This is a small article on what safe and kill boundaries do and how they affect the map and the player.

I have also made a short video describing these boundaries and uses.

http://youtu.be/uH4ecS6IAWo

 

Well I will just get to it.

Safe Boundaries

  1. Strong
    1. Among the Safe boundaries this is the most powerful and devastating on your map if you place it wrong.  If the Player leaves the boundary they will instantly die.
    2. if you have one Strong Boundary and one or more weak boundary on the map, and a player exits the area covered by a safe boundary; The strong boundary’s effect will take priority
  2. Weak
    1. These Safe Boundaries are the “safest” to use on your map.  This is because if the player leaves the boundary they will get a 10 second countdown to get back in to the boundary.
  3. Both and their effects
    1. Creates a safe area for the player to be in
    2. If the player leaves the Save area they will die or start to die.
    3. If an objective item (Ball, Bomb, Flag, etc.) goes out of the area that is a safe area,  it will reset.
    4. The both types of Boundaries can over lap and inside the boundary the player will ‘safe’ from death. On the other hand if you have one Strong Boundary and one or more weak boundary on the map, and a player exits the area covered by a safe boundary; The strong boundary’s effect will take priority.
      1. safeboundaries
  4. Placing on the Map
    1. Safe Boundaries are not required on the map.  Especially if you are using the whole map for game play.  These boundaries are designed to restrict the place where players are allowed to be.
    2. The Safe Boundaries will create a rough outline of where the player should be.  Kill boundaries will be for making the area the player can be in more defined and exacting.
    3. Safe Boundaries should always be a little bigger that the map you are using it.  (I would recommend 0.5-1.0 unit bigger)
    4. For Wide Open map or a map that you want the player to have a little ‘wiggle’ room
      1. I would Recommend Placing a Soft Safe zone (this is because the affects are less severe) at the center of the map and setting the area to cover the map.  Make sure that you make the safe zone just bigger than the map.
    5. For a exactly defined map area (AGLA Court is the best example) or a map that the player should not leave that exact area certain area
      1. I would recommend placing a Safe Zone (this is because the affects are severe) at the center of the map and setting the area to cover the map. Make sure that you make the safe zone just bigger than the map.
  5. Test Safe Boundaries before you move on to kill boundaries
    1. You want to make sure that the Bombs, Flags, Cores, etc. spawn and stay spawned on the map
    2. You want to make sure that the players do not spawn and die or get a 10 second count down where they are suppose to be safe.
    3. You will also want to check hills and crevasses where the player is suppose to be and make sure that the the player/objective-items is safe.
    4. Finally you want to make sure that that the player get the appropriate effect as they leave the area.

Kill Boundaries

  1. Strong
    1. Among the Kill boundaries this is the most deadly.  if the Player enters the boundary they will instantly die.
    2. if you have one Strong Boundary and one or more weak boundary overlapping on the map, and a player enters the area covered by both Kill boundaries; The strong boundary’s effect will take priority
  2. Weak
    1. Among the Kill boundaries this is the least deadly.  If the player enter the boundary they will get a 10 second timer to death (until the leave this boundary)
  3. Both and their effects
    1. Kill Boundaries will override the effects of the Safe Boundaries on the map.
    2. Creates an un-safe area for the player to be in
    3. If the player enters the kill area they will die or start to die.
    4. If an objective item (Ball, Bomb, Flag, etc.) goes in to an area that is covered by an kill boundary it will reset.
    5. The both types of kill Boundaries can over lap but the strong’s kill boundary will take affect (if the player enters it).
      Killboundaries
  4. Placing on map
    1. Kill Boundaries are not required on the map. Especially if you are using the whole map for game play. These boundaries are designed to restrict the place where players are allowed to be.
    2. The Kill Boundaries will create a more refined outline of where the player should be.
    3. Safe Boundaries should always be a little bigger that the map you are using it. (I would recommend 0.5-1.0 unit bigger)
    4. For the Top of maps:  Example on top of map controlling building and at mid – high Altitudes (especially for maps with Banshees and Falcons)
      1. I would Recommend Placing a Soft Safe zone (this is because the affects are less severe) at the center of the area you want to restrict (top of a building or high up on the map) and setting the area to cover that section.
      2. For Buildings:  Make sure that you make the soft kill zone just a little wider (0.1 or 0.2) and about 2 or 3 units high (so the player can jump and stay in the boundary) above the section.
      3. For the Top of Maps:  Make sure that you make the Soft Kill zone as huge as possible (Circle with Top and Width dimensions set to 109.9) and above the map playing area.  This keeps player from getting around them.
    5. For the bottom of Maps or where the Player should never be: Example of falling off of a cliff or bridge.
      1. I would recommend placing a Kill Zone.  This allows the player to die while in the air instead of waiting to hit the ground. (This speeds up the players death so he can get back to the battle faster).
      2. For Specific Locations where the player should never be:  Place a Kill zone and Fill make the shape exactly the size of the area you want the player to never be.
      3. For the Bottom of Maps: Make sure that you make the Kill Zone as huge as possible (Circle with bottom and Width Dimensions set to 109.9) and Below the Map area (about 2 or 3 from the lowest point on the map).  This keeps the Player for getting under them.
  5. Now time to test the map
    1. You want to make sure that the Bombs, Flags, Cores, etc. spawn and stay spawned on the map
    2. You want to make sure that the players do not spawn and die or get a 10 second count down where they are suppose to be safe.
    3. You will also want to check hills and crevasses where the player is suppose to be and make sure that the the player/objective-items is safe.
    4. Finally you want to make sure that that the player get the appropriate effect as they leave the area.

If you see something I got Wrong or something you want to add write a comment.  Give your gamertag and I will quote you appropriately for the information you provide.

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