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ruin [2017/06/14 20:21]
biell [team vs. computer]
ruin [2017/06/16 15:30] (current)
biell [Map Making]
Line 7: Line 7:
 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 vsteam, and team vscomputer.+game type: team vs team, and team vs computer.
  
-==== team vsteam ====+==== 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 vscomputer ====+==== 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.
ruin.1497471665.txt.gz · Last modified: 2017/06/14 20:21 by biell