Today’s the day.. I’m finally going to reveal how you can make your very own call of duty style zombie map in Fortnite Creative. And don’t worry, I’m not talking about using these Creature placers because they’ve got a very low placement limit. I’m talking about endless amount of rounds of zombie slaying fun on any sized map you want. Every kills grants you gold, that you can then use to buy upgrades, perks and whatever else youwant to implement!

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HOW TO MAKE ZOMBIES DROP ITEMS IN FORTNITE CREATIVE
Okay let’s just jump straight into how this will work. Let me first tell you guys what we’re going to do! And then we’ll actually implement all of this. It’s actually fairly easy and just uses a little bit of trigger magic to make it all happen. In short: We know that these individual creature placers have channel support BUT they have a 20 place limit. In contrary to the creature spawners that doesn’t have a limit, but doesn’t have any channel support! So.. how are we going to fix that? Well if you watched my last tutorial on the gun range then you should know we have a way of converting score into channels. And that’s pretty much exactly what we’re going to do for this mechanic as well. This tutorial is going to all about the gold granting, but if you guys want a second part explaining how to do waves, perks and upgrades, island options and all that then I need you guys to hit that like button. If we get to 1000 likes I’ll release that video.
We’re going to use these creature spawners, that are limitless placement wise… Which grants a score for every zombie you kill. And then very easily we’re constantly going to check the score and convert it into the reward! And that way we work around the issue of the creature placer limit, and we can place as many as we want and customize everything to our needs.
So.. Like I said we’ll need a couple of things for this to work and we’re going to implement these parts 1 by 1:
First of all we’ll obviously need our zombies and configure them correctly. After we’ll create a system that converts our score to gold granting and recalculating our remaining score, and then once we have that we need to set up an infinite loop that will hook into these first 2 mechanics that is going to automatically do the gold granting. And then finally we’re going to automatically activate the loop sequence! Sounds complicated but it’s really not..
Let’s start with the zombies, we all love zombies don’t we! Let me know in the comments below what zombie map is your favorite from any other game!
Place down a creature spawner, not the placer but the spawner. For the spawner itself you can actually configure it however you want yourself depending on your gamestyle, you can change the style of the zombies, if you want the spawner to be visible or not, number of creatures and wave time to increase or decrease difficulty. For me testing and demo’ing it doesn’t really matter. The only thing I’ll set is the type of zombies to fiends. Now grab a creature manager. You’ll need 1 creature manager for every type of zombie you’ll use in your map eventually but like I said for demo purpose I’m just placing the normal fiend one. And we’re only going to need 2 options here in the creature manager device setings. First of all the score. And set this to 1. And then set the score distribution to all to killer. So whoever gets the last shot will get the gold!
Now for testing purpose to see if everything goes well go to your Island settings and open the UI tab. Then a couple of options down you’ll see the HUD info type. Set this to score and then start the game for a first small test. You’ll notice on the right you have the score widget. And it starts on 0. Now every time you kill a zombie your score should increase by 1. Got it? Great! Back to editing mode.
Okay next up. We’re implementing our second part of the mechanic which is converting our score to gold! For this we’ll need 4 different devices so let’s grab them first and then go over them 1 by 1.
1) An attribute trigger to check the score
2) A score manager to readjust the score
3) An item granter to grant the gold
4) And finally a temporary button to activate this mechanic until we make

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