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ruin [2017/06/14 20:21] biell [team vs. computer] |
ruin [2017/06/16 15:30] biell [Map Making] |
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Since the base game mode is BALL, there can be multiple bases and turrets, | Since the base game mode is BALL, there can be multiple bases and turrets, | ||
all of which must be destroyed to win. There are two variants of this | all of which must be destroyed to win. There are two variants of this | ||
- | game type: team vs. team, and team vs. computer. | + | game type: team vs team, and team vs computer. |
- | ==== team vs. team ==== | + | ==== team vs team ==== |
In this variant, each team should have an equal number of turrets and | In this variant, each team should have an equal number of turrets and | ||
bases. If there are bases, the bomb spawning should also be identical. | bases. If there are bases, the bomb spawning should also be identical. | ||
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{{ ball_ruin_fantasy_collapsed.png?512 |}} | {{ ball_ruin_fantasy_collapsed.png?512 |}} | ||
- | ==== team vs. computer ==== | + | ==== team vs computer ==== |
In this variant, all human players are assigned to one team and are | In this variant, all human players are assigned to one team and are | ||
working together (much like the COOP game type) to destroy all the | working together (much like the COOP game type) to destroy all the | ||
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{{ ball_ruin_sopwith_clouds.png?768 |}} | {{ ball_ruin_sopwith_clouds.png?768 |}} | ||
+ | ===== Map Making ===== | ||
+ | Map design is pretty open depending on what type of game you want. | ||
+ | If it is team vs computer, it is important that the map is either | ||
+ | wide & not tall, or tall & not wide. For team vs team, follow | ||
+ | a combination of TBD and TDM. Game play should account for both | ||
+ | infiltrators and defenders. As such, you may want to create wall | ||
+ | power-ups for defenders and shields for infiltrators. | ||
+ | |||
+ | Turrets with a health greater than 10,000 will be ignored. So, | ||
+ | if you wish to create a COOP style pink turret, that is allowed. | ||
+ | I would recommend keeping it pink, so standard COOP convention | ||
+ | can be followed. Otherwise, you may wish to demarcate is in | ||
+ | some way to let people know they don't have to destroy it. | ||
+ | |||
+ | **Turrets cannot be allowed to kill each other.** | ||
+ | If you create the map such | ||
+ | that one turret can kill another, then the turret destruction | ||
+ | cannot be assigned to the correct team, and that team cannot | ||
+ | win. The map **must** be carefully designed so that turrets | ||
+ | cannot kill each other. | ||
+ | |||
+ | In team vs computer, you must kill all turrets which are not | ||
+ | yours. So, you want to make sure the computer isn't going | ||
+ | to kill any turrets. This isn't usually an issue, but if it | ||
+ | is, you may need to make all turrets the same color as the | ||
+ | bots. The reason to even allow this in the first place, is | ||
+ | if you sequester the bots, like in COOP. In fact, any COOP | ||
+ | map can be changed such that all objects (not just the base) | ||
+ | must be destroyed by adding off-map ball spawns and goals, | ||
+ | then saving with the new prefix ''ball_ruin_'' instead of | ||
+ | ''tbd_coop_''. | ||
+ | |||
+ | In team vs team, you only have to kill turrets and bases | ||
+ | which belong to the opposing team. Any turret or base which | ||
+ | belongs to neither team does not have to be destroyed, and | ||
+ | if it is, does not count towards the final total. You can | ||
+ | use this to provide a center map buffer of turrets, if you like. |