POP1 MAP ARCHIVEby CrosseyedSensei

CHAOS OITC MAGNUM

ChaosVR

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

Walk CHAOS OITC MAGNUM →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
Solo
default: Squads
Squad Size
1
default: 3
Winning Score
40
default: 0
Time Limit (Seconds)
555.0 s (9.2 min)
default: -1.0 (no limit)
Death Behavior
AutoRespawn
default: Eliminate
Respawn Time
8.0
default: 0.0
Auto respawn min time
7.0
default: 0.0
Armor After Revive
1.0
default: 0.0
Revive Spawn Item
None
default: Knife
Ghost Speed
1.0
no default known
Starting Armor
1.0
default: 0.0
Health Regen
0.0
default: 1.0
Health Regen Chunk
2
default: 10
Damage Modifier
6.5
default: 1.0
Movement Speed
1.2
default: 1.0
Fling Multiplier
4.5
default: 1.0
Fall Damage
0.0
default: 1.0
Starting Inventory Ammo
0
default: 1
Starting Builds
1
default: 0
Starting Backpacks
3
default: 0
Weapon Ammo Scale
0.0
default: 0.25
Ammo Limit Scale
0.0
no default known
Loot Respawn Time
30.0
default: 0.0
Player Drops
Off
default: On
Drop Shield on Death
Off
default: On
In World Loot
Only: none
no default known
Loadout loot filter
Blocked: Katana, Excalibur, Harmonica
default: Blocked: Katana, Excalibur, Harmonica, MG338, Gem Bars
Maximum Player Buffs
5
default: 4
Voice chat mode
Open
default: Team
Zone Behavior
fixed
default: default
Zone Movement Speed
1.0
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
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)
Multi Round Game
Off
Rounds to Win
0
Allow Revive
On
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
Shield Regen
0.0
Shield Regen Chunk
2
Friendly Fire
Off
PvP
On
Gravity
1.0
Flying
On
Climbing
On
Use Loadouts
Off
Restrict Winner Loadouts
Off
Loadout Select Time
8.0
Additional gear
None
Unlimited Ammo
Off
Ammo Scale
1.0
Consume at Full Health
Off
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
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
AMMOIndividualNumber0No

Buffs

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

Roles

Shop

None

Events (12)

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

  1. Event 1: Match Setup

    1. Add Event · Trigger: Match SetupCalled once at the start of every new match.
    2. Selection: All Players
    3. + Action Yield · Value: 5
    4. + Action Apply Buff · Value: buff "ONE IN THE CHAMBER"
    5. + Action Set Role · Value: role "1 round"
    6. + Action Set Variable · Variable: AMMO · Value: 1
    7. + Action Apply Buff · Value: buff "DMG"
  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 Score · Value: 1
    4. + Action Add Variable · Variable: AMMO · Value: 1
    5. + Group
      1. Selection: Selected Object
      2. Comment: 1 ammo
      3. + Condition Variable AMMO (Selected Object) Equal 1
      4. + Action Set Role · Value: role "1 round"
    6. + Group
      1. Selection: Selected Object
      2. Comment: 2 ammo
      3. + Condition Variable AMMO (Selected Object) Equal 2
      4. + Action Set Role · Value: role "2 round"
    7. + Group
      1. Selection: Selected Object
      2. Comment: 3 round
      3. + Condition Variable AMMO (Selected Object) Equal 3
      4. + Action Set Role · Value: role "3 round"
    8. + Group
      1. Selection: Selected Object
      2. Comment: 4 round
      3. + Condition Variable AMMO (Selected Object) Equal 4
      4. + Action Set Role · Value: role "4 round"
    9. + Group
      1. Selection: Selected Object
      2. Comment: 5 round
      3. + Condition Variable AMMO (Selected Object) Greater Than or Equal 5
      4. + Action Set Role · Value: role "5 round"
    10. + Group
      1. Selection: Selected Object
      2. Comment: 6 round
      3. + Condition Variable AMMO (Selected Object) Greater Than or Equal 6
      4. + Action Set Role · Value: role "6 round"
    11. + Group
      1. Selection: Selected Object
      2. Comment: ROUND 7
      3. + Condition Variable AMMO (Selected Object) Greater Than or Equal 7
      4. + Action Set Role · Value: role "ROUND 7"
  3. Event 3: Start Firing Weapon

    1. Add Event · Trigger: Start Firing WeaponCalled when a player pulls the trigger while holding a loaded firearm.Source object: Player
    2. Selection: Player
    3. + Action Add Variable · Variable: AMMO · Value: -1
  4. Event 4: Player Revived

    1. Add Event · Trigger: Player RevivedCalled when a player is revived.Source object: Reviving Player · Target object: Revived Player
    2. Selection: Revived Player
    3. + Action Set Variable · Variable: AMMO · Value: 1
    4. + Action Set Role · Value: role "1 round"
    5. + Action Apply Buff · Value: buff "DMG"
  5. Event 5: Match Setup (Tutorial Message Board)

    1. Add Event · Trigger: Match Setup · Name: Tutorial Message BoardCalled once at the start of every new match.
    2. Selection: None
    3. + Action Update Message Board · Value: 0 · Message: If you want to add this gamemode to your own map, you can follow the following-
    4. + Action Append Message Board · Value: 0 · Message: _____________________________________________________________________
    5. + Action Append Message Board · Value: 0 · Message: 1. create a copy of this map, which can be found in the 'copyable maps' tab
    6. + Action Append Message Board · Value: 0 · Message: _____________________________________________________________________
    7. + Action Append Message Board · Value: 0 · Message: 2. turn on advanced editor, in the build menu, found in -
    8. + Action Append Message Board · Value: 0 · Message: (play - edit rules - advanced editor (on-off))
    9. + Action Append Message Board · Value: 0 · Message: ______________________________________________________________________
    10. + Action Append Message Board · Value: 0 · Message: 3. open the rules library, found in the 'edit rules' tab
    11. + Action Append Message Board · Value: 0 · Message: ______________________________________________________________________
    12. + Action Append Message Board · Value: 0 · Message: 4. first input a name for the rules, then 'save'
    13. + Action Append Message Board · Value: 0 · Message: ______________________________________________________________________
    14. + Action Append Message Board · Value: 0 · Message: 5. these rules can now be loaded in any other map through the rules library
  6. Event 6: Trigger Function (TELE 1)

    1. Add Event · Trigger: Trigger Function · Name: TELE 1Function 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. + Action Teleport Player · Value: 1
  7. Event 7: Trigger Function (TELE 2)

    1. Add Event · Trigger: Trigger Function · Name: TELE 2Function 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. + Action Teleport Player · Value: 2
  8. Event 8: Trigger Function (TELE 3)

    1. Add Event · Trigger: Trigger Function · Name: TELE 3Function 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. + Action Teleport Player · Value: 3
  9. Event 9: Trigger Function (TELE 4)

    1. Add Event · Trigger: Trigger Function · Name: TELE 4Function 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. + Action Teleport Player · Value: 4
  10. Event 10: Trigger Function (TELE 5)

    1. Add Event · Trigger: Trigger Function · Name: TELE 5Function 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. + Action Teleport Player · Value: 5
  11. Event 11: Trigger Function (TELE 6)

    1. Add Event · Trigger: Trigger Function · Name: TELE 6Function 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. + Action Teleport Player · Value: 6
  12. Event 12: Trigger Function (TELE 10)

    1. Add Event · Trigger: Trigger Function · Name: TELE 10Function 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. + Action Teleport Player · Value: 10