
By Morphine (GT:Timeless161)
Players: 4-16
Map v2.3
Gametype (required)
Let me just start off by saying that I had a blast making this thing, special thanks to everyone who put their time into testing it. Especially the FH testers guild and some of you from XForgery. In total I believe this went through about 5 different versions, each with several subversion tweaks. The finished product is easily one of my favorite mini games maps I've made when it comes to replayability and fun factor. But, I don't want to over sell it judge for yourselves...
The name of the game came from a Hindi parable in which a man heads out into the woods seeking treasure but ends up going on a spiritual journey with several different animals. The game itself takes influence from several other semi popular minigames, including tremors, sharks and minnows, cave freaks, and rock wall. Combining them into one with some other unconventional concept twists. The game itself is played in teams as an one sided territories match, But goes much farther. Here is a basic layout to help get an idea of how the map is setup.
The defenders spawn on a floating platform before loading into vehicles and taking their action packed man cannon propelled jump.
Riding the wave of this ego boosting experience they cruise to the other side of the map, trying to intercept the attackers as they head towards the first territory.
There is a long road ahead of the attackers. With normal movement traits the only thing that stands against them is time (4 mins) and the horde of beasts attempting to splatter them.
As you can see in some of the pictures above I list two separate spots for respawns. While the game is only one life per round when an attacker captures a territory it respawns his dead teammates. Depending on what time within the round the player captures it, his teammates will spawn at one of two locations.
Also seen in these photos there are several places for the attackers to jump and take shelter, their only defense being the equipment and weapons that are available on the way. On the other hand the defenders can only use vehicles to splatter their enemy as they can not deal damage.
The best strategy is working together as a team, in order to make your way to the capture point inturn respawning all of your dead teammates.
As you capture territories they get progressively harder to reach, all for their own reasons. The object is to head at a steady pace, as the objects spawn in over time and the round limit is only 4 mins. The final point is based a top of a rock wall, one slip could spell your upending doom.
But you need to pay extra close attention to any ghosts who can climb the wall and push you off, in order for their teammates to splatter you below.
Technical stuff: In order for this game to work with territories, I had to make 4 huge territories that cover the entire map and have them instantly be captured as soon as the game started. This allows me to apply different traits to both the attackers and defenders no matter where they were on the map. (including the white and black coloring) This is why the attackers spawn in the center of the map where all four territories meet in the beginning of the game, then are teleported to the start. (so the scoring still works but just subtract 4 to your score for each round played)
This of course allows me to make this game nearly honor rule free. So you don't have to worry about nubs who hijack, shoot you, try to pick up equipment or weapons as defenders, or get out of their vehicle to chase after you (low speed and gravity).
Well that's it, Thanks again to everyone who helped me test it. Any comments are welcome and as always have fun and enjoy!