POP1 MAP ARCHIVEby CrosseyedSensei

MIRAGE

GODS_CRAZYTRAIN

Everything the creator set in the rules editor, as steps you can repeat in your own map. Rules name “custom”, mode Team Deathmatch. These rules are from an earlier play of this map.

Walk MIRAGE →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
Respawn Time
16.0
default: 0.0
Auto respawn min time
6.0
default: 0.0
Revive Enemies
On
default: Off
Armor After Revive
1.0
default: 0.0
Revive Spawn Item
UMP
default: Knife
Ghost Speed
2.0
no default known
Starting Armor
1.0
default: 0.0
Health Regen
0.6
default: 1.0
Shield Regen
0.6
default: 0.0
Damage Modifier
3.0
default: 1.0
Movement Speed
1.25
default: 1.0
Fling Multiplier
3.0
default: 1.0
Fall Damage
0.0
default: 1.0
Starting Inventory Ammo
10
default: 1
Starting Builds
10
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
15.0
default: 0.0
In World Loot
Blocked: none
no default known
Loadout loot filter
Blocked: SMAW Rocket Launcher
default: Blocked: Katana, Excalibur, Harmonica, MG338, Gem Bars
Maximum Player Buffs
5
default: 4
Voice chat mode
Open
default: Team
Use Gem Hud
On
default: Off
Currency Held On Death
0.25
default: 0.6
Zone Behavior
phoenix
default: default
Zone Movement Speed
0.75
no default known
Zone Hold Length
1.0
no default known
Zone Damage
1.25
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)
Winning Score
0
Time Limit (Seconds)
-1.0 (no limit)
Multi Round Game
Off
Rounds to Win
0
Death Behavior
Eliminate
Allow Revive
On
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 Chunk
10
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
Player Drops
On
Drop Shield on Death
On
Consume at Full Health
Off
Show All Nametags
Off
Hide Kill Feed
Off
Hide scores
Off
Lock Team Selection
Off
Allow One Team
Off
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
FAST SWITCHIndividualNumber0No

Buffs

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

Roles

None

Shop

None

Events (9)

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

  1. Event 1: Match Setup (FAST REZ)

    1. Add Event · Trigger: Match Setup · Name: FAST REZCalled once at the start of every new match.
    2. Selection: All Players
    3. + Action Apply Buff · Value: buff "FAST REZ1"
    4. + Action Apply Buff · Value: buff "FAST REZ2"
  2. Event 2: Kill Enemy

    1. Add Event · Trigger: Kill EnemyCalled when a player kills an enemy player.Source object: Killer · Target object: VictimStored event value 1 (no editor field found for it).
    2. Selection: Killer
    3. + Action Give Player Item · Items: Gem Bars, Resources · Value: 25
  3. Event 3: Self-KO

    1. Add Event · Trigger: Self-KOCalled when a player knocks themselves out.Source object: Dead PlayerStored event value -1 (no editor field found for it).
    2. Selection: Dead Player
  4. Event 4: 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: Source Team
    3. + Action Set Winning Team · Value: Variable Team ID (Source Team)
  5. Event 5: Kill Enemy (VICTUM DROPS GEMS)

    1. Add Event · Trigger: Kill Enemy · Name: VICTUM DROPS GEMSCalled when a player kills an enemy player.Source object: Killer · Target object: Victim
    2. Selection: Victim
    3. + Action Spawn Loot · Value: Gem Bars (item 73)
  6. Event 6: Player Function (RED GUNS)

    1. Add Event · Trigger: Player Function · Name: RED GUNSThis event is a function tied to a specific player and can be called via the "Call Player Function" action.Source object: Player
    2. Selection: Player
    3. + Action Spawn Loot From List · Items: AKM, 1911, CX4, .357 Magnum, M1014, UMP, S85, MK18, Px4, DT11, MP5, P90, AWP, M60, Matadors, RFB, FAL, Uzis, Silenced MP9, Tec9, SPR, SMAW Rocket Launcher · Value: 5
  7. Event 7: Player Function (PURPLE GUNS)

    1. Add Event · Trigger: Player Function · Name: PURPLE GUNSThis event is a function tied to a specific player and can be called via the "Call Player Function" action.Source object: Player
    2. Selection: Player
    3. + Action Spawn Loot From List · Items: 1911, AKM, CX4, .357 Magnum, M1014, UMP, S85, MK18, Px4, DT11, MP5, P90, AWP, M60, Matadors, RFB, FAL, Uzis, Silenced MP9, Tec9, SPR, SMAW Rocket Launcher · Value: 3
  8. Event 8: Collect Item

    1. Add Event · Trigger: Collect ItemCalled when a player picks up a loot item.Source object: Collecting Player
    2. Selection: Collecting Player
    3. + Condition OR Variable Item ID (Event) Equal Gem Bars (item 73)
    4. Each condition stores its own AND/OR operator, shown on its line. The editor shows one operator button between each pair of conditions.
    5. + Action Call Player Function · Function: "RED GUNS" (Event 6)
    6. + Else Case
      1. Selection: Collecting Player
      2. + Condition Variable Item ID (Event) Equal Resources (item 37)
      3. + Action Call Player Function · Function: "PURPLE GUNS" (Event 7)
  9. Event 9: Player Joined

    1. Add Event · Trigger: Player JoinedCalled 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. + Condition Variable Players On Team (Team 0) Less Than or Equal Variable Players On Team (Team 1)
    4. + Action Set Team · Value: 0 (team A)
    5. + Action Respawn Player
    6. + Action Teleport Player · Value: 30
    7. + Action Apply Buff · Value: buff "FAST REZ1"
    8. + Action Apply Buff · Value: buff "FAST REZ2"
    9. + Else Case
      1. Selection: Joining Player
      2. + Action Set Team · Value: 1 (team B)
      3. + Action Respawn Player
      4. + Action Teleport Player · Value: 30
      5. + Action Apply Buff · Value: buff "FAST REZ1"
      6. + Action Apply Buff · Value: buff "FAST REZ2"