POP1 MAP ARCHIVEby CrosseyedSensei

NARROWS CTF

morecowbell520

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

Walk NARROWS CTF →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
3
default: 0
Time Limit (Seconds)
420.0 s (7 min)
default: -1.0 (no limit)
Death Behavior
AutoRespawn
default: Eliminate
Respawn Time
11.0
default: 0.0
Auto respawn min time
8.0
default: 0.0
Bleed Out Time
3.0
default: 0.0
Health After Revive
0.5
default: 1.0
Ghost Speed
0.5
no default known
Starting Armor
1.0
default: 0.0
Damage Modifier
3.8
default: 1.0
Movement Speed
1.5
default: 1.0
Use Loadouts
On
default: Off
Starting Builds
3
default: 0
Starting Backpacks
1
default: 0
Weapon Ammo Scale
1.0
default: 0.25
Ammo Limit Scale
1.0
no default known
Loot Respawn Time
30.0
default: 0.0
In World Loot
Blocked: Katana, Harmonica, Excalibur
no default known
Loadout loot filter
Blocked: Katana, Harmonica, Excalibur, AWP
default: Blocked: Katana, Excalibur, Harmonica, MG338, Gem Bars
Maximum Player Buffs
2
default: 4
Zone Behavior
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
Despawn player drops time
30.0
default: 0.0
The other 63 settings (same as the default)
Multi Round Game
Off
Rounds to Win
0
Allow Revive
On
Revive Enemies
Off
Downed Enemies Visible
Off
Armor After Revive
0.0
Revive Spawn Item
Knife
Max downed health
200
Starting Health
1.0
Max health
100
Max shield
100
Health Regen
1.0
Shield Regen
0.0
Health Regen Chunk
10
Shield Regen Chunk
2
Friendly Fire
Off
PvP
On
Fling Multiplier
1.0
Gravity
1.0
Fall Damage
1.0
Flying
On
Climbing
On
Restrict Winner Loadouts
Off
Loadout Select Time
8.0
Starting Inventory Ammo
1
Additional gear
None
Unlimited Ammo
Off
Ammo Scale
1.0
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
Voice chat mode
Team
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
Show loot drop preview
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
KILL STREAKIndividualNumber0No
DEADIndividualNumber0No
FLAG SCOREIndividualNumber0No
COWBELLIndividualNumber0No
CARRIERIndividualNumber0No
CARRIER KILL SBIndividualNumber0No

Buffs

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

Roles

None

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: Deliver Item

    1. Add Event · Trigger: Deliver ItemCalled when a player delivers an item to a delivery point.Source object: Delivering Player
    2. Selection: Delivering Player
    3. + Action Add Score · Value: 1
  2. Event 2: Kill Enemy (LONGEST KILL STREAK)

    1. Add Event · Trigger: Kill Enemy · Name: LONGEST KILL STREAKCalled when a player kills an enemy player.Source object: Killer · Target object: Victim
    2. Selection: Killer
    3. + Action Add Variable · Variable: KILL STREAK · Value: 1
    4. + Group
      1. Selection: Victim
      2. Comment: END KILL STREAK
      3. + Action Set Variable · Variable: KILL STREAK · Value: 0
    5. + Group
      1. Selection: Killer
      2. Comment: 3 KILL STREAK
      3. + Condition Variable KILL STREAK (Killer) Equal 3
      4. + Action Show Toast · Value: 0 · Message: 3 KILL STREAK
      5. + Action Play Sound · Value: sound #10the editor's sound list order is not recoverable from the game files
      6. + Action Give Player Item · Items: Shield Soda · Value: 1
      7. + Action Yield · Value: 1
      8. + Action Show Toast · Value: 0 · Message: REWARD SODA IN YOUR BACKPACK.
    6. + Group
      1. Selection: Killer
      2. Comment: 5 KILL STREAK
      3. + Condition Variable KILL STREAK (Killer) Equal 5
      4. + Action Show Toast · Value: 0 · Message: 5 KILL STREAK
      5. + Action Play Sound · Value: sound #10the editor's sound list order is not recoverable from the game files
      6. + Action Give Player Item · Items: Shield Soda · Value: 2
      7. + Action Yield · Value: 1
      8. + Action Show Toast · Value: 0 · Message: REWARD SODA IN YOUR BACKPACK
    7. + Group
      1. Selection: Killer
      2. Comment: 10 KILL STREAK
      3. + Condition Variable KILL STREAK (Killer) Equal 10
      4. + Action Show Toast · Value: 0 · Message: 10 KILL STREAK!!!!
      5. + Action Play Sound · Value: sound #8the editor's sound list order is not recoverable from the game files
      6. + Action Apply Buff · Value: buff "ENEMIES SEE YOU NOW"
  3. Event 3: Deliver Item (FLAG SCORE)

    1. Add Event · Trigger: Deliver Item · Name: FLAG SCORECalled when a player delivers an item to a delivery point.Source object: Delivering Player
    2. Selection: Delivering Player
    3. + Action Add Variable · Variable: FLAG SCORE · Value: 1
  4. Event 4: Player Killed (DEATH STREAK)

    1. Add Event · Trigger: Player Killed · Name: DEATH STREAKCalled any time a player is Killed by any method.Source object: Dead Player
    2. Selection: Dead Player
    3. + Action Add Variable · Variable: DEAD · Value: 1
    4. + Group
      1. Selection: Dead Player
      2. Comment: END DEAD
      3. + Condition Variable Kills (Dead Player) Equal 0
      4. + Action Add Variable · Variable: DEAD · Value: 0
  5. Event 5: Trigger Function (COWBELL)

    1. Add Event · Trigger: Trigger Function · Name: COWBELLFunction 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 Add Variable · Variable: COWBELL · Value: 1
    4. + Action Play Sound · Value: sound #19the editor's sound list order is not recoverable from the game files
    5. + Action Show Toast · Value: 0 · Message: CONGRATS! YOU FOUND THE COWBELL.
    6. + Group
      1. Selection: Triggering Player
      2. Comment: SCORE
      3. + Condition Variable COWBELL (Triggering Player) Greater Than or Equal 1
      4. + Action Set Variable · Variable: COWBELL · Value: 0
  6. Event 6: Flag Grabbed (FLAG GRABBED)

    1. Add Event · Trigger: Flag Grabbed · Name: FLAG GRABBEDCalled whenever a player picks up an item spawned from a flag spawnerSource object: Player
    2. Selection: Player
    3. + Action Add Variable · Variable: CARRIER · Value: 1
    4. + Group
      1. Selection: Player
      2. Comment: DROP FLAG
      3. + Condition Variable CARRIER (Player) Greater Than 1
      4. + Action Set Variable · Variable: CARRIER · Value: 1
  7. Event 7: Kill Enemy (KILL FLAG CARRIER)

    1. Add Event · Trigger: Kill Enemy · Name: KILL FLAG CARRIERCalled when a player kills an enemy player.Source object: Killer · Target object: Victim
    2. Selection: Killer
    3. + Condition Variable CARRIER (Victim) Equal 1
    4. + Action Add Variable · Variable: CARRIER KILL SB · Value: 1
    5. + Group
      1. Selection: Victim
      2. Comment: NON CARRIER KILL
      3. + Condition Variable CARRIER (Victim) Less Than 1
      4. + Action Add Variable · Variable: CARRIER KILL SB · Value: 0
  8. Event 8: Player Killed (FLAG CARRIER DIES)

    1. Add Event · Trigger: Player Killed · Name: FLAG CARRIER DIESCalled any time a player is Killed by any method.Source object: Dead Player
    2. Selection: Dead Player
    3. + Condition Variable CARRIER (Selected Object) Equal 1
    4. + Action Set Variable · Variable: CARRIER · Value: 0