Now I suppose the simplest part of the entire thing might be how you actually start the game: Pulling the lever. (Pic 1) Usually the one pulling the lever has to either sit the game out and act as “host” or they can try to race to the center before the countdown ends (never works and they almost always start at a disadvantage because of it.) However, I’ve taken this into account! The admin area is open by default, and only “closes off” once the game is started. I’ve also set aside the piston-cage nearest to the lever to be specifically for the lever-puller (Pic 2), since they’ll have plenty of time to make it from the lever to the piston before the countdown finishes! (The sign on the lever room says seven seconds, but I’ve actually adjusted the timing since then to be near ten seconds to give the puller time to scarf some cake before being thrown into the fight.)
Now, as for how I got the redstone to take ten seconds to fire? Yeah, that’s really all repeaters. A butt-ton of repeaters. (Not pictured: All the ones behind the wall back there because I didn’t feel like busting everything down to show nothing but a line of repeaters.)
The pistons were actually kind of the easy part in all this. They just needed to be positioned to where I could get a single pulse to turn on all torches at the same time, and the easiest way to do with was to send a pulse in from below (Pic 3)(See the torch on top of the red wool) and send it outward radially.
BUT, as it turns out the room I needed underneath the piston/admin room to send the pulse upward was a perfect area for sticking the countdown mechanism. I know the SG map everyone thinks of when they hear “Survival Games” has that big fancy number-piston-machine-thing, but I don’t have near the patience for that, unfortunately. Therefore the “countdown” here is a much, much simpler repeater/note block system that gives a similar effect. Three drums for a count-down, a piano “ding” for “GO!” (Pic 4)
But before the pistons fire I’ve also rigged up an offshoot to slam to lock the players out of the admin area. (Pic 5) This fires just before the pistons, so it’s impossible for even the nearest player to dash in before the door closes. However there’s also a “Lock override” (Pic 6) (It’s literally a lever tossed next to the door, nothing fancy.) so the admins can still exit/enter as they please in order to spectate/teleport people to the death area if there’s a respawn issue.
Anyway, I think that’s most of the important features in the middle so far. Granted this is still highly work-in-progress so things are subject to change as needed, but I think the redstone is going to stay as-is up until the finished map. Everything’s working perfectly for what I need and if it isn’t busted then I’m sure as hell not messing with it any more than needed.
But yes, this concludes the talkative portion of tonight. I suppose if you have any questions about how I rigged some things up (Or advice to make my life easier since I’m still a redstone novice!) then feel free to ask/share! Otherwise, I think here might be time to call it a night!