MINEMARES NETWORK
LATEST 26x VERSION | BEDROCK CROSSPLAY
PRACTICE | SKYBLOCK | FACTIONS | PRISONS | KITPVP | SOUP PVP | POTION PVP
INTRODUCTION
Wassup MCM, yes it's MCM not BBB idc. I'm writing this post because I feel that my network is finally in a show case state. I have been doing Minecraft development for 10+ years now, owned multiple networks and freelance developed. I am from the HCF community, ParaPvP was my shit, played kohi, hcteams, all throughout the different eras. I am no stranger to the community and absolutely love every aspect of it, even the toxic ones lol. I am like autistically fixated on HCF / HCF servers, I don't do it for money and I'm purely motivated by passion. I will work on things privately just because it interests me and I treat it as my own little playground, I have years of ideas written down, balancing and architecture that has been fully fleshed out and planned.
WHAT MAKES US DIFFERENT?
Well from the ground up we are custom, our proxy is coded in Rust, backend servers running Minestom JVMs. You can do some research on Minestom to understand how it's completely different from Spigot/Bukkit, but to sum it up you wire EVERYTHING yourself regarding server side. However, in between those layers is what truly makes us special, we use SpacetimeDB tightly coupled all throughout the network, replacing traditional database flow with a Database as a Server model, do some research on SpacetimeDB if you don't understand, pretty much it's significantly faster than Mongo or Redis. What we do with Spacetime is extensive, all player profiles are stored there, punishments, EVERYTHING is stored in Spacetime. Providing real time updates and synchronization all throughout the stack without the use of polling / ticking, it's a subscribe model so the second spacetime is modified, the update is broadcasted to all subscribers. This means all the data were recording leaves a very minimal footprint and we can reserve resources for operations that matter. The cool thing about this is we rewired Minestom to be spacetime authoritative, preventing illegal actions completely. I mean it kind of acts like an anti-cheat, but there is an actual anti-cheat on top of it, this is just to make sure it's impossible to phase / speed hack / fly. We intercept packets from the proxy and use spacetime to determine if we should let it pass through to the backend, we also have perception authority to prevent Health ESP/ Player ESP / XRAY. Now the awesome thing about this, is that it enhances vanilla gameplay at the same time by providing time stamped networking for smooth and consistent hit registry and knockback.
HOW ARE WE GOING TO ATTRACT PLAYERS?
It's very easy! Make a lit ass server duh. We focus on making the gameplay loops the most fun and engaging. The goal is to make an addictive environment where players can drown themselves in, a community where EVERYBODY fits in regardless of playstyle or intentions. We cater to every aspect of Minecraft to make sure we can reach all the audiences available to us. Here are some of the MANY tactics used to boost player counts and keep them playing.
SOCIAL ENGAGEMENT (VOICE CHAT):
We are integrating voice chat into every aspect. Our party system has network wide voice chat, you can talk to your party from any game mode on the network. Rewarding players for using voice chat will feed itself, more players on voice chat is more content overall. More social interactions, more funny moments, more awkward moments, an endless way for player's to express themselves and feel comfort when playing the network. A TikTok clip can blow up purely off the voice chat interaction in the clip, bringing a lot more attention to the network compared to a showcase / pvp montage / trailer.
ENHANCED COMBAT (COMPETITION):
Our main priority is providing the smoothest gameplay for everyone, no matter their connection. We have several optimizations to net code and tuned our own custom combat, it's a mixture of 1.8 CPS and 1.9 timed attacks. You can play both styles seamlessly and combine them for more expressive playstyles. OFC we had to bring back sword blocking but we will have shields, axe breaking, fishing rods, spears, a lot of vanilla parity as well. This is to close the gap of the player base, it doesn't matter which pvp you like, no excuse for someone to use as why they won't play our network. We will also be doing ranked modes, elo, competitive aspects, leaderboards, etc. All to light a fire underneath players to get them working towards something consistently, whether that be climbing the ranks, learning new combat mechanics, learning the kits and good team ups.
CUSTOM USERNAMES (FOMO):
Our planned account system is to widen player reach, crossplay bedrock players will be allowed to choose a custom username while they play on our network. Java players also have the option to select a custom username, so fuck it why not let cracked players on too right? Or is that a bad idea? Well Bedrock and Java players don't have to register and can play without ever registering an account with a custom username, we will just give them a default username. Cracked players will ALWAYS have to register and login, bedrock and java players won't ever have to log in. However, doing this creates unique usernames and people can claim "OG" names. Everyday a player puts off not playing the network, the chance that someone takes the username they wanted increases. Also when a non player sees content such as a YouTube video or TikTok clip from our network, they will see that a lot of players have OG names. That is an attention grabber, just off the username itself. The idea that OG players come to our network gets subconsciously planted into the viewers' mind, creating an association which will linger longer.
FREEDOM OF SPEECH (WE ARE NOT LIBERALS):
So this is a big topic for me and I will die on this hill. The toxicity did not kill HCF, I feel like it was something that made it THRIVE. Also games that are relaxed with their moderation get a dedicated player base, such as classic COD titles, CSGO, Rust, etc. Their player base are always comfortable and feel like they can say whatever they want without thinking twice, games are a place to escape reality. I am not going to be the one to be cancelling people because of something they said. Also toxicity DRIVES engagement, conversations can get heated, mid fight banter, arguments that attract attention from others because they think it's funny. However, I know it's 2026 and times have changed. We will have a safety net for children and sensitive adults! Auto moderating text and voice chat, clamping toxicity before it's ever communicated. Butttttt... this is just for Filtered players, everybody starts as a Filtered player, the second you start being toxic you set as Unfiltered. This means that toxic players can only ever talk to other toxic players, new comers to the network will never experience toxicity until they become toxic themselves. Fair right? I expect a majority of the player base to be unfiltered so this kind of flips the social construct, toxic players are the norm, sensitive players are the outsiders as they should be in their cushioned voice channels 
OFFICIAL SOCIAL MEDIA CONTENT (STRUCTURED LIVE EVENTS):
Crafting a structured content funnel is essential to our plan, recurring content that people will wait for. Constantly pushing to new eyes with polished content and showcase of what we have to offer. We will live stream tournaments and events, have camera setups, commentators, rewards and intermission sections. We would automate this system so we can push out content consistently with minimal effort but still providing quality content. Accomplishing this grants us residency in viewers' minds, they know that there will be a stream on x day, they could possibly be featured in a stream, tell their friends that they are watching our scheduled content and recommend them to tune in. Content that is interactive with the player base increases the feel of community and that they actually make a difference on the network, every player will have their own story if they want one.
WHERE DO WE MAKE MONEY?One of our priorities is to make sure the network always stays profitable WHILE staying free-to-play friendly. We won't be modeling our game modes to be pay to win heavy but there is no other way to make money. We kind of see it as some game modes are going to have to be pay to win somewhat, for example, Factions. It resets consistently and would provide us with revenue that help support the network, if you want to completely avoid pay to win, we offer MANY game modes where there are no advantages. We offer seasonal passes that reset with every season (3 months) to provide quarterly income for every season so we can stay afloat. These season passes grant you queue priority, account level boosting, battle pass rewards, party multipliers and other perks, this is meant for players that are dedicated and dive into all game modes of the network not just one. We also offer permanent game mode specific ranks, such as Factions or Skyblock. This is for players that mainly play / only interested in one of our games, they keep the rank forever and never lose the perks they have paid for, these ranks are more expensive as they are lifetime compared to the cheaper seasonal network wide ranks. If you are interested in other ways we would stay profitable please private message me and I would be happy to break it down for you, it's consistent income as long as we have an audience, not purely relying on donations.
DONUTSMP REMAKE?!?
I have been working on remaking DonutSMP, specifically the single map shared between thousands of players at the same time. I have achieved this thanks to spacetime, we will have our own crafted version of SMP that fits our concept better. However, we will have a shared SMP accessible to Java, Bedrock and cracked players that supports sharding chunks of the map to a server closest to the player. EU and NA players can play on the same map with their own latency to our closest server to them. We will have multiple edge proxies to support this structure. Planning is still in early stages but concept is done, just fleshing out our own version of SMP that is unique is the rest of the work.
PRISONS YAY!
I love prisons but I feel like it's dying, doesn't have a lot of innovation. I don't know if I can innovate it too crazy but I for sure know I can brain rot it lol. Pretty much make prison the most visually pleasing and satisfying version of it. Enchants are easy to get and doesn't feel like you have to grind FOREVER to get an efficient pace for upgrading / leveling. Pets are much more interactive and you can see them visually in your mines. Clans/Gangs with balanced pvp, cell block raiding, other features to spice things up and diversify content.
WHAT I AM ASKING FOR?
I'm simply looking for Investors / hosting. Someone that believes in the vision and is willing to try something unique. I would just need a dedicated machine that is capable of running the infrastructure, nothing too crazy. I would prefer a US or NA location for the primary machine, but our stack is built for multi machine coordination. Advertisements would also be beneficial but not a must. You can contact me here or my discord @baggedmax. I would like to write an agreement for both parties so we can get a clear understanding of each other and the respective goals.
btw I will be posting more frequently to mc-market as I progress development, also looking for some quality builders to join the team!
- Type
- Requesting
- Gamemode
-
- Network
- Factions
- Skyblock
- Prison
- Survival
- Minigames
- PVP
- Supported versions
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- 1.20
