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Welcome to BR Turbo Nobuild

HighlightPosted invalleyDweller Pressvia Zuurniverse Royale
vllDllr
vllDllr
vllDllr8 mo. ago
  • Developer
  • Community Owner
vllDllr8 mo. ago
  • Developer
  • Community Owner

Here's some stuff about the latest changes in Zuurniverse Royale

First some History:

This world will probably look very familiar as it's "shared" with Adventure (PG) and Huunt (Prop Hunt). I have to manually bring the updates back and forth between the projects as I make them, but that's a whole other post.

The Adventure map... needs better onboarding. A lot of players don't know what to do in it, because it's really got no guns. You wander around following coin trails and talking to NPCs to do quests and learn lore, and sorta meta-tycoon for resources. It's kind of a lot, and is sort of my sandbox, and needs a lot more work (but check it out).

SO to make things easier on players, I made a Last Standing game on that island as a different project, whose gameplay should be pretty familiar to everyone who's familiar with Fortnite.

Since there aren't a ton of people constantly on the map, it's really huge, and hard to find each other, and people kept getting distracted by the lore stuff, so I made a bunch of drastic changes.

Added ch7 props:

New Thumbnail,

Incorporating our mascot, Gia.

Can you find the new thumbnail?

Storm Changes

Here's the new storm starting size/location. This is consistent every game.

Made this change along with the player spawners, to drop everyone in this area to begin with, and pinch them within its bounds. It should be far easier to find everyone now in a fairly short time.

Timer here reading 13:02 is a couple minutes in on the previous build.

You'll have another minute or two before it gets this small now, I extended the timers.

The other thing you may notice in the previous picture is that the eye of the storm can be empty water. I found this undesirable, and added another POI there. In the lore, the Zuurniverse port is built on top of ruins, so I just made that visible here as evidenced in the following screenshots:

Added ground loot (makeshift where possible) in various locations

small arms and ammo

rifles and ammo

shotguns and ammo

health pack (NON-LEGACY), bandages, slurp shrooms, grappler

The Lab has delivered 2 of the big white royal chests to the staging campsite at the lake.

Let me know if you like the changes. Hopefully people can clear the hillsides easily as the storm closes now.

vllDllr
vllDllr
vllDllr8 mo. ago
  • Developer
  • Community Owner
vllDllr8 mo. ago
  • Developer
  • Community Owner

One of the main updates I want to make is to have the map dynamically scale, or scale with voting, and/or let players choose what are they want to fight in (and what size).

To begin with, I might just use a player counter, have the default be "medium", and then less than that is small, and more triggers large. Assuming they're reliable.

The big concern for me, is going to be figuring out how to get the spawn points into the right locations. I could literally just animate them there, but I'd like to have different sets enable/disable, and I don't know how to do that, really, right now.

I have some rudimentary voting device stuff set up in the ready room, but you're only in there during matchmaking (pic above).

Speaking of which, that Emergency Teleport is there, which dumps you onto the stump above town...

Right now (v15) the teleporter goes both ways, because I forgot to disable it or put it higher.

The thumbnail stuff, temp Gia and camera are also enabled now and shouldn't be. I'll get those fixed.

Also, I'm not super in love with the matchmaking black screen. With shorter rounds, we see it more. I might give it the Casey Jones treatment where the ACTUAL game is a longer 3, 5, or 10 "round" game that's not actually resetting the rounds, but works more like waves.

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