POP1 MAP ARCHIVEby CrosseyedSensei

5 LEVELS

zyro

Everything the creator set in the rules editor, as steps you can repeat in your own map. Rules name “5 LEVELS rando”, mode Team Deathmatch.

Walk 5 LEVELS →Map page

Recipes this map uses

Settings to set

Every setting that differs from the game's default rules, so set all of these. "Default" is the game's own Battle Royale rules preset (rules named “battleroyale”, captured on EVOLVING MAP by BigBox VR, STATMASTER CLASSIC by Soulsmight). A setting those captures disagree on has no known default and is always listed. A slider may show a scale such as 1.35 as 135%. Names are the game's settings menu labels; where the game has none the field name is shown.

Game Type
DeathMatch
default: BRRules
Team Type
Halves
default: Squads
Squad Size
9
default: 3
Winning Score
1
default: 0
Multi Round Game
On
default: Off
Rounds to Win
5
default: 0
Respawn Time
17.0
default: 0.0
Auto respawn min time
7.0
default: 0.0
Allow Revive
Off
default: On
Armor After Revive
1.0
default: 0.0
Revive Spawn Item
None
default: Knife
Ghost Speed
1.3
no default known
Starting Armor
1.0
default: 0.0
Shield Regen
1.8
default: 0.0
Health Regen Chunk
1
default: 10
Shield Regen Chunk
1
default: 2
Use Loadouts
On
default: Off
Loadout Select Time
6.0
default: 8.0
Starting Builds
4
default: 0
Starting Backpacks
3
default: 0
Unlimited Ammo
On
default: Off
Ammo Scale
2.0
default: 1.0
Weapon Ammo Scale
1.0
default: 0.25
Ammo Limit Scale
1.0
no default known
Loot Respawn Time
10.0
default: 0.0
In World Loot
Blocked: none
no default known
Loadout loot filter
Blocked: Katana, Cyberblade, Excalibur, Frag Grenade, Zone Grenade, SMAW Rocket Launcher
default: Blocked: Katana, Excalibur, Harmonica, MG338, Gem Bars
Maximum Player Buffs
3
default: 4
Hide scores
On
default: Off
Voice chat mode
Open
default: Team
Currency Held On Death
0.0
default: 0.6
Zone Movement Speed
0.6
no default known
Zone Hold Length
0.25
no default known
Zone Damage
1.2
no default known
Flight distance from zone
0.9
default: 0.8
Player spawn type
MatchStart
default: LaunchTower
Show loot drop preview
On
default: Off
Show loot in ghost mode
On
default: Off
Despawn player drops time
30.0
default: 0.0
The other 54 settings (same as the default)
Time Limit (Seconds)
-1.0 (no limit)
Death Behavior
Eliminate
Revive Enemies
Off
Downed Enemies Visible
Off
Bleed Out Time
0.0
Health After Revive
1.0
Max downed health
200
Starting Health
1.0
Max health
100
Max shield
100
Health Regen
1.0
Damage Modifier
1.0
Friendly Fire
Off
PvP
On
Movement Speed
1.0
Fling Multiplier
1.0
Gravity
1.0
Fall Damage
1.0
Flying
On
Climbing
On
Restrict Winner Loadouts
Off
Starting Inventory Ammo
1
Additional gear
None
Player Drops
On
Drop Shield on Death
On
Consume at Full Health
Off
Show All Nametags
Off
Hide Kill Feed
Off
Lock Team Selection
Off
Allow One Team
Off
Use Gem Hud
Off
Dropped Currency Lost
0.0
Zone Behavior
default
Override Zone Height
Off
Opposing Spawn Towers
0.0
Pod Fuel Limit
1.0
Disable fog
Off
Drop pod spread
9.0
Pod speed waiting for drop
22.0
Drop loot out of target zone
Off
Custom supply zones
None
Loot drop frequency
3
Firearm region table
General region table
Loot drop table
Player dropper table
Use master loot filter
Off
Forced rarity
-1
Firearm spawn rate
-1.0
Respawn gear by zone
None
Training mode
Off
Allowed player classes
None
No drop class
None
Snipers mark targets
Off

Variables

NameScopeTypeDefault ValueReset Each Round
KSIndividualNumber0No
KS RECORDIndividualNumber0No
ROUNDGlobalNumber1No
ADMINIndividualNumber0No

Buffs

Effect values are listed per stack ("Value at 1-Stack / 2-Stack ...").

Roles

Shop

None

Events (8)

In the order the map stores them. On a desktop, hover a step for the game's own tooltip.

  1. Event 1: Match Setup (SETUP)

    1. Add Event · Trigger: Match Setup · Name: SETUPCalled once at the start of every new match.
    2. Selection: All Players
    3. + Action Set Player Spawn Area · Value: 1
    4. + Action Set Variable · Variable: ROUND · Value: 1
    5. + Action Set Variable · Variable: ADMIN · Value: 0
  2. Event 2: Elimination Complete (GAMEPOINT)

    1. Add Event · Trigger: Elimination Complete · Name: GAMEPOINTCalled when only one team remains in the game. The remaining team will be selected for actions.
    2. Selection: Source Team
    3. + Action Add Score · Value: 1
    4. + Action Add Variable · Variable: ROUND · Value: 1
    5. + Group
      1. Selection: All Players
      2. + Condition Variable ROUND (Global) Less Than 6
      3. + Action Set Player Spawn Area · Value: Variable ROUND (Global)
    6. + Group
      1. Selection: All Players
      2. + Condition Variable ROUND (Global) Greater Than 5
      3. + Action Set Player Spawn Area · Value: (Variable Op Value) ROUND (Global) - 5
  3. Event 3: Trigger Function (TP)

    1. Add Event · Trigger: Trigger Function · Name: TPFunction that can be called by a trigger object, such as a flight ring. The source object refers the player who initiated the interaction.Source object: Triggering Player
    2. Selection: Triggering Player
    3. + Condition Variable Team ID (Triggering Player) Equal 0 (team A)
    4. + Action Yield · Value: 1
    5. + Action Teleport Player · Value: Variable ROUND (Global)
    6. + Else Case
      1. Selection: Triggering Player
      2. + Condition Variable Team ID (Triggering Player) Equal 1 (team B)
      3. + Action Yield · Value: 1
      4. + Action Teleport Player · Value: (Variable Op Value) ROUND (Global) + 5
      5. + Else Case
        1. Selection: Triggering Player
        2. + Condition Variable Team ID (Selected Object) Equal 0 (team A)
        3. + Condition AND Variable ROUND (Global) Greater Than 5
        4. + Action Yield · Value: 1
        5. + Action Teleport Player · Value: (Variable Op Value) Total Players (Global) - 5
        6. + Else Case
          1. Selection: Triggering Player
          2. + Condition Variable ROUND (Global) Greater Than 5
          3. + Condition AND Variable Team ID (Triggering Player) Equal 1 (team B)
          4. + Action Yield · Value: 1
          5. + Action Teleport Player · Value: Variable ROUND (Global)
  4. Event 4: Kill Enemy (KILLSTREAK)

    1. Add Event · Trigger: Kill Enemy · Name: KILLSTREAKCalled when a player kills an enemy player.Source object: Killer · Target object: Victim
    2. Selection: Killer
    3. + Action Add Variable · Variable: KS · Value: 1
    4. + Group
      1. Selection: Killer
      2. Comment: 3 KS
      3. + Condition Variable KS (Killer) Equal 3
      4. + Action Play Sound · Value: sound #6the editor's sound list order is not recoverable from the game files
      5. + Action Apply Buff · Value: buff "3 KILLSTREAK"
    5. + Group
      1. Selection: Killer
      2. Comment: 5 KS
      3. + Condition Variable KS (Killer) Equal 5
      4. + Action Play Sound · Value: sound #6the editor's sound list order is not recoverable from the game files
      5. + Action Remove Buff · Value: buff "3 KILLSTREAK"
      6. + Action Apply Buff · Value: buff "5 KILLSTREAK"
    6. + Group
      1. Selection: Killer
      2. Comment: RECORD
      3. + Condition Variable KS (Killer) Greater Than Variable KS RECORD (Killer)
      4. + Action Set Variable · Variable: KS RECORD · Value: Variable KS (Killer)
  5. Event 5: Player Killed (KS RESET)

    1. Add Event · Trigger: Player Killed · Name: KS RESETCalled any time a player is Killed by any method.Source object: Dead Player
    2. Selection: Dead Player
    3. + Action Set Variable · Variable: KS · Value: 0
  6. Event 6: Round Start (STATS)

    1. Add Event · Trigger: Round Start · Name: STATSCalled each time a new round starts, useful for games with multiple rounds.
    2. Selection: All Players
    3. + Action Yield · Value: 6
    4. + Action Play Sound · Value: sound #6the editor's sound list order is not recoverable from the game files
    5. + Action Show Toast · Value: Variable Kills (Selected Object) · Message: ## KILLS
  7. Event 7: Trigger Function (ADMIN)

    1. Add Event · Trigger: Trigger Function · Name: ADMINFunction that can be called by a trigger object, such as a flight ring. The source object refers the player who initiated the interaction.Source object: Triggering Player
    2. Selection: Triggering Player
    3. + Condition Variable Role (Triggering Player) Equal no role (0)0 is no role's id, so this clears the player's role (read from the data, not checked in the editor)
    4. + Action Play Sound · Value: sound #7the editor's sound list order is not recoverable from the game files
    5. + Action Show Toast · Value: 0 · Message: ADMIN ENABLED
    6. + Action Set Role · Value: role "ADMIN"
    7. + Action Give Player Item · Items: 1911 · Value: 0
  8. Event 8: Round Start

    1. Add Event · Trigger: Round StartCalled each time a new round starts, useful for games with multiple rounds.
    2. Selection: All Players
    3. + Condition Variable Role (Selected Object) Equal role "ADMIN"
    4. + Action Yield · Value: 8
    5. + Action Give Player Item · Items: 1911 · Value: 0