TNT Polo
Created by TrueDarkFusion & SargeantSarcasm
Bringing new meaning to sport games in an explosive way!
6-8 Players Recommended
Download TNT Arena Map
Download TNT Polo Variant
TNT Polo is a map designed to break the tension and absurdity of long competitive gaming sessions and the monotony behind popular sports games such as Grifball, and its many successors. However, despite it being classified in the same field as the games mentioned above, it is not an epic failure of a game like FH’s proud Bolla, or even an imitation of Grifball. No, it is something entirely different.
The game works as follows:
- There are two teams situated on opposing sides of an open field
- A fusion coil is positioned neatly between the two opposing factions
- Each player is given an SMG and 0% damage
- Opponents can only kill one another through the skillful use of assassinations
- radar is off to increase strategy
- Players can shoot/push/melee the fusion coil without fear since the fusion coil only explodes after excessive bullets have hit it.
- When the coil explodes, it resets in the center of the map
- The corners of the map have mancannons to prevent the fusion coil from getting stuck
- Take note of your half of the field's color
- Side A = yellow
- Side B = red
- Players on side A push the fusion coil to side B's hole to score
- After the round ends, players reset on the opposite side
- There are a total of 5, 3-minute rounds
The Scoring Mechanism
Each goal consists of 3 parts
- The hole: square-shaped with slanted fence walls interlocked downward
- The chute: small drop-shoot directly below, and interlocked into the slanted walls. Has teleporters at it's entrance, with a grav-lift centered inside for propulsion.
- The teleporters are used to keep cheaters from prematurely dropping into the goal, it shoots players into the center of the map, facing their own hole.
- The bottom: a turret lies on top of a bomb spawn point, which in turn lies directly above a bomb plant point
- Weapon pick-up is off mainly due to keeping players from picking up the turret, and dual-wielding SMGs
- The coil drops down through the hole and teleporter, into a chute, and destroys the turret, which in turn, spawns on top of the receiving teleporter, thus blocking the cheat-prevention device.
- The team that has just deactivated the teleporters may now jump into the hole pick up the bomb, which instantly detonates, thus earning the team 1 point.
Strategy
There are two important types of players in this game, that are absolutely essential to winning, and two more roles that people tend to take on.
- Brawler: The Brawler is the teammate dedicated to assassinating everyone on the other team, thus leaving the hole open to score.
- Carrier: The Carrier is the one who actively pursues pushing the fusion coil and scoring, they usually don't bother themselves with assassinations.
- Guard: The Guard protects the carrier from assassinations and helps push the fusion coil forward.
- Defender: The Defender tends to hang back and watch for potential assassinations on their teammates, furthermore, they help push the fusion coil from their position near their hole with precision shots. They are the last line of defense should their team fail to keep the fusion coil on the other side of the court.
A
POWER PLAY is when one team is outnumbered, due to a prevalence of assassinations, thereby leaving the aggressive team with the upper hand due to 10 second respawns.
This is not any ordinary fusion coil. It is the focus of the game and ultimately the ball of TNT Polo.
As you can see TNT Arena is not quite as large as Foundry, but it almost spans the entire length. All this space leaves plenty of room to maneuver the coil around the field in an attempt to score a goal on your opponent.
The coil rests peacefully at center court before the coming storm hits. This coil is in for a bumpy ride.
The opposing teams face off at the start of the round as they view the targeted coil. The teams will soon be locked in an epic battle, trying to navigate the coil into the opposing team's hole.
Opposing Carriers attempt to gain control over the coil while Brawlers from each team try to flank the opposition.
A red team Brawler manages to assassinate a blue team Carrier, resulting in a powerplay for the red team.
A pair of red team Carriers manage to navigate the coil to the blue team's hole despite attempted defense on part of the blues.
The blue team's receiver node before the coil triggers the switch. Once the switch is triggered the receiver node is blocked off and the red team can hop into the hole to score with ease.
The coil descends to the depths of the chute where it will crush the turret and force a turret to spawn atop the receiver node due to run time minimum being set to 1 and the turret at the bottom set to not respawn.
The turret atop the receiver node has now been force spawned because the coil crushed its sister turret.
A member of the red team has jumped down the chute to grab the bomb and ultimately score for their team.
Pretty fireworks! That's one more point for the red team!