POP1 MAP ARCHIVEby CrosseyedSensei

Win score, time limit and rounds

How a match ends: a winning score, a time limit, several rounds, or events that end the round or match.

100 of 126 maps with captured rules use it.

Settings

SettingMost maps hereDefaultValues seen (maps)
Winning Score000 (58), 30 (11), 50 (5), 1 (3), 40 (3), 5 (3), 600 (2), 3 (2), 24 (2), 90 (1), 70 (1), 6 (1), 13 (1), 35 (1), 44 (1), 100 (1), 25 (1), 26 (1), 80 (1), 20 (1)
Time Limit (Seconds)-1.0 (no limit)-1.0 (no limit)-1.0 (no limit) (68), 900.0 s (15 min) (23), 600.0 s (10 min) (3), 555.0 s (9.2 min) (2), 420.0 s (7 min) (2), 0.0 (no limit) (1), 1200.0 s (20 min) (1)
Multi Round GameOffOffOff (93), On (7)
Rounds to Win000 (91), 5 (4), 2 (4), 3 (1)

"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%. Settings every map here leaves at the default are not listed.

Events to build

9 versions across 67 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 · 52 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, ROMULUS, ROTTEN RAPPIDS, SEAN0311, SKB PAINTBALL, SPORE WAR, STACKED, SUPERSTAR, SURVIVE, SWEET DREAMS, TAGD, THE HOLLER, THE POWERPUFF G0DS, THE WHITE HOUSE, THE WITCHES, THOR CITY, TRAUMA.

  1. Event 5: 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. + Condition Variable Players On Team (Source Team) Greater Than 0
    4. + Action Set Winning Team · Value: Variable Team ID (Source Team)

Version 2 · 6 maps

As built in ATROCIOUS, COLD HEARTED, CROSSES, G0DTHAM, MIRAGE, SKYFALL.

  1. Event 5: 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)

Version 3 · 2 maps

As built in AETHELGARD SOLSTIS, BIGBABYJESUZ CLASSIC.

  1. Event 4: Elimination Complete (ELIMINATION)

    1. Add Event · Trigger: Elimination Complete · Name: ELIMINATIONCalled when only one team remains in the game. The remaining team will be selected for actions.
    2. Selection: None
    3. + Action End Match

Version 4 · 2 maps

As built in ALFA, QUICK JOIN CLASSIC.

  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

Version 5 · 1 map

As built in CAVE ELIMINATION.

  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 Round · Value: Variable Surviving Team (Event)

Version 6 · 1 map

As built in DEEP SPACE 5.

Create these first:

Variables

NameScopeTypeDefault ValueReset Each Round
FLOOR LEVELGlobalNumber1No
  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 Round · Value: Variable Surviving Team (Event)
    5. + Group
      1. Selection: Source Team
      2. + Condition Variable FLOOR LEVEL (Global) Less Than 5
      3. + Action Add Variable · Variable: FLOOR LEVEL · Value: 1
      4. + Else Case
        1. Selection: Source Team
        2. + Condition Variable FLOOR LEVEL (Global) Greater Than or Equal 5
        3. + Action Set Variable · Variable: FLOOR LEVEL · Value: 1
  2. Event 3: 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. + Condition Variable Score (Source Team) Equal 5
    4. + Action End Match
    5. + Action Set Winning Team · Value: Variable Winning Score (Global)

Version 7 · 1 map

As built in HEAVENS ARENA BIG BATTLES.

Create these first:

Variables

NameScopeTypeDefault ValueReset Each Round
FLOORGlobalNumber1No
  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 Round · Value: Variable Surviving Team (Event)
    5. + Action Add Variable · Variable: FLOOR · Value: 1

Version 8 · 1 map

As built in STONE HENGE.

  1. Event 1: Elimination Complete (KILL ALL)

    1. Add Event · Trigger: Elimination Complete · Name: KILL ALLCalled when only one team remains in the game. The remaining team will be selected for actions.
    2. Selection: Source Team
    3. + Action End Match
    4. + Action Set Winning Team · Value: 1 (team B)

1 more version, in ULTIMATE 5 LEVELS. Open a map's recipe to see them.

Seen in