MatchMaking

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MatchMaking

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A framework for organizing team PvP matches with flag capture, custom kits, — all configurable in-game without editing files.

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NeoForge
Minecraft

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MatchMaking (MM) — Team PvP Match Framework MatchMaking (MM) is a server-side PvP framework that brings organized, competitive team matches to your Minecraft server. Inspired by team-based shooters, it provides everything you need to run structured games — from team management and spawn points to flag capture mechanics and a custom HUD — all configured through in-game menus without touching a single config file.

Whether you're running a small private server with friends or building a competitive PvP gamemode, MatchMaking (MM) gives admins the tools to set up and manage matches on the fly.

Team System Players create and join teams through a dedicated GUI (default key: G). Teams have three roles — Owner, Commander, and Member. Commanders can accept or reject join requests, assign roles, and kick members. A built-in team chat lets members communicate privately, with commander messages highlighted in a distinct color. Maximum team size is configurable.

Match Setup Admins use the MM Controller item to place and configure points in the world — lobby spots, team spawns, and flag capture zones. Matches are then assembled through a GUI: pick which teams participate, assign their lobby and spawn points, set a score goal, match duration, kill score reward, and choose which kits and flags are active. Everything is saved and can be reused across multiple matches.

Flag Capture Flags are physical blocks placed in the world. Players capture them by standing in the configured radius. Capture progress fills a 4-segment ring on the HUD that animates smoothly in real time. Once captured, a flag continuously awards points to its owning team — even after players leave the zone. Multiple players speed up capture with diminishing returns; equal teams on a point cause a standoff with progress frozen. Flags can be set to instant-win on capture or to hold-and-score mode.

Kit System Each team slot in a match can have an assigned kit group. When the active phase begins, every player's inventory is saved server-side and replaced with their chosen kit. Players pick their loadout during the lobby phase. On death the kit is re-given; on match end (including manual /match stop) the original inventory is fully restored — even for players who disconnect mid-match.

HUD Scoreboard — player heads arranged with overlap, your team on the left, enemies on the right, score in the center. Visible only during active phase. Match timer — positioned left of the scoreboard, changes color as time runs low (white → orange → red). Capture rings — 4-segment donuts shown below the scoreboard when you're inside a flag zone. Fill direction, color (blue = yours, red = enemy), and smooth interpolation give clear real-time feedback. Flag ownership panel — top-right corner shows colored squares for every flag in the match so you always know the map state at a glance. Result overlay — centered WIN / LOSS / DRAW screen with a horn sound on match end, duration configurable. Ally Glow Teammates are visible through walls up to 50 blocks away (configurable). Glow color changes dynamically: green normally, orange when they fired recently, red when their HP is critically low. Built with a Mixin on Entity.isCurrentlyGlowing() for full compatibility.

Configuration Over 15 options in config/examplemod-common.toml covering capture speed bonus, decay behavior, score intervals, friendly fire, team size limits, glow thresholds, HUD timer warning colors, lobby duration, and more.

Requirements Minecraft 1.21.1 NeoForge 21.1.x Required on both client and server

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