-- Define variables
local ReplicatedStorge = game:GetService("ReplicatedStorage")
local serverstorage =game:GetService("ServerStorage")
local MapFolder = serverstorage:WaitForChild("Maps")
local Status = ReplicatedStorge:WaitForChild("Status")
local GameLength = 120
local reward = 100
-- Game Loop
while true do
Status.Value = "Waiting for enough players"
repeat wait(1) until game.Players.NumPlayers >=2
Status.Value = "Intermission"
wait(10)
local plrs = {}
for i, player in pairs (game.Players.GetPlayers()) do
if player then
table.insert(plrs,player) -- Add each player into plrs table
end
end
wait(2)
local AvailableMaps = MapFolder:GetChildren()
local ChosenMap =AvailableMaps[math.random(1,#AvailableMaps)]
Status.Value = ChosenMap.Name.." Chosen"
local ClonedMap = ChosenMap:Clone()
ClonedMap.Parent = workspace
--Teleport players to the map
local SpawnPoints = ClonedMap:FindFirstChild("SpawnPoints")
if not SpawnPoints then
print ("SpawnPoints not found!")
end
local AvailableSpawnPoints =SpawnPoints:GetChildren()
for i, player in pairs (plrs) do
if player then
character = player.Character
if character then
--Teleport them
character:FindFirstChild("HumanoidRootPart").CFrame = AvailableSpawnPoints[1].CFrme
table.remove(AvailableSpawnPoints,1)
-- Give them a sword
local sword = serverstorage.Sword:Clone()
sword.Parent = player.Character
local Gametag = Instance.new("BoolValue")
Gametag.Name = "GameTag"
Gametag.Parent = player.character
else
-- There is no character
if not player then
table.remove(plrs,i)
end
end
end
end
Status.Value = "Get ready to play"
wait(2)
for i = GameLength,0,-1 do
for x, player in pairs (plrs) do
if player then
character = player.character
if not character then
-- Left the game
else
if character:FindFirstChild("GameTag") then
-- They are still alive
print (player.Name.."is still in the game")
else
-- They are dead
table.remove(plrs,x)
print (player.Name.." has been removed!")
end
end
else
table.remove(plrs,x)
print (player.Name.." has been removed!")
end
end
Status.Value = "There are "..i.." seconds remaining, and "..plrs.." players left"
if #plrs == 1 then
-- Last person standing
Status.Value = "The winner is"..plrs[1].Name
plrs[1].leaderstats.Gold.Value = plrs[1].leaderstats.Gold.Value + reward
break
elseif i == 0 then
Status.Value = "Nobody won!"
break
elseif i == 0 then
Status.Value = "Time up!"
break
end
wait(1)
end
print ("End of game")
for i,player in pairs(game.Players:GetPlayers()) do
character = player.Character
if not character then
-- Ignore them
else
if character:FindFirstChild("GameTag") then
character.GameTag:Destroy()
end
if player.Backpack:FIndFirstChild("Sword") then
player.Backpack.Sword:Destroy()
end
if character:FIndFirstChild("Sword") then
character.Sword:Destroy()
end
end
player.LoadCharacter()
end
ClonedMap:Destroy()
Status.Value = "Game ended"
wait(2)
end

3 comments
.GetPlayers() should be :GetPlayers(). It's a method.
Then it should be very clear since the output would specifically say that that's the reason tbh.
Not everything is very clear. For example, Lua would not throw an error if a property/method doesn't exist. If a property/method exists, it calls it.