munk07 submitted a new map: Last Spartan Standing - Duo & Squad Battle Royale Read more about this map...
I'm posting my old maps. I never got to post them online so I'm taking advantage of it. However instead of spamming maps every day, I'm spreading them out a bit. Also not posting every single map, just the ones that really stick out.
I loaded this up because you said something about a flying pelican I thought I'd let you know... we can smooth out the motion of the death-walls. Also, seems like a better delivery system could be engineered for you. Heck, it might even be possible to have everyone jump out of a flying bus if you want to.
I appreciate the feedback. I may look back into the map for improvements and gameplay smoothness. Also, when you said jumping out of the bus. Do you mean literally inside the pelican while it's moving above the map? That sounds interesting for sure. I may look into that myself because it does sound better than the map currently plays. Lol.
It is definitely possible as long as you put welded mongooses in the pelican or whatever welded object you want to make. Then everyone has to jump in a passenger seat before the "bus" leaves. Then you can script the pelican or welded object to move to a certain location or locations. But make sure you set vehicle use to passenger only because the "bus" won't move if someone is in a driver's seat.
I took the liberty to adjust the spawning. Instead of dealing with the jumping, you simply get on a mongoose. I too had issues when testing in lobbies where some people just couldn't grasp the idea of jumping when ready so I decided to take some of your guys advice. Granted I didn't do exactly what everyone was saying but I made it smoother. Instead of jumping, you get in the passenger of a mongoose, which will take you above the map. You jump when you are ready. At Round Start, players have 7 seconds to get on the mongoose. At 7 seconds, all mongoose will be moving forward at a decently fast speed. There is a kill boundary to prevent players from staying at spawn. With more feedback, I can go through and fine polish this map. Thanks for your advices.
I mean, if you want to build a bus or just use a pelican, we can prevent players from killing each other somehow for a moment, then alert them to jump out, the thing travels in a smooth, straight line across center of the map, or on a few random courses or something... I don't understand the mongoose thing.
The main issue is coordination. The gamemode has to work with randoms or it won't be properly functional. I made the spawns more graspable for gameplay. Having players coordinate to get in the bus before the match would be a hassle. I did try to weld to the pelican but the map has too much going on to handle any more.
coordination is not really an issue. there are ways to beam everyone onto the ship the same way fortnite does. you sit in a zone for a few seconds, then you're just on the ship. then, it moves. any new joiners would either wait until next round, or wait for another flight of the ship...
I have a bus ready for use in my file share. It's scripting ready with a teleporter on the back so you can jump out without getting hurt just have to put a sender teleporter along the path. Also you could just put grav slides if you don't want to script it. Here is the link https://www.halowaypoint.com/en-us/...SHER2510_63eb98bc-c2dd-40ba-b0cb-3382e1419a84
that's a really well-done fortnite bus recreation @PUNISHER2510 ! However, I doubt anyone would want to consume that many pieces for something like this! I'm going to try and put together a demo with something simple... then if y'all like it, we can develop it more. edIT: @munk07 i am taking a closer look at your death walls and associated stuffs... I can save you a **** ton of pieces and scripts... let's chat more about this.
The reason the death wall has so many pieces is because i wanted invisible barriers. Sometimes in custom games, the death boundaries didnt kill you, so i made a invisible wall to make sure players are trapped
there are so many other ways to deal with your problems, though. Fine tuning a solution to catch all weird situations is part of the game, as they say. A layered solution that first kills them slowly, and then if they are in there too long, just goes straight to 100% murder-death-kill, would work fine and not be hard to do. Not only that, but I am going to extend the zones outward more, which will make sure they cannot exit the back-way with their souls attached. Take my word for it, you'll at least want to revamp the way this thing approaches and kills. I am also going to save you at least a couple hundred scripts too. You do not want this kind of performance drain on your map for no reason (you may not have noticed it, but any strain that is not necessary only invites eventual problems for you or someone trying to enjoy your map.) I take it you just want it going in 800 units over 180sec for now? If that's how you want it, I'll just set up a demo that shows you what this can be and do... (have a lot of it done actually).
Here you go. This is what we can do with a LOT less budget (though ,a delivery system is not installed yet, so that will go up some, but not a ton) This is two brain-zones per side (you could make more sides if you want) with like 250 width and the edges of the zones are approx where you had your old ones. I adjusted the death-rate to something faster but smaller. You cannot even come close to exiting the other side. The brains are high enough not to collide with anything as they move. we can posibly make a system to make the shrinkage vary from game to game... (see that budget? What if you could make another island or add detail you weren't able to before?) https://xboxdvr.com/gamer/exterrestr1al/video/62106703