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Are the combatants channelled into the same area? If not you end up with a game of “needle in the (forever growing) haystack”.



Careful design of the "tiles" and some restriction to the play area could go a long way to make a "fun" map that is still hugely random.


You could throw in some magnets there, like a flag whose position is known and has to be captured before the other team does it.


Doesn't have to be a stationart target. Just mark the position of the leader in a deathmatch scoreboard on the map and tge problem solves itself while the game can keep moving over the map.


It would have to work somewhat like PUBG - people caught outside a given area slowly start to bleed health. (Or for bonus fun, are catapulted towards the center of the current combat area.)




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