mostly the same structure as HC 11.0, with some amendments. There was an effort to diversify the map types present in HC, with Search and Dropper maps being added. A new section, The Weave, was created, which forces players&lt;br /&gt;
to play one maze, one parkour and one puzzle, but allows the player to choose which maptype they’d like to play at the hardest, average and easiest level, varying in difficulty based on which column they are in. This change was made as &lt;br /&gt;
many HC11.0 players got stuck at the same points - the Weave ensures that although they still complete a map-type they may struggle with, they can choose an easier map in that category and harder difficulty maps in other categories to&lt;br /&gt;
compensate.&lt;br /&gt;
&lt;br /&gt;
Much like HC 11.0, several new maps were constructed exclusively for this rotation and with its design requirements in mind. These include Citadel, Dancing With Devils and Nilhelm. The Gwishin, Rainbow Madhouse and Nightmare Fuel, &lt;br /&gt;
three pre-existing FFA maps, also saw heavy modifications in order to suit the design philosophy of the rotation. Additionally, there were minor tweaks to the difficulty and content of other pre-existing maps. Some maps purpose-built&lt;br /&gt;
for older HC rotations saw their retirement (and addition to FFA for the first time), including The Scorned Lands and Fissure. Several Hardcore 'veteran' maps saw a return, including Sra, Invictus, Iron Door and Sssnake. &lt;br /&gt;
This was due to a desire to populate HC with gameplay-focused maps (common among older maps), rather than story/aesthetic based maps. There was also a wish to greater represent the server's history within HC.&lt;br /&gt;
&lt;br /&gt;
The design was originally intended to include a gauntlet of mini-maps, sourced from a HC map building competition. However due to low entries the design was amended, though Citadel, Bustlin' Bees, Freefall and Incinerate emerged from&lt;br /&gt;
this competition.&lt;br /&gt;
&lt;br /&gt;
Notably, the implementation of HC12.0 marks the longest gap between rotations in the server's history. This was mostly due to a lack of available staff to complete the project. HC12.0 also contains the greatest number of maps total (31) and the greatest number of required maps (17) in the history of Hardcore.&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>Tetration</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=File:HC11.0_fix.png&amp;diff=11955</id>
		<title>File:HC11.0 fix.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=File:HC11.0_fix.png&amp;diff=11955"/>
		<updated>2025-06-30T12:13:03Z</updated>

		<summary type="html">&lt;p&gt;Tetration: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tetration</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Command_List&amp;diff=10379</id>
		<title>Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Command_List&amp;diff=10379"/>
		<updated>2022-11-22T11:34:24Z</updated>

		<summary type="html">&lt;p&gt;Tetration: Added /c by command&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Commands are used on ''Zero'' to navigate the server, join maps and assist in building, among other uses. The player can execute any command granted to them by their rank, or any lower ranks.&lt;br /&gt;
&lt;br /&gt;
== General Commands ==&lt;br /&gt;
''Note that /c and /cp are aliases of /checkpoint. &lt;br /&gt;
/ch is an alias of /challenge.''&amp;lt;br&amp;gt;&lt;br /&gt;
When referencing a map, you can either use its name, or the map code (usually a three-letter abbreviated form of the map’s name, such as “aws” for “A Whittle Story” or “anh” for “ANHUR”). This can usually be found on the map's checkpoint sign.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
==== help ====&lt;br /&gt;
 /help&lt;br /&gt;
Displays help information&lt;br /&gt;
&lt;br /&gt;
==== kill ====&lt;br /&gt;
 /kill&lt;br /&gt;
Kills the player. They will respawn at their [[checkpoint]].&lt;br /&gt;
&lt;br /&gt;
==== mail ====&lt;br /&gt;
 /mail &amp;lt;player&amp;gt; &amp;lt;subject&amp;gt; [message]&lt;br /&gt;
Will send a message to a player, regardless if they are online or not. The message will be viewable at any time (until deleted).&lt;br /&gt;
&lt;br /&gt;
 /mail delete &amp;lt;number&amp;gt;&lt;br /&gt;
Will delete a message a player has received.&lt;br /&gt;
&lt;br /&gt;
 /mail list&lt;br /&gt;
Lists all of the messages a player has received.&lt;br /&gt;
&lt;br /&gt;
 /mail read &amp;lt;number&amp;gt;&lt;br /&gt;
Displays a message to the player.&lt;br /&gt;
&lt;br /&gt;
==== me ====&lt;br /&gt;
 /me &amp;lt;message&amp;gt;&lt;br /&gt;
 /minecraft:me &amp;lt;message&amp;gt; ''(vanilla)''&lt;br /&gt;
Roleplaying command. Displays * playername &amp;lt;message&amp;gt; in chat.&lt;br /&gt;
&lt;br /&gt;
==== message ====&lt;br /&gt;
 /message &amp;lt;player&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
 /m &amp;lt;player&amp;gt; &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
 /msg &amp;lt;player&amp;gt; &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
 /tell &amp;lt;player&amp;gt; &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
 /whisper &amp;lt;player&amp;gt; &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
 /w &amp;lt;player&amp;gt; &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
Sends a private message to a player. Multiple players can be messaged at once by separating each player name with a comma.&lt;br /&gt;
&lt;br /&gt;
 /minecraft:msg ''(vanilla)''&lt;br /&gt;
 /minecraft:tell ''(vanilla)''&lt;br /&gt;
Uses the vanilla command to send a private message to a player.&lt;br /&gt;
&lt;br /&gt;
==== note ====&lt;br /&gt;
An alias of [[#mail|/mail]].&lt;br /&gt;
&lt;br /&gt;
==== ping ====&lt;br /&gt;
 /ping [player]&lt;br /&gt;
Pings the server. The server pongs the player back. Displays the round-trip travel time for a packet between a player and the server.&amp;lt;br&amp;gt;&lt;br /&gt;
Can also be used to play ping-pong with the server.&lt;br /&gt;
&lt;br /&gt;
==== reply ====&lt;br /&gt;
 /reply &amp;lt;message&amp;gt;&lt;br /&gt;
 /r &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
Replies to the sender of the last private message received. If last message was sent to multiple players, replies to all players.&lt;br /&gt;
&lt;br /&gt;
==== spawn ====&lt;br /&gt;
 /spawn&lt;br /&gt;
 /hub ''(alias)''&lt;br /&gt;
 /lobby ''(alias)''&lt;br /&gt;
 /quit ''(alias)''&lt;br /&gt;
 /quitmap ''(alias)''&lt;br /&gt;
 /leave ''(alias)''&lt;br /&gt;
Teleports the player to [[Spawn|spawn]].&lt;br /&gt;
&lt;br /&gt;
==== team ====&lt;br /&gt;
 /tchat &amp;lt;message&amp;gt;&lt;br /&gt;
 /teammsg &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
 /t &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
Sends a message to everyone in the player's team (if they are in one).&lt;br /&gt;
&lt;br /&gt;
==== whois ====&lt;br /&gt;
 /whois [player]&lt;br /&gt;
Displays information about the player.&lt;br /&gt;
&lt;br /&gt;
=== Party ===&lt;br /&gt;
These commands pertain to Minr's party system, which allows players to easily join maps together and communicate with their party.&lt;br /&gt;
&lt;br /&gt;
==== accept ====&lt;br /&gt;
 /party accept&lt;br /&gt;
Accepts a pending invite to a party.&lt;br /&gt;
&lt;br /&gt;
==== create ====&lt;br /&gt;
 /party create&lt;br /&gt;
Creates a new party. (Cannot create party while in another party)&lt;br /&gt;
&lt;br /&gt;
==== disband ====&lt;br /&gt;
 /party disband&lt;br /&gt;
Disbands the party. (Must be party leader to disband)&lt;br /&gt;
&lt;br /&gt;
==== invite ====&lt;br /&gt;
 /party invite &amp;lt;player&amp;gt;&lt;br /&gt;
Sends an invite to a player to join a party.&lt;br /&gt;
&lt;br /&gt;
==== kick ====&lt;br /&gt;
 /party kick &amp;lt;player&amp;gt;&lt;br /&gt;
Removes a player from your party. (Must be party leader to kick)&lt;br /&gt;
&lt;br /&gt;
==== leave ====&lt;br /&gt;
 /party leave&lt;br /&gt;
Leaves the player's current party.&lt;br /&gt;
&lt;br /&gt;
==== list ====&lt;br /&gt;
 /party list&lt;br /&gt;
Lists all players in the executor's party.&lt;br /&gt;
&lt;br /&gt;
==== set allinvite/warp ====&lt;br /&gt;
 /party set allinvite allow|disallow [default]&lt;br /&gt;
Allows or disallows party members sending party invites. If disallow is set, only the party leader can invite players to their party. The ''default'' keyword sets the default setting for any future parties the player creates.&lt;br /&gt;
&lt;br /&gt;
 /party set warp enable|disable [default]&lt;br /&gt;
Enables or disables warping all party members when any party member joins a map or challenge. The ''default'' keyword sets the default setting for any future parties the player creates.&lt;br /&gt;
&lt;br /&gt;
(Must be party leader to change party settings)&lt;br /&gt;
&lt;br /&gt;
==== summon ====&lt;br /&gt;
 /party summon&lt;br /&gt;
Brings all party members to your current map.&lt;br /&gt;
&lt;br /&gt;
==== transfer ====&lt;br /&gt;
 /party transfer &amp;lt;player&amp;gt;&lt;br /&gt;
Transfers leadership to another party member. (Must be party leader to transfer)&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint and Maps===&lt;br /&gt;
These pertain specifically to [[Map|maps]].&lt;br /&gt;
&lt;br /&gt;
==== by ====&lt;br /&gt;
 /c by [player]&lt;br /&gt;
Displays a list of all the maps of which a player is a creator. If omitted, player defaults to the executor.&lt;br /&gt;
&lt;br /&gt;
==== completed ====&lt;br /&gt;
 /c completed [player &amp;lt;player&amp;gt;] [comparing &amp;lt;player&amp;gt;|party] map &amp;lt;map name|map code&amp;gt;&lt;br /&gt;
Checks how many times a player has completed a map, and their fastest time. If omitted, player defaults to the executor. The comparing specifier will show the completion information for an additional player or the executor's entire party.&lt;br /&gt;
 /c completed [player &amp;lt;player&amp;gt;] [comparing &amp;lt;player&amp;gt;|party] [sortby &amp;lt;sort mode&amp;gt;] [page &amp;lt;number&amp;gt;]&lt;br /&gt;
Displays a list of all the maps a player has beaten, and their fastest times. If omitted, player defaults to the executor. The comparing specifier will filter the list to maps completed by both players or the executor's entire party.&amp;lt;br&amp;gt;&lt;br /&gt;
Sort mode can be one of the following:&lt;br /&gt;
* Alphabet&amp;amp;nbsp;– ''Default. Sorts alphabetically.''&lt;br /&gt;
* Points''&amp;amp;nbsp;– ''Sorts on point value, from low to high, then alphabetically.''&lt;br /&gt;
* Rank''&amp;amp;nbsp;– ''Sorts on the time rank accomplished by the player, then alphabetically.''&lt;br /&gt;
* Completions''&amp;amp;nbsp;– ''Sorts on the amount of completions, from low to high, then alphabetically.''&lt;br /&gt;
&lt;br /&gt;
==== cp ====&lt;br /&gt;
 /c cp [player]&lt;br /&gt;
 /c current [player] ''(alias)''&lt;br /&gt;
Displays checkpoint information about a player. If omitted, player defaults to the executor.&lt;br /&gt;
&lt;br /&gt;
==== ffa ====&lt;br /&gt;
 /c ffa&lt;br /&gt;
Respawns player at their ffa checkpoint.&lt;br /&gt;
&lt;br /&gt;
==== info ====&lt;br /&gt;
 /c info &amp;lt;map name|map code&amp;gt;&lt;br /&gt;
Displays information about a map, including the map type(s), creators, and difficulty.&lt;br /&gt;
&lt;br /&gt;
==== join ====&lt;br /&gt;
 /c join &amp;lt;map name|map code&amp;gt;&lt;br /&gt;
Joins a map&lt;br /&gt;
 /c join &amp;lt;player&amp;gt;&lt;br /&gt;
Joins the map that a player is currently playing&lt;br /&gt;
&lt;br /&gt;
==== points ====&lt;br /&gt;
 /c points [player]&lt;br /&gt;
Displays the amount of [[Points|FFA Points]], [[Points|Challenge Points]], and [[Points|Global Points]] obtained by a player. If omitted, player defaults to the executor.&lt;br /&gt;
&lt;br /&gt;
==== srscore ====&lt;br /&gt;
 /c srscore &amp;lt;player&amp;gt; &amp;lt;map&amp;gt;&lt;br /&gt;
Displays the amount of [[Points|Speedrun Score]] a player has earned on a particular map. The higher the player’s time rank, the higher the Speedrun Score they’ll have on the map. If omitted, player defaults to the executor.&lt;br /&gt;
&lt;br /&gt;
==== random ====&lt;br /&gt;
 /c random [new]&lt;br /&gt;
Warps the player to a random map. If ''new'' is present, it will warp the player to a map they have not completed before.&lt;br /&gt;
&lt;br /&gt;
==== restart ====&lt;br /&gt;
 /c restart&lt;br /&gt;
Resets the player's progress in a map.&lt;br /&gt;
&lt;br /&gt;
==== times ====&lt;br /&gt;
 /c times [page] &amp;lt;map name|map code&amp;gt;&lt;br /&gt;
Displays the times for a map.&lt;br /&gt;
&lt;br /&gt;
==== uncompleted ====&lt;br /&gt;
 /c uncompleted [player &amp;lt;player&amp;gt;] [comparing &amp;lt;player&amp;gt;|party] [sortby &amp;lt;sort mode&amp;gt;] [page &amp;lt;number&amp;gt;]&lt;br /&gt;
Displays a list of all the maps a player has not completed. Maps that are not accessible or award no points are not included. If omitted, player defaults to the executor. The comparing specifier will filter the list to maps that are not completed by both players or the executor's entire party.&amp;lt;br&amp;gt;&lt;br /&gt;
Sort mode can be one of the following:&lt;br /&gt;
* Alphabet&amp;amp;nbsp;– ''Default. Sorts alphabetically.''&lt;br /&gt;
* Points''&amp;amp;nbsp;– ''Sorts on point value, from low to high, then alphabetically.''&lt;br /&gt;
* Rank''&amp;amp;nbsp;– ''Sorts on the time rank accomplished by the player, then alphabetically.''&lt;br /&gt;
* Completions''&amp;amp;nbsp;– ''Sorts on the amount of completions, from low to high, then alphabetically.''&lt;br /&gt;
&lt;br /&gt;
=== Challenge ===&lt;br /&gt;
These pertain specifically to [[Challenge|Challenges]].&lt;br /&gt;
&lt;br /&gt;
==== completed ====&lt;br /&gt;
 /ch completed [player &amp;lt;player&amp;gt;] [comparing &amp;lt;player&amp;gt;|party] map &amp;lt;map name|map code&amp;gt;&lt;br /&gt;
Checks how many times a player has completed a challenge, and their fastest time. If omitted, player defaults to the executor. The comparing specifier will show the completion information for an additional player or the executor's entire party.&lt;br /&gt;
 /ch completed [player &amp;lt;player&amp;gt;] [comparing &amp;lt;player&amp;gt;|party] [sortby &amp;lt;sort mode&amp;gt;] [page &amp;lt;number&amp;gt;]&lt;br /&gt;
Displays a list of all the challenges a player has beaten, and their fastest times. If omitted, player defaults to the executor. The comparing specifier will filter the list to challenges completed by both players or the executor's entire party.&amp;lt;br&amp;gt;&lt;br /&gt;
Sort mode can be one of the following:&lt;br /&gt;
* Alphabet&amp;amp;nbsp;– ''Default. Sorts alphabetically.''&lt;br /&gt;
* Points''&amp;amp;nbsp;– ''Sorts on point value, from low to high, then alphabetically.''&lt;br /&gt;
* Rank''&amp;amp;nbsp;– ''Sorts on the time rank accomplished by the player, then alphabetically.''&lt;br /&gt;
* Completions''&amp;amp;nbsp;– ''Sorts on the amount of completions, from low to high, then alphabetically.''&lt;br /&gt;
&lt;br /&gt;
==== daily ====&lt;br /&gt;
 /ch join daily&lt;br /&gt;
Begins the daily challenge.&lt;br /&gt;
 /ch info [page] daily&lt;br /&gt;
Displays information about the currently daily challenge.&lt;br /&gt;
&lt;br /&gt;
==== hexa ====&lt;br /&gt;
 /ch hexa [player]&lt;br /&gt;
Displays information about a player's progress through the Hexa challenge. If player is omitted, a leaderboard for hexa stage completion is displayed instead.&lt;br /&gt;
&lt;br /&gt;
==== info ====&lt;br /&gt;
 /ch info [page] &amp;lt;challenge name|challenge code&amp;gt;&lt;br /&gt;
Displays information about a challenge.&lt;br /&gt;
&lt;br /&gt;
==== join ====&lt;br /&gt;
 /ch join &amp;lt;challenge name|challenge code&amp;gt;&lt;br /&gt;
Begins a challenge.&lt;br /&gt;
&lt;br /&gt;
==== quit ====&lt;br /&gt;
 /ch quit&lt;br /&gt;
Quits the current challenge.&lt;br /&gt;
&lt;br /&gt;
==== random ====&lt;br /&gt;
 /ch random&lt;br /&gt;
Joins a random challenge.&lt;br /&gt;
&lt;br /&gt;
==== restart ====&lt;br /&gt;
 /ch restart&lt;br /&gt;
Restarts a player's progress in a challenge.&lt;br /&gt;
&lt;br /&gt;
==== uncompleted ====&lt;br /&gt;
 /ch uncompleted [player &amp;lt;player&amp;gt;] [comparing &amp;lt;player&amp;gt;|party] [sortby &amp;lt;sort mode&amp;gt;] [page &amp;lt;number&amp;gt;]&lt;br /&gt;
Displays a list of all the challenges a player has not completed. If omitted, player defaults to the executor. The comparing specifier will filter the list to challenges that are not completed by both players or the executor's entire party.&amp;lt;br&amp;gt;&lt;br /&gt;
Sort mode can be one of the following:&lt;br /&gt;
* Alphabet&amp;amp;nbsp;– ''Default. Sorts alphabetically.''&lt;br /&gt;
* Points''&amp;amp;nbsp;– ''Sorts on point value, from low to high, then alphabetically.''&lt;br /&gt;
* Rank''&amp;amp;nbsp;– ''Sorts on the time rank accomplished by the player, then alphabetically.''&lt;br /&gt;
* Completions''&amp;amp;nbsp;– ''Sorts on the amount of completions, from low to high, then alphabetically.''&lt;br /&gt;
&lt;br /&gt;
== Blue Commands ==&lt;br /&gt;
==== hardcore ====&lt;br /&gt;
 /c hardcore&lt;br /&gt;
 /c hc ''(alias)''&lt;br /&gt;
Respawns the player at their [[Hardcore|Hardcore]] checkpoint.&lt;br /&gt;
&lt;br /&gt;
== Green Commands ==&lt;br /&gt;
These commands are only available to greens and staff. They are used to assist in the creation of maps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== bring ====&lt;br /&gt;
 /bring &amp;lt;player&amp;gt;&lt;br /&gt;
Teleports a player to you who called recently. On other servers, it is commonly known as ''/tpaccept''.&lt;br /&gt;
Using this command will invalidate the player's timer.&lt;br /&gt;
&lt;br /&gt;
==== call ====&lt;br /&gt;
 /call &amp;lt;player&amp;gt;&lt;br /&gt;
Will request to teleport to any green or staff member. On other servers, it is commonly known as ''/tpa''.&lt;br /&gt;
Using this command will invalidate the player's timer.&lt;br /&gt;
&lt;br /&gt;
==== home ====&lt;br /&gt;
 /home [home name]&lt;br /&gt;
Teleports the player to their home. It will teleport them to one of their homes specified. If ''home name'' is omitted, the player will be teleported to their first home.&amp;lt;br&amp;gt;&lt;br /&gt;
Greens and Staff can have unlimited amounts of homes.&amp;lt;br&amp;gt;&lt;br /&gt;
Using this command will invalidate the player's timer.&lt;br /&gt;
&lt;br /&gt;
==== listhomes ====&lt;br /&gt;
 /listhomes&lt;br /&gt;
 /listhome ''(alias)''&lt;br /&gt;
Displays all the homes the player has set.&lt;br /&gt;
&lt;br /&gt;
==== listwarps ====&lt;br /&gt;
 /listwarps&lt;br /&gt;
 /listwarp ''(alias)''&lt;br /&gt;
Displays all the warps on ''Zero''.&lt;br /&gt;
&lt;br /&gt;
==== sethome ====&lt;br /&gt;
 /sethome [home name]&lt;br /&gt;
Sets the player's home to their current position. If ''home name'' is specified, then it will set their Home # to their current position. Homes can be set to either numbers or names. &lt;br /&gt;
&lt;br /&gt;
==== warp ====&lt;br /&gt;
 /warp &amp;lt;warp&amp;gt;&lt;br /&gt;
Will warp the player to a specified warp.&lt;br /&gt;
Using this command will invalidate the player's timer.&lt;/div&gt;</summary>
		<author><name>Tetration</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Points&amp;diff=10346</id>
		<title>Points</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Points&amp;diff=10346"/>
		<updated>2022-10-24T01:05:05Z</updated>

		<summary type="html">&lt;p&gt;Tetration: /* Modern Style */ quadratic, not exponential&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Points are the main reward on the server, obtained by completing [[Maps]] and [[Challenges]]. They are awarded at the end of both and the number awarded varies depending on their difficulty. Currently, there are three types of points.&lt;br /&gt;
&lt;br /&gt;
== FFA Points ==&lt;br /&gt;
FFA Points, often referred to as points, are the original point type and the most commonly acknowledged. They are awarded upon completing published [[Maps]]. This, however, excludes maps residing in [[The Valley]], [[The Board]], or in [[Hardcore]].&lt;br /&gt;
=== Ancient Style ===&lt;br /&gt;
At the inception of the server, it utilized the ancient style, granting every single map a single point reward regardless of difficulty. This would lead to problems in the reward system as more maps were made, albeit at this time points had no reward incentive. This eventually transitioned into the Airship Style of points.&lt;br /&gt;
=== Airship Style ===&lt;br /&gt;
This is the longest-existing style of points, being in effect for well over half of the server's lifetime. The style divides maps into five difficulties, each rewarding points in a linear fashion. The colors and values proceeded as follows:&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Airship Style Points&lt;br /&gt;
|- style=&amp;quot;color: blue&amp;quot;&lt;br /&gt;
|Blue&lt;br /&gt;
|1&lt;br /&gt;
|- style=&amp;quot;color: lime&amp;quot;&lt;br /&gt;
|Green&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;color: yellow&amp;quot;&lt;br /&gt;
|Yellow&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;color: orange&amp;quot;&lt;br /&gt;
|Orange&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;color: red&amp;quot;&lt;br /&gt;
|Red&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
Achieving 20 points for the first time will let you gain access to the [[Blue]] rank, and therefore [[Hardcore]] with this style. This eventually transitioned into the Modern Style with the realization that a new system needed to be developed for the drastic increase in the skill gap between new and old players.&lt;br /&gt;
=== Modern Style ===&lt;br /&gt;
This is the current style of points being used. In stark contrast to the airship style, the points vary roughly quadratically with each increment of difficulty. Likewise, it added the &amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;white&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color: #5c687c&amp;quot;&amp;gt;black&amp;lt;/span&amp;gt; difficulties to account for the skill gap between novices and veterans. The current colors and values proceed as follows:&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Modern Style Points&lt;br /&gt;
|- style=&amp;quot;color: white&amp;quot;&lt;br /&gt;
|White&lt;br /&gt;
|1&lt;br /&gt;
|- style=&amp;quot;color: blue&amp;quot;&lt;br /&gt;
|Blue&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;color: lime&amp;quot;&lt;br /&gt;
|Green&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;color: yellow&amp;quot;&lt;br /&gt;
|Yellow&lt;br /&gt;
|7&lt;br /&gt;
|- style=&amp;quot;color: orange&amp;quot;&lt;br /&gt;
|Orange&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;color: red&amp;quot;&lt;br /&gt;
|Red&lt;br /&gt;
|18&lt;br /&gt;
|- style=&amp;quot;color: #5c687c&amp;quot;&lt;br /&gt;
|Black&lt;br /&gt;
|25&lt;br /&gt;
|}&lt;br /&gt;
With the change in points, the process of obtaining [[Blue]] rank modernized as well. It no longer is directly synced with entering [[Hardcore]] successfully, but occurs automatically. When Modern Style was first introduced, players needed to reach 35 points. This requirement changed and as of June 2020 the requirements are 100 points and completion of 5 [[Moderate]] or higher maps. It is no longer required to enter Hardcore to get Blue rank.&lt;br /&gt;
&lt;br /&gt;
== Challenge Points ==&lt;br /&gt;
Challenge Points, most often shortened to C-Points, are the point type introduced with [[Challenges]]. They are awarded to the player upon the successful completion of a challenge. The amount awarded is dependent on the difficulty of the challenge. &lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Currently, there is no use for Challenge Points, but there are plans to change this in an upcoming update.&lt;br /&gt;
=== Daily Points ===&lt;br /&gt;
Recently with the push to have consistent point values with challenge difficulty, challenges increased the point rewards across the board. Along with this change came the divergence of Daily Points; it is the reward for challenges with changing maps based on time (Daily, Weekly, and Monthly Challenges).&lt;br /&gt;
== Speedrun Score ==&lt;br /&gt;
Speedrun Score is the most recent point type, catering to the speedrunning community. They are similar to FFA Points, except they are based on leaderboard placement for times on accessible maps. There is no use for these.&lt;br /&gt;
&lt;br /&gt;
== Checking Points and Placement ==&lt;br /&gt;
For checking someone's points, the command is /c points &amp;lt;player&amp;gt;. For checking your own, ignore the &amp;lt;player&amp;gt; portion. If the player Dracula ran /c points with 2 Points, 5 &amp;quot;Stagnant Points,&amp;quot; and 4 Speedrun Score, it would display like this:&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;MCP&amp;lt;/span&amp;gt;] &amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Dracula&amp;lt;/span&amp;gt; has &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt; Points (&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;) (#&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;109375&amp;lt;/span&amp;gt;).&amp;lt;br /&amp;gt;&lt;br /&gt;
[&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;MCH&amp;lt;/span&amp;gt;] &amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Dracula&amp;lt;/span&amp;gt; has &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt; (&amp;lt;span style=&amp;quot;color: aqua&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt; + &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;) Challenge Points (#&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;365&amp;lt;/span&amp;gt;).&amp;lt;br /&amp;gt;&lt;br /&gt;
[&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;MCP&amp;lt;/span&amp;gt;] &amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Dracula&amp;lt;/span&amp;gt; has a Speedrun Score of &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt; (#&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;1137&amp;lt;/span&amp;gt;).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The first line displays the regular Points next to the percent of total points obtained and ranking, the second displays total Challenge Points (along with the split between stagnant and daily Challenge Points) with Challenge ranking, and the final line shows the Speedrun Score along with Speedrun ranking.&lt;br /&gt;
&lt;br /&gt;
Each point type has their own leaderboard ranking searchable with commands: the FFA Points one via /c ranks completion, the Challenge Points one via /ch ranks, and the Speedrun Score one via /c ranks speedrun.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The bracketed abbreviations in the /c points command are for which part of the Minr plugin relates to them.&lt;br /&gt;
*Daily Points were initially calculated by subtracting the soon-to-be Stagnant Points number from challenges completed from the player's total Challenge Points. Because [[Creators#Zatharel|Zatharel]] had 12 C-Points and beat only the Welcome to Hell Challenge totaling 50 Challenge Points, he wound up with a calculated Daily Points amount of -38.&lt;br /&gt;
*As the result of a survey by [[Creators#Bahnarli|Bahnarli]], speedrun score calculations were changed from a dynamic score based on several map factors to the equation&amp;lt;br /&amp;gt; Score = 500 / (map rank^1.25) for each map.&lt;br /&gt;
*Null times in the past counted towards Speedrun Score, but as of [https://forums.minr.org/threads/11-0-39-patch-notes-2022-05-04.6409/ this update] no longer do.&lt;br /&gt;
*Speedrun Score was formally known as Global Points.&lt;/div&gt;</summary>
		<author><name>Tetration</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.minr.org/index.php?title=Command_List&amp;diff=10345</id>
		<title>Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.minr.org/index.php?title=Command_List&amp;diff=10345"/>
		<updated>2022-10-24T00:53:34Z</updated>

		<summary type="html">&lt;p&gt;Tetration: Fixed many old/outdated commands. Corrected the usages of certain commands. Added aliases. Added party commands.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Commands are used on ''Zero'' to navigate the server, join maps and assist in building, among other uses. The player can execute any command granted to them by their rank, or any lower ranks.&lt;br /&gt;
&lt;br /&gt;
== General Commands ==&lt;br /&gt;
''Note that /c and /cp are aliases of /checkpoint. &lt;br /&gt;
/ch is an alias of /challenge.''&amp;lt;br&amp;gt;&lt;br /&gt;
When referencing a map, you can either use its name, or the map code (usually a three-letter abbreviated form of the map’s name, such as “aws” for “A Whittle Story” or “anh” for “ANHUR”). This can usually be found on the map's checkpoint sign.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
==== help ====&lt;br /&gt;
 /help&lt;br /&gt;
Displays help information&lt;br /&gt;
&lt;br /&gt;
==== kill ====&lt;br /&gt;
 /kill&lt;br /&gt;
Kills the player. They will respawn at their [[checkpoint]].&lt;br /&gt;
&lt;br /&gt;
==== mail ====&lt;br /&gt;
 /mail &amp;lt;player&amp;gt; &amp;lt;subject&amp;gt; [message]&lt;br /&gt;
Will send a message to a player, regardless if they are online or not. The message will be viewable at any time (until deleted).&lt;br /&gt;
&lt;br /&gt;
 /mail delete &amp;lt;number&amp;gt;&lt;br /&gt;
Will delete a message a player has received.&lt;br /&gt;
&lt;br /&gt;
 /mail list&lt;br /&gt;
Lists all of the messages a player has received.&lt;br /&gt;
&lt;br /&gt;
 /mail read &amp;lt;number&amp;gt;&lt;br /&gt;
Displays a message to the player.&lt;br /&gt;
&lt;br /&gt;
==== me ====&lt;br /&gt;
 /me &amp;lt;message&amp;gt;&lt;br /&gt;
 /minecraft:me &amp;lt;message&amp;gt; ''(vanilla)''&lt;br /&gt;
Roleplaying command. Displays * playername &amp;lt;message&amp;gt; in chat.&lt;br /&gt;
&lt;br /&gt;
==== message ====&lt;br /&gt;
 /message &amp;lt;player&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
 /m &amp;lt;player&amp;gt; &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
 /msg &amp;lt;player&amp;gt; &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
 /tell &amp;lt;player&amp;gt; &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
 /whisper &amp;lt;player&amp;gt; &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
 /w &amp;lt;player&amp;gt; &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
Sends a private message to a player. Multiple players can be messaged at once by separating each player name with a comma.&lt;br /&gt;
&lt;br /&gt;
 /minecraft:msg ''(vanilla)''&lt;br /&gt;
 /minecraft:tell ''(vanilla)''&lt;br /&gt;
Uses the vanilla command to send a private message to a player.&lt;br /&gt;
&lt;br /&gt;
==== note ====&lt;br /&gt;
An alias of [[#mail|/mail]].&lt;br /&gt;
&lt;br /&gt;
==== ping ====&lt;br /&gt;
 /ping [player]&lt;br /&gt;
Pings the server. The server pongs the player back. Displays the round-trip travel time for a packet between a player and the server.&amp;lt;br&amp;gt;&lt;br /&gt;
Can also be used to play ping-pong with the server.&lt;br /&gt;
&lt;br /&gt;
==== reply ====&lt;br /&gt;
 /reply &amp;lt;message&amp;gt;&lt;br /&gt;
 /r &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
Replies to the sender of the last private message received. If last message was sent to multiple players, replies to all players.&lt;br /&gt;
&lt;br /&gt;
==== spawn ====&lt;br /&gt;
 /spawn&lt;br /&gt;
 /hub ''(alias)''&lt;br /&gt;
 /lobby ''(alias)''&lt;br /&gt;
 /quit ''(alias)''&lt;br /&gt;
 /quitmap ''(alias)''&lt;br /&gt;
 /leave ''(alias)''&lt;br /&gt;
Teleports the player to [[Spawn|spawn]].&lt;br /&gt;
&lt;br /&gt;
==== team ====&lt;br /&gt;
 /tchat &amp;lt;message&amp;gt;&lt;br /&gt;
 /teammsg &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
 /t &amp;lt;message&amp;gt; ''(alias)''&lt;br /&gt;
Sends a message to everyone in the player's team (if they are in one).&lt;br /&gt;
&lt;br /&gt;
==== whois ====&lt;br /&gt;
 /whois [player]&lt;br /&gt;
Displays information about the player.&lt;br /&gt;
&lt;br /&gt;
=== Party ===&lt;br /&gt;
These commands pertain to Minr's party system, which allows players to easily join maps together and communicate with their party.&lt;br /&gt;
&lt;br /&gt;
==== accept ====&lt;br /&gt;
 /party accept&lt;br /&gt;
Accepts a pending invite to a party.&lt;br /&gt;
&lt;br /&gt;
==== create ====&lt;br /&gt;
 /party create&lt;br /&gt;
Creates a new party. (Cannot create party while in another party)&lt;br /&gt;
&lt;br /&gt;
==== disband ====&lt;br /&gt;
 /party disband&lt;br /&gt;
Disbands the party. (Must be party leader to disband)&lt;br /&gt;
&lt;br /&gt;
==== invite ====&lt;br /&gt;
 /party invite &amp;lt;player&amp;gt;&lt;br /&gt;
Sends an invite to a player to join a party.&lt;br /&gt;
&lt;br /&gt;
==== kick ====&lt;br /&gt;
 /party kick &amp;lt;player&amp;gt;&lt;br /&gt;
Removes a player from your party. (Must be party leader to kick)&lt;br /&gt;
&lt;br /&gt;
==== leave ====&lt;br /&gt;
 /party leave&lt;br /&gt;
Leaves the player's current party.&lt;br /&gt;
&lt;br /&gt;
==== list ====&lt;br /&gt;
 /party list&lt;br /&gt;
Lists all players in the executor's party.&lt;br /&gt;
&lt;br /&gt;
==== set allinvite/warp ====&lt;br /&gt;
 /party set allinvite allow|disallow [default]&lt;br /&gt;
Allows or disallows party members sending party invites. If disallow is set, only the party leader can invite players to their party. The ''default'' keyword sets the default setting for any future parties the player creates.&lt;br /&gt;
&lt;br /&gt;
 /party set warp enable|disable [default]&lt;br /&gt;
Enables or disables warping all party members when any party member joins a map or challenge. The ''default'' keyword sets the default setting for any future parties the player creates.&lt;br /&gt;
&lt;br /&gt;
(Must be party leader to change party settings)&lt;br /&gt;
&lt;br /&gt;
==== summon ====&lt;br /&gt;
 /party summon&lt;br /&gt;
Brings all party members to your current map.&lt;br /&gt;
&lt;br /&gt;
==== transfer ====&lt;br /&gt;
 /party transfer &amp;lt;player&amp;gt;&lt;br /&gt;
Transfers leadership to another party member. (Must be party leader to transfer)&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint and Maps===&lt;br /&gt;
These pertain specifically to [[Map|maps]].&lt;br /&gt;
&lt;br /&gt;
==== completed ====&lt;br /&gt;
 /c completed [player &amp;lt;player&amp;gt;] [comparing &amp;lt;player&amp;gt;|party] map &amp;lt;map name|map code&amp;gt;&lt;br /&gt;
Checks how many times a player has completed a map, and their fastest time. If omitted, player defaults to the executor. The comparing specifier will show the completion information for an additional player or the executor's entire party.&lt;br /&gt;
 /c completed [player &amp;lt;player&amp;gt;] [comparing &amp;lt;player&amp;gt;|party] [sortby &amp;lt;sort mode&amp;gt;] [page &amp;lt;number&amp;gt;]&lt;br /&gt;
Displays a list of all the maps a player has beaten, and their fastest times. If omitted, player defaults to the executor. The comparing specifier will filter the list to maps completed by both players or the executor's entire party.&amp;lt;br&amp;gt;&lt;br /&gt;
Sort mode can be one of the following:&lt;br /&gt;
* Alphabet&amp;amp;nbsp;– ''Default. Sorts alphabetically.''&lt;br /&gt;
* Points''&amp;amp;nbsp;– ''Sorts on point value, from low to high, then alphabetically.''&lt;br /&gt;
* Rank''&amp;amp;nbsp;– ''Sorts on the time rank accomplished by the player, then alphabetically.''&lt;br /&gt;
* Completions''&amp;amp;nbsp;– ''Sorts on the amount of completions, from low to high, then alphabetically.''&lt;br /&gt;
&lt;br /&gt;
==== cp ====&lt;br /&gt;
 /c cp [player]&lt;br /&gt;
 /c current [player] ''(alias)''&lt;br /&gt;
Displays checkpoint information about a player. If omitted, player defaults to the executor.&lt;br /&gt;
&lt;br /&gt;
==== ffa ====&lt;br /&gt;
 /c ffa&lt;br /&gt;
Respawns player at their ffa checkpoint.&lt;br /&gt;
&lt;br /&gt;
==== info ====&lt;br /&gt;
 /c info &amp;lt;map name|map code&amp;gt;&lt;br /&gt;
Displays information about a map, including the map type(s), creators, and difficulty.&lt;br /&gt;
&lt;br /&gt;
==== join ====&lt;br /&gt;
 /c join &amp;lt;map name|map code&amp;gt;&lt;br /&gt;
Joins a map&lt;br /&gt;
 /c join &amp;lt;player&amp;gt;&lt;br /&gt;
Joins the map that a player is currently playing&lt;br /&gt;
&lt;br /&gt;
==== points ====&lt;br /&gt;
 /c points [player]&lt;br /&gt;
Displays the amount of [[Points|FFA Points]], [[Points|Challenge Points]], and [[Points|Global Points]] obtained by a player. If omitted, player defaults to the executor.&lt;br /&gt;
&lt;br /&gt;
==== srscore ====&lt;br /&gt;
 /c srscore &amp;lt;player&amp;gt; &amp;lt;map&amp;gt;&lt;br /&gt;
Displays the amount of [[Points|Speedrun Score]] a player has earned on a particular map. The higher the player’s time rank, the higher the Speedrun Score they’ll have on the map. If omitted, player defaults to the executor.&lt;br /&gt;
&lt;br /&gt;
==== random ====&lt;br /&gt;
 /c random [new]&lt;br /&gt;
Warps the player to a random map. If ''new'' is present, it will warp the player to a map they have not completed before.&lt;br /&gt;
&lt;br /&gt;
==== restart ====&lt;br /&gt;
 /c restart&lt;br /&gt;
Resets the player's progress in a map.&lt;br /&gt;
&lt;br /&gt;
==== times ====&lt;br /&gt;
 /c times [page] &amp;lt;map name|map code&amp;gt;&lt;br /&gt;
Displays the times for a map.&lt;br /&gt;
&lt;br /&gt;
==== uncompleted ====&lt;br /&gt;
 /c uncompleted [player &amp;lt;player&amp;gt;] [comparing &amp;lt;player&amp;gt;|party] [sortby &amp;lt;sort mode&amp;gt;] [page &amp;lt;number&amp;gt;]&lt;br /&gt;
Displays a list of all the maps a player has not completed. Maps that are not accessible or award no points are not included. If omitted, player defaults to the executor. The comparing specifier will filter the list to maps that are not completed by both players or the executor's entire party.&amp;lt;br&amp;gt;&lt;br /&gt;
Sort mode can be one of the following:&lt;br /&gt;
* Alphabet&amp;amp;nbsp;– ''Default. Sorts alphabetically.''&lt;br /&gt;
* Points''&amp;amp;nbsp;– ''Sorts on point value, from low to high, then alphabetically.''&lt;br /&gt;
* Rank''&amp;amp;nbsp;– ''Sorts on the time rank accomplished by the player, then alphabetically.''&lt;br /&gt;
* Completions''&amp;amp;nbsp;– ''Sorts on the amount of completions, from low to high, then alphabetically.''&lt;br /&gt;
&lt;br /&gt;
=== Challenge ===&lt;br /&gt;
These pertain specifically to [[Challenge|Challenges]].&lt;br /&gt;
&lt;br /&gt;
==== completed ====&lt;br /&gt;
 /ch completed [player &amp;lt;player&amp;gt;] [comparing &amp;lt;player&amp;gt;|party] map &amp;lt;map name|map code&amp;gt;&lt;br /&gt;
Checks how many times a player has completed a challenge, and their fastest time. If omitted, player defaults to the executor. The comparing specifier will show the completion information for an additional player or the executor's entire party.&lt;br /&gt;
 /ch completed [player &amp;lt;player&amp;gt;] [comparing &amp;lt;player&amp;gt;|party] [sortby &amp;lt;sort mode&amp;gt;] [page &amp;lt;number&amp;gt;]&lt;br /&gt;
Displays a list of all the challenges a player has beaten, and their fastest times. If omitted, player defaults to the executor. The comparing specifier will filter the list to challenges completed by both players or the executor's entire party.&amp;lt;br&amp;gt;&lt;br /&gt;
Sort mode can be one of the following:&lt;br /&gt;
* Alphabet&amp;amp;nbsp;– ''Default. Sorts alphabetically.''&lt;br /&gt;
* Points''&amp;amp;nbsp;– ''Sorts on point value, from low to high, then alphabetically.''&lt;br /&gt;
* Rank''&amp;amp;nbsp;– ''Sorts on the time rank accomplished by the player, then alphabetically.''&lt;br /&gt;
* Completions''&amp;amp;nbsp;– ''Sorts on the amount of completions, from low to high, then alphabetically.''&lt;br /&gt;
&lt;br /&gt;
==== daily ====&lt;br /&gt;
 /ch join daily&lt;br /&gt;
Begins the daily challenge.&lt;br /&gt;
 /ch info [page] daily&lt;br /&gt;
Displays information about the currently daily challenge.&lt;br /&gt;
&lt;br /&gt;
==== hexa ====&lt;br /&gt;
 /ch hexa [player]&lt;br /&gt;
Displays information about a player's progress through the Hexa challenge. If player is omitted, a leaderboard for hexa stage completion is displayed instead.&lt;br /&gt;
&lt;br /&gt;
==== info ====&lt;br /&gt;
 /ch info [page] &amp;lt;challenge name|challenge code&amp;gt;&lt;br /&gt;
Displays information about a challenge.&lt;br /&gt;
&lt;br /&gt;
==== join ====&lt;br /&gt;
 /ch join &amp;lt;challenge name|challenge code&amp;gt;&lt;br /&gt;
Begins a challenge.&lt;br /&gt;
&lt;br /&gt;
==== quit ====&lt;br /&gt;
 /ch quit&lt;br /&gt;
Quits the current challenge.&lt;br /&gt;
&lt;br /&gt;
==== random ====&lt;br /&gt;
 /ch random&lt;br /&gt;
Joins a random challenge.&lt;br /&gt;
&lt;br /&gt;
==== restart ====&lt;br /&gt;
 /ch restart&lt;br /&gt;
Restarts a player's progress in a challenge.&lt;br /&gt;
&lt;br /&gt;
==== uncompleted ====&lt;br /&gt;
 /ch uncompleted [player &amp;lt;player&amp;gt;] [comparing &amp;lt;player&amp;gt;|party] [sortby &amp;lt;sort mode&amp;gt;] [page &amp;lt;number&amp;gt;]&lt;br /&gt;
Displays a list of all the challenges a player has not completed. If omitted, player defaults to the executor. The comparing specifier will filter the list to challenges that are not completed by both players or the executor's entire party.&amp;lt;br&amp;gt;&lt;br /&gt;
Sort mode can be one of the following:&lt;br /&gt;
* Alphabet&amp;amp;nbsp;– ''Default. Sorts alphabetically.''&lt;br /&gt;
* Points''&amp;amp;nbsp;– ''Sorts on point value, from low to high, then alphabetically.''&lt;br /&gt;
* Rank''&amp;amp;nbsp;– ''Sorts on the time rank accomplished by the player, then alphabetically.''&lt;br /&gt;
* Completions''&amp;amp;nbsp;– ''Sorts on the amount of completions, from low to high, then alphabetically.''&lt;br /&gt;
&lt;br /&gt;
== Blue Commands ==&lt;br /&gt;
==== hardcore ====&lt;br /&gt;
 /c hardcore&lt;br /&gt;
 /c hc ''(alias)''&lt;br /&gt;
Respawns the player at their [[Hardcore|Hardcore]] checkpoint.&lt;br /&gt;
&lt;br /&gt;
== Green Commands ==&lt;br /&gt;
These commands are only available to greens and staff. They are used to assist in the creation of maps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== bring ====&lt;br /&gt;
 /bring &amp;lt;player&amp;gt;&lt;br /&gt;
Teleports a player to you who called recently. On other servers, it is commonly known as ''/tpaccept''.&lt;br /&gt;
Using this command will invalidate the player's timer.&lt;br /&gt;
&lt;br /&gt;
==== call ====&lt;br /&gt;
 /call &amp;lt;player&amp;gt;&lt;br /&gt;
Will request to teleport to any green or staff member. On other servers, it is commonly known as ''/tpa''.&lt;br /&gt;
Using this command will invalidate the player's timer.&lt;br /&gt;
&lt;br /&gt;
==== home ====&lt;br /&gt;
 /home [home name]&lt;br /&gt;
Teleports the player to their home. It will teleport them to one of their homes specified. If ''home name'' is omitted, the player will be teleported to their first home.&amp;lt;br&amp;gt;&lt;br /&gt;
Greens and Staff can have unlimited amounts of homes.&amp;lt;br&amp;gt;&lt;br /&gt;
Using this command will invalidate the player's timer.&lt;br /&gt;
&lt;br /&gt;
==== listhomes ====&lt;br /&gt;
 /listhomes&lt;br /&gt;
 /listhome ''(alias)''&lt;br /&gt;
Displays all the homes the player has set.&lt;br /&gt;
&lt;br /&gt;
==== listwarps ====&lt;br /&gt;
 /listwarps&lt;br /&gt;
 /listwarp ''(alias)''&lt;br /&gt;
Displays all the warps on ''Zero''.&lt;br /&gt;
&lt;br /&gt;
==== sethome ====&lt;br /&gt;
 /sethome [home name]&lt;br /&gt;
Sets the player's home to their current position. If ''home name'' is specified, then it will set their Home # to their current position. Homes can be set to either numbers or names. &lt;br /&gt;
&lt;br /&gt;
==== warp ====&lt;br /&gt;
 /warp &amp;lt;warp&amp;gt;&lt;br /&gt;
Will warp the player to a specified warp.&lt;br /&gt;
Using this command will invalidate the player's timer.&lt;/div&gt;</summary>
		<author><name>Tetration</name></author>
		
	</entry>
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