Parkour
Race obstacle courses with checkpoints, kill floors, and timed leaderboard records.
Parkour is Imperium's obstacle-course system: admin-built courses with a start pad, an ordered set of checkpoints, a finish line, and a kill floor below. Join a course, run the jumps, hit every checkpoint in order, and reach the finish to earn Denarius, Auctoritas, Civitas, and sometimes crate keys. Your best time is tracked permanently on a per-course leaderboard, and each completion is rate-limited by a cooldown so the rewards can't be farmed.
Parkour is the only progression system in Imperium that rewards raw movement skillinstead of grind. A fast runner can clear a course in seconds and bank a fat payout; a careful runner takes longer but still walks away with the full reward. Either way, the leaderboard is the real prize — the fastest times on each course are recorded forever.
How a Course Works
Every course has the same anatomy, set up by an admin in parkour.yml:
- Start pad. Where you teleport in when you join. You must begin a run from here — teleporting to the finish does not count.
- Checkpoints. An ordered list of pad locations. You must reach each one in sequence (within 2 blocks) for it to register, with a chime sound and a progress message.
- Finish line. The final pad. Touching it (within 3 blocks) only completes the run if you started from the start and hit every checkpoint.
- Kill floor. A configurable Y height. Fall below it and you are teleported back to your last checkpoint with your fall distance cleared.
Flight is disabled the moment you join a course, so you cannot cheese the jumps. The only way through is to actually run it.
Checkpoints & the Kill Floor
Checkpoints are the safety net of a course. As you reach each one, the system records its exact location as your new respawn point. If you fall below the kill floor — or if you type /parkour checkpoint manually — you are teleported back to the last checkpoint you touched, with your velocity zeroed and fall damage cleared.
| Mechanic | Detail |
|---|---|
| Checkpoint trigger radius | 2 blocks |
| Finish trigger radius | 3 blocks |
| Fall check cadence | Every 0.5 seconds (10 ticks) |
| Fall debounce | 1 second between auto-rescues |
| Manual checkpoint | /parkour checkpoint teleports you back instantly |
The fall rescue is debounced so you are not yanked repeatedly if you tumble through the kill floor at speed — one teleport per second max. Each rescue plays a sad item-break sound so you know it happened.
Anti-cheese: You must begin at the start pad and hit every checkpoint in order. Teleporting to the finish (or skipping a checkpoint) is detected at the finish line and the run is rejected.
Completing a Course & Rewards
When you touch the finish line with a legitimate run, the course completes. Your time is recorded to the hundredth of a second, a celebration sound plays, and rewards land in your balances. A server-wide broadcast announces your name, the course, and your time.
The reward types a course can pay out:
| Reward Type | Detail |
|---|---|
| Denarius | Direct money deposit on completion (per-course configurable). |
| Auctoritas | Token deposit for enchant purchases. |
| Civitas | Legion-beacon currency for legion upgrades. |
| Reward Commands | Console commands (crate keys, items, cosmetics) run on completion. |
Reward amounts are set per course, so an easy beginner course might pay a few thousand Denarius while a brutal endgame course pays six figures plus a crate key. The reward commands are admin-defined, so they can hand out anything the console can grant.
Cooldowns — No Farming
Each course has a configurable cooldown (default 60 minutes) that starts the moment you complete it. While the cooldown is active, attempting to rejoin the same course is refused with a message showing how many minutes remain.
| Setting | Default |
|---|---|
| Default cooldown | 60 minutes per course |
| Scope | Per player, per course (other courses are unaffected) |
| Cooldown cleared on quit? | Yes — your session and cooldown entries are cleaned up |
Cooldowns are per-course, so a parkour regular can rotate through several different courses in a session and stay on the reward treadmill without waiting out a single timer.
Leaderboards & Best Times
Every completion writes a record to the database: your best time ever on that course (only improved, never worsened) and your total completions. Use /parkour leaderboard <name> to see the top 10 times on any course, ranked fastest first.
The leaderboard is the prestige layer of parkour. The rewards are nice, but holding a top time on a hard course is the real flex — your name sits at the top of the list for every other runner to see.
The /parkour Command Family
| Command | What It Does |
|---|---|
/parkour courses | List all enabled courses you can join. |
/parkour join <name> | Teleport to the start pad and begin a timed run. |
/parkour checkpoint | Teleport back to your last checkpoint (costs you nothing but time). |
/parkour leave | Abandon the current course and end your session. |
/parkour leaderboard <name> | View the top 10 best times and completion counts for a course. |
Joining a course automatically leaves any course you were already in, so you never need to manually leave before switching. Quitting the server also cleans up your session and any in-memory cooldown state.
Tips for Fast Runs
- Memorize the checkpoint order. Knowing which pad comes next lets you commit to jumps instead of hesitating.
- Use momentum. Sprint-jumping and keeping your speed between pads shaves seconds off your time.
- Don't fear the kill floor. Falling resets you to your last checkpoint instantly — better to attempt a risky jump than to crawl.
- Hit checkpoints dead-center. The 2-block trigger radius is forgiving, but grazing the edge wastes time on your next jump.
- Run multiple courses. Per-course cooldowns mean rotating through three or four courses keeps you on the reward treadmill.
- Watch the leaderboard. Knowing the current top time tells you what pace to beat.
- Don't teleport away mid-run. Any teleport that is not to a checkpoint or the start pad ends your session immediately.
Parkour is one of the few systems that pays out Civitas directly to individual players. If your legion needs beacons for upgrades, a dedicated parkour runner can be a real supply line.
Quick Reference
| Fact | Detail |
|---|---|
| Course elements | Start, ordered checkpoints, finish, kill floor |
| Checkpoint radius | 2 blocks |
| Finish radius | 3 blocks |
| Default cooldown | 60 minutes per course |
| Reward types | Denarius, Auctoritas, Civitas, console commands |
| Flight | Disabled while in a course |
| Tracked | Best time + total completions, per course |