I think it would be even funnier if instead of immediately dropping the platform, each time it "selects" one of them, the piston would just lover it - like 10 blocks or so - once and on the 3rd selection it would finally drop it. That way the rounds would be longer and it could result in some funny last second saves.
Maybe a variation of it where it detects pressure on the platform can also be fun? Like, if one player is on the platform, it's 30 seconds until it falls. if 2, then 20, and if all three players are on the same platform, it's only 10. And some platforms in the center reset the timer completely when no one is on it, but the peripheral ones accumulate time. And or course, sprinkling the whole cake with the random ones from the current arena can add some spice. Maybe some platforms, instead of straight up falling down, can just slowly tilt until they are 90.
@@Crazyclay78YT I thought about putting a platform on suspension so that deformation will trigger different sensors. Your way will probably have less issues with physics performance, however it will probably be harder to count how many players are on the platform.
You could do a larger version of this sort of like Spleef but the colored blocks are in smaller sections. with no safe black sections. You could also potentially add walls in, that also are linked to certain colors.
Could have put a duplicate of the indicator on each side so it would be possible to see them no matter where you were, and easier to see for the person that was out of the game first.
Instead of the floors falling away, they could change height by, say, twice the height of a car, up or down, with, say, 3, or maybe 5 distinct platform heights. The direction of the change is random, so another source of randomness. That way, the board never really goes away, but there are gaps you might be able to use to your benefit... or detriment...
you could expand this idea with tiers to the platforms that fall down. like 3-4 slivers per color to slow the destruction of the driving platform and allow it to shrink every time it picks the same color!
Using the concept for mazes would be fun. Instead of falling floor tiles you could connect the sensor to pistons that change doorways/hallways, giving you a randomly changing maze
I like how simplistic your chaos maker is. I tried to follow someone making a logic based random generator yet that requires a lot more parts and not nearly as easy to implement (though it can scale easier)
Now i'm waiting for the GTA version where you divide it into "zones" where ONLY that zone is active at a time and you constantly have to race between zones. The floors would all be trap doors that open up and close so that they can come back. But only one trap door is closed at the end of each timer. Or something like that.
It is recommended to utilize a similar layout where a color drops, but instead of employing a large square, numerous smaller squares should be used. (For instance, consider a 10 x 10 square that could contain between 6 and 9 blue squares. When the blue light is activated, all the blue squares will descend.) However, it is still possible to maintain an element of randomness, ensuring that the specific color from each 10 x 10 square that will fall remains unpredictable.
You know how in the labyrinth there are the gremlins that flip and turn the tiles she marks to help her solve it. What if you use the rng to turn/flip walls in a maze?
There are some great ideas for variations in the earlier comments. I love the idea of a gradually lowering mechanism, and also the Spleef variant with smaller squares. So many ways to run with this concept... and some brilliant use of the game's capabilities to come up with this idea in the first place. One of these days I'll have to pick up the game and start playing myself; it's on my Steam wish list. 🤣
QoL improvement for those, who are taken out and spectate - put doubling lights or indicators for spectator perspective. Like in this video you could place doubling lights that would be seen while watching whats happening on the arena
the lights should have been on all 4 sides of the arena, so they can see them better while they play. or maybe have the lights be on the floor itself. so if the floor lights up, it goes.
I think if you make the platform bigger and put multiple of the same color, setting it so all of the same color drops at the same time, it would both add some survivability with more space and chaos with so many possibilities of open space later on. You could make the colored platforms smaller so that the arena is still reasonable and doesn't get overscaled
Suggestion for a variation and improvement. Run a top bracket over the thing to then be able to have lights in all 4 directions. That way it's easier for everyone and you can either orient them to mirror how they are in that direction or keep them all as the original and have everyone have to sit there and think which is actually going to drop. The variation would be to add logic and sensors so that a selected to drop platform can be saved if 1, 2, or 3 sensors on it are triggered. Meaning you can preserve the larger arena if you work together or by chance you happen to be triggering the sensor on that platform, or you can screw the other 1 or 2 by not cooperating, bailing out and watching them get dropped because you didn't cover the last sensor. Just a thought.
This just needs 2 things, 1 to be bigger and 2 no safe tiles. Do a 8 by 8 and use 9 of those RNG's the first one picks the row and then there is one RNG per row to pick the individual tile. The patterns would be brilliant possible islanding and waiting for RNG to pick the last person off
It would be really cool to have 25 platforms 5x5 with a similar mechanism it would make it longer and more exciting add new challenges to get back to the middle
Spleef idea: You all build an arena, traps/obstacles, and vehicles. The Arena has holes of an agreed size. The traps/obstacles are made to fit inside the holes. The vehicles are also no bigger than an agreed size but needs to be smaller than the size of the traps/obstacles. The way this would be used is the host load the arena, you then spawn on the lift the traps/obstacles from one of the others that get attached into the holes. You then use the Vehicles from the last player. At the end of playing all 3 arena’s each person arena, traps/obstacles, and Vehicles should have been used only once. When making the traps/obstacles it’s up to the maker how many different ones that want to make but each one needs to be used at least once so long as there is enough holes on the arena so you may want to set a minimum number of holes and/or maximum number of traps/obstacles.
Judging from the intro, I feel like this concept would work well inverted where you have to move TO the correct color platform. Perhapskis, you could use rotating platforms on bearings or platforms like flaps to open up all squares that do not match the designated color. Of course, the platforms would need to be bigger or more numerous to balance out the vast majority of the playing area being temporarily removed at intervals.
Add more squares (a bunch of small ones or a bigger map with the same size squares), add more time between the platforms falling. (About 10-15 seconds) and take away the lights showing which one if going to fall next.
Sumo Spleef! Vehicles always slowly go forward but you can make it go faster similar to your boost, no reverse. Separate idea instead of square or round arenas make it like wide windy roads, or in the shape of the channel name.
Make it like the mario party mini game where the board comes back up and have to select the right board before it goes down. Of course the middle one would need to get put into the RNG rotation.
Make a sumo or spleef map where all the vehicles look identical but have different stats. Include some sort of randomizer so you never know which car you get until it's too late
Use the dame logic but instead of dropping they toggle rotsting vertical/horizontal each time a color is picked. That way they can go away and come back
Sumo? Spleef? What about sumo on a spleef map? Players get sumo-cars. The cutting is done via spudguns suspendend over the arena firing straight downwards doing the DVD-Screensaver thing across the arena via pistons with occasional random direction changes.
So you got this work in a 3 by 3, with the the middle inactive. If you could copy and paste this 9 times, with the middle being still inactive. And have one main control to shoot to activate it all. It would be awesome to watch. Would be bigger, and you could set a delay for each section of the 9 to drop platforms at different times by a few seconds from each other. I haven't played this game, only watched, so not sure if it's possible, but sure you (Kan) can make it work. If you can get a ninth option on that rng machine, maybe have a 3 by 3 platform that does break in the middle. Otherwise being stuck on platforms that don't move would be a draw, if you're not upside down. Could even do a 3 by 3 for spawning cars that doesn't break for spawning cars and more space for fighting. Or breaks it all with another random piston added to the main rng machine if possible. Would have to make a display for the whole area in one area to watch all 9 platforms dropping at once, or one at a time, depending on what you want. Or you could have the rng machine hooked up at the beginning of the circuit, and trail it into each 3 by 3 area for its rng machine. So it can drop 1 section at a time. It would still work for 8 sections, if the ninth option can't be done. I know I'm a month late on this, loved the concept of this!!
Kosmo's vehicles are really good. Maybe put a flipper to flip them over (I don't think a suspension glitch would be better). Not sure if it should have reverse or not. Maybe some stacks of spinning tires and zero friction spots. I wonder how much a tilting board would mess things up.
Why not layer the RNG system? Take your 9 platforms (8 stoppable and 1 fixed) and split them into 9 platforms each. Your existing logic won't trigger a spud gun, but rather one of the 8 secondary RNG systems which will trigger one of the smaller segments to break off. Do a third level and you'll have very small areas falling away at random. Of course, that many spinning things colliding may get laggy, but you can reduce it down to three spinners and a heap of and gates. Each spud gun will be triggered by an AND gate with three or four inputs. Another variation on this concept is to make a cardboard Spleef arena as normal, but overhead mount groups of spud guns to cut out specific shapes at random. If a player vehicle is in the right spot, they can block the shape from being fully cut out. If the players have already cut some lines nearby, the RNG shape cutter may take out a much larger chunk.
im sure it would be a tad bit more challenging but what if the falling platforms were a smaller checkerboard pattern, but still same profile of 8 colors so if it selects green all greens fall, each individual color being 16x16 or something to that effect so you just have a bunch of car sized holes all over the place. Could even adopt this into spleef where the blocks that hold it up are under an invincible block and cant be destroyed by the spleef shots.
Man, you guys are so good at scripting videos! How do you manage to script them so well for the amount of videos you put out? Or, are all your videos scripted way in advance?
Build a roblox obby but in scrap mechanic ( use some kind of piston to make killbricks ) and add some fading bricks by detecting the player and when the fading brick fell it rebuilds it
0:02 randomly falls OK now I’m curious how do you pull that off? I thought the idea of explosives was crazy in terms of your buddy trying to do himself but this sounds like you’re trying to do your last video and that’s not an insult.
What about a race track with multiple colors through out as well as black parts that never fall off and ypu can go over other colors if ypu want but every so often a color drops. Maybe all parts of the road of a certain color drops each lap at random and after 3 laps only black parts of the track remain or something.
1:08 thats beyond you? you've made a elevator and many other random builds with n number logic and you can't make a random generator with logic gates?!
I think it would be even funnier if instead of immediately dropping the platform, each time it "selects" one of them, the piston would just lover it - like 10 blocks or so - once and on the 3rd selection it would finally drop it. That way the rounds would be longer and it could result in some funny last second saves.
Or it would tilt downwards 20% at a time so you don't fall off but would slide off if you're unlucky.
Maybe a variation of it where it detects pressure on the platform can also be fun? Like, if one player is on the platform, it's 30 seconds until it falls. if 2, then 20, and if all three players are on the same platform, it's only 10. And some platforms in the center reset the timer completely when no one is on it, but the peripheral ones accumulate time. And or course, sprinkling the whole cake with the random ones from the current arena can add some spice. Maybe some platforms, instead of straight up falling down, can just slowly tilt until they are 90.
That could be fun! Don't know if it's easy to implement tho
the "pressure" would probably have to be challenge mode sensors that can see through blocks
@@Crazyclay78YT I thought about putting a platform on suspension so that deformation will trigger different sensors. Your way will probably have less issues with physics performance, however it will probably be harder to count how many players are on the platform.
You could do a larger version of this sort of like Spleef but the colored blocks are in smaller sections. with no safe black sections. You could also potentially add walls in, that also are linked to certain colors.
Could have put a duplicate of the indicator on each side so it would be possible to see them no matter where you were, and easier to see for the person that was out of the game first.
I would just integrate the indicators into the floor-tiles themselves making them impossible to miss.
@@user-pc5sc7zi9j Not a bad idea. Always great to have people talk about ideas beyond the first iteration.
Instead of the floors falling away, they could change height by, say, twice the height of a car, up or down, with, say, 3, or maybe 5 distinct platform heights. The direction of the change is random, so another source of randomness.
That way, the board never really goes away, but there are gaps you might be able to use to your benefit... or detriment...
you could expand this idea with tiers to the platforms that fall down. like 3-4 slivers per color to slow the destruction of the driving platform and allow it to shrink every time it picks the same color!
This is one of the funniest videos I’ve watched in a while
Using the concept for mazes would be fun. Instead of falling floor tiles you could connect the sensor to pistons that change doorways/hallways, giving you a randomly changing maze
Absolute W video, ngl I need more videos this good so i can cure my stupid school sleepiness ^-^
Huh?
@@Omni-King-o1w fixed comment.... srry bout typo
@@GametownYT stupid* schedule*
@@Omni-King-o1w k thanks.... T_T
@@GametownYT whyd you say sleepiness instead of schedule now?
Love the concept but it would have been even funnier without the lights
I’d love to see another version of this with larger and different shaped platforms.
Those cars seem to move around really smoothly
I like how simplistic your chaos maker is. I tried to follow someone making a logic based random generator yet that requires a lot more parts and not nearly as easy to implement (though it can scale easier)
Now i'm waiting for the GTA version where you divide it into "zones" where ONLY that zone is active at a time and you constantly have to race between zones. The floors would all be trap doors that open up and close so that they can come back. But only one trap door is closed at the end of each timer. Or something like that.
A version of spleef like this would be interesting, where it just takes your ground out, not just you as a player, though it'd need to be bigger
You could do a 8x8 grid if you want smaller squares with one randomiser picking the x-coord and a second picking the y-coord
A maze with randomly opening and closing walls.
It is recommended to utilize a similar layout where a color drops, but instead of employing a large square, numerous smaller squares should be used. (For instance, consider a 10 x 10 square that could contain between 6 and 9 blue squares. When the blue light is activated, all the blue squares will descend.) However, it is still possible to maintain an element of randomness, ensuring that the specific color from each 10 x 10 square that will fall remains unpredictable.
It's blue, the pen is blue🥴, the pen is blue😫. 11:16
"Really simple idea..."-Kan my brain 🤯 but I'm happy he understands it snd im slowly learning from it😊
You know how in the labyrinth there are the gremlins that flip and turn the tiles she marks to help her solve it. What if you use the rng to turn/flip walls in a maze?
i'm guessing the next MM would be a fall guys track, just hide the 3x3 grid that shows you which colour will drop and let chaos reign.
Excellent script. Well done.
There are some great ideas for variations in the earlier comments. I love the idea of a gradually lowering mechanism, and also the Spleef variant with smaller squares. So many ways to run with this concept... and some brilliant use of the game's capabilities to come up with this idea in the first place. One of these days I'll have to pick up the game and start playing myself; it's on my Steam wish list. 🤣
QoL improvement for those, who are taken out and spectate - put doubling lights or indicators for spectator perspective. Like in this video you could place doubling lights that would be seen while watching whats happening on the arena
the lights should have been on all 4 sides of the arena, so they can see them better while they play. or maybe have the lights be on the floor itself. so if the floor lights up, it goes.
I think if you make the platform bigger and put multiple of the same color, setting it so all of the same color drops at the same time, it would both add some survivability with more space and chaos with so many possibilities of open space later on. You could make the colored platforms smaller so that the arena is still reasonable and doesn't get overscaled
I would love the "rng using logic" setup to be the exact same but the blocs colliding are logic blocs instead of pipes
Suggestion for a variation and improvement. Run a top bracket over the thing to then be able to have lights in all 4 directions. That way it's easier for everyone and you can either orient them to mirror how they are in that direction or keep them all as the original and have everyone have to sit there and think which is actually going to drop. The variation would be to add logic and sensors so that a selected to drop platform can be saved if 1, 2, or 3 sensors on it are triggered. Meaning you can preserve the larger arena if you work together or by chance you happen to be triggering the sensor on that platform, or you can screw the other 1 or 2 by not cooperating, bailing out and watching them get dropped because you didn't cover the last sensor. Just a thought.
This just needs 2 things, 1 to be bigger and 2 no safe tiles. Do a 8 by 8 and use 9 of those RNG's the first one picks the row and then there is one RNG per row to pick the individual tile.
The patterns would be brilliant possible islanding and waiting for RNG to pick the last person off
An iteration I'd like to see of this is where a random section goes down for a period of time then goes back up instead of being gone forever.
It would be really cool to have 25 platforms 5x5 with a similar mechanism it would make it longer and more exciting add new challenges to get back to the middle
Here’s an idea instead of the floor fully disappearing have it open like a trap door and then close again if it gets selected again.
Spleef idea: You all build an arena, traps/obstacles, and vehicles. The Arena has holes of an agreed size. The traps/obstacles are made to fit inside the holes. The vehicles are also no bigger than an agreed size but needs to be smaller than the size of the traps/obstacles.
The way this would be used is the host load the arena, you then spawn on the lift the traps/obstacles from one of the others that get attached into the holes. You then use the Vehicles from the last player.
At the end of playing all 3 arena’s each person arena, traps/obstacles, and Vehicles should have been used only once.
When making the traps/obstacles it’s up to the maker how many different ones that want to make but each one needs to be used at least once so long as there is enough holes on the arena so you may want to set a minimum number of holes and/or maximum number of traps/obstacles.
I love the script jokes so much!
I lost the script says i have another shot.
Judging from the intro, I feel like this concept would work well inverted where you have to move TO the correct color platform. Perhapskis, you could use rotating platforms on bearings or platforms like flaps to open up all squares that do not match the designated color. Of course, the platforms would need to be bigger or more numerous to balance out the vast majority of the playing area being temporarily removed at intervals.
If you replace the falling floor with a trapdoor system, you can make each platform disappear temporarily instead of permanently
You need lights on each edge or on the floor itself to make it easier to keep track of what is about to fall
Spleef version of this would be great. Just have it like every 30 seconds one drops.
Add more squares (a bunch of small ones or a bigger map with the same size squares), add more time between the platforms falling. (About 10-15 seconds) and take away the lights showing which one if going to fall next.
Sumo Spleef! Vehicles always slowly go forward but you can make it go faster similar to your boost, no reverse.
Separate idea instead of square or round arenas make it like wide windy roads, or in the shape of the channel name.
You can maybe add the platform indicator on the platform itself, like it happens in spleef sumo.
kAN once again being his own worst enemy by not paying attention AT ALL regarding his surroundings and driving of multiple times into the abyss...
When logic cant be random always count on scrap mechanic physics to be random
Make it like the mario party mini game where the board comes back up and have to select the right board before it goes down. Of course the middle one would need to get put into the RNG rotation.
Script writers were cooking with this one!
I eagerly await the day where you are able to re-create clue in scrap mechanic.
Same thing but more smaller grids with tnt spawners, so the map slowly gets more holes
trust sumo where the entire platform is cardboard and every few seconds random spudguns shoot it so its like a random spleef - sumo hybrid
You should add displays of which platform is dropping next on the cars dashboards so you don't have to look at the board every couple of seconds
Make a sumo or spleef map where all the vehicles look identical but have different stats. Include some sort of randomizer so you never know which car you get until it's too late
15:00 I guess he really is good in a 'scrap' isn't he?
Love the idea but would have loved if you guys picked a random color and stayed on it to see who got eliminated
IT would be better if the board showing what platform is going to fall was on at least both ends of the arena, if not all four sides.
Kan totally threw the last couple of rounds 🤣
Use the dame logic but instead of dropping they toggle rotsting vertical/horizontal each time a color is picked. That way they can go away and come back
Sumo? Spleef?
What about sumo on a spleef map?
Players get sumo-cars. The cutting is done via spudguns suspendend over the arena firing straight downwards doing the DVD-Screensaver thing across the arena via pistons with occasional random direction changes.
So you got this work in a 3 by 3, with the the middle inactive. If you could copy and paste this 9 times, with the middle being still inactive. And have one main control to shoot to activate it all. It would be awesome to watch. Would be bigger, and you could set a delay for each section of the 9 to drop platforms at different times by a few seconds from each other.
I haven't played this game, only watched, so not sure if it's possible, but sure you (Kan) can make it work. If you can get a ninth option on that rng machine, maybe have a 3 by 3 platform that does break in the middle. Otherwise being stuck on platforms that don't move would be a draw, if you're not upside down. Could even do a 3 by 3 for spawning cars that doesn't break for spawning cars and more space for fighting. Or breaks it all with another random piston added to the main rng machine if possible.
Would have to make a display for the whole area in one area to watch all 9 platforms dropping at once, or one at a time, depending on what you want.
Or you could have the rng machine hooked up at the beginning of the circuit, and trail it into each 3 by 3 area for its rng machine. So it can drop 1 section at a time. It would still work for 8 sections, if the ninth option can't be done.
I know I'm a month late on this, loved the concept of this!!
We need RNG spleef where the gun turns on and off and random time intervals for random amounts of time
Kosmo's vehicles are really good. Maybe put a flipper to flip them over (I don't think a suspension glitch would be better). Not sure if it should have reverse or not. Maybe some stacks of spinning tires and zero friction spots. I wonder how much a tilting board would mess things up.
It would be great if the center platform had the same chance to fall as the others. No safe harbor!
yay video
Do spliff wear randomly changes your direction of up left right or down/back and the floors randomly move around
You should do sumo, but the cars and arena are very small, like tiny
What about placing lights around the platforms so that you can see if you're in danger or not without having to look somewhere else?
Why not layer the RNG system?
Take your 9 platforms (8 stoppable and 1 fixed) and split them into 9 platforms each.
Your existing logic won't trigger a spud gun, but rather one of the 8 secondary RNG systems which will trigger one of the smaller segments to break off.
Do a third level and you'll have very small areas falling away at random.
Of course, that many spinning things colliding may get laggy, but you can reduce it down to three spinners and a heap of and gates.
Each spud gun will be triggered by an AND gate with three or four inputs.
Another variation on this concept is to make a cardboard Spleef arena as normal, but overhead mount groups of spud guns to cut out specific shapes at random.
If a player vehicle is in the right spot, they can block the shape from being fully cut out.
If the players have already cut some lines nearby, the RNG shape cutter may take out a much larger chunk.
im sure it would be a tad bit more challenging but what if the falling platforms were a smaller checkerboard pattern, but still same profile of 8 colors so if it selects green all greens fall, each individual color being 16x16 or something to that effect so you just have a bunch of car sized holes all over the place. Could even adopt this into spleef where the blocks that hold it up are under an invincible block and cant be destroyed by the spleef shots.
11:31 "I killed Mufasa"
If you put a mettle block above the cardboard holding it up it would be interesting to spleef
Rng spleef would actually be cool
It was a sweep!
The guys: "ThEsE vIdEoS aReN't ScRiPtEd"
The videos:
i'm sure they aren't scripted just themed. they seem to love themes. 'Clumsy' is probably this week. Edit: it's reckless
3D maze spleef with disappearing floors.
You should do the same thing just the colour that shows up you gotta go to
Do a race where pieces of the track falls out
Under an hour gang let's goooo😊
smaller squares, multiple squares fall at same time.. just more smaller black squares
Instead of squares, make a circle with rings that fall from the outside in every 15 to 30 seconds
I am now making this into a zeepkist map
Need to have the lights on both sides so you can see the lights while watching
Man, you guys are so good at scripting videos! How do you manage to script them so well for the amount of videos you put out? Or, are all your videos scripted way in advance?
Build a roblox obby but in scrap mechanic ( use some kind of piston to make killbricks ) and add some fading bricks by detecting the player and when the fading brick fell it rebuilds it
Never been this early
0:02 randomly falls OK now I’m curious how do you pull that off? I thought the idea of explosives was crazy in terms of your buddy trying to do himself but this sounds like you’re trying to do your last video and that’s not an insult.
Mix this with a huge hide and seek map
You show do the same bored and have it be pistons that make it different levels. Then have the cars able to jump
What about a race track with multiple colors through out as well as black parts that never fall off and ypu can go over other colors if ypu want but every so often a color drops. Maybe all parts of the road of a certain color drops each lap at random and after 3 laps only black parts of the track remain or something.
Let's combine spleef and sumo together
The floor is made of floor
Since it’s rng have floors that drop and come back it gets picked again.
I made Mario mix-up with a similar style randomizer
1:08 thats beyond you? you've made a elevator and many other random builds with n number logic and you can't make a random generator with logic gates?!
congrats on following the script guys
There are bugs under your skin. Tear it off, let them out
Kan actually won but the script says he isn't allowed to win multiplayer mondays ever so they had to replay it 😔
Same map but you don't know which one will fall.
Do spleef with that board
Did you like Scrap Man's Sumo map?
Build a tilting arena from weight
6:54 wait... It's 2:0:1 ... The first one was a tie?!
Day 12 of asking Kan to play grasslands hide & seek map