Map Testing - Wave 2

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Welcome to wave two of map submissions! Thank you to all the map authors for your generous time- consuming contributions towards making the Athios SnD experience better for our community. Whether or not your map is accepted, going into testing, or rejected, please know that we appreciate your dedication and hope all feedback given will be taken receptively, as we hope to help you all grow and develop your building skills while also making spectacular maps for the server.

Similar to the last map wave, we have two phases of map acceptance here at Athios. Before we fully accept a map, it must go through community testing. During this testing phase, we allow the community to get a taste of the map, and encourage feedback to be given so that we can truly determine whether or not the particular map is one that should be fully accepted into the server or not.

Unfortunately, some maps have been determined not to play the best. So it is with a heavy heart that we say goodbye to Tropical Resort. It will be missed, dearly. Especially by marines.

Anyway, here’s the maps in the testing phase!

Aztec, by @SirDodgy

Delver’s Demise, by @Dave_X

Bonsai, by @Espios @Elitemaster5 and @Waves

Ruptured Mantle, by @Mythless

Solluna Town, also by @Mythless

Voyager, also by @SirDodgy

Some extra notes:

Beanstalk now has an additional route leading through the roof. It also returns.

Uncle T's Family Farm has had some base updates for balancing.

Oh, also, new map: Tropical Resort, by Team Fenix.

That's it for today!
Remember: If you have any map feedback, leave it on this thread, on map submission thread itself, or let us and/or the authors know!

Athios - Now on 1.16!

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Hey gamers.

Athios is now using Minecraft version 1.16.1. That means you can no longer connect with 1.15!

If you've somehow forgotten the IP, or are new, here's the IP once more:

We've also pushed out a bunch of kit updates, here's a changelog of everything that's fresh:

  • New Kit: Porcupine - 300 Credits - Thanks @Onett !
    A spiky fighter kit that excels against archers. It partially reflects all direct damage dealt to it. Each arrow stuck in its armor will increase the effectiveness!
  • Kit Re-Vamp(ire) - Spawns with 8 hearts. No longer gains hearts on kills. Can pick up the souls of nearby slain allies to gain 2 absorption hearts. This can stack to 3 rows of hearts.
  • Arbalist - The spectral arrow is refunded for missed shots.
  • Burst - Takes less self damage from its own explosions. Damage from shooting arrows remains unchanged.
  • Frost - Given +1 armor point to match iron, was previously less than iron. Frost main rejoice!
  • Marine - Boots are now consistent.
  • Spy - No longer appears at the bottom of tab team lists.
  • Explosions are more consistent - This affects every kit that can use explosions! (Burst, Demolitions, Explosive, and Trigger)
And yes, this does mean that the new nether blocks and biomes can now be used in maps! We look forward to seeing what's done with them.
On that note... We will be responding to current map submissions in the near future!

1.16 and Me

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Firstly, wanted to give a massive thanks to anyone who has donated in the first 2 weeks, it definitely exceeded my expectations and I can assure you will see it reinvested!

I plan to upgrade Athios to 1.16, which also means dropping 1.15 support.

Upgrading can sometimes be grueling, or sometimes can be easy. It looks like 1.16 won't have many issues or any at all. How long will it take? All depends. I expect to start testing within a week of its release.

As far as new features goes, I was focused on fixing bugs that didn't come up in the testing stage Due to the nature of a small amount of people to help with that, it was fairly reasonable to expect some bugs that just couldn't make it through. Thanks for everyone who reported bugs, that is greatly appreciated.

Now, you may've noticed I've also been balancing the game a bit. I apologize for the lack of an official changelog and sporadic updates and constantly changing things, it was mainly to get SnD to a place where I felt it was fun to play for new and veteran players. I think I've achieved that goal for the most part.

You can expect more features, kits, cosmetics after the 1.16 upgrade. I have a lot of ideas about how to utilize new features and other things I want to implement, stay tuned!

Week 2: SnD Updates & Maps

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Hello and welcome to the end of the second week here at AthiosMC!

Here’s a log of all the updates we’ve had throughout the week:

All Kits now have more updated descriptions
The Kit Layout menu now shows kit armor
Rotating Achievements now award fewer credits
Knockback has been improved to closely resemble that of 1.8.9
Poison Timer has been reduced to match the previous Nuke timer on 2 team maps

/vote will give you a list of websites you can vote for the server on!
Every vote will give you 7 credits. Additionally, you will receive a Free Kit Trial! This can be redeemed on any paid kit to access it for 30 minutes. You can only have one Trial at a time, so be sure to use it.

/tutorial will give you a link to a 60-second SnD tutorial. Use this to help new players get up to speed!

-Lost Wood, Stone, and Pickaxe
-Gained 10 Noteblocks

-Icon in kit menu is now an Arrow

-Now has Fire Aspect I, down from II

-Now has more consistent interactions when healing
-Heals Juggernaut slower than other kits
-Heals Burst much slower than other kits (Burst no longer has healing cooldown after shooting)

-Now operates with a healing pool. What does this mean? When you heal a player, you use up some energy! When it's out, you can't heal! Healing energy does replenish over time.


Last week, we accepted some community maps to be put into a testing phase, which was to see how well gameplay worked on them and to gain community thoughts on them as well! We have taken this feedback and have rated each map individually, separating the maps into three distinct categories:

  • Accepted
With positive community and staff feedback, we have decided to accept the map! Congratulations! The authors will be given their rewards soon!
  • Needs further testing (with changes made)
The map in its current state is definitely workable, but due to feedback received from community and staff members we believe there are some changes that need to be made to the map to enhance its gameplay. These changes are relatively small and shouldn’t be too difficult to implement. The map will be kept in the rotation for extended testing, under the assumption that the mapmaker will work with the staff team to make the necessary edits.
  • Rejected
Unfortunately, due to community and staff feedback, we do not believe that the map is viable in its current state, and its errors are more inherent to the core map design.

So, now that the criteria is out of the way, let us take a look at all the maps we had in community testing!

Busy Bazaar - Accepted

Chronofield -
While this map has a great concept, it unfortunately doesn’t have the best gameplay. Several paths are both out of the way and slower than the main path, leaving them with little point (even if they’re super cool). Additionally, the community did not enjoy playing on this map. So, unfortunately, this map will not pass the testing phase.

While the map didn’t execute the concept as well as hoped, we’d love to see the theme reattempted by the author in the future! It has a lot of potential, and the unique concept of the map is what made it stand out amongst other maps.

Crystal Cavern - Accepted

Keeps - This map has undergone some very positive changes since its original submission. However, the one recurring issue seen in gameplay is the openness of the middle leading to players spreading out and avoiding fights. The addition of more hedge walls/other obstacles to funnel players toward mid would lead to larger engagements and more exciting games.

Nevermore - Accepted

Uncle T's Family Farm -
This map has had a lot of updates to balance the team’s bases, but Green/Purple still feel better than Red/Blue. We’d like to see additional updates to the bases to balance them, or try out random team colors to mitigate this problem.

Perfect Balance - Ironically enough, it is very much not Perfectly Balanced. While blue’s side has water, allowing for both another way of ascending and a safe way of rapidly descending, red has nothing but lava. The base tops are already rather plain and flat for how often fights happen on top. The map author has not done enough to address these issues and is not planning on doing so, so this map did not pass the testing phase.

Station Stand-Up - This map played bad sorry @Martoph (don't hurt us!)

Vertigo - Accepted

has also been removed due to the mapmaker's request.

Look forward to the next wave of maps sometime in the “near” future! (Soon™)

Athios Guest Creator Announcement

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Hey everybody, we have some big news: The YouTuber JustDash will be streaming on Athios this Friday at 7pm EST! Be sure to come join us then and see how you do against a professional PvPer! In the meantime, feel free to check out her content here:

JustDash YouTube
JustDash Twitch

As always, let’s be sure to give her and her viewers a warm welcome to our community. See you all on Friday!

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