1. Move the shared shooting platform to the middle of the map -> more wind variety. This would probably require bigger maps though
yeah and bigger maps = no random maps nemore
It's not that much of a problem with wind variety IMO. The cup seems to give even winds (and not blue winds all the damn time). If you make a habit of alternating between a cup left and a cup right it doesn't become too much a habit.
2. Change the power of all the weapons to 11 (at least grenades) -> makes the explosion size is about 4 times smaller (zooka maybe power 12 -> about half the size of the default)
3. Make grenades infinite since they are now a lot harder to hit with (especially with no sitting nades -rule)
I changed both to 1 (BTP's scheme editor doesnt allow precision numbers), I think it worked out just fine. Bit more skill involved, but not to the point you start throwing with stuff
Also, it kinda does make nades slightly less powerful. Which is good cause I can include unlim nades then. I'm afraid that further improving the zook's blast makes it TOO powerful.
4. To avoid confusion and unfairness, ALL crates should earn you points, but you can only get 1 point per turn, meaning no extra points if you hit 2 or more crates
I really don't feel right about this. With 5 crates on the map you're hardly ever forced to go for a really tough crate this way.
The rule: hit the last crate that fell, isn't very confusing IMO. And it makes sure that, when you miss, and there's 5 crates on the map, the opponent is forced to go after the same (hard) crate... which is a nice counterbalance against crate rape.
Luck is a slight downside, we'd have to see how that plays out, and I don't think you need clusters. You might want to try like 3 second turn time to make notching a little more difficult.
Well, I think pro's will have no probs whatsoever beating noobs. But once a certain level is reached... yeah the crates spawning could prove decisive. But as I said, once there's 5 crates out there and someone misses, the other guy has to go for the exact same crate.
Regarding 3 sec turn time... hmm.. It's a tough call. It plays a lot better with about 10 secs and I don't really think a lot of people can appreciate yet another hysterical scheme. But then... the notchers will take advantage yeah
Regarding clusters: I personally kinda like having 1 one of them.
In the attachment another map + an updated scheme with unlim nades and power levels set to 1 (+11 sec turn time).
It's really easy to make a quick (random) map yourself though. Just brush some here and there and find 1 or 2 objects to spice it up. Any noob can do