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Last Standing Rounds System

Last Standing Rounds System

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        This Custom Rounds Bundle delivers both Last Team Standing and Last Player Standing Modules in one package. Each sits in its own folder, letting you choose between squad-based or free-for-all elimination modes—without relying on Fortnite’s built-in round-ending devices. Complete control over round flow, player progression, and game-end conditions. Simple to integrate, easy to customize, and built for developers who want full control over their game’s round logic from a solid starting point.

        Perfect for: free-for-all, elimination, survival‐style, or team-based shooter and tournament game modes.

        What's new in 1.1.0

        • Map voting! You can now set up multiple maps and teleport players around them when round begins.

        Overview

        This Custom Rounds System bundle includes two modules designed for fast-paced elimination gameplay:
        Last Team Standing: Teams battle until only one remains. After each round, all players respawn at their Start Round Teleporters and the next round begins immediately. The match ends when a team hits its Target Wins or Max Rounds.
        Last Player Standing: Individuals compete until only one player is left. Rounds restart with all players respawning, and the match concludes once a player reaches their Target Wins or the Max Rounds is reached. All players are then sent to the End Game Teleporter.

        Key Features

        Last Team Standing Wins
        Each round ends when only one team has surviving players.

        Last Player Standing Wins
        Each round ends when only one player remains alive.

        Target Win Tracking
        Define how many rounds a team or player needs to win the match. The match concludes when the target is met or Max Rounds is reached.

        Player/Team Count Flexibility
        Works seamlessly with any number of players or teams.

        Start/End Game and Round Triggers
        Hook into editable triggers for cinematics, lighting changes, sounds, or custom logic on round start/end.

        HUD Messages
        Display custom win/lose messages to round winners and other players for both individual rounds and the entire match.

        Class Selectors & Spectators
        Use class-and-team selectors to respawn eliminated players as spectators, adjust attributes, and manage spectator UI.

        Flexible Teleportation Setup
        Includes teleporters for Lobby, Arena, Spectator Area, and End Game transitions.

        Project Outline

        Content/
        ├── Common/
        │   ├── agent_spawner_manager.verse
        │   ├── custom_tick.verse
        │   ├── custom_types.verse
        │   └── utilities.verse
        ├── LastPlayerStanding/
        │   ├── CoreModule/
        │   │   ├── custom_types.verse
        │   │   ├── game_loop.verse
        │   │   ├── game_manager.verse
        │   │   ├── game_stats.verse
        │   │   └── utilities.verse
        │   └── modules.verse
        ├── LastTeamStanding/
        │   ├── CoreModule/
        │   │   ├── game_loop.verse
        │   │   ├── game_manager.verse
        │   │   ├── game_stats.verse
        │   │   └── utilities.verse
        │   ├── CustomTeamsModule/
        │   │   ├── custom_team.verse
        │   │   ├── custom_teams_manager.verse
        │   │   └── utilities.verse
        │   └── modules.verse
        ├── MapVotingModule/
        │   ├── Materials/
        │   │   ├── M_VoteOptionIcon.uasset
        │   │   ├── MI_UI_Rectangle_VotingCardBackground.uasset
        │   │   └── MI_VoteOptionIcon.uasset
        │   ├── Textures/
        │   │   ├── dice_1.uasset
        │   │   ├── dice_2.uasset
        │   │   ├── dice_3.uasset
        │   │   ├── option_1.uasset
        │   │   ├── option_2.uasset
        │   │   └── option_3.uasset
        │   ├── Widgets/
        │   │   ├── UW_MapVoting.uasset
        │   │   └── UW_VoteCard.uasset
        │   ├── custom_map.verse
        │   ├── custom_types.verse
        │   ├── map_voting_widget.verse
        │   ├── spawn_set.verse
        │   ├── utilities.verse
        │   ├── verse_ui_custom_map.verse
        │   └── verse_ui_map_vote_manager.verse
        ├── SpectatorModule/
        │   ├── custom_types.verse
        │   ├── hud_configuration.verse
        │   ├── spectator_ui.verse
        │   ├── spectators_manager.verse
        │   └── utilities.verse
        ├── StormModule/
        │   ├── custom_types.verse
        │   └── storm_manager.verse
        ├── UIModule/
        │   ├── Widgets/
        │   │   └── UW_MainHUD.uasset
        │   ├── custom_types.verse
        │   ├── main_hud_manager.verse
        │   └── utilities.verse
        ├── VersePersistenceModule/
        │   ├── stats_persistence.verse
        │   └── utilities.verse
        ├── CHANGELOG.md
        ├── modules.verse
        └── README.md
        

        Frequently Asked Questions

        What game modes does the Rounds System cover?

        Two, included together: Last Player Standing, a free-for-all where the last player alive wins the round, and Last Team Standing, where the last team alive wins. Each has its own game loop, and you use the one you need.

        What happens between rounds?

        Players vote on the next map from a voting screen, a countdown runs on the HUD, everyone is teleported to the winning map's spawn points, the storm is enabled and players are healed. Eliminated players spectate until the round ends.

        Do I need to build the maps and lobby?

        Yes. The system provides the round flow, voting, HUD, spectator handling and storm control. You build the arenas and place a set of teleporters for each map's spawn points.

        Does it save anything between sessions?

        Yes. Eliminations, wins and time played are saved per player with Verse persistence, so they can feed leaderboards or rewards.

        Can I change round limits and timings without code?

        Yes. Round and win limits, the delay between rounds, vote timing and the round timer shown on the HUD are Details panel fields. The timer is visual by default; ending the round automatically when it runs out needs a small code change. It needs UEFN.

        NOTE: Level design is not included—this package provides the code and logic system only. The code is sold as is. Updates and bug fixes may be available but aren’t guaranteed.

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