In this gameplay, teams of Hunters and Props will compete to be the last team standing before the timer runs out. The Prop team will use the Prop-O-Matic weapon to disguise themselves as props while the Hunter team searches. This tutorial will teach you how to use devices like the Player Counter to track how many players are left alive on a team.
The island code for this tutorial is 3556-6223-1265.
To play through this island, click CHANGE on the Fortnite Lobby screen. On the Discover screen, click the Island Code tab and enter the code for Design a Prop Hunt Game. Once you've seen all the gameplay features, you can explore this tutorial and recreate it on your island.
Props, Prefabs, and Galleries
A variety of Prefab and Gallery items were used to design this island. When recreating this island, test your creativity by envisioning a theme while mixing and matching items from various categories.
Be sure to fill any open areas with appealing props that matches your island's theme.
Read the prerequisite tutorials to learn how to use Gallery pieces to build pre-game lobbies and arenas.
Overview of Tutorial Steps
The following is an overview of the steps you'll need to recreate this island and its ideal sequence:
Create a new island using a starter island.
Set up your island structure, such as an arena.
Set up the pre-game lobby.
Set up the Hunter class.
Spawn Hunters onto the map.
Spawn Props onto the map.
Set up the Collectible Objects.
Set up the game ending devices.
Customize the island settings.
Set up the Hunter Class
Use the photo as a visual reference on device placement and creative possibilities.
Use Class Selectors to change Hunters to their team on spawn. The Class Designer will give Hunters their loadout.
In this section, you will use the following devices:
Class Selector #1 - 3
Use a Class Selector to designate a class for your players.
To set up this device:
Equip and place a Class Selector in an area unseen by players.
Customize its settings as shown below.
Option Value Explanation Class to Switch to
1
Class ID 1 will be the Hunter class.
Time to Switch
Instant
There will be no delay in switching to the new class.
Activation Audio
Off
There will be no audio when switching classes.
Zone Audio
Off
Entering the zone will not play audio.
Display VFX on Activation
No
There will be no visuals from registering a player from this device.
Change Player to Class When Receiving From
Channel 1 - Channel 3
This channel will be paired with each Hunter’s Player Spawn Pad. Incrementally increase this channel for each device, ranging from Channel 1-3.
Select OK to save.
Copy and place this device two more times.
a. Incrimetnally increase the channel number for Change Player to Class When Receiving From so that each device will range from Channel 1 to Channel 3.
Class Designer #1
You can use a Class Designer to designate a loadout for each class.
To set up this device:
Equip and place a Class Designer in an area unseen by players.
Customize its settings as shown below.
Option Value Explanation Class Name
Hunter
Determines the name of the class being created.
Class Identifier
1
Determines the Class ID of the class being created.
Grant Items On Respawn
Yes
Hunters’ inventories will be refreshed on respawn.
Equip Granted Item
First Item
The first registered item is equipped.
Start With Pickaxe
No
Hunters do not start with a pickaxe.
Starting Shields
No Shields
Hunters will not need shields.
Max Shields
No Shields
Hunters will not need shields.
Allow Overshield
Off
The overshield will be disabled.
Movement Multiplier
0.8
Hunters will move 20% slower than usual.
Allow Sprinting
Off
Hunters will not be able to sprint.
Infinite Ammo
On
Hunters will have infinite ammo during gameplay.
Infinite Items
No
Items will not be unlimited.
Allow Mantling
Off
Hunters will not be allowed to vault up edges.
Spawn Limit
1
Hunters will only have one life.
Spawn Location
Spawn Pads
Hunters will initially spawn on the Team 1 Player Spawn Pads.
Allow Item Drop
No
Hunters will not be able to drop items.
Allow Item Pickup
No
Hunters will not be able to interact with items.
Select OK to save.
Equip two weapons and items like the Boogie Bomb and Grenade.
a. While standing beside the device, drag and drop each item to register it. These items will be the Hunter’s loadout for the gameplay.
Spawn Hunters onto the Map
Use the photo as a visual reference on device placement and creative possibilities.
Create an area like a pre-game lobby for Hunters to spawn and read the game rules. This will be the area where Hunters while they wait for Props to hide. After a designated amount of time, Hunters will teleport to the main arena to begin their hunt.
In this section, you will use the following devices:
Player Spawn Pad #1 - 3
Use Player Spawn Pads to spawn Hunters in the pre-game lobby.
To set up this device:
Create a pre-game lobby and place a Player Spawn Pad.
Customize its setting as shown below.
Option Value Explanation Player Team
Team 1
Only the Hunters can spawn on this pad.
Priority Group
1
These pads are used first.
Use as Island Start
Off
Players do not spawn here in the pre-game.
Visible in Game
Off
This device will not be visible in the game.
When Player Spawned Transmit On
Channel 1 - Channel 3
This channel is paired with the Player Reference devices. Incrementally increase this channel for each spawn pad, ranging from Channel 1 to Channel 3.
Select OK to save.
Copy and place this device two more times.
Incrementally increase the channel for When Player Spawned Transmit On so that each device will range from Channel 1 to Channel 3.
Player Reference
Use the Player Reference to pair with the Player Spawn Pads, allowing Hunters to teleport from the pre-game lobby to the arena with a single device.
To set up this device:
Equip and place a Player Reference in an area unseen by players.
Customize its settings as shown below.
Option Value Explanation Play Audio
No
This device will not play audio.
Register Player When Receiving From
Channel 1 - Channel 3
Pair this channel with the Player Spawn Pad.
Activate When Receiving From
Channel 4
This channel will send a signal to the main arena’s teleporter, sending seperate signals to a single channel.
When Activated Transmit On
Channel 5 - Channel 7
Players will teleport when a signal is sent from this channel. This setting will be paired with each Hunter’s teleporter for the arena. Incrementally increase this setting for each device placed.
Select OK to save.
Copy and place this device two more times.
a. Incrementally increase the channel for Register Player When Receiving From so that each device will range from Channel 1 to Channel 3.
b. Incrementally increase the channel for When Activated Transmit On so that each device will range from Channel 5 to Channel 7.
Timed Objective #1
Use a Timed Objective to keep Hunters in their pre-game lobby until the Porps have time to hide, triggering a teleport on completion.
To set up this device:
Equip and place a Timed Objective in an area unseen by players.
Customize its settings as shown below.
Option Value Explanation Start When Round Starts
Yes
The timer will automatically begin when the round starts.
Time
30 Seconds
The timer will last for 30 seconds.
Timer Label Text
Time until Hunters release…
This will be the message displayed during the countdown.
Urgency Mode
Disabled
The sound effect will not become urgent.
Audio Effects
Off
This device will not have audio.
Activation Sound
Off
This device will not have audio.
Completion Sound Distance
Whole Map
The completion sound will be heard everywhere on the map.
When Completed Transmit On
Channel 4
This channel will teleport Hunters to their teleporters after the timer completes.
Select OK to save.
Teleporter #1 - 3
Assign Teleporters to the Hunters to bring them into the arena once the 30-second timer elapses.
To set up this device:
Equip and place a Teleporter in a corner of the arena.
Customize its settings as shown below.
Option Value Explanation Teleporter Group
None
This device has no teleporter group and can only be teleported to with a channel.
Teleporter Targer
None
This device has no teleporter target and can only be teleported to with a channel.
Teleporter Rift Visible
No
This device will not be visible during gameplay.
Play Visual Effects
No
This device will have no visual effects.
Play Sound Effects
No
This device will not have sound effects.
Conserve Momentum
No
Hunters are dropped for the teleporter from a stopped position.
Teleport To When Receiving From
Channel 5 to Channel 7
This setting is tied to the Player Reference device so they are all teleported at once. Incrementally increase this setting for each device placed.
Select OK to save.
Copy and place this device two more times.
a. Incrementally increase the setting for Teleport To When Receiving From so that each device will range from Channel 5 to Channel 7.
Spawn Props onto the Map
Use the photo as a visual reference on device placement and creative possibilities.
Place Player Spawn Pads in a central location for Props to move out and begin blending in.
In this section, you will use the following devices:
Player Spawn Pad #4 - 11
Use Player Spawn pads to spawn Props in the arena.
To set up this device:
Create a pre-game lobby and place a Player Spawn Pad.
Customize its setting as shown below.
Option Value Explanation Player Team
Team 2
Only the Prop team can spawn on these pads.
Visible In Game
Off
This device will not be visible in the game.
When Player Spawned Transmit On
Channel 10
This setting sends a signal to the HUD Message to display an onboarding message.
Select OK to save.
Copy and paste this device 7 more times.
HUD Message
Use a HUD Message to onboard Props when they load into the game.
To set up this device:
Equip and place a HUD Message in an area unseen by players.
Customize its settings as shown below.
Option Value Explanation Message
Use your Prop-O-Matic to hide as a prop! You can gather coins to win, but it will alert the Hunters.
This is the message displayed to Props.
Message Recipient
Triggering Players
Only players who spawn on the Prop’s spawn pads will read this message.
Time From Round Start
Off
This message will have to be triggered to play.
Message Priority
Critical
This message will have a sound effect and override any other messages.
Show When Receiving From
Channel 10
This message will show when players are spawned from the Prop’s spawn pads.
Class Designer
Use a Class Designer to grant Props the Prop-O-Matic weapon and adjust health, movement, speed, and other core options.
To set up this device:
Equip and place a Class Designer in an area unseen by players.
Customize its settings as shown below.
Option Value Explanation Class Identifier
2
Props will be Class ID 2.
Start With Pickaxe
No
Props will not use pickaxes.
Max Health
1 Health
Props will be eliminated after being hit once.
Starting Shields
No Shields
Props will not have shields.
Allow Overshield
Off
Props will not have overshields.
Movement Multiplier
1.2
Props will have an increased movement speed.
Allow Sprinting
On
Props will be allowed to sprint.
Sprinting: More Options
Show
More options will show with this setting.
Allow Mantling
Off
Props will not mantle in this gameplay.
Always Show Name Plates
Always Show To Team
Props will be able to see each other's position in the arena.
Name Plate Max Distance
Island
Props can see each other throughout the arena.
Down But Not Out
Off
Props will be instantly eliminated.
Allow Building
None
Props will not be allowed to build.
Spawn Limit
1
Props will only have one life.
Allow Item Drop
No
Props will not drop items when eliminated.
Allow Item Pickup
Yes
Props will be able to pick up items.
Select OK to save.
Equip a Prop-o-Matic weapon.
a. While standing beside the device, drag and drop the Prop-o-Matic to register it. This weapon will be the Prop’s loadout for the gameplay.
Designer Tips
Surround the maps with Barriers for a visual aesthetic and to keep players in the arena.
Set up the Collectible Objects
Use the photo as a visual reference on device placement and creative possibilities.
Spread collectibles throughout the arena to give an alternative win condition to players. These items can only be picked up by Props, cause a mild debuff to Props, and make the other coins unavailable for a time. It takes 10 collectibles to win.
In this section, you will use the following devices:
Collectible Object
Use Collectible Objects for Props to collect in your arena.
To set up this device:
Equip and place the Collectibles Gallery onto your arena.
a. Delete all but one Collectible Object.
Customize its settings as shown below.
Option Value Explanation Collectible Object
Gold Coin
This is the object used for this gameplay.
Score
0
The collectible offers no score.
Collecting Team
Team 2
Only the Props can pick up coins.
Visible to Opposing Players
Always
The coins are always visible to both teams.
Visible On Game Start
Off
The collectibles do not become visible until the 1:00 timer expires at the beginning of the map.
Turn Visibility On When Receiving From
Channel 21
When the staring Timed Objective ends, the coins will become visible.
Turn visibility Off When Receiving From
Channel 20
When picked up, all coins are temporarily turned invisible and uncollectible.
Select OK to save.
Copy and place the Collectible Object 15 to 20 times randomly around your arena.
Movement Modulator
Use a Movement Modulator to debuff Props when a Coin is picked up.
To set up this device:
Equip and place a Movement Modulator in an area unseen by players.
Customize its settings as shown below.
Option Value Explanation Speed
Super Slow
The movement debuff will be super slow.
Duration
10S
The debuff will last for 10 seconds.
Activating Team
Any
Any team that collects a coin can activate it.
Activating When Receiving From
Channel 20
The player who picks up the coin, on top of making them all invisible, will also be slowed down for 10 seconds.
Select OK to save.
Timed Objective 2 - 3
Use Timed Objective devices to activate and reset coins.
To set up this device:
Equip and place a Timed Objective in an area unseen by players.
Customize its settings as shown below.
Option Value Explanation Start When Round Starts
Yes
The timer automatically begins at the start of the round.
Time
1 Minute
The timer will last for 1 minute.
Timer Label Text
Time until Coins are activated…
This message will be displayed during the countdown.
Urgency Mode
Disabled
The sound effect does not become urgent.
Audio Effects
Off
This device will not have audio effects.
Activation Sound
Off
This device will not have an activation sound.
Completion Sound Distance
Whole Map
This device will be heard everywhere when the 10 seconds elapses.
When Completed Transmit On
Channel 21
This channel will activate the coins.
Select OK to save.
Copy and paste another Timed Objective.
Customize its settings as shown below.
Option Value Explanation Timer Label Text
A coin was taken! The thief has been slowed! Coins collectible again in…
This message will be displayed during the countdown.
Completion Behavior
Reset
After the countdown, the device is ready to restart.
Urgency Mode
Disabled
The sound effect does not become urgent.
Audio Effects
Off
This device will not have audio effects.
Activation Sound
Off
This device will not have an activation sound.
Completion Sound Distance
Whole Map
This device will be heard everywhere when the 30 seconds elapses.
Start When Receiving From
Channel 20
The counter is begun after a coin is picked up.
When Completed Transmit On
Channel 21
This channel will activate the coins.
Designer Tips
Large groupings of the same or similar props can create inconspicuous areas for Props to hide. This allows more interplay when the hunter is close.
You can also assemble large groups of props that fit your theme to make it easier to select and build your level out seamlessly. Make sure to find a balance between density and variety to make sure you have a level playing field.
Set up the Game Ending Devices
Use the photo as a visual reference on device placement and creative possibilities.
The End Game and Player Counters will end the game if either team has zero players left.
In this section, you will use the following devices:
Player Counter #1 - 2
Use a Player Counter to determine how many players are in the game.
To set up this device:
Equip and place a Player Counter in an area unseen by players.
Customize its settings as shown below.
Option Value Explanation Target Player Count
0 Players
Once the player count is zero, it will activate transmitting a signal.
Counted Team
Team 1
The Hunter team will be counted by this device.
Include Spectators
No
This device will only include players in the game.
When Count Succeeds Transmit On
Channel 50
Sends a signal to the End Round device if the count reaches zero.
Select OK to save.
Place a second Player Counter to track the Props.
Customize its settings as shown below.
Option Value Explanation Target Player Count
0 Players
Once the player count is zero, it will activate transmitting a signal.
Counted Team
Team 2
The Prop team will be counted by this device.
Include Spectators
No
This device will only include players in the game.
When Count Succeeds Transmit On
Channel 51
Sends a signal to the second End Round device if the count reaches zero.
Select OK to save.
End Game #1 - 2
Use the End Game device to end the game when receiving a signal from the Player Counter.
To customize this device:
Equip and place an End Game device in an area unseen by players.
Customize its settings as shown below.
Option Value Explanation Winning Team
Team 2
The Props will win if there are no Hunters left due to self-damage.
Custom Victory Callout
The Hunters were defeated!
This message will display to teams for ending.
Custom Defeat Callout
The Hunters were defeated!
This message will display to teams for ending.
Activate When Receiving From
Channel 50
When the Player Counter for Team 1 reaches zero, this device will activate to end the game.
Select OK to save.
Copy and paste another End Game device.
Customize its settings as shown below.
Option Value Explanation Winning Team
Team 1
The Hunters will win if all the Props are found.
Custom Victory Callout
The Props have been cleansed!
This message will display to teams for ending.
Custom Defeat Callout
The Props have been cleansed!
This message will display to teams for ending.
Activate When Receiving From
Channel 51
When the Player Counter for Team 2 reaches zero, this device will activate to end the game.
Customize the Island Settings
These settings will create dynamic teams of two where players switch every round.
To modify gameplay settings, press the TAB key and click MY ISLAND at the top of the screen. From here, you can access the GAME, SETTINGS, and UI tabs.
My Island - Game
Modified Setting | Option | Explanation |
---|---|---|
Max Players | 11 | The maximum number of players will be 11. |
Max Teams | 2 | This gameplay will have two teams. |
Team Size | Dynamic | Allows devices to set team sizes to allow for asymmetric teams. |
Default Class Identifier | 2 | The default class identifier is 2. |
Spawn Limit | 1 | Players can only spawn one time. |
Total Rounds | 5 | There will be 5 rounds in this gameplay. |
Team Rotation | Every Round | The teams will rotate every round. |
Time Limit | 5 Minutes | The gameplay will last 5 minutes. |
Game Win Condition | Most Round Wins | The team with the most rounds win the game. |
Collect Items to End | 10 | 10 Collectible Objects must be collected to win. |
My Island - Settings
Modified Setting | Option | Explanation |
---|---|---|
Allow Building | None | Building will not be allowed in this gameplay. |
Start With Pickaxe | No | Players will not need pickaxes in this gameplay. |
Allow Mantling | Off | Players will not mantle in this gameplay. |
Self-Damage On Hit Amount | 3 | Players will take three points of self-damage when hitting an object. |
Self-Damage Only On Non-Zero Damage | Yes | Zero damage hits will not trigger self-damage. |
Self-Damage Target Filter | Non-Players | When hitting non-players, Hunters will take damage. |
UI
Modified Setting | Option | Explanation |
---|---|---|
Game Winner Display Time | 3 Seconds | The game winner will be displayed for three seconds. |
Game Score | 7 Seconds | The game score will be displayed for seven seconds. |
Round Winner | 3 Seconds | The round winner will be displayed for three seconds. |
Round Score | 7 Seconds | The round score will be displayed for seven seconds. |
Round Win Condition | Collect Items | The game will be won when items are collected. |
Tiebreaker 1 | Time Alive | The tiebreaker among teams will be the time alive. |
First Scoreboard Column | Collect Items | The first column in the scoreboard will track the items collected. |
Second Scoreboard Column | Time Alive | The second column in the scoreboard will track the time alive. |
Third Scoreboard Column | Eliminations | The third column in the scoreboard will track eliminations. |