POP1 MAP ARCHIVEby CrosseyedSensei

Pickups that do something

Collecting an item runs actions: check the Item ID, then apply a buff, spawn more loot, add to a variable.

60 of 126 maps with captured rules use it.

Events to build

13 versions across 60 maps. The most used comes first; each is complete, with the functions, buffs, roles and variables it needs. The number in a function call matches the heading of that event in this list.

Version 1 · 48 maps

As built in ****_GETFAHQD, [MELIPOP], AFTERMATH-LIGHT VS DARK, BADLANDS, BAMBOO, BANANA LAND, BEAST MODE, BI-POLAR, Blank Snow template, BLUE, CANDLE MAGIC, CHILL, DARK CARNIVAL, EREPTILE DISFUNCTION, FLASH, FORTRESS, G SPOT, HIGHER, HILDRS ECHO, HOLY GROUND, HUNTED, HYPNOSIS, LA LA LA, LADIES VS GENTS, LEGIONS, LIGHT VS DARK, MELIS CAFE, MUSHY 2, PHANTOM, PLAN B, POPPY, QUANTUM CITY, QUIETOWL, REALTREE, ROBOTICS, ROBOTICS 2, ROTTEN RAPPIDS, SEAN0311, SPORE WAR, STACKED, SUPERSTAR, SURVIVE, TAGD, THE HOLLER, THE POWERPUFF G0DS, THE WHITE HOUSE, THE WITCHES, TRAUMA.

Create these first:

Buffs

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

  • CRYSTAL ZONE #2Duration: 30.0 s · Remove On Death · Icon colour #FFFFFF · Background colour #000000
    • Zone Damage Taken: 0.5
  1. Event 7: 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 Variable Item ID (Event) Equal Crystal (item 61)
    4. + Action Apply Buff · Value: buff "CRYSTAL ZONE"
    5. + Else Case
      1. Selection: Collecting Player
      2. + Condition Variable Item ID (Event) Equal Resources (item 37)
      3. + Action Spawn Loot From List · Items: 1911, .357 Magnum, M1014, UMP, Px4, DT11, MP5, P90, Matadors, Uzis, Silenced MP9, Tec9, AKM, CX4, S85, MK18, AWP, M60, RFB, FAL, SPR, SMAW Rocket Launcher · Value: 3

Version 2 · 1 map

As built in ALFA.

Create these first:

Buffs

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

  • MOVEMENT SPEED #0Duration: 60.0 s · Notify · Icon: E-Icon-Speed · Icon colour #FF6B00 · Background colour #000000
    • Movement Speed Multiplier: 1.25 / 1.25 / 1.25
    • Add Additional Buff Effect · Fling Power Multiplier: 2.0 / 2.0 / 1.0
    • Add Additional Buff Effect · Silence (mute footsteps and flight audio): 0.0 / 0.0 / 0.0
    • Add Additional Buff Effect · Defib Charge Rate: 5.0 / 5.0 / 1.0
  • HEALTH REGENERATION #5Duration: 900.0 s · Notify · Icon: E-Icon-Health · Icon colour #32CD32 · Background colour #000000
    • Shield Regeneration (per second): 5.0 / 5.0 / 5.0 / 5.0 / 6.0
    • Add Additional Buff Effect · Health Regeneration (per second): 5.0 / 5.0 / 5.0 / 5.0 / 5.0
    • Add Additional Buff Effect · Fling Power Multiplier: 2.0 / 2.0 / 2.0 / 2.0 / 2.0
    • Add Additional Buff Effect · Defib Charge Rate: 5.0 / 5.0 / 5.0 / 5.0 / 4.0
    • Add Additional Buff Effect · Shaker Charge Rate: 5.0 / 5.0 / 5.0 / 5.0 / 5.0
    • Add Additional Buff Effect · Damage Scale Multiplier: 1.1 / 1.1 / 1.1 / 1.1 / 1.15 · Affected Weapons: CX4, M1014, .357 Magnum, M1014, UMP, MK18, P90, AWP, M60, Matadors, FAL, Uzis, SPR, Frag Grenade, Cyberblade
  • SNOW #3Duration: 999.0 s · Icon: E-Icon-Death · Icon colour #FFFFFF · Background colour #000000
    • Health Regeneration (per second): 35.0 / 35.0 / 37.0 / 35.0 / 35.0
    • Add Additional Buff Effect · Fling Power Multiplier: 2.0 / 2.0 / 2.0 / 2.0 / 2.0
    • Add Additional Buff Effect · Fire Rate Multiplier: 5.0 / 5.0 / 5.0 / 5.0 / 5.0 · Affected Weapons: Katana, Cyberblade, AWP, SPR
    • Add Additional Buff Effect · Silence (mute footsteps and flight audio): 0.0 / 0.0 / 0.0 / 0.0 / 0.0
    • Add Additional Buff Effect · X-Ray Vision (see enemy outlines): 0.0 / 0.0 / 0.0 / 0.0 / 0.0
    • Add Additional Buff Effect · Shield Regeneration (per second): 5.0 / 5.0 / 5.0 / 5.0 / 5.0
    • Add Additional Buff Effect · Defib Charge Rate: 5.0 / 5.0 / 5.0 / 5.0 / 5.0
    • Add Additional Buff Effect · Shaker Charge Rate: 5.0 / 5.0 / 5.0 / 5.0 / 5.0
  1. 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"
  2. 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"
  3. 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"

Version 3 · 1 map

As built in BIGBABYJESUZ CLASSIC.

  1. Event 6: Collect Item (LOOT SHOP)

    1. Add Event · Trigger: Collect Item · Name: LOOT SHOPCalled when a player picks up a loot item.Source object: Collecting Player
    2. Selection: Collecting Player
    3. + Action Play Sound · Items: AKM, AKM, AKM, AKM · Value: sound #14the editor's sound list order is not recoverable from the game files

Version 4 · 1 map

As built in CROSSES.

  1. Event 5: 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
  2. Event 6: 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 5)
    6. + Else Case
      1. Selection: Collecting Player
      2. + Condition Variable Item ID (Event) Equal Resources (item 37)
      3. + Action Call Player Function · Function: event id 15no Player Function event with this id

Version 5 · 1 map

As built in GHOST SHIP.

Create these first:

Buffs

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

  • X-RAY #0Duration: 5.0 s · Notify · Remove On Death · Icon: E-Icon-Death · Icon colour #FFFFFF · Background colour #000000
    • X-Ray Vision (see enemy outlines): 0.0
  1. Event 3: Collect Collectible

    1. Add Event · Trigger: Collect CollectibleCalled when a player collects a collectible loot item.Source object: Collecting Player
    2. Selection: Collecting Player
    3. + Action Apply Buff · Value: buff "X-RAY"
  2. Event 5: Collect Collectible

    1. Add Event · Trigger: Collect CollectibleCalled when a player collects a collectible loot item.Source object: Collecting Player
    2. Selection: Selected Team Players
    3. + Action Add Score · Value: 1

Version 6 · 1 map

As built in METRO_PHOENIX.

  1. Event 3: Collect Collectible

    1. Add Event · Trigger: Collect CollectibleCalled when a player collects a collectible loot item.Source object: Collecting Player
    2. Selection: Team Players · Team: Variable Team ID (Collecting Player)
    3. + Condition Variable Item ID (Event) Equal 61
    4. + Action Give Player Item · Items: Gem Bars · Value: 10
    5. + Else Case
      1. Selection: Team Players · Team: 0
      2. + Condition Variable Item ID (Event) Equal 72
      3. + Action Give Player Item · Items: Gem Bars · Value: 150

Version 7 · 1 map

As built in MIRAGE.

  1. 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
  2. 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
  3. 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)

Version 8 · 1 map

As built in MONSTER BASH.

  1. Event 2: Collect Collectible

    1. Add Event · Trigger: Collect CollectibleCalled when a player collects a collectible loot item.Source object: Collecting Player
    2. Selection: Team Players · Team: Variable Team ID (Collecting Player)
    3. + Condition Variable Item ID (Event) Equal 49
    4. + Action Give Player Item · Items: Gem Bars · Value: 10

5 more versions, in ROMULUS, SHOOTING UNDER INFLUENCE, SKB PAINTBALL, THOR CITY, ULTIMATE 5 LEVELS. Open a map's recipe to see them.

Seen in