44 lines
1.8 KiB
Plaintext
44 lines
1.8 KiB
Plaintext
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Challenge ProMode Arena: Hoonymode
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Date: 7 Nov 03
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Hoonymode is a novel form of 1v1 play, loosely based on tennis rules.
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All in-game behaviour (weapons, physics, items, etc) remains the same
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as standard DM: the change is in how the game progresses from one frag
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to the next.
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During warmup, two spawnpoints are chosen by the players. One will
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typically be a "stronger" spawn and the other "weaker". When the game
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begins, these are where the players will spawn, with the strong spawn
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considered the equivalent of having the "serve".
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Each player death (regardless of source, i.e. a suicide is considered
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a kill for the opponent) is treated as a distinct point. After a point
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is scored, play does not continue as in DM: instead, the players and
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the arena are reset, and a new point is contested for. Players switch
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spawnpoints at this time, so the player who had the weak spawn for the
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previous point now has the strong one, effecting a change of serve.
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Players are given a few seconds between points to reconsider strategies
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etc.
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Games are played to a point limit, with the clock not being a factor.
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A player must reach that limit and be at least two points clear of
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his opponent to win, i.e. in a 5-point game, 5-4 is a lead not a win:
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the player still needs another point to clinch it.
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Implementation Specifics:
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Players claim a spawnpoint by moving near it and using the \spawn
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command (via console/bind/etc).
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Referees can choose spawnpoints for players by using "\spawn <pid>"
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(Players can also use this when playing bots).
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Players are not FORCED to choose a spawnpoint: in the early testing
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stages I discovered that it's a lot of fun even if you just have
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random spawns, but still using the "point" scheme and full resets.
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I certainly wouldn't recommend it for serious play though.
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