If this limit is added, it should only be at the absolute lowest points of the map as well as right near the height limit.
I’m currently thinking of the EggWars Teams of 4 map that has the giant cauldron in the middle.
Many players including myself will utilize the top of a map (i.e. where there are still some blocks of the map) as a strategic place to bridge from.
A bunch of enemy players are inside the center cauldron area, how do you bridge to their island without being immediately noticed? What if you want to position yourself as a sniper and knock players off of bridges without them coming up behind you, or observe the enemy teams to make an attack plan?
I think we should ensure that a line is drawn between strategically using the upper part of a map and staying on a platform way up at the height limit for a long time.
One of the reasons why I’m not a fan of the Hive’s SkyWars is the height restrictions. In my opinion it discourages creativity and caters to a single player type.
How I think it should work, if the suggested idea were implemented
Now if we were to implement an anti-camper feature, the timer before you take damage would have to be a decent length, perhaps two minutes or so, to allow for someone to bridge. Some people bridge slower than others, so we should account for that.
What makes a player a camper is them being in one hard-to reach area for a long time. A typical camper will probably be in an area for definitely over two minutes.
The damage range should begin at the height limit of the map and extend downwards by several blocks, but no more than that. It may depend on the map, but 10 blocks of damage range could work.
The lower damage range would be the same, but at the lowest point of the map. The blocks of damage range would vary between maps here as well.
Note: some maps, (I’m not sure how many) like Mangrove in EggWars Teams of 4, have blocks that are above the in-game building limit, so in that case the damage range would begin at that uppermost block instead of the height limit below.
Aside from that case, the upper damage range should not reach any upper blocks of a map