MAKER · JAVA
Make Capture the Flag work in vanilla
A complete two-team CTF: Red and Blue bases with flag poles at opposite ends, real grab/carry/capture logic, flags returned when a carrier falls, live team scores and a first-to-target win. Built by the composable game engine, so you can tweak every rule in plain English.
TRY A PROMPT — ONE CLICK TO THE GENERATOR
WHAT YOU ACTUALLY GET — REAL OUTPUT FOR “CAPTURE THE FLAG WITH 2 TEAMS”
Capture the Flag · Java datapack · 27 files
It does this: a Java datapack with 22 functions (maps).
README.txt data/capture_the_flag/function/assign_one.mcfunction data/capture_the_flag/function/begin.mcfunction data/capture_the_flag/function/build.mcfunction data/capture_the_flag/function/cap_blue.mcfunction data/capture_the_flag/function/cap_red.mcfunction data/capture_the_flag/function/countdown_sec.mcfunction data/capture_the_flag/function/countdown_tick.mcfunction data/capture_the_flag/function/drop_blue.mcfunction … 18 more
Start it: /function capture_the_flag:build
How it works
- 1Describe it: "capture the flag with 2 teams" — add kit, theme or score target to customize.
- 2Install the datapack in your world.
- 3Run /function <name>:play — teams are split, flags are placed, and the match starts.
Questions people ask
What happens when the flag carrier dies?
The flag drops and is returned to its pole after a beat — defenders get a real reason to chase.
Can I combine CTF with other mechanics?
Yes — the composable engine mixes primitives, so "CTF but the floor is snow and everyone has shovels" builds exactly that.
How do wins work?
First team to the capture target wins; live scores show on the sidebar the whole match.
Why it never breaks
No language model writes these files. Deterministic engines parse your description into validated parameters and emit game files that are correct by construction — then CI boots real Paper and Bedrock servers weekly to prove packs still load on current Minecraft. Read the full story on the comparison page or in the docs.