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History of Hardcore Factions

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Revision as of 12:23, 8 September 2026 by Theo (talk | contribs)

Hardcore Factions (HCF) developed out of the wider Minecraft Factions genre in the early 2010s, adding a deathban and structured map cycles to what had been an open-ended land-claiming format. This page traces the format across five periods.

The stretch from roughly 2013 to 2018 is widely described by the community as the golden era, the point at which player counts, competitive faction play and outside attention all peaked at once. It spans the second, third and part of the fourth sections below, and is shaded gold throughout this page.

Parts of this article need sources. Player counts and closure dates in particular require citations. Forum archives, VODs and server-list history are all acceptable. Please do not add claims from memory alone.

Timeline at a glance

2012–2013
Origins
2014–2015
Expansion
2016–2018
Peak
2019–2020
Contraction
2020–2024
Later
Gold segments mark the 2013–2018 golden era.

Origins (2012–2013)

HCF was created on a server called HCGaming. It distinguished itself from ordinary factions servers by two additions: a timed ban on death, and a map that ends and resets rather than running indefinitely. Together these turned a sandbox into a season-based competitive format.

HCGaming subsequently merged with the Shotbow Network, and in November 2013 HCF became an official game mode there. That gave the format its first large, established audience.

The same year, itsjhalt founded MineHQ. Within two years the format had three significant homes rather than one, which set the pattern of competing networks that defined it for the rest of its life.

  • Origins of the deathban rule on HCGaming
  • The Shotbow merger and HCF's arrival on a major network in November 2013
  • Development of SOTW and EOTW as scheduled events
  • First recognisable class systems
  • Early YouTube coverage and its effect on player numbers

Needs: who ran HCGaming and when it launched, the exact Shotbow merger date, and when the deathban was first implemented.

Expansion (2014–2015)

The format consolidated and spread. Mechanics that had varied wildly between servers settled into a recognisable standard, and the largest networks began drawing consistent four-figure concurrent counts on map launches.

In 2014, itsjhalt opened HCTeams on MineHQ. Alongside Kohi, it became one of the two servers that defined the competitive scene, and the two networks between them account for most of the era's documented map results.

  • HCTeams opens in 2014
  • Standardisation of the class system across networks
  • KOTH, Citadel and Conquest as scheduled events
  • Growth of organised, roster-based factions
  • YouTube and streaming as the main driver of new players

Needs: peak concurrent figures per network with a source, and when Kohi launched.

Peak and fragmentation (2016–2018)

Minecraft 1.9 released in February 2016 with a rewritten combat system: attack cooldowns, off-hand items, a swing timer. The HCF community overwhelmingly rejected it and stayed on 1.7 and 1.8. Servers became pinned to old versions, and the genre's technical base gradually diverged from the game most players were running.

This period contains both the format's largest maps and the beginnings of its decline. Kohi merged with Badlion between Maps 25 and 26, a move most of its playerbase resisted and which is generally treated as the point the scene lost its centre. On 16 December 2016, johnzeh founded HCF Revival, which ran its first map in April 2017.

  • The 1.9 combat update and the community's refusal to adopt it
  • Version-locking to 1.7/1.8 and its long-term effects
  • HCF Revival founded, 16 December 2016
  • The Kohi–Badlion merger and its failure
  • Peak map turnouts and the most contested seasons

Needs: exact date of the Kohi merger, and which networks attempted 1.9.

Contraction (2019–2020)

Player numbers declined across the genre. Established networks closed or changed hands, maps ran shorter, and the pool of active competitive factions narrowed to a smaller group of long-running names.

With both Kohi and MineHQ gone, nothing united the scene the way they had. The community fragmented across a number of smaller servers rather than consolidating anywhere.

  • Network closures and ownership changes
  • Shrinking map turnouts and shortened cycles
  • Migration of players to other Minecraft PvP formats
  • Consolidation of the remaining competitive scene

Needs: closure dates for MineHQ and other major networks, and where the playerbase went.

Later period (2020–2024)

HCF continued as a smaller, more concentrated scene. Surviving networks ran established rulesets for a committed core, while revival attempts and nostalgia maps drew temporary spikes without sustained recovery.

HCF Revival illustrates the pattern: after three maps across 2017 it went quiet for over five years, returning in June 2023 and running four maps through to June 2024. The HCTeams and Kohi names have both been relaunched by unrelated owners.

  • Revival maps and one-off events
  • Community-run and open-source server implementations
  • Reuse of historic network names by new owners
  • Present state of the format

Needs: which networks were still running maps at the end of this period.

Period summary

Period Years Defining development Trajectory
Origins 2012–2013 Created on HCGaming; official on Shotbow, November 2013 Emerging
Expansion 2014–2015 HCTeams opens; class system standardised Rising
Peak 2016–2018 1.9 rejected; Kohi merges with Badlion Peak, then splitting
Contraction 2019–2020 Kohi and MineHQ both gone Declining
Later 2020–2024 Revival maps; smaller committed core Stable, small

Key dates

Date Event
2013 itsjhalt founds MineHQ
November 2013 HCF becomes an official game mode on Shotbow, following HCGaming's merger
2014 itsjhalt opens HCTeams
February 2016 Minecraft 1.9 released; the community rejects it
16 December 2016 johnzeh founds HCF Revival
8 April 2017 HCF Revival Map 1 SOTW
2016–2017 Kohi merges with Badlion between Maps 25 and 26

See also