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Hmm, since it's three-way scheme (1v1v1) it would be hard to convert into classic TUS cup settings. Only knockout system would function properly and after that finals must be also three-way. And how to determine the second and third? Because there is only one winner and two losers when the game ends. This scheme also can be played as 1v1v1v1 for fun but it can be extremely chaotic if the player count is increased. It's also not meant to play as 1v1.
u sure this is not suitable to play it in 1v1? I see no reason why it wouldn't be.. it looks fun. kinda luck based with the random wind directions, but in the extended options even that can be set differently, if we are to change something. it requires some bng skills with grenades + bow aiming. if u only meant that this scheme is 100% funner scheme well then I gotta tell u, we converted many funner schemes before into nice exciting competitive cup ideas
Also, I noticed map is destructible, what happens if a worm plops, or dot is destroyed? I remember deadcode made some maps where some terrain is destructible and some not, that would be good here.
and I'd say the player who destroys the finishing dot, should lose the round (its not stated in the rules, but its obvious like this)
That's not true. Sometimes you just blindly throw nades or nanas in a rush, accidents happens very often.
I think the scheme inventors haven't quite thought this throughout. what if the player who is more behind destroys the dot on purpose, making the other player wasting turn shooting arrows on the right side of the map? how high up the arrow needs to be at the right corner? what if the finishing dot is not fully destroyed, lets say 1-2 pixels are left there, how do you make a difference if thats the finishing dot or not? what if there are destroyed girders around the dot, and the players are not sure which 1-2 pixels belong to the dot and which belong to something else? this could be abused in multiple ways + led into confusing situations