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Ragdoll Combat was a physics-based third-person shooter game created by Lightning_Splash and published under the group LSPLASH. It has become unplayable when its sequel, Ragdoll Mayhem, originally in its Beta stage, came out. Then, it became playable once again, as it has always been. The game hasn't been updated since February 2020. It has become private at some point.


Interview with the creator[]

The following interview was between Thundermaker300 and Lightning_Splash on Error: Page "User blog:RBLXDeveloperInterviews/Lightning_Splash: Ragdoll Combat" does not exist., as part of the Developer Connections Project.

What was it like developing Ragdoll Combat?
It was fun! It started as experimenting with the ragdoll system I made, then I decided to create it into what it is today.
What challenges did you have to overcome while developing? What was the most challenging?
Deciding what the game should be was challenging. I originally planned the game to be an open-world game, but I ended up with a fast paced third-person shooter. Plus, the game was made while I was figuring out how FilteringEnabled worked. I had to convert it to work with FilteringEnabled, but luckily that was in the early stages of Ragdoll Combat.
What did you enjoy most while developing Ragdoll Combat?
I liked seeing my friends and other players enjoying Ragdoll Combat, and the game itself slowly growing popularity!
Is there anything else you'd like to share?
When I develop a game, I always focus on creating something other players and I would enjoy. I try to steer away from focusing on profit, cause then it just turns into a cash-grab that players will drop in a day or two.

Game Modes[]

It involves several players (maximum of 8 players, each one with its own color) pitted against each other in PvP matches with wonky physics applied to characters. Players can pick up weapons to use against and KO others in order to be the last one standing and win the round. There are a variety of game modes and maps that can be played on:

Main game modes[]

  • In Free for All, players must kill each other with guns, melee weapons, sticks, and their fists to be the last one standing.
  • In Team Mode, players are assigned to either Red or Blue and the team who wipes out all members of the other team first wins. This mode might become unfair in servers with an unpaired amount of players in them, due to numerical inequality. Since the maximum of players by the server is 8, each team can have up to 4 players.
  • In Boss Mode, the game starts with an objective in the middle that a single player must reach in order to trigger the spawn and become the boss. The boss has significantly more health than a regular player, however also increases in size and strength, but is usually slower as well. After destroying the boss, the players will have to keep fighting one another like if it was a normal round The last player standing wins.
    • Additionally, each boss map has a different boss design, which can be a big cartoony robot, a king outfit or a warrior outfit. Respectively ordered the energy source can be a white sphere formed by the union of other spheres emitting energy to form it, a throne, or a big energy source revolved by what appears to be a forcefield.

In the last 15 seconds of any round, explosives drop from the sky to quickly end the game and give the win to a player

Minigame Modes[]

  • In a Dodgeball mode, the game puts the players inside a spinning arena, with a lot of colorful balls in it. The players have to grab one or more balls and throw them at other players to push them off the map. There are some medical kits that spawn with the balls, which decreases the amount of chance of dying.
    • Because of the wonky physics, most of the time, the ball ends up killing the player who threw it by propelling it forward because they get stuck in another part of the body. Because of this, some players decide to just kick the ball rather than grabbing and throwing it. It's a safer and better way to attack because more balls are affected by the kick and the chances of destroying yourself decrease.
    • When two players grab the same ball, as long as they're holding it, they will fly upwards. Punching seems to fix this issue, but one of the players will end up dying in the process. 
  • In a Pillow Fight mode, the game puts the players on top of a giant bed with two giant pillows, which is floating in a big pool of lava. As a decoration, there are 2 lamps who are also floating on the lava The objective of this round is to push off other players with the pillow. Rarely, some potatoes will drop from the sky but it's very hard to notice because they're small and because most of them fall into the lava pool. They are also not really helpful because they don't heal a lot of health.
    • There is a small gap on the right side of the bed, which allows the players to get underneath the mattress. It's unknown if Lightning_Splash forgot about it, or if he left that gap as a quirky secret. To get in there without dying, you have to fall and, when you're milliseconds away from falling into the lava, press the V button to slide inside the gap. Underneath the mattress, it's possible to find an endless and auto-regenerative amount of potatoes. Staying in there gives a lot of protection against the meteors and the players, which is a possible reason as to why some of them say that whoever gets underneath the mattress is "cheating" or "hacking". It is possible to come back up the bed, but that's a significantly harder thing to do than to get inside the gap.
    • When two or more players end up hitting another player on accident (or not) this third player will receive a lot more damage and the unconsciousness will be so long that there might not be enough time to react, and he/she will end up falling into the lava.
    • The cubic collision that revolves around the lamps is used as a protection to some players. They get behind it so it gets harder for the other ones to hit them, and even if they do get behind the lamp, the gravity might make them fall into the lava.
    • The most known and used "hideout" is to get under the pillows. It's simple, but sometimes it actually works.
    • As funny as that might sound, some players use the interior part of the lamps' shade as a hideout.

No matter what type of game mode or minigame round, in the last 15 seconds of the round, meteors will start to fall from the sky, being able to kill any player that it makes any physical contact within a maximum of 2 hits. Getting under structures and running away while looking at the sky can decrease your chances of dying. The game can end with a tie if there is more than 1 player alive or if they were killed simultaneously.

Weapons[]

There are many different types of weapons in Ragdoll Combat, some more powerful than others. They are randomly chosen by the system and are thrown in the map, usually in its center. They are colored black when they first spawn, but once a player grabs it, its color changes to the player's respective skin color (except the lightsaber and the snake launcher).

Firearms[]

There are a lot of firearms that can be utilized in Ragdoll Combat. Firearms are weapons that shoot bullets or missiles. Their range, power, and amount of rounds per minute (RPM) vary from firearm to firearm. Additionally, the weapons reload automatically once the number of bullets reaches 0. The amount of reloads is endless for all firearms (the machine gun, on the other hand, isn't reloadable). When the player has his/her arm ripped off, as long as it hasn't fallen outside of the map, it's still possible to shoot.

Ragdoll Combat M4

Model of a rifle on the ground.

Rifle[]

Damage per shot: 6.25

Fire rate: 700-900 RPM

Magazine size: 16

Ragdoll Combat Rocket-Launcher

Model of a rocket launcher on the ground.

Rocket launcher[]

Damage per shot: 20-50

Fire rate: 0.75 RPM

Magazine size: 1

Shotgun

Model of a shotgun on the ground.

Shotgun[]

Damage per shot: 10

Fire rate: 1.1 RPM

Magazine size: 6

Ragdoll Combat Sniper

Model of a sniper rifle on the ground.

Sniper rifle[]

Damage per shot: 20

Fire rate: 0.33 RPM

Magazine size: 1

Pistol[]

Ragdoll Combat Pistol

Model of a pistol on the ground.

Damage per shot: 5

Fire rate: 600-900 RPM

Magazine size: 8

Double pistol[]

Ragdoll Combat Double Pistol

Model of a double pistol on the ground.

Damage per shot: 10

Fire rate: 3.96 RPM

Magazine size: 16

Grenade launcher[]

Ragdoll Comba Grenade Llauncher

Model of a grenade launcher on the ground.

Damage per shot: 20-40

Fire rate: 40 RPM

Magazine size: 1

Machine gun[]

Ragdoll Combat Machine Gun

A player holding a machine gun.

Damage per shot: 2

Fire rate: 3000 RPM

Magazine size: 26

P.S.: Only 2-3 instances of this weapon spawn per map. Extremely useful against the big robot boss if used wisely.

Melee weapons[]

So far, there are only 4 types of melee weapons in Ragdoll Combat. Melee weapons are weapons that cause damage by physical contact and cannot cause damage by distance. While each of them does work in the same way, each one has a characteristic that makes a little different from one another. They are not very powerful if used in the traditional way, so there's a technique of punching and stabbing at the same time. Melee weapons can also dismember all the parts of a player's body, with the exception of the torso and the head. With the melee weapons, you can hit players of your own team and, if you drop one that you've used on the ground, whoever steps on it will still get hurt.

Sword[]

Ragdoll Combat Sword

Model of a sword on the ground.

The Sword is directly based on the original Roblox Sword model, but it is entirely composed by only one color. From all of the melee weapons, this is certainly the less powerful one. It can barely dismember!

Lightsaber[]

Ragdoll Combat Lightsaber

Model of a lightsaber on the ground.

The Lightsaber was created possibly as a direct reference to Star Wars, but the weapon is not as realistic and big as how we see them in the franchise, probably because it just wouldn't fit in a cartoony-like game like Ragdoll Combat, and because it wouldn't seem different at all. The Lightsaber is the most powerful melee weapon in the game. This is proved by the fact that whoever touches it will immediately fly away and also receive a little more damage when compared to the other melee weapons. Some players consider this weapon being their favorite weapon in the game.

Ragdoll Combat Frying Pan

Model of a frying pan on the ground.

Frying pan[]

It might sound funny, but frying pans are actually considered weapons in this game. Maybe it seems silly and weak, but frying pans are a very useful and interesting melee weapon. It not only causes damage to players but also let them unconscious for 5 seconds as a side effect. If used wisely, it's enough to kill a player in less than 20 seconds. Basically, just keep punching and hitting the players with it, not only to cause a lot of damage but to increase the unconsciousness duration, giving little to no time for them to react.

Pillow[]

Ragdoll Combat Pillow

Players fighting with pillows in the Pillow Fight round.

Pillows are only found in the Pillow Fight minigame and are also the only weapon available in that round. Just like the frying pans, they make the players unconscious, but for a longer period of time. They also make them fly way high, which most of the time is what makes them burn to death in the lava. When hitting other players, some feathers come out of the pillow, even though they never get shriveled. When players join a server while the round is happening, their pillows are seeing bouncing on lava or lying on the bed, and for some reason, they cause damage!

Miscellaneous[]

There are some weapons in the game that works in a different way, so they're kept in a different group. Either way, they're still somehow used to kill other players, but they're not the best kind of weapons to utilize unless you develop some kind of technique.

Snake launcher[]

Ragdoll Combat Snake Launcher

Model of a snake launcher on the ground.

Ragdoll Combat Snakes

Snakes following a player.

Magazine size: 2

The snake launcher, as the name says, is simply a green weapon that launches alive, stalking snakes. The launched snakes will follow the nearest player around them, including the one who launched them, so watch out! Since the snakes are relatively slow, it's kind of easy to outrun them. One or two snakes aren't really a big deal, but they can become a horde if you don't kill them! It is also really easy to destroy them, and the best weapons to do that are the explosive ones (Rocket and grenade launchers). For some reason, this weapon and the rocket launcher share the same icon.

Staff[]

HRagdoll Combat Healer Trident

Model of a staff on the ground.

The staff is a magical weapon used to "drain" the health from other players and use it to heal yourself. It can do that to anyone, no matter how far they are. To do that, put your mouse cursor on a player you want to drain health from, and then just press and hold until the reloadable healing energy is over. It is also possible to take health from snakes. It reloads its healing ability once its energy reaches 0.

Healing energy: 25

Crossbow[]

Ragdoll Combat Crossbow

Model of a crossbow on the ground.

The crossbow is simply a weapon utilized to shoot arrows at other players. Because of a graphical issue, the arrows have lost their texture and now they look like gray spheres. This issue will probably never be fixed because Lightning_Splash is working on another game. It is easy to dodge them because of it. The crossbow is reloadable.

Amount of arrows: 8

Flamethrower[]

Ragdoll Combat Flamethrower

A player holding a flamethrower.

Flamethrowers possess a darker coloration compared to any other weapon in the game. It is able to lit anyone on fire, and the fire can also push them against the opposite direction if they're facing it. Just like the snake launcher, what you do can come back to you. If you slide while utilizing the flamethrower, chances are you might get yourself burnt. If a player's entire body is fast and completely put on fire by the flamethrower, the affected player will rapidly lose health, obligating them to look for healing props to prevent death. Once it runs out of the fire you'll need to reload it by releasing the click button (if you're holding it) and then click it to reload.

Fire limit: 25

Props[]

Props are objects that are randomly thrown into the maps. They are literally just objects, and it's very hard to kill other players with them unless it's a special case, like the Dodgeball mini-game round, in which players have to destroy other players just by throwing balls -which are considered props- at them. Because of their insignificance, almost every player decides not to use them. However, a minority of these props CAN be useful, either for having protective or healing properties.

Useless props[]

Stick[]

A considerably big stick that spawns out of nowhere. For some reason, some players use them as protection(?)

Rock[]

A small rock. It can be used to fling players away by kicking this object. You can use balls for this occasion, but it's your choice.

Wooden plank[]

A small piece of a wooden plank. Because of the fact that it is large, there's a chance you'll grab it on accident, which can be annoying, especially in the middle of an epic fight against a professional player. Some players also use this as protection, even though it doesn't do anything.

Snowball[]

It's just a snowball that works just like the rock.

Ball[]

Well, this is a separate case, because balls can be found in every map, but they only become useful in the dodgeball minigame map.

Coal[]

A small piece of coal to heat up the battle! Nah, not really. It doesn't do anything. This prop can only be found in the White Christmas map.

Useful props[]

Shield[]

A white shield used to protect the player against firearms and doesn't have a duration. Bullets that hit the shield bounce away. If you're a melee type of player, you need to remember that whenever you're holding something, punching is NO good, as it might fling you forward and cause you some damage. Shields are not that protective, though. As the attacker, all you need to do is shoot any part of the opponent's body aside the right arm.

Blue orb[]

These blue orbs don't really do anything special, but it's a great prop to throw at! It comes in a small and a bigger version, but both deal the same repulsion effect, which can be compared to one of a lightsaber.

Crates[]

Crates come in two variants in the game, one is shaped like a cube, while the other one is rectangular. The cubic one usually reveals healing props, useful props like the shield and the blue orb, and can also reveal useless items. Additionally, it can reveal an unexpected grenade that explodes in a second, so you gotta keep your eyes wide open! Rectangular crates reveal all types of weaponry.

Grenade[]

It's a simple grenade. To use it properly, press Q to grab it, E to activate it and F to throw it. When activated, some particles will be emitted from the grenade and a progressively accelerated beep will start to play. You have 3 seconds to throw the grenade before it explodes on you (and probably even cuts your right arm off).

Healing props[]

Healing props are, as the name says, props that are able to increase your health and lower the chances of death. They don't work if there are 30 seconds left for the round to end. Check out all of the healing props in the game.

Potato[]

Potatoes, or rather, raw potatoes, are edible props that spawn in every single map in the game. They heal 10 health when ingested. They're can be found in a large quantity underneath the mattress of the giant bed in the Pillow Fight minigame map, and are useful healing props in there, because they're the only prop with a healingi property in the map.

Apples[]

There are two apple variants in the game: a red, and a green one. Both heal 10 health when ingested, and they usually spawn next to one another in the maps.

Medical kit[]

Medical kits are the props that heal the most. When used, they heal 40 health and are extremely useful in cases of emergency, like when players are burning. In the dodgeball game, they are the only healing prop located in the map and tend to be very useful because of the balls that take half of a player's health, if not more.

Donut[]

Donuts are the rarest healing prop in the game. It heals 20 health.

Maps[]

In total, there are 16 maps in the game. 3 of them serve only as a battle arena against the boss, 11 maps serve as battle arenas for FFAs (Free For Alls) and Team Mode rounds, and the other 2 maps serve as battle arenas for the minigame rounds. We may refer to the 11 aforementioned maps as "normal maps" because they were made for the game's "main" gamemodes.

Normal maps[]

Temple[]

The temple map is a cylindrical platform made out of cobblestone supporting 16 cobblestone pillars, that is spinning in the counter-clockwise direction, and whose base is composed of mossy cobblestone. These pillars hold a ring-shaped cobblestone platform that players aren't really supposed to reach. In the middle, there is a bigger, immobile cobblestone pillar, with 9 torches surrounding it. The fire on the torches doesn't cause damage, though. The color of this map's skybox is dark green.

Players can get on top of the ring-shaped platform by sliding onto the middle pillar's base while facing the camera upwards. When they finally manage to fly, they need to hold the space bar so they keep on going up. Players can also glitch inside the other pillars by sliding too quickly onto them or by getting exploded by an explosive projectile. The only way they can get out is by punching someone that is outside of the pillar.

Spin Island[]

The spin island map is a cylindrical island surrounded by 8 smaller islands that are rotating in the counter-clockwise direction. The islands float on a small ocean that violently pushes the players in the same direction the coadjuvant islands are spinning, but at the same time, it slowly moves them outside of the map (players can leave the water with ease if they're quick enough). Players can get into the water to hide, but the health bar on top of their head kind of shows where they are. The water isn't able to extinguish the fire, it doesn't slow down snakes, and the bullets don't decelerate when entering it. At last, a palm tree lies in the center of the big island.

If players are lucky enough to get flung by the ocean current, they can head on top of the palm tree and hide between its leaves. The hideout is very useful, as it completely protects the hider from all projectiles. However, it's not meteor-proof. Once the meteors come, it is highly recommended to come down. Hiding under the palm tree can help, but it is not totally efficient, as the meteor's explosion ratio is big enough to touch players under the palm tree.

Frostbeam[]

The frostbeam map possesses a snowy environment. It's a big platform made of snow, and on top of it, there's a rotating (counter-clockwise) series of portals installed in a wall made of ice. In the center of this big platform, there's a glass panel covering a diamond plate platform with some light in it. Additionally, there are 10 platforms surrounding the big platform. 5 of them are islands of dirt with snow on top of them, with white beams of light originating from the "top" platforms, while the other 5 are just the "bottom" platforms. Judging by the snowy aspect of the map. it was most likely made to celebrate Christmas, but it is playable at any time of the year.

Possibly due to the spinning script applied to the portals, players may not be able to enter in one of them because of an invisible wall that inadequately appeared. This issue can be fixed if the players enter other portals. There's a really slim chance that a player can spawn into the glass panel, and this issue can only be fixed if the glitched player punches someone that passes directly on top of the glass panel. There aren't any glitches or techniques that you can do in this map that will hide you somewhere or keep you away from the other players.

Rush-hour Street[]

This map is somewhat a reference to the modern-day lives that we live in, with cars going from one side to another, and stereotypical buildings inhabited by people who work all day long. Rush-hour street is composed by a big green platform, a street with yellow sidewalks on its sides, a big gray building with: windows (only in the front side); a not interactable pair of doors; two beacons placed in parallel; and a big sign on the front of the building saying "BORING OBNOXIOUS BUILDING"; Blue, cyan, and pink cars usually show up going from one side to another in the street. We can't see exactly where they go, as they disappear in the shadows of the tunnel entrances (there is one for each side of the street). Also, we can't see where exactly these tunnels will lead the cars to because they're shortened by a big sphere. Crossing the street isn't really an easy task because cars will pop up every second, and physical contact with these cars immediately leads the player to death. Nothing can stop the cars from moving. When something's in the way, like a crate, or when the car's wheels are hit by a missile, the car jumps and continues its course like if nothing happened.

It is possible to get under the building. Just get behind it, and keep sliding until you finally manage to get under it. It is a perfect hideout because the hider becomes very unnoticeable and protected against any known form of damage (including meteors). To safely cross the street, you can jump way high from one side to another, slide onto the sides of the tunnel entrances, which will make you fly to the other side, or through the conventional way, looking to the left and to the right to see if no cars are coming. You can get on top of the building by climbing it. It's easy but laborious. You need to jump at the wall and quickly rotate the camera upwards. You will fall, but you'll be able to jump again. Repeat the process until you get there. You can jump left and right if you realize you're not going up properly. As funny as that might sound, the beacons can also be used as hiding spots. Hiding behind the tunnel entrances are also a pretty good idea, as it keeps you well hidden and fully protects you from the meteors because they don't show up there.

Cavern[]

The cavern map is the only enclosed arena in the game. There is a cylindrical smaller platform in the middle of the map which is surrounded by 8 small rocks, who are surrounded by bigger rocks. The wall that encloses the map possesses holes that lead to nowhere because there's an additional wall around this wall. It is really difficult to move in this map because of all of the objects contained in it, aside from the fact that the map resides in an enclosed environment. Jumping from one side to another can help, but combat becomes somewhat hard. Weaponry and props usually appear at the central platform and around it, and medical kits normally spawn between the big rocks. We can't tell what the color of the skybox is, obviously because it's an enclosed arena.

Even though this map resides in an enclosed environment, meteors can still assassinate you. If you jump too high during the last 15 seconds, chances are a meteor's explosion ratio may touch you and annihilate you. Players can accidentally glitch into the big rocks by punching someone that is near them. The same thing happens to the outer wall. To fix this, you need to punch players that show up next to these rocks. If you want to, you can hide in these rocks and no one except the spectators will know where you are. However, you need to remember that punches and missiles can still damage you.

Tower Attack[]

The tower attack map is a centripetal arena. 8 towers floating on a lava ocean all lead to the center of the map, which is basically a platform with edges around it in which players can freely fight. The towers are made of stone and possess a hole on its front which allows players to come in and out of the towers. Each tower has a wooden spiral staircase in their interior which lead to their top, and two floating stone platforms directly outside lead to the center of the map. Players who are in the central platform can push players that are coming to it onto the lava, as well as those who are in the edges of the central platform. However, those who stay too much time on this platform may be killed by the meteors, because there is no roof or anything that can block them. The skybox of the map is blue.

Since most people tend to go to the central platform, AFK players have the chance to survive for a longer time. Players can hide on top of the towers, which isn't really the best hideout, as they can only be spotted if the surviving players physically look for them or zoom out their camera upwards. Hiding behind towers is a risky idea because if players find you they can easily push you onto the lava or at least surround you, giving you little to no space to run away. The lava isn't one-sided, though. You can use it on your behalf by doing a "surprise attack" in which you punch the player onto the lava and then shoot it with a rocket launcher to cause critical damage or use a rifle to continuously lead the player to the other direction.

Wallworks[]

The wallworks map is a map that contains two identical structures in the middle. These structures are stone spinning walls (pretty similar to the one found in Frostbeam), placed one on top of the another, and both have portals. The lower one is spinning in the counter-clockwise direction while the upper one is spinning in the clockwise direction. Closer to the center, there's a brown convex structure in which players can slide on. A light beam emitted from the sky is hitting this structure, and the beam is surrounded by a colorful, neon-like, inaccessible version of the aforementioned spinning walls of the map. Additionally, the spawn points are interconnected by colorful beams of light that stuck to the ground.

The same glitch from Frostbeam can happen in this map. Chances are players won't be able to get through a portal and will need to move on to another one. It most certainly happens to both walls, but the glitch was never stated on the upper one. The wall in the sky is completely decorative, to the point, that it doesn't even have a collision. With that being said, it doesn't protect players from meteors. The amount of space located in the middle of the map isn't so high, making it a really compact part of the map, which basically means most of the players will be really close to one another, provoking a series of sequential deaths. Doesn't seem to be a big deal, but blood particles and bullets flying everywhere in such a small space can make some PCs lag.

Magmaturns[]

Magmaturns is literally a miniature of the Tower Attack map, so we won't really go into detail about it because almost the whole arena is practically identical regarding level design. The only difference is that there are stone platforms spinning around the arena. It's really hard to survive in magmaturns for multiple reasons, like the fact that the platforms are small, players can easily fall on the lava and the central platform isn't big enough for all of the players. Those who stand in the spinning platforms around the arena may fall off when being under pressure or when confronting a player in such a tight area. The skybox of the arena is brown.

No glitches or hideouts are available at the map. The easiest way to kill a player in this map is to lure them to you and push them onto the lava whenever you get the chance, doing the same aforementioned technique from Tower Attack.

Future[]

There are futuristic elements in this map, hence why it's called "Future".It's a big black platform serving as a base for the spawn points. Just like in Wallworks, the checkpoints are interconnected by a beam of light that is stuck to the ground. There is a diamond plate platform floating directly above the big platform. Crates usually show up on that platform. There are also colorful platforms that are statically floating around the big platform, each one possessing three layers of color, as an allusion to the spawn points' respective coloration. The only way players can access the floating platform in the center is by jumping from one of the surrounding platforms to another. When reaching the highest ones, you need to slide and jump before falling, having enough momentum to finally reach the platform. The skybox of the arena is that of a dark gray, probably to fit the color tone of the platforms.

Getting to the central platform through the method above is not that easy. Depending on how you turn your camera, your jump can be disastrously bad, making you fall off the edge. You need to gently turn your camera upwards and then hold the space bar to make a good jump, and backtrack a little bit by holding S (or the down arrow) when stepping on the platform. This process should be done until reaching the highest platform. While staying on the central platform may be a good hiding spot, it is not effective against parkour veterans or meteors. In the last 15 seconds, it is highly recommended to stay under it for protection, but the meteors' explosion ratio can still touch you and potentially kill you.

White Christmas[]

White Christmas has a snowy environment and an additional Christmas feel put into it. In level design, the arena is very similar to Cavern, possessing walls of snow (they're designed in the exact same way when compared to the stone walls in Cavern) whose size decreases as they get closer and closer to a gigantic Christmas tree located in the center of the map. This Christmas tree is decorated with white, blue, red, and green colored Christmas balls. In each layer of the tree, a white ring of snow surrounds the tree. In the very top, a big, yellow, shiny star is rotating in the clockwise direction. The base of the tree is a brown cylinder, and its log is equivalent to that of an actual pine tree. Changes in the crates are exclusively made on this map, in which instead of looking like ordinary wooden crates, their texture is changed to that of a stereotypical Christmas gift, all of which can be found painted green, purple or blue. This map was most likely made to celebrate a Christmas event, but it is playable at any time of the year. The skybox of the arena is blue.

Players, especially when attempting to outrun a player that is following them, usually hide behind the bigger walls of snow that are located in the very edges of the map. It is a mediocre hiding spot, because, just like in Tower Attack, the "seekers" can easily locate these hiding players if they zoom out and rotate their cameras around the map. Just like the stone walls in Cavern, fighting while in between the snow walls is difficult for both players, as the walls abruptly stop their course. In the last 15 seconds, players can reliably get under the enormous Christmas tree in hopes for protection, because they are totally meteor-proof. Hiding behind the shining star on top of the tree can be a good idea, but the player will need to follow the star's rotation in order to not be spotted. Nevertheless, it will need to come down because of the meteors that will eventually fall from the sky.

Skylands[]

Skylands is a collection of floating, bowl-like islands. The central island - the same one where all of the players spawn on - possess a big stone statue of a Roblox character with R15 limbs holding and staring at a sword. The statue has two elliptic green holes in its head resembling eyes, and a cylindrical stone base located directly under the statue. Additionally, the base has a small deformation on one of its sides. 16 smaller floating islands, which look identical to the central one and are slightly above its level, surrounds it. They are divided into two layers of proximity, in which 8 of them stand next to the central one, and the other 8, farer from it, which can be accessed through the first 8. The skybox of the arena is blue.

The farther islands tend to be a place for the players to camp. The wonky physics of the game makes it hard to access them because doing an incorrect jump can immediately lead to death. For players that like to slide most of the time, sliding around the statue can be a little risky, because a late slide can also lead to death. Even though it's safer to go back to the central island through the closer ones, you can return to it in a quicker way by sliding and doing a mid-air jump while holding W (or the up key). However, note that if you forget to jump while in mid-air or fail the slide, you'll fall right into the bottomless pit. Also, someone can stop your progress by shooting at you while you're in the air, which will make you stop moving and lead you to death. Using a flamethrower to slow down your descent can be a good idea, but make sure you don't get yourself burnt by the fire and that the flamethrower doesn't slow you down in the sense that you'll go forward slowly.

Gladiaturns[]

Gladiaturns, just like Cavern, is an arena with very limited space. It has 6 immobilized pillars in the arena, and has a wall with gaps surrounding them, which is designed identically to the walls in WallWorks. The central platform is composed by 3 platforms, and two smaller ones below these platforms, which are way larger and composed of the same material. Also, the skybox's color is that of a dark red, possibly resembling the color of blood. The name "Gladiaturns" is a result originated from the union of the word "Gladiaturn" with the word "Turns".

This level is very weak in terms of number of hiding spots. You can try to hide behind the wall, but it's dangerous. You can not only slip down to your death, but also die from the meteors that will consequently fall, since the wall gives little to no protection.

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