POP1 MAP ARCHIVEby CrosseyedSensei

ALFA

aglae_souza

Everything the creator set in the rules editor, as steps you can repeat in your own map. Rules name “elimination”, mode Elimination.

Walk ALFA →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
Respawn Time
11.0
default: 0.0
Auto respawn min time
10.0
default: 0.0
Revive Spawn Item
UMP
default: Knife
Ghost Speed
1.5
no default known
Shield Regen Chunk
4
default: 2
Damage Modifier
2.65
default: 1.0
Movement Speed
1.5
default: 1.0
Fling Multiplier
1.8
default: 1.0
Restrict Winner Loadouts
On
default: Off
Starting Builds
10
default: 0
Starting Backpacks
3
default: 0
Additional gear
Knife
default: None
Unlimited Ammo
On
default: Off
Ammo Scale
5.0
default: 1.0
Weapon Ammo Scale
2.0
default: 0.25
Ammo Limit Scale
2.0
no default known
Loot Respawn Time
40.0
default: 0.0
In World Loot
Blocked: Excalibur, Gem Bars, Backpack Upgrade
no default known
Loadout loot filter
Blocked: Katana, Excalibur, Harmonica
default: Blocked: Katana, Excalibur, Harmonica, MG338, Gem Bars
Voice chat mode
Open
default: Team
Zone Movement Speed
1.1
no default known
Zone Hold Length
1.0
no default known
Zone Damage
1.0
no default known
Flight distance from zone
0.9
default: 0.8
Loot drop frequency
0
default: 3
Show loot drop preview
On
default: Off
Despawn player drops time
30.0
default: 0.0
The other 62 settings (same as the default)
Time Limit (Seconds)
-1.0 (no limit)
Multi Round Game
Off
Rounds to Win
0
Death Behavior
Eliminate
Allow Revive
On
Revive Enemies
Off
Downed Enemies Visible
Off
Bleed Out Time
0.0
Health After Revive
1.0
Armor After Revive
0.0
Max downed health
200
Starting Health
1.0
Starting Armor
0.0
Max health
100
Max shield
100
Health Regen
1.0
Shield Regen
0.0
Health Regen Chunk
10
Friendly Fire
Off
PvP
On
Gravity
1.0
Fall Damage
1.0
Flying
On
Climbing
On
Use Loadouts
Off
Loadout Select Time
8.0
Starting Inventory Ammo
1
Player Drops
On
Drop Shield on Death
On
Consume at Full Health
Off
Maximum Player Buffs
4
Show All Nametags
Off
Hide Kill Feed
Off
Hide scores
Off
Lock Team Selection
Off
Allow One Team
Off
Use Gem Hud
Off
Currency Held On Death
0.6
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
Player spawn type
LaunchTower
Drop loot out of target zone
Off
Custom supply zones
None
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
Show loot in ghost mode
Off
Training mode
Off
Allowed player classes
None
No drop class
None
Snipers mark targets
Off

Variables

NameScopeTypeDefault ValueReset Each Round
MASTERIndividualNumber0Yes
TEAM DESTINEIndividualNumber0Yes
T1IndividualNumber1No
T2IndividualNumber2No
T3IndividualNumber3No
T4IndividualNumber4No
T5IndividualNumber5No
T6IndividualNumber6No

Buffs

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

Roles

Shop

None

Events (19)

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

  1. Event 1: Elimination Complete

    1. Add Event · Trigger: Elimination CompleteCalled when only one team remains in the game. The remaining team will be selected for actions.
    2. Selection: None
    3. + Action Add Score · Value: 1
    4. + Action End Match · Value: Variable Surviving Team (Event)stored with the action, though the editor shows no value field for it
  2. Event 2: Kill Enemy

    1. Add Event · Trigger: Kill EnemyCalled when a player kills an enemy player.Source object: Killer · Target object: Victim
    2. Selection: Killer
    3. + Action Add Player Points · Value: 1
  3. Event 3: Player Joined (JOIN)

    1. Add Event · Trigger: Player Joined · Name: JOINCalled when a player joins an in-progress match. This is useful if you need to assign teams or roles to new players.Source object: Joining Player
    2. Selection: Joining Player
    3. + Group
      1. Selection: Joining Player
      2. Comment: A
      3. + Condition Variable Players On Team (Team 0) Less Than Variable Players On Team (Team 1)
      4. + Action Set Variable · Variable: TEAM DESTINE · Value: 0
    4. + Group
      1. Selection: Joining Player
      2. Comment: B
      3. + Condition Variable Players On Team (Team 1) Less Than Variable Players On Team (Team 0)
      4. + Action Set Variable · Variable: TEAM DESTINE · Value: 1
    5. + Group
      1. Selection: Joining Player
      2. Comment: G
      3. + Condition Variable Players On Team (Team 0) Equal Variable Players On Team (Team 1)
      4. + Action Set Variable · Variable: TEAM DESTINE · Value: Random 0 - Value random 0 to 1
    6. + Action Set Team · Value: Variable TEAM DESTINE (Joining Player)
    7. + Action Yield · Value: 1
    8. + Action Respawn Player
  4. Event 4: Collect Item (PUMPKIN)

    1. Add Event · Trigger: Collect Item · Name: PUMPKINCalled when a player picks up a loot item.Source object: Collecting Player
    2. Selection: Collecting Player
    3. + Condition Variable Item ID (Event) Equal Pumpkin (item 49)
    4. + Action Apply Buff · Value: buff "MOVEMENT SPEED"
  5. Event 5: Player Revived (MASTER)

    1. Add Event · Trigger: Player Revived · Name: MASTERCalled when a player is revived.Source object: Reviving Player · Target object: Revived Player
    2. Selection: Reviving Player
    3. + Action Add Variable · Variable: MASTER · Value: 1
  6. Event 6: Flight Ring Triggered (T1)

    1. Add Event · Trigger: Flight Ring Triggered · Name: T1Called when a player passes through a flight ring. Trigger ID can be set on the flight ring and checked in conditions to identify a specific flight ring.Source object: Triggering Player
    2. Selection: Triggering Player
    3. + Condition Variable Trigger ID (Event) Equal 1
    4. + Action Teleport Player · Value: Variable T1 (Triggering Player)
  7. Event 7: Flight Ring Triggered (T2)

    1. Add Event · Trigger: Flight Ring Triggered · Name: T2Called when a player passes through a flight ring. Trigger ID can be set on the flight ring and checked in conditions to identify a specific flight ring.Source object: Triggering Player
    2. Selection: Triggering Player
    3. + Condition Variable Trigger ID (Event) Equal 2
    4. + Action Teleport Player · Value: Variable T2 (Triggering Player)
  8. Event 8: Flight Ring Triggered (T3)

    1. Add Event · Trigger: Flight Ring Triggered · Name: T3Called when a player passes through a flight ring. Trigger ID can be set on the flight ring and checked in conditions to identify a specific flight ring.Source object: Triggering Player
    2. Selection: Triggering Player
    3. + Condition Variable Trigger ID (Event) Equal 3
    4. + Action Teleport Player · Value: Variable T3 (Triggering Player)
  9. Event 9: Flight Ring Triggered (T4)

    1. Add Event · Trigger: Flight Ring Triggered · Name: T4Called when a player passes through a flight ring. Trigger ID can be set on the flight ring and checked in conditions to identify a specific flight ring.Source object: Triggering Player
    2. Selection: Triggering Player
    3. + Condition Variable Trigger ID (Event) Equal 4
    4. + Action Teleport Player · Value: Variable T4 (Triggering Player)
  10. Event 10: Flight Ring Triggered (T5)

    1. Add Event · Trigger: Flight Ring Triggered · Name: T5Called when a player passes through a flight ring. Trigger ID can be set on the flight ring and checked in conditions to identify a specific flight ring.Source object: Triggering Player
    2. Selection: Triggering Player
    3. + Condition Variable Trigger ID (Event) Equal 5
    4. + Action Teleport Player · Value: Variable T5 (Triggering Player)
  11. Event 11: Flight Ring Triggered (T6)

    1. Add Event · Trigger: Flight Ring Triggered · Name: T6Called when a player passes through a flight ring. Trigger ID can be set on the flight ring and checked in conditions to identify a specific flight ring.Source object: Triggering Player
    2. Selection: Triggering Player
    3. + Condition Variable Trigger ID (Event) Equal 6
    4. + Action Teleport Player · Value: Variable T6 (Triggering Player)
  12. Event 12: Round Start (ROUND START)

    1. Add Event · Trigger: Round Start · Name: ROUND STARTCalled each time a new round starts, useful for games with multiple rounds.
    2. Selection: All Players
    3. + Action Apply Buff · Value: buff "DEFIBRILLATOR CHARGE AND FIRE RATE"
  13. Event 13: Player Joined (JOIN BUFF)

    1. Add Event · Trigger: Player Joined · Name: JOIN BUFFCalled when a player joins an in-progress match. This is useful if you need to assign teams or roles to new players.Source object: Joining Player
    2. Selection: Joining Player
    3. + Action Apply Buff · Value: buff "DEFIBRILLATOR CHARGE AND FIRE RATE"
  14. Event 14: Player Revived (REVIVE PLAYER)

    1. Add Event · Trigger: Player Revived · Name: REVIVE PLAYERCalled when a player is revived.Source object: Reviving Player · Target object: Revived Player
    2. Selection: Reviving Player
    3. + Action Apply Buff · Value: buff "DEFIBRILLATOR CHARGE AND FIRE RATE"
  15. Event 15: Collect Item (ENERGY)

    1. Add Event · Trigger: Collect Item · Name: ENERGYCalled when a player picks up a loot item.Source object: Collecting Player
    2. Selection: Collecting Player
    3. + Condition Variable Item ID (Event) Equal Core Collectible (item 72)
    4. + Action Apply Buff · Value: buff "HEALTH REGENERATION"
  16. Event 16: Collect Item (EXTRA)

    1. Add Event · Trigger: Collect Item · Name: EXTRACalled when a player picks up a loot item.Source object: Collecting Player
    2. Selection: Collecting Player
    3. + Condition Variable Item ID (Event) Equal Snowflake (item 71)
    4. + Action Apply Buff · Value: buff "SNOW"
  17. Event 17: Match Setup (START GUN)

    1. Add Event · Trigger: Match Setup · Name: START GUNCalled once at the start of every new match.
    2. Selection: All Players
    3. + Action Set Role · Value: role "START GUN"
  18. Event 18: Player Joined (JOIN GUN)

    1. Add Event · Trigger: Player Joined · Name: JOIN GUNCalled when a player joins an in-progress match. This is useful if you need to assign teams or roles to new players.Source object: Joining Player
    2. Selection: Joining Player
    3. + Action Set Role · Value: role "START GUN"
  19. Event 19: Player Revived (REVIVE GUN)

    1. Add Event · Trigger: Player Revived · Name: REVIVE GUNCalled when a player is revived.Source object: Reviving Player · Target object: Revived Player
    2. Selection: Revived Player
    3. + Action Set Role · Value: role "START GUN"