4v4 Stockpile
How to set up a level to support 4v4 Stockpile.
Last updated
How to set up a level to support 4v4 Stockpile.
Last updated
4v4 Stockpile by WAR FH is a variant of Stockpile that is tailored for competitive 4v4 gameplay. Power Seeds spawn in 5 set locations on the map and need to be delivered to your team's Power Sockets to gain score. 3 delivered Power Seeds results in a score increase for the team. The first team to 3 score wins. Players can also steal Power Seeds from enemy Power Sockets and bring them back to their own.
The objects required on-level to support 4v4 Stockpile.
A prefab with correctly set up objects for this mode can be found here: ForgeHub 4v4 Stockpile Template by Okom1.
Power Seed Spawns determine the locations where Power Seeds should spawn.
Gameplay
Game Modes
Power Seed Spawn
Place 3 Power Seed Spawns in neutral positions around the middle of the map that don't favor either team. Place the remaining 2 near the other Power Seed Spawns, but each slightly favoring one team.
Place each Power Seed Spawn flat on the intended surface. The origin point of the Power Seed Spawn object should be positioned on the surface and not floating above it. Having the origin point float above the surface means that the Power Seed will spawn in the air and drop on the ground.
None
As this object is not visible in gameplay and has no effect in modes that don't use it, it doesn't require a gamemode "Include" label.
Power Seed Variant: User choice.
Power Sockets are where Power Seeds should be delivered to.
Gameplay
Game Modes
Power Socket Forerunner
Power Socket UNSC
Power Socket UNSC Engine Blue
Power Socket UNSC Engine Red
Power Socket UNSC Green Sand
Power Socket UNSC Yellow
Power Socket UNSC Yellow Sand
Place 3 Power Sockets per team next to one another and in a relatively open and vulnerable area near each team's base. The goal is to promote the stealing of Power Seeds and for them to be delivered back to the other team's Power Sockets in around 4 seconds.
Stockpile Socket
Stockpile Include
Team: Team 1 (Eagle) / Team 2 (Cobra)
One Time Use: Off
Create With Carriable Attached: Off
Use Device Interaction: On
Removal Hold Time: 3.00
Planting Hold Time: 2.00
Stockpile Navpoints are used to create a navpoint on the Power Sockets to show players where to deliver the Power Seeds.
Gameplay
Game Modes
Stronghold Capture Zone
The Stronghold Capture Zone object is used for this item, but the correct label makes it work as intended.
Place 1 Stronghold Capture Zone 6.5 units below where the "Deliver" navpoint should show up. Usually this is placed at the position of the central Power Socket.
The zone boundary has no effect on the navpoint.
Stockpile Navpoint
As this object is not visible in gameplay and has no effect in modes that don't use it, it doesn't require a gamemode "Include" label.
Team: Team 1 (Eagle) / Team 2 (Cobra)
Spawn Volumes are used to prevent teams from swapping sides during 4v4 Stockpile gameplay.
Gameplay
Player Spawning
Spawn Volume [Respawn]
Place 1 Spawn Volume per team covering half of the map's Respawn Points within the boundary. The Spawn Volumes should intersect in the middle of the map. Avoid overlapping the Spawn Volumes as the overlap area will block players on both teams from spawning in it.
Spawn Volumes are used to adjust the spawning influence of Spawn Points within the boundary.
Stockpile Include
Eagle:
Team: Team 1 (Eagle)
Weight: 0.00
Disable Spawn Points: On
Affects Opposing Team: On
Affects Initial Spawns: Off
Cobra:
Team: Team 2 (Cobra)
Weight: 0.00
Disable Spawn Points: On
Affects Opposing Team: On
Affects Initial Spawns: Off
As 4v4 Stockpile is based on a BTB mode, but is intended for Ranked 4v4 play, the sandbox of the map needs to be forced to Ranked 4v4 settings for optimal gameplay, otherwise the properties that default to BTB modes would be used such as faster spawning weapons.
Adjust the Spawn Properties of the Weapon Spawners on the level to match the following:
Power Weapons (Tier 3) don't need to be adjusted.
Spawn Properties: Custom
Ammo Multiplier: 100%
Spawn Logic: Dynamic (Expired)
Spawn Time: 30.00
Max Deployed: 0.00
For the following weapons:
BR75
VK78 Commando
MA40 AR
Pulse Carbine
M392 Bandit
Bandit Evo
Disruptor
Mangler
Plasma Pistol
Mk50 Sidekick
Spawn Properties: Custom
Ammo Multiplier: 100%
Spawn Logic: Dynamic (Expired)
Spawn Time: 60.00
Max Deployed: 0.00
For the following weapons:
MLRS-2 Hydra
Ravager
Sentinel Beam
Needler
MA5K Avenger
Spawn Properties: Custom
Ammo Multiplier: 50%
Spawn Logic: Dynamic (Expired)
Spawn Time: 60.00
Max Deployed: 0.00
For the following weapons:
Shock Rifle
Stalker Rifle
CQS48 Bulldog
Heatwave
Adjust the Spawn Properties of the Equipment Spawners on the level to match the following:
Spawn Properties: Custom
Ammo Multiplier: 100%
Spawn Logic: Dynamic (Pickup)
Spawn Time: 60.00
Max Deployed: 0.00
For the following equipment:
Drop Wall
Grappleshot
Repair Field
Repulsor
Shroud Screen
Threat Seeker
Threat Sensor
Thruster
Specific equipment and weapons in have been adjusted by HCS ruling to have less ammo/charge when played in Ranked modes. These changes need to be adjusted on-level, and a Ranked-specific variant of a spawner needs to be duplicated at the same position with specific Spawn Properties.
Spawn Properties: Custom
Ammo Multiplier: 50%
Spawn Logic: Static (Time)
Spawn Time: 120.00–150.00
Max Deployed: 0.00
For the following weapons:
Rocket Launcher
Spawn Properties: Custom
Ammo Multiplier: 50%
Spawn Logic: Dynamic (Pickup)
Spawn Time: 60
Max Deployed: 0.00
For the following equipment:
Drop Wall
Shroud Screen
Threat Seeker
Any Threat Sensor equipment should be replaced with a Threat Seeker for Ranked modes.
The two spawner variants should not appear in a mode at the same time. Labels need to be assigned to prevent this.
Default spawner:
Ranked Exclude
Stockpile Exclude
Ranked Variant:
Ranked Include
Stockpile Include
Okom