Fun fact: CATALYST wasn't even planned on being an asym AT ALL. It started out as a small project called "Vault of the Daaghurs." There was really nothing special about that. It was simply just a 99 nights type of game where you survive for as long as you can on an island full of monsters, building bases, collecting food, forging weapons, etc. But eventually I completely dropped the project because I barely know how to script and can't make UI. So I deleted everything inside and paved the way for a little idea I had been thinking about for a long time: CATALYST. I started getting to work with the concepts. I loaded up the game, and as a desperate action to make the starter characters look cool, I just put a dominus on both of them. Then I started naming them. For some reason not even I know, I named the starter survivor Harkman, later changed to Harpman as you may know, since "listen man" (hark means "to listen") didn't really make sense. It was then time to name the starter killer. I named it Darkhold as a combination of "darkness" and "stronghold" (don't you dare ask what I was thinking). Right after modeling the lobby and releasing a prototype (which I unshared since I used a kit) I basically quit. Until... Ok, so let me just copy and paste an excerpt from one of my projects: "It was all because of one man, @TheEvil1x1x1x1 (btw, his acc is deleted). I met him in 4th period at my sch00l. He made an asym called "try me." Then, @MoreWolfogames12 i think got an idea from that and made his own asym. Then I got inspired and made my own asym, CATALYST. I was then pulled into the asym community with many talented others." To flesh that out, when I decided that I will make an asym, I just reused the name and some of the characters for the scratch version. Then, I got back to work on the Rblx game. I was adding a bunch of random OCs, and some got deleted before I even thought up a moveset. Okay, nobody judge me for this, but I'ma be honest: RUMI (sentinel) AND JINU (c00lkidd type of moveset) FROM KPDH WAS GOING TO BE ADDED TO CATALYST holy crap I'm actuall- (oh yeah they got removed). Anyway, I just started tinkering with some of the toy weapons I got from Five Below to make the very first versions of Darkhold and Brutulus. The Botanist was actually the last killer I made a concept for. Brutulus was the only one I planned on having a Berserk mode for, but eventually it spread to other killers. Recently, I changed the idea of the CATALYST rblx game from an asym to a boss fight sort of thing. Alright, let me drop some stuff. I will be removing passive health regen (slowly gaining over time at all times). Like Piggy, you will also be able to drop into the current match the moment you join a new server. Unlike regular asyms, the lobby will only be where you wait for games to finish up ONCE YOU ARE OUT. As stated before, if you join a new server, you will be able to instantly join the current match. After the match ends (when the killer is defeated or all survivors die) everyone will return to the main menu, where you can choose your survivor and killer and drop into the lobby. Once everyone in the server has chosen their characters and dropped into the lobby by hitting play, after a 10 second wait, the game will pick someone to be the next killer based on their killer chance (don't have a name yet), which goes up by how many matches you have gone without being the killer, rather than what you did in the previous game. You will also be "downed" instead of dying the first time, and once you get revived, you have a lower max health. If you die this time or another survivor fails to revive you in time after your first death, you will be sent back to the lobby where you can spectate or buy characters. There will be a little room sort of like a store in a mall where after interacting with the shopkeeper you can browse killers, skins, emotes, game passes, etc. Remember, after the current match ends, you will be sent to the main menu where you choose your survivors and killers THERE. The lobby is for purchasing, and the main menu is for using. After everyone hits play and readies up, the match will start. There will be no timer. The game ends after the players either defeat the killer or the killer kills everyone permanently (if you die after you get revived or another survivor fails to revive you in time after your first death). You can also crawl while downed, and living survivors can carry your body to a safe place. For last man standing, last man standing WILL have a timer unlike the man part of the match. Killers and survivors as well as skins may have custom LMS themes. If it is just two different characters, the default lms (made by ) will play. If the killer fails to to kill the last survivor within the time limit, they will lose. If the survivor dies, the killer wins. Also about last man standing: the boss fight part drops entirely during lms and shifts to regular asym gameplay.
The last survivor will be healed to full health and will be converted back to their previous first life health. (e.g. if so and so is on their second life but they has 110 health and their second life has 75 max health, in lms, their max health will be reverted to 110 no matter what). The survivor will also die immediately without entering a "downed" state after being killed. Each killer will have an intro and outro. If the timer expires or the killer successfully kills the survivor, everyone will return to the menu. Alright I'm done now. Stickbug out.