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Author Topic: OwnFort Cup: Maps  (Read 1011 times)

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OwnFort Cup: Maps
« on: September 04, 2013, 04:58 PM »
OwnForts (??HomeForts??) Cup is almost here (if you dont know whats that, check this topic: https://www.tus-wa.com/forums/cups-and-tournaments-general/ownforts-cup-project-21666/ ) the only reason why its not registered yet is testing and tweaking cup scheme.
How your fort will look is up to you, i can limit you only in size, which is 1000x1000 pixels max.
If your map contain hardcore porn ill sign you up however there is risk some parts of your map will be censored.

still I can give you some tips:
scheme spawn alot of mines all around the map, but the better your fort will be protected from mines the more mines will spawn on opponent's fort
something simillar with crates spawn, crates can spawn at 3 zones: your fort, neutral territory, opponent's fort. If both forts is very bad at crate spawning sometimes crates will spawn at neutral territory, otherwise its a really rare thing to happen. You, meanwhile can build a whole crate farm on your fort and take all crates under your control so your opponent can run out of weapons much sooner than you. Its all about tactic.
I made special pic for you guys to show one of examples how you can avoid mines and spawn crates

ofc there is alot of ways:
Scheme have inf lg and inf bat. So you can for example make roof spawn some mines and shot them right into your opponents fort, quite good weap counting the fact most of the weapons will be locked at the start of the game.
Other tactic is making some holes on flat terrain that leads right into plop, and since the scheme contain one jet pack you can knock them all in water. Or you can mix all this into one awesome fort, its all up to you.

You also need to make roof protection for armageddon, however you can let it stay open and once delay order come you can just block the roof with girder pack because girder pack unlocks just 1 turn before armageddon.
Try to make few good hides so no one of your worms can plop at earth quake, unlike hysteria on this scheme the more worms you have the better situation because on sd all worms get 1 hp
Keep in mind opponent can also turn on nuclear and dont forgot about bugs and tricks that you can use on your fort like ability to shoot through tight walls and so on.

i attached latest version of the scheme and map canvas where you can see neutral territory.
some explaining about neutral territory: there is two reasons why i added it, first: i put all rules on it, second:its very tactical. here is screen of what it looks like

the maximal amount of possible crates spawned on neutral territory is 2 because i build 5 special apex points each spawn mine at the start on it, and since mines spawn before crates they just take place and dont let crates spawn here, however if your fort spawn crates wierder than opponent you can remove mines from neutral territory or mod it the way so crates will spawn on it hard, if your opponent did this you can just destroy    whole neutral territory zone so crates will start to spawn on your fort again