Difference between revisions of "Trench"

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<center>[[File:trench.png|http://forums3.armagetronad.net]]<br>
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<center><h1>Trench</h1><br>
 
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The 'Trench', created by [[User:jericho|Jericho]], is a new take on the Fortress gamemode in an attempt to bring a new team oriented, strategic mode to Armagetron. It's important to note that while Trench incorporates key elements used in classic fortress, they are vastly different and the same strategies will likely be much less effective. The name Trench was chosen as somewhat of a private joke, as trenches are key strategic points in combat (for example, around a fortress). A new map has been implemented (see The Map section), as well as a unique scoring system that will be explained below. <br>
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The 'Trench', created by Jericho, is a new take on the Fortress gamemode in an attempt to bring a new team oriented, strategic mode to Armagetron. It's important to note that while Trench incorporates key elements used in classic fortress, they are vastly different and the same strategies will likely be much less effective. The name Trench was chosen as a symbol, as trenches are key points (e.g. around a fortress), to evolve new strategies. A new map has been implemented, as well as a unique scoring system that will be explained below.  
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The Trench map, courtesy of [[User:Vov|vov]] with a bit of tweaking by Jericho, is composed of 2 fortress zones, spawn bases known as "Penal Colonies" on each side of the map, and multiple death zones strategically laid out with a timer. At the start of the round each team spawns inside their base facing an exit leading to their own fortress zone. Exactly 10 seconds after the start of the round, death zones spawn in key points blocking access to the spawn base. For the first 3 minutes of the round, respawns are activated, allowing teammates to be revived by touching your fortress zone. This will cause eliminated players to respawn inside their base, forcing them to camp until the 6 minute mark, when the death zones are deactivated.  
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The Trench map, made by [[User:Vov|vov]] with editing by Jericho, is composed of 2 fortress zones, spawn bases known as "Penal Colonies" on each side of the map, and multiple death zones strategically laid out with a timer. At the start of the round each team spawns inside their Penal Colony facing a gate leading to their own fortress zone. Exactly 13 seconds after the start of the round, a death zone spawns in a key point blocking access to one of the two gates. For the first 3 minutes only, respawns are activated, allowing teammates to be revived by touching your fortress zone. This will cause eliminated players to respawn inside their PC. Respawned players can leave their PC by driving through the second gate (2nd Gate will close after the 3 minute mark). Respawns are disabled after the 3 minute mark as well.
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It's also important to note that the rim has a significant acceleration rate, which adds a whole new set of dynamics for attacking and defending a zone.
 
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SCORE_HOLE -4<br>
 
SCORE_HOLE -4<br>
 
SCORE_KILL 2<br>
 
SCORE_KILL 2<br>
SCORE_SUICIDE<br>
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SCORE_SUICIDE 0<br>
 
SCORE_SURVIVE 0<br>
 
SCORE_SURVIVE 0<br>
SCORE_WIN 6<br></code>
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FORTRESS_CONQUERED_SCORE 6<br>
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SCORE_WIN 4<br>
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CYCLE_ACCEL_RIM 0.8<br>
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TEAM_MAX_PLAYERS 5<br>
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MAP_FILE Jericho/trench/trench-3.4.aamap.xml(http://resource.armagetronad.net/resource/Jericho/trench/trench-3.4.aamap.xml)</code>
 
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<center><u><b>Additional Information</b></u></center>
 
<center><u><b>Additional Information</b></u></center>
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Trench is currently a work in progress, so this wiki and the gamemode itself is subject to change. Information here will be updated as needed, so check back if any updates are announced via Armagetron's forums. Thanks to Jericho and vov for their work on the server, and we hope you enjoy.
 
 
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Revision as of 13:16, 25 December 2018

Trench






General Information



The 'Trench', created by Jericho, is a new take on the Fortress gamemode in an attempt to bring a new team oriented, strategic mode to Armagetron. It's important to note that while Trench incorporates key elements used in classic fortress, they are vastly different and the same strategies will likely be much less effective. The name Trench was chosen as a symbol, as trenches are key points (e.g. around a fortress), to evolve new strategies. A new map has been implemented, as well as a unique scoring system that will be explained below.


The Map



Trenchmap.png




The Trench map, made by vov with editing by Jericho, is composed of 2 fortress zones, spawn bases known as "Penal Colonies" on each side of the map, and multiple death zones strategically laid out with a timer. At the start of the round each team spawns inside their Penal Colony facing a gate leading to their own fortress zone. Exactly 13 seconds after the start of the round, a death zone spawns in a key point blocking access to one of the two gates. For the first 3 minutes only, respawns are activated, allowing teammates to be revived by touching your fortress zone. This will cause eliminated players to respawn inside their PC. Respawned players can leave their PC by driving through the second gate (2nd Gate will close after the 3 minute mark). Respawns are disabled after the 3 minute mark as well. It's also important to note that the rim has a significant acceleration rate, which adds a whole new set of dynamics for attacking and defending a zone.


Scoring



Based on the scoring system used in Trench, it's clear that strategic holing is being greatly discouraged in this gamemode, as entering a hole created by ones own team causes you to lose 4 points. Below are the currently scoring values.

SCORE_DEATHZONE -2
SCORE_DIE 0
SCORE_HOLE -4
SCORE_KILL 2
SCORE_SUICIDE 0
SCORE_SURVIVE 0
FORTRESS_CONQUERED_SCORE 6
SCORE_WIN 4
CYCLE_ACCEL_RIM 0.8
TEAM_MAX_PLAYERS 5
MAP_FILE Jericho/trench/trench-3.4.aamap.xml(http://resource.armagetronad.net/resource/Jericho/trench/trench-3.4.aamap.xml)



Additional Information