32 ratings
Elimination Deathmatch
File Size
1.020 MB
Jun 1, 2017 @ 3:39am
Jul 30, 2017 @ 5:19am
12 Change Notes ( view )

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Elimination Deathmatch

Current version: 1.3.1

"While the empty StarStorm station drifts through space, there lies a nearby structure, looming it's way through outer space. At first, this structure functioned as an oven for Yoolip's massive 3D pancakes. It quickly turned obsolete however, as a Zurian worker accidentally hit the red button labelled "emergenzy dinosaur mode". The consequences of the dinosaur apocalypse were severe.

The structure never saw use again, but rumour has it the incinerators on either side are still powered up and functioning."

This is a 3v3 deathmatch map with different elements:
- Elimination, when a team member dies they spawn in a room that requires 2 other members to open the door to the arena. This makes each fight a 3v3 battle with 3-stack respawns at a time!
- When a team wins a fight, the remaining teammates heal up to full health. Yum.
- Incinerator devices are present on either side on the mid section of the arena. These cause extreme damage over time that can easily be fatal. Try to displace your enemies into these devices to secure a kill!
- When a 1v1 occurs, the arena enter "sudden death" mode, causing either side to have a hurtful wall that knocks players toward the middle.
- Bots work, but come with a strange behaviour of flame fetish. Keep your allied bots away from these dangerous devices!

Custom game presets

- [Mayhem]:
* 18x regen
* 2x damage
* 1.2x hitpoints
* 10k starting solar, all items available
* auto-buy
* allow same naut on team
* 50 frags to win

- [Creative]:
* 18x regen
* 2x damage
* 1.2x hitpoints
* 470 starting solar, 6 items available per row, 12 total
* random naut on death
* 50 frags to win

- [Competitive]:
* as close to the standard Awesomenauts experience as possible
* balance at its finest
* 50 frags to win

- [VS A.I.]
* blue team has a 5 level advantage
* bots are unleashed and savage
* 50 frags to win

"Mayhem" custom settings make each fight very intense and allows you to recover health fast if you're doing good juking the enemies. It also allows for clutch situations where there is a 1v2 or even 1v3. While this is far from balanced, it's solely for fun!

The main point of this map is to try out a comp, e.g. Clunk, Voltar, Frog, and force both teams to have the same characters (this way it's 100% balanced). The ones who win the most teamfights secure the victory. Currently the goal is 50 frags, but can be adjusted in the settings.
Popular Discussions View All (1)
Jul 1, 2017 @ 12:39pm
PINNED: Changelog [v1.3.1]
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Firr  [author] Jul 29, 2017 @ 2:11pm 
Alrighty, I've made some changes based on your input, thanks a bunch! Here goes:

First of all, I've made the winning team heal upp fully after a fight. This makes them not have as big of a disadvantage anymore and rewards not having any casualties on your team! It functions as an AffectArea giving one tick of +10k HPs when opposing team is wiped out on the battlefield.

Additionally, I've added a new mechanic when there's a 1v1 occuring: sudden death! This adds two fields on either side of the map that deals -100HP on impact and has a KB value of +/- 1.0, causing both players to have additional proximity to eachother.

Finally, the main gimmick of the map is the incinerator. It is supposed to be a lethal area that rewards displacing your enemy into it. It is maybe too damaging right now though, which is understandable. Some characters have good displace on their kit and may abuse the mechanic. If it's too problematic I can reduce the potency and/or hitbox.
Firr  [author] Jul 29, 2017 @ 1:09pm 
@conorbebe that is a great idea, I'll be working on it!
Luckytime Jul 29, 2017 @ 1:09pm 
I think the fire does way too much damage, it feels like it's already over if you touch it or get knocked in. Also it would be cool if there was a way to reset the player positions when a team gets wiped out. That way it's not just 1 player waiting to die when they're alone.
conorbebe Jul 29, 2017 @ 12:35pm 
An interesting concept but it could definitely do with some improvements.

As it stands, the winning team (or whoever survives eliminating the rest of the other team) is left at a major disadvantage when confronting the next round, as often they'll be pretty low health.

Perhaps implementing a healing aura in the centre once a team has been wiped to level the playing field would be a good idea?
Firr  [author] Jun 22, 2017 @ 9:40am 
A silence aura is a great idea, this also removes exploits such as dashing away when the door opens to not enter the arena. There are more issues I'm aware of, such as being able to enter the opponents spawn room through dashing. This will be addressed by making a death area for the wrong team colors.

If you experience more issues it's always appreciated! I will address them if I can/have time.
betogalado Jun 21, 2017 @ 6:15pm 
i'v seen the developers using a area where u cant use skills. in silence.
Firr  [author] Jun 16, 2017 @ 12:18pm 
Hey, regarding Rocco and Coco's terrain-piercing abilities, I've mitigated this issue by adding a weakening and healing aura in the spawn room. Hopefully this will be enough for now, as I see no other way to address this issue for now.

Thanks for the comments!
betogalado Jun 8, 2017 @ 10:58am 
Great idea.

M.28.A Jun 8, 2017 @ 10:15am 
its good idea but that make rocco or coco cheating since they can throw out of the wall