Zone Conquest: Tactical Battles

Zone Conquest: Tactical Battles

Is a team-based objective mode where Red advances through sequential capture points while Blue defends and delays until the match timer expires, with success driven by teamwork, positioning, and area control rather than raw combat

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About this Mod

 

 

is a structured, team-based objective mode.
Two teams — Red (attackers) and Blue (defenders) — compete over sequential capture points.
Red must advance point by point, capturing zones by maintaining player advantage inside them, while Blue’s goal is to delay and hold positions until the match timer expires.
The outcome depends on teamwork, positioning, and controlling space rather than raw combat.


 

How Gameplay Works

  1. Create teams using vanilla scoreboard teams. Team detection is based on the name: if the name contains red or blue (case-insensitive), the mod treats it as Red/Blue; others are neutral.
  2. Stand inside a capture zone to move progress toward your team.
  3. More allies = faster capture: the greater the player count difference inside the zone, the faster the capture progresses.
  4. If both teams have equal numbers, progress is paused.

Important Capture Rules (Simple Explanation)

  • Tug of war: one shared progress bar — Red ↔ Neutral ↔ Blue.
  • Empty point: during a match, capture progress is frozen if no players are inside the zone.
  • Red “locks” points: when Red fully captures a point, it becomes LOCKED for Blue (Blue cannot recapture it).
  • Red captures points sequentially: the next point is unavailable until the previous one belongs to Red, for example:
    12345 → ...

Game States (Match Cycle)

  • IDLE (gray) — match not running (timer 00:00:00).
  • LOBBY WAIT (white) — match start initiated (/startgame), but waiting until both teams have ≥ 1 player; then a 60s countdown begins.
  • WAITING (yellow) — pre-start phase:
    • Red → waiting room
    • Blue → Blue base
  • PLAYING (green) — match active; point capturing, optional payouts, win conditions.

Win Conditions

  • If the timer runs out: Blue wins.
  • If all points belong to Red: Red wins.

Respawn System

  • If a player dies during PLAYING, they are teleported to their team’s wait room.
  • After 30 seconds of waiting (server-side timer), they are teleported back to their team’s base.

HUD & Keybinds

  • Info screen: O
  • Point list (OP only): -
  • Match timer: hold TAB (top-right corner)
  • Respawn timer: shown after death during PLAYING

Capture:

Zones:

 


How to Create a Game (Admins)

 

  1. Create capture zones using /setpointzc <id 1–20> <width> <length> <captureTimeSeconds> (IDs 1–20).
  2. Set up bases, waiting rooms, and lobby:
    /setwaitroomred, /setwaitroomblue — Red/Blue waiting rooms.
    /setbasered, /setbaseblue — Red/Blue bases.
    /setgamelobby — lobby.
  3. Create teams (team name must contain Red or Blue): /team add red / /team add blue
  4. Add players to teams using /team join
  5. Start the game with /startgame [minutes]

Commands (Admin / OP)

Most control actions require OP permission level ≥ 2.

  • /setpointzc <id 1–20> <width> <length> <captureTimeSeconds> — create a point at your position.
  • /pointeditzc <id> <width> <length> <captureTimeSeconds> — edit a point.
  • /delpointzc <id> — delete a point.
  • /listpointszc — open interactive list (OP actions: teleport/delete).
  • /cozinfozc — open built-in help.
  • /capturestatuszc stop | resume — pause/resume capture progress server-wide.
  • /startgame [minutes] — start a match (default: 30 minutes).
  • /stopgame [returnplayers] — stop the match and reset the timer (optionally return players).
  • /testtimeminus <seconds 1–60> — utility: subtract time from the current timer (testing).

Location Management (Admin / OP)

  • /setwaitroomred, /setwaitroomblue — save waiting rooms.
  • /setbasered, /setbaseblue — save team bases.
  • /setgamelobby — save lobby.
  • /delwaitroomred, /delwaitroomblue, /delbasered, /delbaseblue, /delgamelobby — delete saved locations.

Auto-Start (Server Feature)

The mod supports world auto-start: if a match has been started before, the world “remembers” it. After a server restart, if the state is IDLE, the match can automatically start with the previously saved duration.

  • Auto-start file: zoneconquest_autostart.json (world folder) — stores start state and last duration.
  • /stopgame disables auto-start: clears the auto-start record.

World Save Files

  • zccapture_points_{dimension}.json — point list + state (capturesStopped, profitEnabled, payout settings).
  • zoneconquest_game_manager.json — saved locations (wait rooms, bases, lobby).
  • zoneconquest_autostart.json — auto-start settings.

💸 Lightman’s Currency (Optional)

If Lightman’s Currency is installed, the owning team can receive periodic coin payouts based on held points. Management commands:

  • /lcprofitstatuszc enable | disable — enable/disable payouts.
  • /lcpointprofiteditzc <coins> <intervalSeconds> — set payout amount and interval.
  • /lcpointprofitcountzc — show current payout settings.

Permissions & Synchronization

  • Only OP (permission level ≥ 2) can manage points, GUI actions, and locations.
  • Everything is server-authoritative: points, timers, and states are stored server-side and automatically synced to clients.

Tips

  • Capturing is faster with allies — coordinate your push.
  • To stop the enemy — enter the zone and equalize player numbers.
  • Red plays a “frontline” role and captures sequentially — defend key points.
  • For tournaments, payouts can be disabled: /lcprofitstatus disable.
  • Before major edits, back up: zccapture_points_*.json and zoneconquest_game_manager.json.

FAQ

Q: How are teams detected?
A: By vanilla team name: contains red or blue → Red/Blue.

Q: How many points can a world have?
A: Up to 20 per dimension (IDs 1–20).

Q: Can capturing be temporarily disabled?
A: Yes: /capturestatuszc stop and /capturestatuszc resume.

Q: Why are teleports used during match phases?
A: WAITING and respawns use saved wait rooms/bases to control match pacing.


Credits

HUD and design — Village_

 

 

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Available Versions

Zone Conquest: Tactical Battles 0.1.4-arelease
MC 1.20.1forge
March 2, 2026

How to Install Zone Conquest: Tactical Battles on Your Server

1

Order Server

Order a Minecraft Java server with at least 3 GB RAM (4 GB recommended).

2

Set forge Loader

In the panel under "Egg", select the forge loader and matching Minecraft version (1.20.1).

3

Install Mod

Open the mod browser in the dashboard and search for "Zone Conquest: Tactical Battles". Click "Install" – done! Alternatively, upload the .jar via SFTP to the /mods folder.

Compatibility

Mod Loaders

forge

Minecraft Versions

1.20.1

Server-side

Required

Recommended RAM

4 GB(min. 3 GB)

Frequently Asked Questions

Zone Conquest: Tactical Battles server crashes on startup – what to do?

Most common cause: wrong forge version or insufficient RAM. Check the server log (latest.log) for "OutOfMemoryError" or "Mixin" errors. With Mado Hosting: ensure at least 3 GB RAM is allocated and the loader matches the mod version (1.20.1). You can switch loaders with one click in the panel.

Is Zone Conquest: Tactical Battles compatible with forge?

Zone Conquest: Tactical Battles officially supports forge for Minecraft 1.20.1. The Mado dashboard automatically detects incompatible loader combinations.

Server lagging with Zone Conquest: Tactical Battles – how to optimize performance?

Recommended RAM: 4 GB (per 8 players). Use /spark profiler to check if Zone Conquest: Tactical Battles consumes the most tick time. Common fixes: reduce server view-distance to 8-10, install "performant" or "starlight" as supplementary mods on Forge. With Mado Hosting, your server runs on NVMe SSDs with dedicated CPU cores for minimal latency.

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Details

License
LicenseRef-All-Rights-Reserved
Server-side
Required

Supported Versions

1.20.1