For my map arena_ascent, there is the gimmick that each team has 8 respawns before it becomes true arena. To do this i am using a huge trigger_multiple for both teams that covers the whole map with the output 'OnEndTouch (to measure each time a player leaves the trigger) Counter_blu/red Add 1'. However when multiple people die at the exact same time (crit rockets from first blood for example) the trigger only registers one person leaving. My problem with this, is that seeing that first blood crits are a big part of arena - and this nullifies them - that it would make the effect of getting first blood crits not so great. I reckon i could set a filter to each player via triggers at the spawn places then disable them, and have 1 big trigger for each player. However im looking for a solution that wouldn't require over 90 entities for a workaround. Can anyone please help? Thank you.