It seems that whenever I’m not around, the rain comes to enforce another rain delay… So, gameweek 4 on Narrows is re-scheduled for tonight, starting sometime between 7pm and 8pm EST.
In the event that I still can’t make it, there’s nothing to say that the rerst of you can’t play the games without me! All the settings are laid out in the gameweek description, and all custom games are described in detail as well. Heck, it’d be really helpful to have another Co-ordinator on the team, that I can rely on to take the reins as party leader if I can’t attend due to force majure…
So yes, tonight 7pm EST for Narrows. Hopefully it will go ahead as planned.
EDIT: Gameweek 4 has been postponed until this either this Friday after the Fireworks game, on Saturday at 7pm EST, or on Sunday before Gameweek 5.
It may be a narrow desolate bridge in the middle of nowhere, but it’s still a stop of the World Series! This weekend sees Narrows taking centre stage. While seeming very small and iconically “narrow”, the pair of mancannons make for some quick traversing from one side to the other, and may an integral part of your strategy!
Gametypes this week:
- Splockets: Rocket/Spartan Laser start, Infinite ammo, Nothing on map, 50 points.
- Ninjaball: Ball carrier has Active Camo, no waypoint. 100 points.
- Spaceman (see Custom Gametypes)
Spacemen are 3 times faster and half as heavy, which means a lot of lying around. Killing with your Energy Sword or Gravity Hammer earns 5 points, with a bonus point for an assassination! But, watch out not to fall off the map, it’s a 2 point penalty! Learning to use your Gravity Hammer to slow yourself down is key! First to 200 wins.
At the head of field going into this gameweek:
- TheChrisD - 650
- CBTS Zeak1 - 542
- CBTS Pennywise1 - 326
- KageTenshi55 - 306
- CBTS Blammo - 303
- II S1ckN4sty II - 288
With several “layers” developing in the standings, can anyone else break away from the pack and challenge the leaders? Be there at 7pm EST this Sunday!
At some point over the weekend (maybe Friday night, maybe Saturday night, maybe both, maybe neither), I TheChrisD will be holding Fireworks playtests. These playtests are mainly for testing out the map and gametype, seeing how well they work, whether there are any balance issues, and whether anything needs to be changed. If you want to help out with the playtests, just go look for me online and join my party somehow.
Just don’t clog up my message inbox asking for an invite.
The current versions of the map and gametype will be uploaded to my File Share at some point, hopefully tonight. From the looks of open spots, it’ll probably be Slots 6 and 7.
The Fireworks map for Friday week’s Independence Day blowout made some good progress yesterday. While still not complete, here’s a quick run-down on the map.
- Spawn points are located inside the bases - 8 on each side. The front entrances are blocked off with crates and barricades, while the centre ramp is blocked off with radio antennae. Although the antennae could possibly be moved by heavy explosions, they are on a reset timer of 10 seconds, as with all other scenery.
- Inside the spawn points are a Spartan Laser, Bubble Shield, Power Drain and Flare, all on a 20 second respawn. 4 firebomb grenades as well as plenty of stickies (both kinds) are on a 10 second timer.
- There is a teleporter on either side of the spawn point, in the corridors to the front entrances. These teleporters are linked to the 8 receiver nodes placed around the map. 2 nodes drop you outside the bases, 2 to the left of the bases, 2 to the right, and 2 nodes drop you right in the centre of the map.
- Behind each base is a Scorpion and 2 Ghosts on a 20 second timer. Also featured is a Missile Pod with 2 spare clips, also on a 20 second timer.
- To the left of each base is another node near a re-stocking station with more grenades and a Trip Mine. To the right of each base another node near a Deployable Cover.
- Near each side reciever node are 2 rockets on a 10 second reset, as well as a 20 second Banshee and Active Camo.
- In the middle of the map at the very edges lies a Chopper. A turret is also nearby.
- 4 Overshields are dotted around the map. 2 under some cliffs near the centre of the map, and 2 others out in front of the bases.
- Near each man-cannon landing zone are a turret case with a Sniper Rifle, Gravity Hammer and a Regenarator.
- In the centre of the map is a zone holding a 10 second Spartan Laser. Surrounding the Laser are fusion coils and Grav Lifts designate the corners of the zone. Blowing up the coils will blow up the entire area (the main Firework), as well as sending the Laser flying off.
- Near the centre Firework are 2 more Missile Pods.
If I’ve forgotten anything, I’ll be sure to add it in as soon as possible. Forging will continue until the map looks right, is slightly balanced, and plays out well. Playtests will be held on off days if people are available.
As for the gametype, all settings are default, with the exception of:
- Starting Weapons: Rocket Launcher/Random
- Respawn Traits: Invulnerable, infinite ammo, Black colour for 5 seconds.
The main reason for the repspawn traits is to give people the ability to get out of the spawn point without being killed by campers either in the spawn or outside the receiver nodes. Infinite ammo allows the players to kill any such campers “for free”.
Any suggestions for the map or the game settings should be posted in a reply!
After a slight delay due to an extended NASCAR race at Sonoma, the RPWS’s stop at Guardian is over. On a high note, there were three first-time winners in the 3 games tonight. Although turnout was again quite slow, there were a good few players taking some much needed points!
And, before I forget, replays of the matches are available on my File Share, slots 22-24.
Full report in the main post. More »